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A Perspective of Games for People with Physical Disabilities 浅析面向身体残障人士的游戏
Alexandre G. Szykman, J. P. Gois, A. Brandão
People with physical disabilities have to handle obstacles to conduct their lives. In Digital Games Development and Natural User Interface (NUI), researchers have shown interest in overcoming these obstacles. In this study, we collected data to evaluate how they are conducting their studies. We gathered 1485 articles from scientific databases and selected 93, from which we extracted information regarding the contribution of each study, the users responses to each approach, intervention tools and other topics. Our conclusion presents a perspective of studies of games focusing on the rehabilitation and accessibility of people with physical disabilities, a guideline with considerations of the researchers in the field and our suggested directions for new studies.
有身体残疾的人必须处理障碍来度过他们的生活。在数字游戏开发和自然用户界面(NUI)中,研究人员对克服这些障碍表现出了兴趣。在这项研究中,我们收集了数据来评估他们是如何进行研究的。我们从科学数据库中收集了1485篇文章,从中选择了93篇,从中提取了关于每项研究的贡献、用户对每种方法的反应、干预工具和其他主题的信息。我们的结论呈现了一种着眼于身体残疾人士康复和可及性的游戏研究视角,这是该领域研究人员考虑的指导方针,也是我们对新研究方向的建议。
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引用次数: 9
Understanding Video based Parent Training Intervention for Children with Autism 理解基于视频的自闭症儿童家长训练干预
Deepti Aggarwal, R. Garnett, Bernd Ploderer, F. Vetere, P. Eadie, B. Davidson
This paper investigates the challenges of delivering parent training intervention for autism over video. We conducted a qualitative field study of an intervention, which is based on a well-established training program for parents of children with autism, called Hanen More Than Words. The study was conducted with a Hanen Certified speech pathologist who delivered video based training to two mothers, each with a son having autism. We conducted observations of 14 sessions of the intervention spanning 3 months along with 3 semi-structured interviews with each participant. We identified different activities that participants performed across different sessions and analysed them based upon their implications on technology. We found that all the participants welcomed video based training but they also faced several difficulties, particularly in establishing rapport with other participants, inviting equal participation, and in observing and providing feedback on parent-child interactions. Finally, we reflect on our findings and motivate further investigations by defining three design sensitivities of Adaptation, Group Participation, and Physical Setup.
本文探讨了通过视频进行自闭症家长培训干预的挑战。我们对一项干预措施进行了定性的实地研究,该研究基于一项完善的针对自闭症儿童父母的培训计划,名为Hanen More Than Words。这项研究是由一位Hanen认证的语言病理学家进行的,他向两位母亲提供了基于视频的培训,每位母亲都有一个患有自闭症的儿子。我们对干预的14个疗程进行了为期3个月的观察,并对每位参与者进行了3次半结构化访谈。我们确定了参与者在不同会议期间进行的不同活动,并根据其对技术的影响对其进行了分析。我们发现所有的参与者都欢迎视频培训,但他们也面临着一些困难,特别是在与其他参与者建立融洽关系,邀请平等参与以及观察和提供亲子互动反馈方面。最后,我们通过定义适应性、群体参与和物理设置这三个设计敏感性来反思我们的发现并激励进一步的研究。
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引用次数: 7
Comparing Graph Layouts for Vertex Selection Tasks 比较顶点选择任务的图形布局
R. Klapaukh, David J. Pearce, S. Marshall
Different graph layouts can affect a user's ability to complete both passive understanding and active interaction tasks. While most research exploring the effects of graph layout looks at a user's ability to accomplish a passive understanding task, this paper's novel contribution is looking at their ability to complete a selection task. Specifically we compare two graph layout algorithms with respect to their suitability for free-form multi-selection. The two layout algorithms are drawn from our previous work which established that they have significantly different understandability metric scores. A motivation for this choice was to explore whether graphs with significantly different metric scores will also have significantly different performance for selection tasks. We carried out our comparison by means of a user experiment that followed a within-subjects design, where 74 users were given a PlayStation Move controller to select vertices in 20 pairs of graphs. We found that while there was no difference in the speed of interaction there was a difference in the number of errors users made between the two layout algorithms.
不同的图形布局会影响用户完成被动理解和主动交互任务的能力。虽然大多数探索图形布局影响的研究着眼于用户完成被动理解任务的能力,但这篇论文的新颖贡献是着眼于他们完成选择任务的能力。具体来说,我们比较了两种图形布局算法对自由形式多选择的适用性。这两种布局算法是从我们以前的工作中得出的,这些工作确定了它们具有显着不同的可理解性度量分数。这种选择的动机是探索具有显著不同度量分数的图是否也会在选择任务中具有显著不同的性能。我们通过遵循主题内设计的用户实验进行了比较,其中74名用户获得PlayStation Move控制器,以在20对图中选择顶点。我们发现,虽然交互速度没有差异,但用户在两种布局算法之间犯的错误数量有所不同。
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引用次数: 0
FaceSwitch - Low-Cost Accessibility Software for Computer Control Combining Gaze Interaction and Face Gestures FaceSwitch -低成本的辅助软件,用于计算机控制,结合凝视交互和面部手势
D. Fernandez, Jason Niu, Andreas Duenser
We introduce here the FaceSwitch, an accessibility software system designed to facilitate computer interaction for users who are challenged in the mobility of their upper limbs. The FaceSwitch software tracks landmark features in a user's face using a deformable face tracker. The system lets the user map specific facial gestures to customized computer control commands such as left click, right-click, page down or escape through a convenient GUI. Hence, facial gestures act as substitutes of traditional mechanical switches. When combining facial gestures with gaze interaction, the emergent multimodal interaction paradigm improves the degrees of freedom offered by alternative accessibility software such as gaze only interaction, speech interaction or mechanical single-switch assisted gaze interaction. Furthermore, the FaceSwitch software improves the efficacy of traditional gaze interaction which has been traditionally limited by a high rate of false positives due to its dependence on target acquisition via dwell time activation. The FaceSwitch also reduces the latency to achieve a computer control task when compared to traditional accessibility software. We have made the FaceSwitch widely available in order for those in need to use it without restrictions and also to allow those with the right technical skills to potentially improve the software further.
我们在此介绍FaceSwitch,这是一个辅助软件系统,旨在为上肢行动不便的用户提供方便的计算机交互。FaceSwitch软件使用可变形的面部跟踪器跟踪用户面部的标志性特征。该系统允许用户通过一个方便的GUI将特定的面部手势映射到定制的计算机控制命令,如左键、右键、向下翻页或逃离。因此,面部手势可以代替传统的机械开关。当将面部手势与凝视交互相结合时,涌现的多模态交互范式提高了其他可访问性软件(如凝视交互、语音交互或机械单开关辅助凝视交互)提供的自由度。此外,FaceSwitch软件提高了传统凝视交互的效率,传统的凝视交互由于依赖于通过停留时间激活的目标获取而受到高误报率的限制。与传统的辅助软件相比,FaceSwitch还减少了实现计算机控制任务的延迟。我们让FaceSwitch广泛使用,是为了让那些有需要的人不受限制地使用它,也为了让那些拥有适当技术技能的人有可能进一步改进这款软件。
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引用次数: 4
Values-led Participatory Design as a Pursuit of Meaningful Alternatives 价值导向的参与式设计:追求有意义的替代方案
T. Leong, O. Iversen
Participatory Design (PD) is inherently concerned with inquiring into and supporting human values when designing IT. We argue that a PD approach that is led by a focus upon participants' values can allow participants to discover meaningful alternatives -- alternative uses and alternative conceptualizations for IT that are particularly meaningful to them. However, how PD works with values in the design process has not been made explicit. In this paper, we aim to (i) explicate this values-led PD approach, (ii) illustrate how this approach can lead to outcomes that are meaningful alternatives, and (iii) explain the nature of meaningful alternatives. We use a PD case study to illustrate how we work with participants in a values-led PD approach towards meaningful alternatives.
参与式设计(PD)本质上关注的是在设计IT时探究和支持人的价值。我们认为,以参与者的价值观为导向的PD方法可以让参与者发现有意义的替代方案——对他们特别有意义的IT的替代用途和替代概念化。然而,PD在设计过程中如何与值一起工作还没有明确说明。在本文中,我们的目标是(i)解释这种以价值为导向的PD方法,(ii)说明这种方法如何导致有意义的替代方案的结果,以及(iii)解释有意义的替代方案的本质。我们使用一个PD案例研究来说明我们如何在以价值观为导向的PD方法中与参与者一起工作,以实现有意义的替代方案。
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引用次数: 19
Teaching Software Developers to Perform UX Tasks 教软件开发人员执行用户体验任务
Tina Øvad, Nis Bornoe, L. B. Larsen, J. Stage
Good UX design is becoming important within the industry when developing new products. This entails that UX skills have to be available in the development processes. This paper investigates the opportunities of using software developers as a UX work resource in the day-to-day working practice. This is done via an action research study where the developers were provided with material concerning a modified AB usability test, by training them in performing this type of work, and by using their feedback to improve the method and the material. The overall result of the study is positive and it is found that by using the developers' feedback in the modification process, the method has truly become applicable within an agile, industrial setting. In combination with a guideline and template this has induced the developers to feel confident in independently performing this type of work.
在开发新产品时,良好的用户体验设计在行业中变得越来越重要。这就要求在开发过程中必须具备用户体验技能。本文调查了在日常工作实践中使用软件开发人员作为UX工作资源的机会。这是通过一项行动研究来完成的,在该研究中,开发人员被提供了关于修改的AB可用性测试的材料,通过培训他们执行这种类型的工作,并通过使用他们的反馈来改进方法和材料。研究的总体结果是积极的,并且发现通过在修改过程中使用开发人员的反馈,该方法真正适用于敏捷的工业环境。结合指导方针和模板,这使得开发人员在独立执行这种类型的工作时感到自信。
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引用次数: 23
It feels different from real life: Users' Opinions of Mobile Applications for Mental Health 与现实生活不一样:用户对心理健康手机应用的看法
Fernando Estrada Martinez de Alva, G. Wadley, Reeva M. Lederman
Mobile applications for mental health are being used by people suffering from mental health disorders. However, there is a paucity of knowledge in relation to their opinions about such applications. The aim of this study is to understand users' needs and expectations to self-manage their mental health through the use of mobile apps for mental health and to highlight possible design opportunities. We collected and analysed comments and reviews of users on a community forum, Reddit, and Apple's iTunes and Google's Google Play stores. We identified four requirements of technology related to: emotional use, real life context, users' interpretation about themselves and social aspects. Based upon our findings we proposed further exploration of two design sensitivities: Self-reflection and Co-experience.
患有精神健康障碍的人正在使用心理健康移动应用程序。然而,他们对这些应用的看法却缺乏知识。本研究的目的是了解用户通过使用手机心理健康应用程序来自我管理心理健康的需求和期望,并突出可能的设计机会。我们收集并分析了社区论坛、Reddit、苹果iTunes和谷歌Google Play商店用户的评论和评论。我们确定了与技术相关的四个需求:情感使用、现实生活环境、用户对自己和社会方面的解释。基于我们的发现,我们建议进一步探索两个设计敏感性:自我反思和共同体验。
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引用次数: 33
Understanding and Comparing Smartphone and Tablet Use: Insights from a Large-Scale Diary Study 理解和比较智能手机和平板电脑的使用:来自大规模日记研究的见解
Hendrik Müller, J. Gove, J. S. Webb, Aaron Cheang
In recent years, smartphone and tablet ownership has shown continued growth; however, there is a lack of research thoroughly investigating the use of these devices within the general public. This paper describes a large-scale diary study with U. S. mobile device owners, examining details of smartphone and tablet use. Results provide a comprehensive breakdown of frequent activities and contexts of use, highlighting key differences in smartphone and tablet use. Activities on smartphones were found to be dominated by communication needs, while tablets were frequently used for consumption and entertainment. Both devices were most often used at home, with tablets rarely leaving the home. Within the home, smartphones were used mostly in the bedroom, and tablets in the living room. Both devices were used frequently while doing something else, such as using tablets primarily while watching TV. Conclusions discuss implications for enriching the experience of mobile devices and opportunities for future research.
近年来,智能手机和平板电脑的拥有量持续增长;然而,缺乏深入调查这些设备在公众中的使用情况的研究。本文描述了一项针对美国移动设备用户的大规模日记研究,研究了智能手机和平板电脑使用的细节。结果提供了频繁活动和使用环境的全面细分,突出了智能手机和平板电脑使用的关键差异。智能手机上的活动被通信需求所主导,而平板电脑则经常用于消费和娱乐。这两种设备最常在家里使用,平板电脑很少离开家。在家中,智能手机主要在卧室使用,平板电脑主要在客厅使用。这两款设备都经常在做其他事情时使用,比如主要是在看电视时使用平板电脑。结论讨论了丰富移动设备体验的意义和未来研究的机会。
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引用次数: 48
Touchless Gestural Interaction with Wizard-of-Oz: Analysing User Behaviour 与Wizard-of-Oz的非触摸手势交互:分析用户行为
M. Henschke, Tom Gedeon, Richard Jones
In many gestural interfaces, the gesture set is developed or trained by real users, but many use gestures with unchanging definition that do not account for variation between different users or performances. Over time, if the user performs gestures different, the definition should evolve to accommodate these changes. We performed a Wizard-of-Oz experiment with a user-defined gesture system to determine if participant's gestures changed over repeated performances, and when and why these changes occurred. The results showed that although the definitions provided changed in a unique way for each participant, most reported their gestures as becoming simpler and less difficult to perform over time.
在许多手势界面中,手势集是由真实用户开发或训练的,但许多手势使用不变的定义,不考虑不同用户或性能之间的差异。随着时间的推移,如果用户执行不同的手势,则定义应该演变以适应这些变化。我们使用用户定义的手势系统进行了一个Wizard-of-Oz实验,以确定参与者的手势是否会在重复表演中发生变化,以及这些变化发生的时间和原因。结果显示,尽管每个参与者的定义都以独特的方式变化,但大多数人报告说,随着时间的推移,他们的手势变得越来越简单,越来越难做。
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引用次数: 8
Facilitating Flexible Electricity Use in the Home with Eco-Feedback and Eco-Forecasting 利用生态反馈和生态预测促进家庭灵活用电
J. Kjeldskov, M. Skov, J. Paay, D. Lund, T. Madsen, Michael Nielsen
Over the last decade there has been an increased focus on changing domestic electricity consumption behaviors. While the usual approach has been to facilitate reduced consumption, recent work has started looking at facilitating more flexible electricity use as a means of shifting consumption to more favorable times. This approach means that people may behave more sustainably without necessarily using less electricity. Exploring this emerging approach, this paper presents a study of flexibility in domestic electricity use as facilitated by an eco-feedback system with forecast information about price, availability of green energy, and grid demand. The prototype system was deployed in three households for 22 weeks. Our findings show that flexible electricity use is far from trivial to achieve in domestic households. The details of this is relevant for understanding people's ability and willingness to shift electricity consumption, and for the design of systems that facilitate doing this.
在过去十年中,人们越来越关注改变国内用电行为。虽然通常的方法是促进减少消耗,但最近的工作开始着眼于促进更灵活的电力使用,作为将消费转移到更有利的时期的手段。这种方法意味着人们的行为可能更可持续,而不必使用更少的电力。为了探索这一新兴的方法,本文提出了一项关于家庭电力使用灵活性的研究,该研究是由生态反馈系统促进的,该系统具有关于价格、绿色能源可用性和电网需求的预测信息。原型系统在三个家庭中部署了22周。我们的研究结果表明,在家庭中实现灵活用电绝非易事。其中的细节与理解人们改变电力消费的能力和意愿,以及促进这一过程的系统设计有关。
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引用次数: 10
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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