首页 > 最新文献

Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction最新文献

英文 中文
KineticCanvas: Synergetic Effort Between Art and Technology KineticCanvas:艺术与技术之间的协同努力
R. Peiris, Suranga Nanayakkara, Vikum Wijesinghe, K. Minamizawa
Kinetic Canvas is an attempt to synergise art and technology, where artists can animate paintings on their drawing canvas to represent a passage of time. We collaborated with a professional artist who works on "nihonga" artwork (artwork that features traditional Japanese techniques) to create a 5 feet by 3 feet art piece for a public exhibition. This paper presents the development process of the artwork, challenges faced by both the artist and the technologist and reflections on the synergetic effort.
Kinetic Canvas是一种将艺术和技术结合起来的尝试,艺术家可以在画布上绘制动画来代表时间的流逝。我们与一位从事“日式”艺术品(以日本传统技术为特色的艺术品)的专业艺术家合作,为公共展览创作了一件5英尺乘3英尺的艺术品。本文介绍了艺术作品的发展过程,艺术家和技术人员所面临的挑战,以及对协同努力的思考。
{"title":"KineticCanvas: Synergetic Effort Between Art and Technology","authors":"R. Peiris, Suranga Nanayakkara, Vikum Wijesinghe, K. Minamizawa","doi":"10.1145/2838739.2838794","DOIUrl":"https://doi.org/10.1145/2838739.2838794","url":null,"abstract":"Kinetic Canvas is an attempt to synergise art and technology, where artists can animate paintings on their drawing canvas to represent a passage of time. We collaborated with a professional artist who works on \"nihonga\" artwork (artwork that features traditional Japanese techniques) to create a 5 feet by 3 feet art piece for a public exhibition. This paper presents the development process of the artwork, challenges faced by both the artist and the technologist and reflections on the synergetic effort.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117230812","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
A Non-Linear Regression Model to Predict Aesthetic Ratings of On-Screen Images 一种预测屏幕图像审美等级的非线性回归模型
R. Maity, Avinash Uttav, Gourav Verma, S. Bhattacharya
It has been found that the perceived appeal (or aesthetic) of an interface plays important role in determining its usability. Predictive model of interface aesthetics can thus be useful for designer to determine and improve usability. Images being an integral part of most of the interfaces contribute significantly to the overall interface aesthetics. In this paper, we propose a computational model to predict the aesthetic quality of on-screen images. We have identified a total of twenty features, divided into two broad categories, to capture image aesthetics. In order to relate the features to aesthetics, we performed a controlled user study with eighty images and hundred participants. The images were created by us and the participants were asked to rate those on a 5-point scale as per their judgment of appeal (or beauty or aesthetics) of the images. The data were used to train and test a non-linear regression model based on a SVM classifier, as the predictor of image aesthetics, with a mean square error of 0.03. The model basically predicts the likely aesthetic rating (on a 5-point scale) for a given image, given the feature values. The proposed model along with the details of the empirical data collection and analysis are discussed in this paper.
人们已经发现,界面的感知吸引力(或美学)在决定其可用性方面起着重要作用。因此,界面美学的预测模型可以帮助设计师确定和提高可用性。图像是大多数界面中不可或缺的一部分,对整体界面美学有重要贡献。在本文中,我们提出了一个计算模型来预测屏幕图像的审美质量。我们已经确定了总共20个特征,分为两大类,以捕捉图像美学。为了将这些特征与美学联系起来,我们对80张图片和100名参与者进行了一项对照用户研究。这些图片是由我们制作的,参与者被要求根据他们对图片的吸引力(或美或美学)的判断,以5分的标准对这些图片进行评分。使用这些数据训练和测试基于SVM分类器的非线性回归模型,作为图像美学的预测器,均方误差为0.03。根据给定的特征值,该模型基本上可以预测给定图像可能的美学评分(5分制)。本文讨论了所提出的模型以及实证数据收集和分析的细节。
{"title":"A Non-Linear Regression Model to Predict Aesthetic Ratings of On-Screen Images","authors":"R. Maity, Avinash Uttav, Gourav Verma, S. Bhattacharya","doi":"10.1145/2838739.2838743","DOIUrl":"https://doi.org/10.1145/2838739.2838743","url":null,"abstract":"It has been found that the perceived appeal (or aesthetic) of an interface plays important role in determining its usability. Predictive model of interface aesthetics can thus be useful for designer to determine and improve usability. Images being an integral part of most of the interfaces contribute significantly to the overall interface aesthetics. In this paper, we propose a computational model to predict the aesthetic quality of on-screen images. We have identified a total of twenty features, divided into two broad categories, to capture image aesthetics. In order to relate the features to aesthetics, we performed a controlled user study with eighty images and hundred participants. The images were created by us and the participants were asked to rate those on a 5-point scale as per their judgment of appeal (or beauty or aesthetics) of the images. The data were used to train and test a non-linear regression model based on a SVM classifier, as the predictor of image aesthetics, with a mean square error of 0.03. The model basically predicts the likely aesthetic rating (on a 5-point scale) for a given image, given the feature values. The proposed model along with the details of the empirical data collection and analysis are discussed in this paper.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123784419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
So You Think You Are a Multitasker?: A Qualitative Study to Understand Multitasking 你认为自己是一个一心多用的人?:理解多任务处理的定性研究
Minal Jain, Sarita Seshagiri, Aditya Ponnada
In the present day, the need and ability to multitask in or across devices is growing. However, these multitasking abilities are being introduced to devices without considering the effect they have on the cognitive workload of a user and its impact on one's productivity. Through our study described in this paper, we attempt to understand multitasking from a qualitative perspective by exploring the difference in multitasking behaviour of users when they deal with active and passive tasks. We also identify workarounds devised by users in order to minimize their cognitive workload while multitasking across apps on their mobile devices. Finally, we suggest certain guidelines that could be adopted by technology companies to aid users in effectively handling interruptions and switching across applications.
如今,在设备内或跨设备进行多任务处理的需求和能力正在增长。然而,这些多任务处理能力被引入到设备中,却没有考虑到它们对用户认知负荷的影响及其对工作效率的影响。通过本文所述的研究,我们试图从定性的角度来理解多任务,探索用户在处理主动任务和被动任务时的多任务行为差异。我们还确定了用户设计的解决方案,以尽量减少他们在移动设备上跨应用程序进行多任务处理时的认知工作量。最后,我们提出了一些指导方针,这些指导方针可以被技术公司采用,以帮助用户有效地处理中断和跨应用程序切换。
{"title":"So You Think You Are a Multitasker?: A Qualitative Study to Understand Multitasking","authors":"Minal Jain, Sarita Seshagiri, Aditya Ponnada","doi":"10.1145/2838739.2838800","DOIUrl":"https://doi.org/10.1145/2838739.2838800","url":null,"abstract":"In the present day, the need and ability to multitask in or across devices is growing. However, these multitasking abilities are being introduced to devices without considering the effect they have on the cognitive workload of a user and its impact on one's productivity. Through our study described in this paper, we attempt to understand multitasking from a qualitative perspective by exploring the difference in multitasking behaviour of users when they deal with active and passive tasks. We also identify workarounds devised by users in order to minimize their cognitive workload while multitasking across apps on their mobile devices. Finally, we suggest certain guidelines that could be adopted by technology companies to aid users in effectively handling interruptions and switching across applications.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126944168","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Digital Pop-Up: Investigating Bespoke Community Engagement in Public Spaces 数字弹出式:调查公共空间中定制的社区参与
Joel Fredericks, M. Tomitsch, L. Hespanhol, Ian McArthur
This paper presents findings from a series of iterative field studies on the use of interactive, situated digital technologies deployed within a pop-up style format used for the purpose of community engagement. Based on observations, participant interviews, and a focus group with representatives from the local government authority, the contribution of this research is twofold. First, we propose five elements to guide the design of digital pop-up interventions for community engagement. Second, we demonstrate the effectiveness of combining digital interfaces and a physical pop-up within a civic space equipped with a large urban screen to engage wider cross-sections of the public. From that, we derive insights about the utilisation of this approach in attracting the attention of people who do not generally attend traditional community engagement events, and provide a more seamless consultation process by enabling citizens to submit their responses on the spot.
本文介绍了一系列关于使用交互式、定位数字技术的反复实地研究的结果,这些技术以弹出式格式部署,用于社区参与的目的。根据观察、参与者访谈和与地方政府当局代表的焦点小组,本研究的贡献是双重的。首先,我们提出了五个要素来指导社区参与的数字弹出式干预措施的设计。其次,我们展示了在配备大型城市屏幕的公共空间内结合数字界面和实体弹出式空间的有效性,以吸引更广泛的公众。由此,我们得出了如何利用这种方法来吸引那些通常不参加传统社区参与活动的人的注意,并通过让公民当场提交他们的回答,提供一个更无缝的咨询过程的见解。
{"title":"Digital Pop-Up: Investigating Bespoke Community Engagement in Public Spaces","authors":"Joel Fredericks, M. Tomitsch, L. Hespanhol, Ian McArthur","doi":"10.1145/2838739.2838759","DOIUrl":"https://doi.org/10.1145/2838739.2838759","url":null,"abstract":"This paper presents findings from a series of iterative field studies on the use of interactive, situated digital technologies deployed within a pop-up style format used for the purpose of community engagement. Based on observations, participant interviews, and a focus group with representatives from the local government authority, the contribution of this research is twofold. First, we propose five elements to guide the design of digital pop-up interventions for community engagement. Second, we demonstrate the effectiveness of combining digital interfaces and a physical pop-up within a civic space equipped with a large urban screen to engage wider cross-sections of the public. From that, we derive insights about the utilisation of this approach in attracting the attention of people who do not generally attend traditional community engagement events, and provide a more seamless consultation process by enabling citizens to submit their responses on the spot.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115203679","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 32
Visual Distractions Effects on Reading in Digital Environments: A Comparison of First and Second English Language Readers 数字环境下视觉干扰对阅读的影响:一、二语读者的比较
Leana Copeland, Tom Gedeon
Reading in digital environments can be very distracting. Using eye-tracking technology, we investigate if text readability affects distraction rate, eye movements, and reading comprehension in a visually distracting digital environment. We compared an easy-to-read text and a hard-to-read text on both first language English (L1) readers and second language English (L2) readers. Text readability was measured using the standard readability formulas such as the Flesch-Kincaid Grade level. Results show that text readability does cause different eye movements and produce reading comprehension results that deviate from what is normally expected. Readers are affected more by the distractions when reading easy-to-read text compared to when reading hard-to-read text. Furthermore, L2 readers are affected more than L1 readers. These findings can be used in the design of eLearning materials when distractions cannot be overcome.
在数字环境中阅读很容易让人分心。使用眼动追踪技术,我们研究了在视觉分散的数字环境中,文本可读性是否会影响注意力分散率、眼球运动和阅读理解。我们在第一语言英语(L1)读者和第二语言英语(L2)读者上比较了易于阅读的文本和难以阅读的文本。使用标准可读性公式(如Flesch-Kincaid Grade level)测量文本可读性。结果表明,文本可读性确实会引起不同的眼球运动,并产生偏离正常预期的阅读理解结果。与阅读难读的文本相比,读者在阅读易读的文本时更容易受到干扰。此外,第二语言读者比第一语言读者受到的影响更大。这些发现可以用于设计无法克服干扰的电子学习材料。
{"title":"Visual Distractions Effects on Reading in Digital Environments: A Comparison of First and Second English Language Readers","authors":"Leana Copeland, Tom Gedeon","doi":"10.1145/2838739.2838762","DOIUrl":"https://doi.org/10.1145/2838739.2838762","url":null,"abstract":"Reading in digital environments can be very distracting. Using eye-tracking technology, we investigate if text readability affects distraction rate, eye movements, and reading comprehension in a visually distracting digital environment. We compared an easy-to-read text and a hard-to-read text on both first language English (L1) readers and second language English (L2) readers. Text readability was measured using the standard readability formulas such as the Flesch-Kincaid Grade level. Results show that text readability does cause different eye movements and produce reading comprehension results that deviate from what is normally expected. Readers are affected more by the distractions when reading easy-to-read text compared to when reading hard-to-read text. Furthermore, L2 readers are affected more than L1 readers. These findings can be used in the design of eLearning materials when distractions cannot be overcome.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128494156","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Designing Real Time Assistive Technologies: A Study of Children with ADHD 设计实时辅助技术:ADHD儿童的研究
Tobias Sonne, C. Obel, Kaj Grønbæk
Children with mental disorders like Attention Deficit Hyperactivity Disorder (ADHD) often experience challenges in school as they struggle to maintain their attention. Based on empirical studies conducted in school contexts and together with teachers and ADHD domain professionals, we identified design criteria in relation to three core components (sensing, recognizing, and assisting) for designing real time assistive technologies for children with ADHD. Based on these design criteria, we designed the Child Activity Sensing and Training Tool (CASTT), a real time assistive prototype that captures activities and assists the child in maintaining attention. From a preliminary evaluation of CASTT with 20 children in several schools, we and found that: 1) it is possible to create a wearable sensor system for children with ADHD that monitors physical and physiological activities in real time; and that 2) real time assistive technologies have potential to assist children with ADHD in regaining attention in critical school situations.
患有注意力缺陷多动障碍(ADHD)等精神障碍的儿童在学校经常遇到挑战,因为他们很难保持注意力。基于在学校环境中进行的实证研究,并与教师和ADHD领域的专业人员一起,我们确定了设计ADHD儿童实时辅助技术的三个核心组成部分(感知、识别和辅助)的设计标准。基于这些设计标准,我们设计了儿童活动感知和训练工具(CASTT),这是一个实时辅助原型,可以捕捉活动并帮助儿童保持注意力。通过对几所学校的20名儿童进行cast的初步评估,我们发现:1)有可能为ADHD儿童创建一个可穿戴传感器系统,实时监测身体和生理活动;2)实时辅助技术有可能帮助患有多动症的儿童在危急的学校环境中重新获得注意力。
{"title":"Designing Real Time Assistive Technologies: A Study of Children with ADHD","authors":"Tobias Sonne, C. Obel, Kaj Grønbæk","doi":"10.1145/2838739.2838815","DOIUrl":"https://doi.org/10.1145/2838739.2838815","url":null,"abstract":"Children with mental disorders like Attention Deficit Hyperactivity Disorder (ADHD) often experience challenges in school as they struggle to maintain their attention. Based on empirical studies conducted in school contexts and together with teachers and ADHD domain professionals, we identified design criteria in relation to three core components (sensing, recognizing, and assisting) for designing real time assistive technologies for children with ADHD. Based on these design criteria, we designed the Child Activity Sensing and Training Tool (CASTT), a real time assistive prototype that captures activities and assists the child in maintaining attention. From a preliminary evaluation of CASTT with 20 children in several schools, we and found that: 1) it is possible to create a wearable sensor system for children with ADHD that monitors physical and physiological activities in real time; and that 2) real time assistive technologies have potential to assist children with ADHD in regaining attention in critical school situations.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129105047","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 31
From Users to Citizens: Some Thoughts on Designing for Polity and Civics 从用户到公民:关于政治与公民设计的几点思考
M. Foth, M. Tomitsch, C. Satchell, M. Haeusler
This paper presents an essay aimed at prompting broad discussion crucial in keeping the interaction design discourse fresh, critical, and in motion. We trace the changing role of people who have advanced from consumers to producers, from stationary office workers to mobile urban nomads, from passive members of the plebs to active instigators of change. Yet, interaction designers often still refer to them only as 'users.' We follow some of the historic developments from the information superhighway to the smart city in order to provide the backdrop in front of which we critically analyse three core areas. First, the issue of echo chambers and filter bubbles in social media results in a political polarisation that jeopardises the formation of a functioning public sphere. Second, pretty lights and colourful façades in media architecture are increasingly making way for situated installations and interventions fostering community engagement. And third, civic activism is often reduced to forms of slacktivism. We synthesise our discussion to propose 'citizen-ability' as an alternative goal for interaction designers to aspire to in order to create new polities and civics for a better quality of life.
本文提出了一篇文章,旨在促进广泛的讨论,这对于保持交互设计话语的新鲜感、批判性和动态至关重要。我们追溯了人们角色的变化,从消费者到生产者,从固定的办公室职员到流动的城市游牧民,从被动的平民成员到积极的变革推动者。然而,交互设计师通常仍然只把他们称为“用户”。我们跟随从信息高速公路到智慧城市的一些历史性发展,为我们批判性地分析三个核心领域提供背景。首先,社交媒体上的回音室和过滤泡沫问题导致政治两极分化,危及一个正常运作的公共领域的形成。其次,媒体建筑中漂亮的灯光和色彩缤纷的立面越来越多地为定位装置和促进社区参与的干预让路。第三,公民行动主义经常被简化为懒汉行动主义的形式。我们综合我们的讨论,提出“公民能力”作为交互设计师追求的另一个目标,以创造新的政策和公民,以提高生活质量。
{"title":"From Users to Citizens: Some Thoughts on Designing for Polity and Civics","authors":"M. Foth, M. Tomitsch, C. Satchell, M. Haeusler","doi":"10.1145/2838739.2838769","DOIUrl":"https://doi.org/10.1145/2838739.2838769","url":null,"abstract":"This paper presents an essay aimed at prompting broad discussion crucial in keeping the interaction design discourse fresh, critical, and in motion. We trace the changing role of people who have advanced from consumers to producers, from stationary office workers to mobile urban nomads, from passive members of the plebs to active instigators of change. Yet, interaction designers often still refer to them only as 'users.' We follow some of the historic developments from the information superhighway to the smart city in order to provide the backdrop in front of which we critically analyse three core areas. First, the issue of echo chambers and filter bubbles in social media results in a political polarisation that jeopardises the formation of a functioning public sphere. Second, pretty lights and colourful façades in media architecture are increasingly making way for situated installations and interventions fostering community engagement. And third, civic activism is often reduced to forms of slacktivism. We synthesise our discussion to propose 'citizen-ability' as an alternative goal for interaction designers to aspire to in order to create new polities and civics for a better quality of life.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129107834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 62
Differentiated Participation in Social Videogaming 社交电子游戏的差异化参与
J. Downs, F. Vetere, Wally Smith
Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.
社交电子游戏不仅为玩家提供了直接参与游戏玩法的机会,还为玩家提供了间接互动的机会。我们基于对六个家庭在家中玩实体电子游戏的实地观察,提出了一项关于参与游戏的差异性质的研究。在现有理论框架的基础上,我们区分了三种持久角色:参与者、观众成员和旁观者。除此之外,我们还在观众中发现了丰富多样的自发和短暂的角色:观众、编曲者、经理、教练、导演、木偶演员、评论员、起哄者、支持者、记录者、皮影戏演员和啦啦队长。我们认为,通过对电子游戏参与的差异化本质的更深入理解,设计师可能会扩大他们的游戏范围,并在国内游戏的广泛情况下应对潜在的新体验。
{"title":"Differentiated Participation in Social Videogaming","authors":"J. Downs, F. Vetere, Wally Smith","doi":"10.1145/2838739.2838777","DOIUrl":"https://doi.org/10.1145/2838739.2838777","url":null,"abstract":"Social videogaming provides opportunities for individuals not only to engage directly in active gameplay but also to interact indirectly from the sidelines. We present a study of the differentiated nature of participation in gaming based on field observations of six families playing physical videogames in their homes. Building on existing theoretical frameworks, we distinguish three kinds of durable roles: players, audience members and bystanders. Going beyond this, we also identify a rich variety of spontaneous and ephemeral roles among the audience: spectators, orchestrators, managers, coaches, directors, puppeteers, commentators, hecklers, supporters, documenters, shadow players, and cheerleaders. We argue that through this richer understanding of the differentiated nature of participation in videogaming, designers might expand the reach of their games and respond to the potential for new experiences in the broad situation of domestic gaming.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127882419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Bi-Cultural Content Publication on a Digital Noticeboard: a Design and Cultural Differences Case Study 数字公告板上的双文化内容出版:设计与文化差异案例研究
A. Soro, M. Brereton, A. Hong, P. Roe
We present our observations of Aboriginal Australian practices around a custom digital noticeboard and compare our insights to related research on cultural differences, literacy and ICT4D. The digital noticeboard was created, upon a request by the community Elders, to foster communication across the community. The initial design, informed by discussions and consultations, aimed at supporting the local Aboriginal language and English, both in written and spoken form, at supporting the oral tradition, and at accommodating for different perceptions and representations of time. This paper presents observations about the first encounters with the digital noticeboard by those members of the community that took part in its conceptualization. Such observations reinforce existing knowledge on such cultural phenomena as collectivism and time perception, issues related to literacy, moderation and censorship. We contribute to framing such knowledge within a concrete case study and draw implication for design of tools for bi-cultural content publication.
我们展示了我们对澳大利亚原住民在定制数字公告板上的做法的观察,并将我们的见解与文化差异、识字率和ICT4D的相关研究进行了比较。数字公告板是应社区长老的要求创建的,目的是促进整个社区的交流。经过讨论和协商,初步设计的目的是支持当地土著语言和英语的书面和口头形式,支持口头传统,并适应不同的观念和对时间的表述。本文介绍了参与其概念化的社区成员第一次接触数字公告板的观察结果。这种观察加强了对集体主义和时间观念、与识字、节制和审查有关的问题等文化现象的现有认识。我们在一个具体的案例研究中构建了这些知识,并为双文化内容出版工具的设计提供了启示。
{"title":"Bi-Cultural Content Publication on a Digital Noticeboard: a Design and Cultural Differences Case Study","authors":"A. Soro, M. Brereton, A. Hong, P. Roe","doi":"10.1145/2838739.2838813","DOIUrl":"https://doi.org/10.1145/2838739.2838813","url":null,"abstract":"We present our observations of Aboriginal Australian practices around a custom digital noticeboard and compare our insights to related research on cultural differences, literacy and ICT4D. The digital noticeboard was created, upon a request by the community Elders, to foster communication across the community. The initial design, informed by discussions and consultations, aimed at supporting the local Aboriginal language and English, both in written and spoken form, at supporting the oral tradition, and at accommodating for different perceptions and representations of time. This paper presents observations about the first encounters with the digital noticeboard by those members of the community that took part in its conceptualization. Such observations reinforce existing knowledge on such cultural phenomena as collectivism and time perception, issues related to literacy, moderation and censorship. We contribute to framing such knowledge within a concrete case study and draw implication for design of tools for bi-cultural content publication.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131948143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Investigating User Confidence for Uncertainty Presentation in Predictive Decision Making 研究预测决策中不确定性表示的用户信心
Syed Arshad, Jianlong Zhou, Constant Bridon, Fang Chen, Yang Wang
Machine Learning (ML) based decision support systems are often like a black box to non-expert users. Here user's confidence becomes critical for effective decision making and maintaining trust in the system. We find that user confidence varies significantly depending on supplementary material presented on screen. We investigate change in user confidence (in the context of ML based decision making) by varying level of uncertainty presented (in an online water-pipe failure prediction case study) and find that all 26 subjects rated higher uncertainty task to be most difficult and had lowest user confidence in predictive decisions of the same. This agrees with our expectation that increased uncertainty would reduce user confidence in predictive decision making. However, ML-researchers subgroup reported being most confident when uncertainty with known probability was presented, whereas other subgroups (viz. general staff and non-ML researchers) appeared most confident when uncertainty was not at all presented. This is an original research to improve understanding of user's decision making confidence with respect to uncertainty presented in machine learning context.
对于非专业用户来说,基于机器学习(ML)的决策支持系统通常就像一个黑盒子。在这里,用户的信心对于有效决策和维持对系统的信任至关重要。我们发现,用户信心的差异很大程度上取决于屏幕上呈现的补充材料。我们通过不同程度的不确定性(在一个在线水管故障预测案例研究中)来调查用户信心的变化(在基于机器学习的决策背景下),并发现所有26个受试者都将更高的不确定性任务评为最难的,并且在相同的预测决策中具有最低的用户信心。这与我们的预期一致,即增加的不确定性会降低用户对预测性决策的信心。然而,机器学习研究小组报告说,当存在已知概率的不确定性时,他们最自信,而其他小组(即一般工作人员和非机器学习研究人员)在根本不存在不确定性时表现得最自信。这是一项原创性研究,旨在提高对机器学习环境中不确定性的用户决策信心的理解。
{"title":"Investigating User Confidence for Uncertainty Presentation in Predictive Decision Making","authors":"Syed Arshad, Jianlong Zhou, Constant Bridon, Fang Chen, Yang Wang","doi":"10.1145/2838739.2838753","DOIUrl":"https://doi.org/10.1145/2838739.2838753","url":null,"abstract":"Machine Learning (ML) based decision support systems are often like a black box to non-expert users. Here user's confidence becomes critical for effective decision making and maintaining trust in the system. We find that user confidence varies significantly depending on supplementary material presented on screen. We investigate change in user confidence (in the context of ML based decision making) by varying level of uncertainty presented (in an online water-pipe failure prediction case study) and find that all 26 subjects rated higher uncertainty task to be most difficult and had lowest user confidence in predictive decisions of the same. This agrees with our expectation that increased uncertainty would reduce user confidence in predictive decision making. However, ML-researchers subgroup reported being most confident when uncertainty with known probability was presented, whereas other subgroups (viz. general staff and non-ML researchers) appeared most confident when uncertainty was not at all presented. This is an original research to improve understanding of user's decision making confidence with respect to uncertainty presented in machine learning context.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116138233","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 24
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1