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Exploring Trust in Bitcoin Technology: A Framework for HCI Research 探索比特币技术中的信任:HCI研究框架
C. Sas, Irni Eliana Khairuddin
Bitcoin is a crypto-currency which differs in several ways from the traditional use of money. It does not require an individual name but digital wallet IDs, which makes it more private. Bitcoin technology currently lacks protection with respect to monetary transfers, and its structure is not endorsed by the governments. Yet, understanding the concept of trust is fundamental to Bitcoin technology and digital currency economy. This paper offers a review of relevant work on cryptocurrency and trust in HCI, and critically examines its value in understanding the issues of trust in Bitcoin technology. Several limitations of the current theories and models of trust are identified, and a research framework is proposed to explore the specific trust challenges raised by the Bitcoin technology.
比特币是一种加密货币,在许多方面与传统的货币用途不同。它不需要个人姓名,只需要数字钱包id,这使得它更加私密。比特币技术目前在货币转移方面缺乏保护,其结构也没有得到政府的认可。然而,理解信任的概念是比特币技术和数字货币经济的基础。本文回顾了加密货币和HCI信任的相关工作,并批判性地审视了其在理解比特币技术信任问题方面的价值。指出了当前信任理论和模型的几个局限性,并提出了一个研究框架来探讨比特币技术带来的具体信任挑战。
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引用次数: 56
VibRein: An Engaging and Assistive Mobile Learning Companion for Students with Intellectual Disabilities VibRein:一个为智障学生提供的引人入胜的辅助移动学习伙伴
Shubham Toshniwal, Prasenjit Dey, Nitendra Rajput, Saurabh Srivastava
Massive Open Online Courses (MOOCs) have paved a new wave in the education world. Rich multimedia content coupled with mobile delivery mechanisms makes the content always available and engaging. This paper proposes VibRein to enrich the student interaction with multimedia learning content by making use of different sensors that are available on a mobile device to create an intelligent video consumption experience. VibRein as a companion is even more effective for students with intellectual disabilities who require some form of continuous supervision. It provides an assistive mechanism that keeps track of the user attention using the device camera (this can be particularly useful for students with attention disorder), and uses haptic feedback to recapture attention. In course of the video consumption, VibRein evaluates the learning by asking questions about the content in the video, and automatically force-rewinds to the location where the concept was explained if the user answers incorrectly. It uses tilt in four directions for response to questions, since touch, as a modality on mobile devices requires fine motor skills. An evaluation with 18 users with intellectual disabilities of various kind (autism, intellectual disability and attention deficit hyperactive disorder) suggests that VibRein can provide better learning with less intervention.
大规模在线开放课程(mooc)在教育界掀起了一股新浪潮。丰富的多媒体内容与移动交付机制相结合,使内容始终可用且引人入胜。本文提出VibRein,利用移动设备上的不同传感器,创造智能视频消费体验,丰富学生与多媒体学习内容的互动。VibRein作为一种伴侣,对需要某种形式的持续监督的智障学生更有效。它提供了一个辅助机制,使用设备摄像头跟踪用户的注意力(这对有注意力障碍的学生特别有用),并使用触觉反馈来重新获得注意力。在视频消费过程中,VibRein通过询问视频中的内容来评估学习情况,如果用户回答错误,VibRein会自动强制倒带到解释概念的位置。它使用四个方向的倾斜来回答问题,因为触摸作为移动设备的一种方式需要精细的运动技能。通过对18名患有各种智力障碍(自闭症、智力障碍和注意缺陷多动障碍)的用户的评估表明,VibRein可以在较少干预的情况下提供更好的学习效果。
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引用次数: 10
Playful Card-Based Tools for Gamification Design 游戏化设计的有趣卡片工具
Marigo Raftopoulos
This paper presents a card-based toolset to assist in the gamification design process for business processes, products and services. Grounded in the concepts of design games and design card methodologies, four sets of cards have been developed to facilitate creative problem solving and the prototyping of gamification design projects. Seven workshops have been run involving 114 project managers in experimenting with the prototype cards to design applications in human resource management, training, marketing, and innovation management. Using the cards focuses participants on the development of designs that are human-centred and on embedding values and ethics into the final design artifacts. The field of gamification is at an early stage of development and is limited by a lack of rigorous frameworks and design methods. This work contributes to closing this gap with practical tools and frameworks.
本文提出了一个基于卡片的工具集,以协助在业务流程,产品和服务的游戏化设计过程。基于设计游戏和设计卡片方法论的概念,我们开发了四套卡片,以促进创造性问题的解决和游戏化设计项目的原型。已经举办了7个讲习班,114名项目经理参与试验原型卡,以设计人力资源管理、培训、销售和创新管理方面的应用。使用卡片使参与者专注于以人为本的设计开发,并将价值观和道德嵌入最终的设计工件。游戏化领域处于发展的早期阶段,并受到缺乏严格框架和设计方法的限制。这项工作有助于利用实用工具和框架缩小这一差距。
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引用次数: 17
Virtual Food Court: A VR environment to Assess People's Food Choices 虚拟美食广场:评估人们食物选择的VR环境
Kjartan Nordbo, D. Milne, R. Calvo, M. Allman-Farinelli
Immersive virtual reality environments can provide users with realistic experiences of worlds that do not exist or would be hard to reach. The ability to manipulate these environments and influence experiences can be used to understand decision making under different conditions. In this study we explore how VR can be used to understand more about people's food choices. We explore how policy-based interventions such as the "sugar tax" and "nutrition labelling" to promote healthier food choices could be tested. Only limited experimental studies have been conducted about such choices due to the difficulty of trying such interventions in large retail settings. The objectives of the study were to assess how accurately the Virtual Food Court (VFC), represents a real food court. The study (27 participants) had two study conditions; a control with regular food-court prices, and an experimental condition with taxes on food and beverages. Results revealed that participants were able to imagine doing their real-life food purchases in the VFC indicating that it is a good research tool for assessing people's food choices.
沉浸式虚拟现实环境可以为用户提供不存在或难以到达的世界的真实体验。操纵这些环境和影响经验的能力可以用来理解在不同条件下的决策。在这项研究中,我们探索如何使用VR来更多地了解人们的食物选择。我们探讨了如何测试基于政策的干预措施,如“糖税”和“营养标签”,以促进更健康的食品选择。由于在大型零售环境中尝试此类干预措施的困难,只有有限的实验研究对这种选择进行了研究。这项研究的目的是评估虚拟美食广场(VFC)代表真实美食广场的准确性。这项研究(27名参与者)有两种研究条件;一个是常规食品价格的控制,另一个是对食品和饮料征税的实验条件。结果显示,参与者能够想象在VFC中购买现实生活中的食物,这表明它是评估人们食物选择的一个很好的研究工具。
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引用次数: 14
Some Notes on the Design of "World Machines" 关于“世界机器”设计的几点注意
A. Light, M. Brereton, P. Roe
We offer the idea of world machines as a new archetype for systems that draw together computational powers to connect, sense and infer with a social agenda of cross-world collaboration. This archetype builds on existing socio-technical systems with global reach, to raise the profile of tools that maintain a collaborative agenda and resist a tendency towards networks as giant surveillance and marketing devices. We use the case study of designing a bio-acoustic observatory to consider key characteristics and challenges for this thought experiment. We highlight systems to empower better human nature in line with the conference theme of being human. The paper asks how technical tools can be both ecological and enchanting, to present a positive model of development and prompt transformation towards lived understanding of custodianship, cooperation and co-created resilience. In doing so, we consider a way that technology can support the future of resource-management, counter-balancing its own resource-hungry nature.
我们提出了世界机器的概念,作为一种新的系统原型,它将计算能力聚集在一起,通过跨世界协作的社会议程进行连接、感知和推断。这一原型建立在具有全球影响力的现有社会技术系统的基础上,以提高工具的形象,这些工具保持协作议程,并抵制将网络作为巨大的监视和营销设备的趋势。我们以设计一个生物声学观测站的案例研究来考虑这个思想实验的主要特点和挑战。我们强调,根据“为人”这一会议主题,建立有助于改善人性的制度。本文探讨了技术工具如何既生态又迷人,以呈现一种积极的发展模式,并促使人们向对监护、合作和共同创造弹性的生活理解转变。在此过程中,我们考虑了一种方法,即技术可以支持未来的资源管理,平衡其自身对资源的渴求。
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引用次数: 14
Science Fiction and the Reality of HCI: Inspirations, Achievements or a Mismatch 科幻小说和HCI的现实:灵感、成就或不匹配
Omar Mubin, M. Obaid, W. Barendregt, S. Simoff, M. Fjeld
The aim of this workshop is to explore and exchange ideas on topics emerging from both science fiction and Human-Computer Interaction (HCI). In particular, the main aims are to discuss the contradictions between science fiction and HCI, explore and elaborate on various methodologies that can be used to evaluate fictional content, and how fiction can be used to inspire design.
本次研讨会的目的是探讨和交流来自科幻小说和人机交互(HCI)的主题。特别是,主要目的是讨论科幻小说和人机交互之间的矛盾,探索和阐述各种可用于评估虚构内容的方法,以及如何利用小说来启发设计。
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引用次数: 2
DIVE: Fluid Display for 3D CG Manipulation with Visual Continuity 潜水:流体显示3D CG操纵与视觉连续性
Natsumi Kojima, A. Inoue, Tohru Hoshi
In this paper, we propose "DIVE", an intuitive 3D CG manipulation system with fluid display. DIVE displays 3D CG objects on the surface of a tank that is filled with opaque liquid. DIVE's user inserts his/her arm into the fluid display, and manipulates the CG objects by the hand under the liquid surface. DIVE also displays a CG hand (virtual hand) on the surface instead of the unseen hand under the surface. The virtual hand seems to be joined to the user's real arm above the surface. Its appearance and motion are synchronized with that of the unseen hand. Using DIVE, we can feel as if we are manipulating 3D CG objects with our own hand. Experimental results showed that the prototype could provide acceptable accuracy and stability in a part of the fluid display.
在本文中,我们提出了一个直观的具有流体显示的三维CG操作系统“DIVE”。DIVE在装满不透明液体的水箱表面显示3D CG对象。DIVE的用户将他/她的手臂插入流体显示器,并用手在液体表面下操纵CG对象。DIVE还在表面上显示CG手(虚拟手),而不是在表面下看不见的手。虚拟的手似乎与使用者的真实手臂连接在一起。它的外观和运动与看不见的手是同步的。使用DIVE,我们可以感觉到好像我们正在用自己的手操纵3D CG对象。实验结果表明,该样机在部分流体显示中具有良好的精度和稳定性。
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引用次数: 0
Investigating Cross-Device Interaction Techniques: A Case of Card Playing on Handhelds and Tablets 研究跨设备交互技术:以手持设备和平板电脑上的纸牌游戏为例
M. Skov, J. Kjeldskov, J. Paay, H. P. Jensen, M. Olsen
Cross-device interaction is getting more and more common as mobile and handheld technologies surround us in almost every situation and context. HCI research has started to study various aspects of cross-device interaction including application areas and techniques, but we still need further studies on opportunities. We illustrate six cross-device interaction techniques. Using two different prototype systems that implement them for a card-playing context we evaluate them in two studies on usability and usefulness. Our findings suggest that some techniques were fast to perform (touch-and-hold and tap-tap) and some had a high number of errors (swipe). Also, our participants would sometimes mix up the techniques and make a wrong action while playing the game. Finally, we discuss and illustrate issues of cross-device interaction consistency and division of shared and personal devices.
随着移动和手持技术几乎无处不在,跨设备交互变得越来越普遍。HCI研究已经开始研究跨设备交互的各个方面,包括应用领域和技术,但我们仍需要进一步研究机会。我们将演示六种跨设备交互技术。我们使用两种不同的原型系统在纸牌游戏环境中执行它们,并在两项可用性和有用性研究中对它们进行评估。我们的研究结果表明,有些技术执行起来很快(触控和轻击),有些则有大量的错误(滑动)。此外,我们的参与者有时会混淆技术并在玩游戏时做出错误的动作。最后,我们讨论并说明了跨设备交互的一致性以及共享和个人设备的划分问题。
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引用次数: 6
Framing Technology Design in Ubuntu: Two Locales in Pastoral Namibia Ubuntu框架技术设计:纳米比亚牧区的两个地方
Gereon Koch Kapuire, Daniel G. Cabrero, Colin Stanley, H. Winschiers-Theophilus
Situating technology design in the African philosophy of Ubuntu, emphasizes principles of humanness and connectedness in human interactions. Curiosity, interest and learnings have grown among those who have co-designed with us for the past eight years; whereas those who have just began co-designing endeavours take on it in different and also similar manners. This reminds us of our beginnings and initial aims as co-designers in diverse Namibians milieus. Thus, as we exit the known and arrive to anew terrains, we observe different but also similar values, protocols and behaviours amid diverse co-designer groups; also in the way we evolve as researchers co-designing always with the above. Human values at Ovaherero and Ovahimba rural locales depict and magnified differences and also commonalities that, altogether, come as Ubuntu in the sharing and in the practiced philosophy of African indigenous populations; also of us as researcher co-designers. This paper reflects on how Human-Computer Interaction and technology deal with communities' daily living and humanness in various ways.
将技术设计置于非洲的Ubuntu哲学中,强调人类互动中的人性和连通性原则。在过去的八年里,那些与我们共同设计的人的好奇心、兴趣和学识都在增长;而那些刚刚开始共同设计的人则以不同的方式进行,也有相似的方式。这让我们想起了我们作为纳米比亚不同环境的共同设计师的开始和最初的目标。因此,当我们离开已知的领域,到达新的领域时,我们在不同的合作设计师群体中观察到不同但又相似的价值观、协议和行为;作为研究人员,我们的发展方式也是如此,我们总是与上面的人共同设计。Ovaherero和Ovahimba农村地区的人类价值观描绘并放大了差异和共性,这些共同构成了非洲土著居民分享和实践哲学的乌班图;还有我们作为研究人员和共同设计师的照片。本文思考了人机交互和技术如何以各种方式处理社区的日常生活和人性。
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引用次数: 9
Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating the Role of Feedback 微软Kinect上的远程凝视和手势跟踪:反馈作用的调查
M. Carter, Joshua Newn, Eduardo Velloso, F. Vetere
In this paper we present the results of a user experience and preference study into the combination of gaze and gesture in a lounge-style remote-interaction, using a novel system that tracks gaze and gesture using only the Kinect device at a distance of 2m from the user. Our results indicate exciting opportunities for gaze-tracking interfaces that use existing technologies, but suggest that findings from studies of highly-accurate gaze systems may not apply in these real-world simulations where the gaze-tracking is inherently less accurate. We contribute a series of design recommendations for gaze and gesture interfaces in this context, and based on these limitations.
在本文中,我们展示了一项用户体验和偏好研究的结果,该研究研究了在休息室式远程交互中凝视和手势的结合,使用了一种新颖的系统,该系统仅使用距离用户2米远的Kinect设备来跟踪凝视和手势。我们的研究结果表明,使用现有技术的凝视跟踪界面有令人兴奋的机会,但也表明,对高精度凝视系统的研究结果可能不适用于这些现实世界的模拟,因为凝视跟踪本身就不太准确。在这种情况下,基于这些限制,我们为凝视和手势界面提供了一系列的设计建议。
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引用次数: 26
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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