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Social anthropology 4.0 社会人类学 4.0
Q1 Social Sciences Pub Date : 2024-07-22 DOI: 10.1515/icom-2024-0016
Mandy Balthasar
Human-computer interaction as a coordinating element between human and machine is used in many different ways. Due to their digital processes, countless industries are dependent on an effective intermeshing of humans and machines. This often involves preparatory work or sub-processes being carried out by machines, which humans initiate, take up, continue, finalise or check. Tasks are broken down into sub-steps and completed by humans or machines. Aggregated cooperation conceals the numerous challenges of hybrid cooperation in which communication and coordination must be mastered in favour of joint decision-making. However, research into human-computer interaction can also be thought of differently than a mere aggregation of humans and machines. We want to propose a nature-inspired possibility that has been successfully practising the complex challenges of joint decision-making as proof of successful communication and coordination for millions of years. Collective intelligence and the processes of self-organisation offer biomimetic concepts that can be used to rethink socio-technical systems as a symbiosis in the form of a human-computer organism. For example, the effects of self-organisation such as emergence could be used to exceed the result of an aggregation of humans and machines as a future social anthropology 4.0 many times over.
人机交互作为人与机器之间的协调要素,被广泛应用于许多不同的领域。由于其数字化流程,无数行业都依赖于人与机器的有效结合。这通常包括由机器执行准备工作或子流程,由人类启动、执行、继续、完成或检查。任务被分解为多个子步骤,由人类或机器完成。聚合式合作掩盖了混合式合作所面临的诸多挑战,在混合式合作中,必须掌握沟通和协调,以利于共同决策。然而,对人机交互的研究也可以有不同的思考,而不仅仅是人与机器的聚合。我们希望提出一种从大自然中汲取灵感的可能性,数百万年来,大自然已经成功地实践了联合决策这一复杂的挑战,证明了沟通与协调的成功。集体智慧和自组织过程提供了仿生概念,可用于重新思考社会技术系统,将其视为人机共生体。例如,自组织的效果(如涌现)可以用来超越人类和机器聚合的结果,成为未来社会人类学 4.0 的许多倍。
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引用次数: 0
The future of interactive information radiators for knowledge workers 面向知识工作者的交互式信息辐射器的未来
Q1 Social Sciences Pub Date : 2024-07-09 DOI: 10.1515/icom-2024-0006
Michael Koch, F. Ott, Alexander Richter
Information Radiators (IRs) provide context-specific pieces of information in a semi-public place where a group of people can see it while working or passing-by. They can simplify information sharing “out-of-the-box”, foster awareness and socialization, create serendipity and enhance collaboration. Recent sociotechnical developments such as the establishment of permanent hybrid work settings as well as advances in the area of Human Computer Interaction (HCI) such as the emergence of Augmented Reality (AR) and Virtual Reality (VR) are likely to impact how IRs are being used – or even challenge their usefulness. In this article we discuss those developments and their possible implications for the design and use of IRs in the context of knowledge work in the next decades. We argue that IRs will probably remain an important part of future office environments providing awareness, supporting serendipity and building a situated social place for matchmaking as well as informal communication. Using new display and interaction technologies (such as AR) they might even grow in importance by enabling fluid work scenarios.
信息辐射器(IRs)可在半公共场所提供针对具体情况的信息,让一群人在工作或路过时都能看到。它们可以简化 "开箱即用 "的信息共享,促进认知和社交,创造偶然性并加强协作。最近的社会技术发展,如永久性混合工作环境的建立,以及人机交互(HCI)领域的进步,如增强现实(AR)和虚拟现实(VR)的出现,都有可能对如何使用投资者关系产生影响,甚至对其实用性提出挑战。在本文中,我们将讨论这些发展及其对未来几十年知识工作背景下投资者关系的设计和使用可能产生的影响。我们认为,在未来的办公环境中,投资者关系可能仍将是一个重要的组成部分,它可以提供认知、支持偶然性,并为牵线搭桥和非正式交流建立一个情景社交场所。利用新的显示和交互技术(如 AR),它们甚至可能通过实现流动的工作场景而变得更加重要。
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引用次数: 0
The future of HCI – editorial 人机交互的未来--社论
Q1 Social Sciences Pub Date : 2024-07-09 DOI: 10.1515/icom-2024-0032
Michael Herczeg, Michael Koch
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引用次数: 0
Towards new realities: implications of personalized online layers in our daily lives 走向新现实:个性化在线层对我们日常生活的影响
Q1 Social Sciences Pub Date : 2024-06-18 DOI: 10.1515/icom-2024-0017
Eelco Herder, Laura Stojko, Jan Strecker, Thomas Neumayr, Enes Yigitbas, Mirjam Augstein
Abstract We are currently in a period of upheaval, as many new technologies are emerging that open up new possibilities to shape our everyday lives. Particularly, within the field of Personalized Human-Computer Interaction we observe high potential, but also challenges. In this article, we explore how an increasing amount of online services and tools not only further facilitates our lives, but also shapes our lives and how we perceive our environments. For this purpose, we adopt the metaphor of personalized ‘online layers’ and show how these layers are and will be interwoven with the lives that we live in the ‘human layer’ of the real world.
摘要 我们目前正处于一个动荡时期,许多新技术不断涌现,为我们的日常生活带来了新的可能性。特别是在个性化人机交互领域,我们看到了巨大的潜力,同时也面临着挑战。在本文中,我们将探讨越来越多的在线服务和工具不仅如何进一步方便我们的生活,而且还如何塑造我们的生活以及我们对环境的感知。为此,我们采用了个性化 "在线层 "的比喻,并说明这些层是如何并将如何与我们在现实世界的 "人类层 "中的生活交织在一起的。
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引用次数: 0
Broadening the mind: how emerging neurotechnology is reshaping HCI and interactive system design 拓宽思维:新兴神经技术如何重塑人机交互和互动系统设计
Q1 Social Sciences Pub Date : 2024-05-23 DOI: 10.1515/icom-2024-0007
Christina Schneegass, Max L. Wilson, Jwan Shaban, Jasmin Niess, Francesco Chiossi, Teodora Mitrevska, Paweł W. Woźniak
People are increasingly eager to know more about themselves through technology. To date, technology has primarily provided information on our physiology. Yet, with advances in wearable technology and artificial intelligence, the current advent of consumer neurotechnology will enable users to measure their cognitive activity. We see an opportunity for research in Human-Computer Interaction (HCI) in the development of these devices. Neurotechnology offers new insights into user experiences and facilitates the development of novel methods in HCI. Researchers will be able to create innovative interactive systems based on the ability to measure cognitive activity at scale in real-world settings. In this paper, we contribute a vision of how neurotechnology will transform HCI research and practice. We discuss how neurotechnology prompts a discussion about ethics, privacy, and trust. This trend highlights HCI’s crucial role in ensuring that neurotechnology is developed and utilised in ways that truly benefit people.
人们越来越渴望通过技术了解自己。迄今为止,技术主要提供的是我们的生理信息。然而,随着可穿戴技术和人工智能的发展,目前出现的消费神经技术将使用户能够测量自己的认知活动。在这些设备的开发过程中,我们看到了人机交互(HCI)研究的机遇。神经技术为用户体验提供了新的视角,有助于开发人机交互方面的新方法。研究人员将能够基于在真实世界环境中大规模测量认知活动的能力,创建创新的交互系统。在本文中,我们将展望神经技术将如何改变人机交互研究和实践。我们将讨论神经技术如何引发有关伦理、隐私和信任的讨论。这一趋势凸显了人机交互在确保神经技术的开发和利用真正造福人类方面的关键作用。
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引用次数: 0
Augmented total theatre: shaping the future of immersive augmented reality representations 增强现实剧场:塑造身临其境的增强现实表现形式的未来
Q1 Social Sciences Pub Date : 2024-05-22 DOI: 10.1515/icom-2024-0011
Sergio Cicconi
This work introduces Augmented Total Theatre (ATT), a new theatrical form that combines Total Theatre with Augmented Reality (AR) to transform theatrical experiences. We first explore ATT features, highlighting its capabilities in creating theatrical representations that surpass traditional theatre. We also examine current technological limitations that hinder the deployment of ATT potential. We venture then into a journey into the future, particularly focusing on the next decade. We try to envisage the evolution of AR and assess whether future advancements will yield a form of AR capable of creating digital worlds that can deceive human senses. Additionally, we explore the role of Generative AI systems in addressing the problems that hold back the current ATT. Specifically, we probe the feasibility of a cost-effective, autonomous, and highly efficient generative AI system to reshape and empower ATT, making it capable of real-time production of (theatrical and non-theatrical) representations of many events in the world. Finally, we try to imagine the ATT of the future: a sophisticated device that integrates cutting-edge AR technology with a super-performing generative AI system. This ATT, transcending its theatrical origins, emerges as a powerful tool for augmenting our sensory experiences and enriching our perception of reality.
本作品介绍了 "增强全剧场"(ATT),一种将全剧场与增强现实技术(AR)相结合以改变戏剧体验的新戏剧形式。我们首先探讨了 ATT 的特点,强调了它在创造超越传统戏剧的戏剧表现形式方面的能力。我们还探讨了当前阻碍 ATT 潜力发挥的技术限制。然后,我们大胆展望未来,尤其是未来十年。我们试图展望增强现实技术的发展,并评估未来的进步是否会产生一种能够创造出欺骗人类感官的数字世界的增强现实技术。此外,我们还探讨了生成式人工智能系统在解决阻碍当前ATT发展的问题中的作用。具体来说,我们探究了具有成本效益、自主、高效的生成式人工智能系统的可行性,以重塑并增强自动视像技术,使其能够实时制作世界上许多事件的(戏剧和非戏剧)表现形式。最后,我们试着想象一下未来的 ATT:一个集成了尖端 AR 技术和性能超强的生成式人工智能系统的精密设备。这种 ATT 将超越其戏剧起源,成为增强我们感官体验和丰富我们对现实感知的强大工具。
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引用次数: 0
Fiction meets fact: exploring human-machine convergence in today’s cinematographic culture 虚构与事实:探索当今电影文化中的人机融合
Q1 Social Sciences Pub Date : 2024-05-16 DOI: 10.1515/icom-2024-0012
Christoph Endres, Frederic Frieß, Isabella Hermann
This article explores the theme of human-machine convergence as portrayed in modern science fiction movies and TV/streaming series and compares them to real-world advancements in robotics, artificial intelligence (AI), and virtual reality (VR). It examines how science fiction often depicts humanoid robots and AI with human-like emotions and intentions, contrasting with the actual technological challenges and ethical considerations in developing intelligent machines. The text discusses the evolution of humanoid robots from fictional portrayals to real-life examples like Boston Dynamics’ Atlas and Tesla’s Optimus. The paper also explores the reverse interaction, where humans become avatars in virtual worlds, and briefly discusses the ethical implications of simulating deceased individuals in digital form. Through this examination, the paper emphasizes the complexity of human-machine convergence and the importance of considering social, ethical, and emotional aspects in technological progress. It concludes by suggesting that while science fiction provides insights into societal fears and hopes regarding technology and thus into ethical and regulative necessities, the real trajectory of human-machine convergence cannot be predicted through film but will be determined by ongoing and after all incidental developments in the real world.
本文探讨了现代科幻电影和电视/流媒体系列中描绘的人机融合主题,并将其与现实世界中机器人技术、人工智能(AI)和虚拟现实(VR)的进步进行了比较。它探讨了科幻小说如何经常描绘具有人类情感和意图的仿人机器人和人工智能,并与开发智能机器的实际技术挑战和伦理考虑形成对比。文中讨论了仿人机器人从小说描写到波士顿动力公司的阿特拉斯(Atlas)和特斯拉的擎天柱(Optimus)等现实生活中的例子的演变过程。本文还探讨了反向互动,即人类成为虚拟世界中的化身,并简要讨论了以数字形式模拟已故个人所涉及的伦理问题。通过这一研究,本文强调了人机融合的复杂性,以及在技术进步中考虑社会、伦理和情感因素的重要性。文章最后指出,虽然科幻小说让人们了解到社会对技术的恐惧和希望,从而了解到伦理和监管的必要性,但人机融合的真正轨迹无法通过电影来预测,而将由现实世界中持续不断的发展来决定。
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引用次数: 0
Will the design of the human–product relationship follow user experience? 人与产品关系的设计是否会遵循用户体验?
Q1 Social Sciences Pub Date : 2024-05-14 DOI: 10.1515/icom-2024-0003
Dominique Winter
Today, user experience (UX) is an essential aspect of the design of digital, interactive products. Thirty years ago, however, things looked different. The focus was not on the experience but on the metaphor of the tool or medium. But how will the design of digital, interactive products develop over the next 30 years? How will the design of products and services change, and how will this influence the UX profession? One possibility is highlighted in particular: focussing on the relationship between the user and the product with elements such as emotional connections. Through relationships, the roles of artificial intelligence, humanity and ethics in the design process and the importance of sustainability and adaptation to changing working and learning environments become particularly relevant. In the future, designers must assume even greater responsibility for users, society and the environment.
如今,用户体验(UX)已成为数字互动产品设计的一个重要方面。然而,30 年前的情况有所不同。当时的重点不是体验,而是工具或媒介的隐喻。但在未来 30 年,数字互动产品的设计将如何发展?产品和服务的设计将发生怎样的变化,这又将对用户体验行业产生怎样的影响?我们特别强调了一种可能性:通过情感联系等元素关注用户与产品之间的关系。通过这种关系,人工智能、人性和道德在设计过程中的作用,以及可持续性和适应不断变化的工作和学习环境的重要性变得尤为重要。未来,设计师必须为用户、社会和环境承担更大的责任。
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引用次数: 0
Augmented future: tracing the trajectory of location-based augmented reality gaming for the next ten years 增强未来:追踪基于位置的增强现实游戏未来十年的发展轨迹
Q1 Social Sciences Pub Date : 2024-05-14 DOI: 10.1515/icom-2024-0018
Samuli Laato, Heinrich Söbke, Manuel F. Baer
Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well as ubiquitous mobile data and access to satellite navigation. Moving forward into the future, location-based games can be expected to evolve as the technologies underlying the genre improve. In this conceptual work, we review the current state of the art in location-based games, and identify key trajectories and trends. We discovered 12 trends, based on which we jump ten years into the future and evaluate how current technology trends may end up influencing location-based gaming. For example, we propose that in the year 2035 through improvements in map data services and sensor data coverage, we will see locative games that are increasingly connected to elements in the physical world. We also expect to see gameplay that moves away from solely taking place on a smartphone screen to the adoption of multiple forms of interactions with location-based game worlds, especially as head-mounted displays and other wearables become more commonplace.
定位游戏是一种高度依赖技术的游戏类型,随着智能手机的普及以及移动数据和卫星导航的无处不在,它的受欢迎程度呈指数级增长。展望未来,随着定位游戏基础技术的不断改进,定位游戏也将不断发展。在这项概念性工作中,我们回顾了定位游戏的技术现状,并确定了主要的发展轨迹和趋势。我们发现了 12 种趋势,并在此基础上展望未来十年,评估当前的技术趋势最终会对定位游戏产生怎样的影响。例如,我们建议在 2035 年,通过改进地图数据服务和传感器数据覆盖范围,我们将看到定位游戏与物理世界中的元素越来越紧密地联系在一起。我们还希望看到游戏玩法从仅仅在智能手机屏幕上进行,转变为采用多种形式与基于位置的游戏世界进行互动,特别是随着头戴式显示器和其他可穿戴设备的普及。
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引用次数: 0
Exploring the evolving landscape of human-centred crisis informatics: current challenges and future trends 探索以人为本的危机信息学的发展前景:当前挑战与未来趋势
Q1 Social Sciences Pub Date : 2024-05-06 DOI: 10.1515/icom-2024-0002
Marc-André Kaufhold
Modern Information and Communication Technology (ICT) has been used in safety-critical situations for over twenty years. Rooted in Human-Computer Interaction (HCI) and related disciplines, the field of crisis informatics made considerable efforts to investigate social media use and role patterns in crises, facilitate the collection, processing and refinement of social media data, design and evaluate supportive ICT, and provide cumulative and longitudinal research. This narrative review examines contemporary challenges of human-centred crisis informatics and envision trends for the following decade, including (I) a broadening scope of crisis informatics, (II) the professionalisation of cross-platform collaboration of citizen communities and emergency services, (III) expert interfaces for explainable and multimodal artificial intelligence for user-generated content assessment, (IV) internet of things and mobile apps for bidirectional communication and warnings in disruption-tolerant networks, as well as (V) digital twins and virtual reality for the effective training of multi-agency collaboration in hybrid hazards.
二十多年来,现代信息和通信技术(ICT)一直被用于安全关键领域。危机信息学植根于人机交互(HCI)和相关学科,在调查危机中社交媒体的使用和角色模式,促进社交媒体数据的收集、处理和完善,设计和评估支持性信息和通信技术,以及提供累积性和纵向研究方面做出了巨大努力。这篇叙述性综述探讨了当代以人为本的危机信息学所面临的挑战,并展望了未来十年的发展趋势,其中包括:(I)危机信息学的范围不断扩大;(II)公民社区和应急服务跨平台合作的专业化;(III)可解释危机的专家界面、(III) 用于用户生成内容评估的可解释和多模态人工智能专家界面,(IV) 用于在抗干扰网络中进行双向通信和预警的物联网和移动应用程序,以及 (V) 用于在混合灾害中有效培训多机构协作的数字双胞胎和虚拟现实。
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引用次数: 0
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