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There’s more than one metaverse 不止一个元宇宙
Q1 Social Sciences Pub Date : 2022-11-16 DOI: 10.1515/icom-2022-0034
Florian P. Buchholz, L. Oppermann, Wolfgang Prinz
Abstract Will there only be one Metaverse in the future? Since October 2021, many virtual worlds suddenly called themselves “Metaverse”, but is that justified? What is the meaning behind the pervasive term Metaverse? How can it be approached from a pragmatic and research-oriented point of view, and maybe separated a bit from pure marketing? This paper tries to contextualise the term and thereby offer an orientation for readers from different industries. Based on a review of past and present activities, we will propose our own definition of the term Metaverse. This is applied to analyse different application scenarios before the paper continues with a general discussion. In a direct comparison, we will tabulate some worlds that already call themselves a Metaverse and check them against criteria from our own definition. In conclusion, we present relevant focal points for a potential future Metaverse resulting from this comparison.
未来会不会只有一个元宇宙?自2021年10月以来,许多虚拟世界突然称自己为“Metaverse”,但这有道理吗?普遍使用的术语“元宇宙”背后的含义是什么?如何从务实和以研究为导向的角度来看待它,也许与纯粹的营销分开一点?本文试图将这一术语语境化,从而为来自不同行业的读者提供一个方向。基于对过去和现在活动的回顾,我们将提出我们自己对术语“元宇宙”的定义。在本文继续进行一般性讨论之前,将此应用于分析不同的应用场景。在直接比较中,我们将列出一些已经称自己为Metaverse的世界,并根据我们自己的定义对它们进行检查。总之,我们提出了通过这种比较产生的潜在的未来元宇宙的相关焦点。
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引用次数: 15
Self-touch: an immersive interaction-technique to enhance body awareness 自我触摸:一种增强身体意识的沉浸式互动技术
Q1 Social Sciences Pub Date : 2022-11-16 DOI: 10.1515/icom-2022-0028
Sebastian Keppler, Nina Döllinger, C. Wienrich, M. Latoschik, J. H. Israel
Abstract Physical well-being depends essentially on how the own body is perceived. A missing correspondence between the perception of one’s own body and reality can be distressing and eventually lead to mental illness. The touch of the own body is a multi-sensory experience to strengthen the feeling of the own body. We have developed an interaction technique that allows the self-touch of the own body in an immersive environment to support therapy procedures. Through additional visual feedback, we want to strengthen the feeling for the own body to achieve a sustainable effect in the own body perception. We conducted an expert evaluation to analyse the potential impact of our application and to localize and fix possible usability problems. The experts noted the ease of understanding and suitability of the interaction technique for increasing body awareness. However, the technical challenges such as stable and accurate body tracking were also mentioned. In addition, new ideas were given that would further support body awareness.
身体健康主要取决于人们如何看待自己的身体。一个人对自己身体的感知与现实之间缺失的对应关系可能会令人痛苦,并最终导致精神疾病。触摸自己的身体是一种多感官的体验,以加强自己的身体的感觉。我们已经开发了一种互动技术,允许在沉浸式环境中自我触摸自己的身体来支持治疗过程。通过额外的视觉反馈,我们想要加强对自己身体的感觉,在自己的身体感知中达到持续的效果。我们进行了专家评估,以分析应用程序的潜在影响,并对可能出现的可用性问题进行定位和修复。专家们指出,这种互动技术易于理解,适合提高身体意识。然而,也提到了稳定和准确的身体跟踪等技术挑战。此外,还提出了进一步支持身体意识的新想法。
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引用次数: 0
Time related changes of affective dimensions and distinct emotions in the interaction with a tablet PC 平板电脑互动中情感维度与不同情绪的时间相关变化
Q1 Social Sciences Pub Date : 2022-11-16 DOI: 10.1515/icom-2021-0022
S. Brandenburg, R. Spang
Abstract Examining peoples’ affect and emotions over time and their effects on peoples’ behavior are ongoing endeavors in human-computer-interaction (HCI) research. This paper reports an experiment in which participants watched either positive or negative film clips on a tablet PC to enter a positive or negative affective state. Successively, they accomplished four basic system interaction tasks like changing fonts of an app on the same device. Results show that, in line with previous studies, peoples’ general valence ratings quickly reverted to neutral when starting the task accomplishment. At the level of distinct positive emotions, participants’ ratings of hope, joy, and serenity decreased after watching negative film clips. Moreover, amusement, love, and serenity decreased during the interaction with the tablet PC. Amongst the negative emotions, only ratings of sadness increased after watching negative film clips and decreased again after the interaction. Also, participants in the positive film group were slower in executing one of the basic tasks than participants in the negative film group. The findings suggest that only few emotions may be causal for peoples’ ratings of general affect. Results also indicate that negative emotions may help people executing standard tasks, in contrast to positive emotions. Implications for HCI design and research are discussed.
考察人的情感和情绪随时间的变化及其对人的行为的影响是人机交互(HCI)研究的持续努力。本文报道了一个实验,参与者在平板电脑上观看积极或消极的电影片段,以进入积极或消极的情感状态。他们先后完成了四项基本的系统交互任务,如在同一设备上更改应用程序的字体。结果表明,与之前的研究一致,当开始完成任务时,人们的总体效价评级很快恢复到中性。在不同的积极情绪水平上,参与者在看完消极的电影片段后,对希望、快乐和平静的评分下降了。此外,在与平板电脑的互动过程中,娱乐、爱情和宁静都有所减少。在负面情绪中,只有悲伤的评分在观看负面电影片段后上升,在互动后再次下降。此外,积极电影组的参与者在执行一项基本任务时比消极电影组的参与者慢。研究结果表明,只有少数情绪可能会影响人们对总体情感的评价。研究结果还表明,与积极情绪相比,消极情绪可能有助于人们执行标准任务。讨论了对HCI设计和研究的启示。
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引用次数: 0
Design and implement a mobile-based system to teach traffic signs to illiterate people 设计并实施一个基于手机的系统,向不识字的人教授交通标志
Q1 Social Sciences Pub Date : 2022-11-16 DOI: 10.1515/icom-2022-0029
Z. Alfayez
Abstract Nowadays, most information and communication technologies target literate users and neglect the 800 million illiterate individuals around the world. Although there have been several attempts to develop systems that help illiterate people and try to reduce the digital gap between them and those who are literate, it is still challenging to find accessible systems for illiterate people. This research aims to reduce the digital gap between illiterate and literate people in Iraq through developing a mobile application for learning traffic signs. Firstly, a requirement elicitation study was conducted to explore a set of design considerations and build an accessible interface for illiterate people. The study resulted in several design principles, such as using voice instructions, focusing on graphic content, and using the local language. Then, the mobile application was developed based on these design principles. Finally, an evaluation study was conducted to measure the usability of the developed application. The results revealed that the built application is efficient and effective, and the users were extremely satisfied in several aspects, such as easy usage and learnability, and declared that they would use it in the future and recommend it to others.
目前,大多数信息和通信技术的目标用户是识字的用户,而忽视了全球8亿文盲。虽然已经有几次尝试开发帮助文盲的系统,并试图缩小他们与识字的人之间的数字差距,但为文盲找到可访问的系统仍然具有挑战性。这项研究旨在通过开发一款学习交通标志的移动应用程序,缩小伊拉克文盲和识字人口之间的数字差距。首先,进行了需求启发研究,探索了一套设计考虑因素,并为文盲构建了一个可访问的界面。这项研究得出了几个设计原则,比如使用语音指令,关注图形内容,以及使用当地语言。然后,根据这些设计原则开发了移动应用程序。最后,进行了一项评估研究,以衡量所开发应用程序的可用性。结果表明,构建的应用程序是高效的,用户在易用性和易学性等几个方面都非常满意,并表示将来会使用并推荐给其他人。
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引用次数: 1
Industry goes metaverse – the fusion of real and virtual industrial worlds exemplified by the wastewater industry 工业走向虚拟世界——现实和虚拟工业世界的融合,以废水工业为例
Q1 Social Sciences Pub Date : 2022-11-16 DOI: 10.1515/icom-2022-0032
Tomas Cerniauskas, Dirk Werth
Abstract Meeting friends to go shopping, visit a concert or do some sports together – all this and more is now “virtually” possible in the Metaverse. Currently, the creative industries have made the most of the potential of virtual worlds. But the metaverse has no limits. The newly created dynamics raise the question of the extent to which the manufacturing industry can benefit from the potential of these virtual worlds. So far, augmented reality (AR) has been recognized as being useful to the manufacturing industry. The combination of virtual reality (VR) and augmented reality (AR) now unleashes new opportunities for industrial companies. For example, by making a virtual inspection of unmanned facilities possible. A project which has been put into practice by the Entsorgungsverband Saar (EVS) in cooperation with the August-Wilhelm Scheer Institute.
和朋友一起去购物、听音乐会或做运动——所有这些以及更多的事情现在在虚拟世界“几乎”是可能的。目前,创意产业已经充分利用了虚拟世界的潜力。但元宇宙没有限制。新创造的动态提出了制造业能在多大程度上从这些虚拟世界的潜力中受益的问题。到目前为止,增强现实(AR)已被公认为对制造业有用。虚拟现实(VR)和增强现实(AR)的结合现在为工业企业带来了新的机遇。例如,通过对无人设施进行虚拟检查。该项目已由萨尔Entsorgungsverband Saar (EVS)与August-Wilhelm Scheer研究所合作实施。
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引用次数: 0
Special Issue on Mobile and Wearable Interaction 移动和可穿戴交互特刊
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0027
M. Rohs, Florian Echtler
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引用次数: 0
Ethical, Legal & Participatory Concerns in the Development of Human-Robot Interaction 人机交互发展中的伦理、法律和参与问题
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0025
Felix Carros, Tobias Störzinger, Anne Wierling, Adrian Preussner, P. Tolmie
Abstract Research on Human-Robot Interaction is increasing as system become widely available and reached a level that enables smooth interactions. Yet, many research projects act in a silo mentality, in regard of participatory, ethical, or legal matters of social robotics. Knowledge about specific challenges is not universal and has often to be transferred from non-robotic contexts. We present findings in the three dimensions: participatory design, ethics for social robots and legal aspects. We accompanied eight research projects on social robots in real-world scenarios for three years. During that time, we spoke, observed, and helped (where possible) the research projects. This gave us specific insights into their work. Our findings work in three dimensions. In participatory design we observed that the trust relationship to users is essential to gain truthful insights and that a mixed method approach is promising. Regarding ethical aspects, we could see that ethical matters should be answered early on. And in the legal dimensions we noticed that the GDPR regulations are a challenge that often requires the help of experts. This work is reflecting on the observation of eight projects and is collecting lessons learned to help future projects and to learn from previous work.
摘要随着系统的广泛应用,人机交互的研究越来越多,并且已经达到了可以实现平滑交互的水平。然而,在社交机器人的参与性、伦理或法律问题上,许多研究项目都处于竖井心态。关于特定挑战的知识并不普遍,而且往往是从非机器人环境中转移过来的。我们提出了三个方面的研究结果:参与式设计,社会机器人伦理和法律方面。在过去的三年里,我们参与了八个关于现实世界中社交机器人的研究项目。在那段时间里,我们发言、观察,并(在可能的情况下)帮助研究项目。这让我们对他们的工作有了具体的了解。我们的研究结果在三个维度上起作用。在参与式设计中,我们观察到与用户的信任关系对于获得真实的见解至关重要,并且混合方法方法很有希望。关于伦理方面,我们可以看到伦理问题应该尽早得到回答。在法律层面,我们注意到GDPR法规是一个挑战,通常需要专家的帮助。这项工作反映了对八个项目的观察,并正在收集经验教训,以帮助未来的项目,并从以前的工作中学习。
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引用次数: 3
Evaluation of Mixed Reality Support for Bridge Inspectors Using BIM Data 利用BIM数据评估桥梁检查员的混合现实支持
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0019
Urs Riedlinger, F. Klein, Marcos Hill, Christian Lambracht, Sonja Nieborowski, R. Holst, Sascha Bahlau, L. Oppermann
Abstract Bridge inspectors work for the safety of our infrastructure and mobility. In regular intervals, they conduct structural inspections – a manual task with a long-lasting and firmly normed analogue tradition. In our collaborative research project, we developed Mixed Reality (MR) and Virtual Reality (VR) prototypes to support that work digitally. We propose a mixed analogue and digital workflow using Building Information Modeling (BIM) data that can be ready-to-hand for bridge inspectors during their work on-site at a bridge. In this paper, we describe the system and the evaluation results of our final MR demonstrator at a autobahn-bridge in Germany. We identified a need for a digital MR tool to support the bridge inspection in-situ. In general, this matches with the trend to bring the computer-supported office-work out into the real world. However, there are also challenges to consider, like lacking BIM data for existing bridges and structures, appropriate user-interfaces in this new application domain, or the need to adopt norms and guidelines for public tender. We argue to consider a user-centered design approach for future developments to best profit from the bridge inspectors’, as well as the MR- and CSCW-researchers expertise, and ultimately increase the acceptance of the developed information systems.
桥梁检查员的工作是为了我们的基础设施和交通的安全。他们定期进行结构检查,这是一项具有长期和严格规范的模拟传统的手动任务。在我们的合作研究项目中,我们开发了混合现实(MR)和虚拟现实(VR)原型,以支持数字化工作。我们提出了一个使用建筑信息模型(BIM)数据的混合模拟和数字工作流程,可以为桥梁检查员在桥梁现场工作期间提供现成的数据。在本文中,我们描述了我们的系统和最终MR演示器在德国高速公路桥梁上的评估结果。我们确定需要一种数字MR工具来支持桥梁的现场检查。总的来说,这符合将计算机支持的办公室工作带入现实世界的趋势。然而,也有一些挑战需要考虑,比如缺乏现有桥梁和结构的BIM数据,在这个新的应用领域中适当的用户界面,或者需要采用公开招标的规范和指导方针。我们主张在未来的发展中考虑以用户为中心的设计方法,以最大限度地从桥梁检查员以及MR和cscw研究人员的专业知识中获益,并最终提高已开发信息系统的接受度。
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引用次数: 0
Evaluating Virtual Reality Simulations for Construction Safety Training 评价虚拟现实模拟在建筑安全培训中的应用
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2022-0006
M. Jelonek, Eileen Fiala, Thomas Herrmann, J. Teizer, Stephan Embers, M. König, Arno Mathis
Abstract The construction industry is one of the sectors with the highest accident rates. To prevent accidents, construction workers receive occupational safety training and safety instructions. However, experience-based learning of dangerous situations is hardly possible or justifiable in reality. Virtual reality (VR) simulations can be a potential solution in this regard by allowing workers to experience dangerous situations in a very vivid but safe way without being exposed to real hazards. In this study, a VR simulation for construction safety training was developed and tested with trainees that learn the safe operation of hand-operated power tools. In this particular case study, the objective for the participants in the VR simulation was to successfully consider all safety aspects in the operation of an angle grinder. The usability, user experience and implicit learning were investigated during the study. Additionally, we conducted post-play interviews with participants. Results found learning effects of participants as well as a satisfying user experience and usability. The results also show that participants might learn content as presented, risking the learning of false information if the simulation does not cover relevant safety aspects.
建筑行业是事故发生率最高的行业之一。为防止意外发生,建筑工人须接受职业安全训练及安全指引。然而,在现实中,基于经验的危险情况学习几乎是不可能的,也不合理。在这方面,虚拟现实(VR)模拟可以是一个潜在的解决方案,它允许工人以非常生动但安全的方式体验危险情况,而不会暴露在真正的危险中。在本研究中,开发了一个用于建筑安全培训的VR模拟,并对受训人员进行了测试,让他们学习手动电动工具的安全操作。在这个特殊的案例研究中,VR模拟参与者的目标是成功地考虑角磨机操作中的所有安全方面。在研究过程中对可用性、用户体验和内隐学习进行了研究。此外,我们还对参与者进行了游戏后访谈。结果发现,参与者的学习效果良好,用户体验和可用性令人满意。研究结果还表明,如果模拟没有涵盖相关的安全方面,参与者可能会学习到所呈现的内容,从而冒着学习虚假信息的风险。
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引用次数: 1
Collaborative Speculations on Future Themes for Participatory Design in Germany 德国参与式设计未来主题的合作思考
Q1 Social Sciences Pub Date : 2022-07-19 DOI: 10.1515/icom-2021-0030
Henrik Mucha, Ana Correia de Barros, J. Benjamin, Christoph Benzmüller, A. Bischof, Sandra Buchmüller, Alexandra de Carvalho, Anna-Katharina Dhungel, Claude Draude, Marc-Julian Fleck, J. Jarke, Stefanie Klein, Caroline Kortekaas, Albrecht Kurze, Diane Linke, Franzisca Maas, Nicola Marsden, Ricardo Melo, Susan L. Michel, C. Müller-Birn, Monika Pröbster, Katja Antonia Rießenberger, M. Schäfer, Peter Sörries, Julia Stilke, Torben Volkmann, Anne Weibert, Wilhelm Weinhold, Sara Wolf, I. Zorn, Michael Heidt, Arne Berger
Abstract Participatory Design means recognizing that those who will be affected by a future technology should have an active say in its creation. Yet, despite continuous interest in involving people as future users and consumers into designing novel and innovative future technology, participatory approaches in technology design remain relatively underdeveloped in the German HCI community. This article brings together the diversity of voices, domains, perspectives, approaches, and methods that collectively shape Participatory Design in Germany. In the following, we (1) outline our understanding of participatory practice and how it is different from mere user involvement; (2) reflect current issues of participatory and fair technology design within the German Participatory Design community; and (3) discuss tensions relevant to the field, that we expect to arise in the future, and which we derived from our 2021 workshop through a speculative method. We contribute an introduction and an overview of current themes and a speculative outlook on future issues of Participatory Design in Germany. It is meant to inform, provoke, inspire and, ultimately, invite participation within the wider Computer Science community.
参与式设计意味着认识到那些将受到未来技术影响的人应该在其创造中拥有积极的发言权。然而,尽管人们作为未来的用户和消费者不断参与设计新颖和创新的未来技术,但在德国HCI社区,技术设计中的参与性方法仍然相对不发达。本文汇集了各种声音、领域、观点、方法和方法,共同塑造了德国的参与式设计。在下文中,我们(1)概述了我们对参与式实践的理解,以及它与单纯的用户参与有何不同;(2)反映德国参与式设计社区中参与式和公平技术设计的当前问题;(3)讨论与该领域相关的紧张局势,我们预计未来会出现这种紧张局势,这是我们通过推测方法从2021年的研讨会中得出的。我们提供了一个介绍和当前主题的概述,并对参与式设计在德国的未来问题进行了展望。它的目的是告知、激发、启发,并最终邀请更广泛的计算机科学社区的参与。
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引用次数: 0
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