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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
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
Positive Ageing: Elements and factors for design 积极老化:设计的元素和因素
S. Nassir, T. Leong, Toni Robertson
A significant number of models and frameworks have introduced, and been used to support, positive approaches to ageing. They include Successful Ageing, Active Ageing and Ageing in Place, among others. The number of models can create confusion for technology designers who wish to incorporate such models into practice. This paper reviews different models of positive ageing in order to distil a comprehensive list of elements and factors that are important to, and supportive of, positive ageing. This list offers designers a useful source for considering the design of technology to support positive ageing. Finally, we discuss some gaps found in existing models and offer some insights into how designers could use this paper as a resource for design.
大量的模型和框架已经引入,并被用来支持积极的老龄化方法。它们包括成功老龄化、积极老龄化和适当老龄化等。模型的数量可能会给那些希望将这些模型纳入实践的技术设计师带来困惑。本文回顾了积极老龄化的不同模型,以便提炼出对积极老龄化重要和支持的元素和因素的全面列表。这张清单为设计师提供了一个有用的资源,让他们考虑如何设计支持积极老龄化的技术。最后,我们讨论了在现有模型中发现的一些差距,并就设计师如何将本文作为设计资源提供了一些见解。
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引用次数: 19
HCI Methods for Empowering Discussion on Person-Centered Fall Prevention with Older Adults HCI方法授权讨论以人为中心的老年人跌倒预防
M. L. Bianco, S. Pedell, G. Renda, Ajay Kapoor
This paper contends that Human-Computer Interaction (HCI) methods have the potential to improve person-centered fall prevention for older adults. One-size-fits-all solutions are not appropriate for everybody, and a considered, individualised approach to fall prevention is needed. A qualitative content analysis of sixty community based falls risk assessment forms and person-centered care documents was conducted. The results presented provide insights into the care goals of older adults as well as various reasons underpinning low acceptance and compliance with fall preventative home modifications and assistive technologies. These interventions are based on the goals of older adults that commonly extend beyond compensatory approaches to improve physical performance within the home environment. HCI methods and new technologies provide an opportunity to reshape person-centered fall prevention, resulting in higher satisfaction and subsequent compliance rates amongst older adults. Furthermore, a series of HCI inspired person-centered design guidelines for designing home modifications and assistive technologies solutions are presented.
本文认为,人机交互(HCI)方法有可能改善以人为中心的老年人跌倒预防。一刀切的解决方案并不适用于所有人,需要一种经过深思熟虑的、个性化的方法来预防跌倒。对60份以社区为基础的跌倒风险评估表格和以人为本的护理文件进行定性内容分析。提出的结果提供了深入了解老年人的护理目标,以及各种原因支持低接受和遵守预防跌倒的家庭改造和辅助技术。这些干预措施是基于老年人的目标,通常超出补偿性方法,以改善家庭环境中的身体表现。HCI方法和新技术为重塑以人为中心的跌倒预防提供了机会,从而提高老年人的满意度和随后的依从率。此外,本文还提出了一系列人机交互启发的以人为本的设计指南,用于设计家居改造和辅助技术解决方案。
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引用次数: 8
期刊
Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction
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