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The role of digital technologies and Human-Computer Interaction for the future of education 数字技术和人机交互对未来教育的作用
Q1 Social Sciences Pub Date : 2024-05-06 DOI: 10.1515/icom-2024-0008
Michael Herczeg
Over the last 50 years education has been transformed by digital technologies. Many efforts have been made to create and apply “digital” teaching and learning methods, tools and platforms. The last 25 years of computer-based education can be characterized by the availability of digital information sources and the implementation and operation of digital learning management platforms based on the Internet. The question about further meaningful and effective progress in the next decades is openly discussed. Many expect strong influences and changes from artificial intelligence systems that generate contextualized information from various sources. Some see interactive virtual worlds expanding and partially replacing the physical world. Many believe in the further development of learning management and communication platforms. Others do not expect much valuable change at all due to the slow pace of complex educational systems with recent studies even showing a decline in the quality of educational outcomes during the last five years as a result of even too much digitalization in education. This paper discusses these positions with an emphasis on the roles of humans and computers and their interfaces, i.e. Human-Computer Interaction, for future learning and teaching with rapidly changing information technologies in the next 25 and 50 years.
在过去的 50 年里,数字技术改变了教育。在创建和应用 "数字化 "教学方法、工具和平台方面做出了许多努力。在过去的 25 年里,计算机教育的特点是数字化信息源的可用性以及基于互联网的数字化学习管理平台的实施和运行。关于在未来几十年中进一步取得有意义和有效进展的问题已被公开讨论。许多人预计,人工智能系统将产生强大的影响和变化,从各种来源生成情境信息。一些人认为交互式虚拟世界将不断扩大并部分取代物理世界。许多人相信学习管理和交流平台会进一步发展。另一些人则认为,由于复杂的教育系统发展缓慢,甚至最近的研究表明,在过去五年中,由于教育数字化程度过高,教育成果的质量有所下降,因此根本不指望会有什么有价值的变化。本文讨论了这些立场,重点是人和计算机及其界面(即人机交互)在未来 25 年和 50 年快速变化的信息技术下的未来学习和教学中的作用。
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引用次数: 0
What Research through Art can bring to CSCW: exploring ambiguous futures of work 通过艺术开展研究能为 CSCW 带来什么:探索工作的模糊未来
Q1 Social Sciences Pub Date : 2024-04-22 DOI: 10.1515/icom-2023-0038
Kellie Dunn, Irina Shklovski, Pernille Bjørn
As work is shifting and changing, we, CSCW researchers, must consider our role in creating work futures, and what experiences we want to produce through technology design. What qualities are important to consider about the human experience when designing work technologies for the future? Exploring the potentials of artistic practices for epistemological inquiry, we demonstrate Research through Art as a novel futuring approach for CSCW research, leveraging the power of artistic practice for exploring questions of human experience. We engaged with young artists who created art pieces that manifested their hopes, intuitions, and anxieties on the future of work. Our analytical inquiry of these artistic practices allowed us to explore what different futures might be imaginable and what might these futures feel like. We find that futuring entails engaging with ambiguities, which can be a productive resource for design. We identified the ambiguities of time, purpose, body, identity, and agency as foundational for the imaginaries produced by the artists. By intersecting the ambiguities, we can begin to systematically frame novel design questions for CSCW technologies of the future by conceptualizing these ambiguities as multifinalities – single points from which many possibilities emerge.
随着工作方式的转变和变化,我们这些 CSCW 研究人员必须考虑我们在创造未来工作方式中的角色,以及我们希望通过技术设计创造什么样的体验。在为未来设计工作技术时,人类体验的哪些特质值得考虑?通过探索艺术实践在认识论探索方面的潜力,我们展示了 "通过艺术进行研究 "作为 CSCW 研究的一种新的未来方法,利用艺术实践的力量来探索人类体验的问题。我们与年轻艺术家合作,他们创作的艺术作品表达了他们对未来工作的希望、直觉和焦虑。通过对这些艺术实践的分析探究,我们探索了可以想象的不同未来,以及这些未来的感觉。我们发现,"未来感 "需要与模棱两可的事物打交道,而模棱两可的事物对于设计来说是一种富有成效的资源。我们发现,时间、目的、身体、身份和机构的模糊性是艺术家们所产生的想象力的基础。通过交叉这些模糊性,我们可以开始系统地为未来的 CSCW 技术提出新的设计问题,将这些模糊性概念化为多重性(multifinalities)--从中产生多种可能性的单点。
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引用次数: 0
Cognitive state detection with eye tracking in the field: an experience sampling study and its lessons learned 利用眼动仪进行实地认知状态检测:经验取样研究及其教训
Q1 Social Sciences Pub Date : 2024-04-15 DOI: 10.1515/icom-2023-0035
Moritz Langner, Peyman Toreini, Alexander Maedche
In the future, cognitive activity will be tracked in the same way how physical activity is tracked today. Eye-tracking technology is a promising off-body technology that provides access to relevant data for cognitive activity tracking. For building cognitive state models, continuous and longitudinal collection of eye-tracking and self-reported cognitive state label data is critical. In a field study with 11 students, we use experience sampling and our data collection system esmLoop to collect both cognitive state labels and eye-tracking data. We report descriptive results of the field study and develop supervised machine learning models for the detection of two eye-based cognitive states: cognitive load and flow. In addition, we articulate the lessons learned encountered during data collection and cognitive state model development to address the challenges of building generalizable and robust user models in the future. With this study, we contribute knowledge to bring eye-based cognitive state detection closer to real-world applications.
未来,认知活动的追踪方式将与今天的体力活动追踪方式相同。眼动追踪技术是一种前景广阔的体外技术,可为认知活动追踪提供相关数据。要建立认知状态模型,持续和纵向收集眼动追踪和自我报告的认知状态标签数据至关重要。在一项针对 11 名学生的实地研究中,我们利用经验取样和数据收集系统 esmLoop 收集了认知状态标签和眼动跟踪数据。我们报告了实地研究的描述性结果,并开发了监督机器学习模型,用于检测两种基于眼动的认知状态:认知负荷和眼流。此外,我们还阐述了在数据收集和认知状态模型开发过程中遇到的经验教训,以应对未来建立可推广且稳健的用户模型所面临的挑战。通过这项研究,我们为基于眼睛的认知状态检测更接近现实世界的应用贡献了知识。
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引用次数: 0
CSCW – past, present and future CSCW - 过去、现在和未来
Q1 Social Sciences Pub Date : 2024-04-11 DOI: 10.1515/icom-2024-0023
Alexander Richter, Michael Koch, Michael Prilla
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引用次数: 0
Gesture combinations during collaborative decision-making at wall displays 墙面展示协同决策时的手势组合
Q1 Social Sciences Pub Date : 2024-03-25 DOI: 10.1515/icom-2023-0037
Dimitra Anastasiou, Adrien Coppens, V. Maquil
This paper describes an empirical user study with 24 participants during collaborative decision-making at large wall displays. The main objective of the user study is to analyze combinations of mid-air pointing gestures with other gestures or gaze. Particularly, we investigate gesture sequences (having pointing gestures as an initiator gesture) and gaze-pointing gesture misalignments. Our results show that most pointing gestures are part of gesture sequences and more precise gestures lead to touch gestures on the wall display, likely because they are associated with precise concepts. Regarding combinations of pointing gestures and gaze, misalignments often happen when users touch the display to make a change and want to observe the effect of that change on another display. The analyses conducted as part of this study clarify which natural awareness cues are more frequent in face-to-face collaboration, so that appropriate choices can be made regarding the transmission of equivalent cues to a remote location.
本文介绍了在大型墙面显示屏上进行协作决策时对 24 名参与者进行的实证用户研究。用户研究的主要目的是分析半空中的指向手势与其他手势或目光的组合。特别是,我们研究了手势序列(将指向手势作为启动手势)和目光指向手势的错位。我们的研究结果表明,大多数指向手势都是手势序列的一部分,而更精确的手势会导致在墙面显示屏上出现触摸手势,这可能是因为它们与精确的概念相关联。关于指向手势和注视的组合,当用户触摸显示屏进行更改并希望在另一个显示屏上观察更改效果时,往往会发生错位。作为本研究一部分进行的分析阐明了哪些自然意识线索在面对面协作中更为常见,以便在向远程位置传输等效线索时做出适当的选择。
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引用次数: 0
Revisiting Grudin’s eight challenges for developers of groupware technologies 30 years later 30 年后重温格鲁丁为群件技术开发者提出的八大挑战
Q1 Social Sciences Pub Date : 2024-03-21 DOI: 10.1515/icom-2023-0039
Melanie Duckert, Pernille Bjørn
In 1994, Jonathan Grudin wrote his famous paper Eight Challenges for Groupware Developers; The question is whether these challenges still persist, or have we moved on here 30 years later? We revisit the challenges empirically through ethnographic observations in two companies examining their work practices, organizational structure, and cooperative setups concerning their use of groupware technologies. Today, groupware is seamlessly integrated into organizations, considered essential infrastructure that becomes part of the daily work routine. Contextualizing the original challenges proposed by Grudin, we categorize them into cooperative challenges, social challenges, and organizational challenges, and refine their phrasings to reflect present and future considerations faced by developers of groupware technologies. While the main arguments of the social and organizational challenges remain consistent, we rephrase the cooperative challenges as emergent exception handling and exaggerated accessibility to reflect the emerging characteristics associated with the ubiquity and seamless integration of groupware.
1994 年,乔纳森-格鲁丁(Jonathan Grudin)撰写了著名的论文《群件开发人员面临的八大挑战》(Eight Challenges for Groupware Developers)。我们通过对两家公司的人种学观察,考察了它们在使用群件技术方面的工作实践、组织结构和合作设置,以实证的方式重新审视了这些挑战。如今,群件已无缝集成到组织中,被视为必不可少的基础设施,成为日常工作的一部分。根据格鲁丁最初提出的挑战,我们将其归类为合作挑战、社会挑战和组织挑战,并对其措辞进行了改进,以反映群件技术开发者现在和未来所面临的问题。虽然社会挑战和组织挑战的主要论点保持一致,但我们将合作挑战重新表述为新出现的异常处理和夸大的可及性,以反映与群件的普遍性和无缝集成相关的新特点。
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引用次数: 0
Hybrid work – a reconceptualisation and research agenda 混合工作--重新认识和研究议程
Q1 Social Sciences Pub Date : 2024-03-20 DOI: 10.1515/icom-2023-0027
Alexander Richter, Shahper Richter
We begin this conceptual paper, by outlining three recent developments in the context of the changing the nature of work: (1) the increasing proportion of remote work, (2) the quickly expanding use of (generative) AI applications, and (3) the growing advancements in virtual world technologies and platforms. We argue that the synthesis of these developments will vastly impact traditional work models and practices. This transformation warrants a critical rethinking of the traditional understanding of hybrid work which, so far, has predominantly focused on the spectrum of in-person and remote work. We suggest adjusting this perspective and posit grand challenges and related research questions in order to do so.
在这篇概念性论文的开头,我们概述了工作性质变化背景下的三个最新发展:(1) 远程工作的比例不断增加,(2) (生成式)人工智能应用的迅速扩大,以及 (3) 虚拟世界技术和平台的日益进步。我们认为,这些发展的综合将对传统的工作模式和实践产生巨大影响。这种转变需要对混合工作的传统理解进行批判性的反思,迄今为止,这种理解主要集中在面对面工作和远程工作的范围上。我们建议调整这一观点,并为此提出重大挑战和相关研究问题。
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引用次数: 0
Miles apart but close at heart? 相隔万里却心心相印?
Q1 Social Sciences Pub Date : 2024-02-14 DOI: 10.1515/icom-2024-0010
Klara Schuster, Angelina Krupp, Sarah Diefenbach
With more people living physically separated from beloved ones, technologies which support relatedness over distance can play an important role for wellbeing. For this purpose, these so-called relatedness technologies use different strategies such as awareness of the other’s activities, simulating physical proximity, or joint action. It appears that only few research concepts turn into commercial concepts or are actually adopted in everyday life. Also, published concepts often show a lack of theoretical foundations and systematic exploration of relevant factors for acceptance and user experience. The present research aims to provide a better theoretical basis for the research and development of relatedness technologies by combining theory from psychology and HCI with empirical insights from four focus groups (n = 21). As a result, we present a UX factors-checklist consisting of motivators, hygiene factors, and meta topics that can be used when designing and evaluating relatedness technologies in order to ensure actual use and a positive user experience and highlight next research steps.
随着越来越多的人与心爱的人生活在物理上的分离,支持远距离亲情的技术可以在福祉方面发挥重要作用。为此,这些所谓的亲情技术采用了不同的策略,如了解对方的活动、模拟身体接近或联合行动。似乎只有极少数研究概念转化为商业概念或在日常生活中被实际采用。此外,已发表的概念往往缺乏理论基础,也没有系统地探讨影响接受度和用户体验的相关因素。本研究旨在通过将心理学和人机交互学的理论与四个焦点小组(n = 21)的经验见解相结合,为相关性技术的研究和开发提供更好的理论基础。因此,我们提出了一份用户体验因素清单,包括动机、卫生因素和元主题,可用于设计和评估关联技术,以确保实际使用和积极的用户体验,并强调了下一步的研究步骤。
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引用次数: 0
Miles apart but close at heart? 相隔万里却心心相印?
Q1 Social Sciences Pub Date : 2024-02-14 DOI: 10.1515/icom-2024-0010
Klara Schuster, Angelina Krupp, Sarah Diefenbach
With more people living physically separated from beloved ones, technologies which support relatedness over distance can play an important role for wellbeing. For this purpose, these so-called relatedness technologies use different strategies such as awareness of the other’s activities, simulating physical proximity, or joint action. It appears that only few research concepts turn into commercial concepts or are actually adopted in everyday life. Also, published concepts often show a lack of theoretical foundations and systematic exploration of relevant factors for acceptance and user experience. The present research aims to provide a better theoretical basis for the research and development of relatedness technologies by combining theory from psychology and HCI with empirical insights from four focus groups (n = 21). As a result, we present a UX factors-checklist consisting of motivators, hygiene factors, and meta topics that can be used when designing and evaluating relatedness technologies in order to ensure actual use and a positive user experience and highlight next research steps.
随着越来越多的人与心爱的人生活在物理上的分离,支持远距离亲情的技术可以在福祉方面发挥重要作用。为此,这些所谓的亲情技术采用了不同的策略,如了解对方的活动、模拟身体接近或联合行动。似乎只有极少数研究概念转化为商业概念或在日常生活中被实际采用。此外,已发表的概念往往缺乏理论基础,也没有系统地探讨影响接受度和用户体验的相关因素。本研究旨在通过将心理学和人机交互学的理论与四个焦点小组(n = 21)的经验见解相结合,为相关性技术的研究和开发提供更好的理论基础。因此,我们提出了一份用户体验因素清单,包括动机、卫生因素和元主题,可用于设计和评估关联技术,以确保实际使用和积极的用户体验,并强调了下一步的研究步骤。
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引用次数: 0
Best low-cost methods for real-time detection of the eye and gaze tracking 实时检测眼睛和注视跟踪的最佳低成本方法
Q1 Social Sciences Pub Date : 2024-01-08 DOI: 10.1515/icom-2023-0026
A. Khaleel, Thekra H. Abbas, Abdul-Wahab Sami Ibrahim
Abstract The study of gaze tracking is a significant research area in computer vision. It focuses on real-world applications and the interface between humans and computers. Recently, new eye-tracking applications have boosted the need for low-cost methods. The eye region is a crucial aspect of tracking the direction of the gaze. In this paper, several new methods have been proposed for eye-tracking by using methods to determine the eye area as well as find the direction of gaze. Unmodified webcams can be used for eye-tracking without the need for specialized equipment or software. Two methods for determining the eye region were used: facial landmarks or the Haar cascade technique. Moreover, the direct method, based on the convolutional neural network model, and the engineering method, based on distances determining the iris region, were used to determine the eye’s direction. The paper uses two engineering techniques: drawing perpendicular lines on the iris region to identify the gaze direction junction point and dividing the eye region into five regions, with the blackest region representing the gaze direction. The proposed network model has proven effective in determining the eye’s gaze direction within limited mobility, while engineering methods improve their effectiveness in wide mobility.
摘要 注视跟踪研究是计算机视觉的一个重要研究领域。它侧重于现实世界的应用以及人与计算机之间的界面。最近,新的眼球跟踪应用促进了对低成本方法的需求。眼球区域是跟踪注视方向的一个重要方面。本文提出了几种新的眼球跟踪方法,这些方法既能确定眼球区域,又能找到注视方向。未经改装的网络摄像头可用于眼球跟踪,无需专门的设备或软件。确定眼部区域的方法有两种:面部地标或 Haar 级联技术。此外,还使用了基于卷积神经网络模型的直接方法和基于确定虹膜区域距离的工程方法来确定眼睛的方向。本文采用了两种工程技术:在虹膜区域画垂直线来确定注视方向交界点,以及将眼球区域划分为五个区域,其中最黑的区域代表注视方向。事实证明,所提出的网络模型能在有限的移动范围内有效确定眼睛的注视方向,而工程方法则能提高其在广泛移动范围内的有效性。
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引用次数: 0
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