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Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter最新文献

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Testing web-based solutions for improving reading tasks in students with dyslexia 测试基于网络的解决方案,以改善有阅读障碍的学生的阅读任务
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125573
Giulia Venturini, Cristina Gena
This work is aimed at assessing whether and how we can improve the level of web pages accessibility for dyslexic users, and to determine which new requisites could be added to the current ones proposed in the Italian Stanca Act in Italy, whose standards derive from the WCAG 2.0 guidelines for disabilities. In order to achieve this goal, we designed a test targeted to students diagnosed with dyslexia. Results showed that improvements may be reached taking into account a set of parameters not specifically considered by WCAG 2.0.
这项工作的目的是评估我们是否以及如何提高阅读障碍用户的网页可访问性水平,并确定哪些新的必要条件可以添加到意大利《意大利标准法案》中提出的现有条件中,该法案的标准源自WCAG 2.0残疾人指南。为了实现这一目标,我们设计了一个针对被诊断为阅读障碍的学生的测试。结果表明,考虑到WCAG 2.0未具体考虑的一组参数,可能会达到改进。
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引用次数: 10
GHItaly'17: 1st Workshop on Games-Human Interaction GHItaly'17:第一届游戏-人类互动研讨会
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125578
M. De Marsico, L. Ripamonti, Davide Gadia, D. Maggiorini, I. Mariani
The 1st Workshop on Games-Human Interaction (GHItaly '17) aims at bringing together scholars and industry practitioners to establish a common ground on the topic.
第一届游戏-人类互动研讨会(GHItaly '17)旨在将学者和行业从业者聚集在一起,就这一主题建立共识。
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引用次数: 0
Interaction-in-the-large vs interaction-in-the-small in multi-device systems 多设备系统中的大交互与小交互
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125577
A. Celentano, E. Dubois
In this paper we analyze how interaction develops in multi-device environments by distinguishing two layers: an interaction in the large layer defines an interactive experience across different devices and locations, where roles and tasks evolve and intertwine; an interaction in the small layer defines the actions done and the interaction techniques used to execute a specific, self-contained task on a device. We present a notation to describe interaction in the large and demonstrate how it can be useful to understand the interaction layers perceived by the users during an interactive experience. We finally report about a user experiment in the context of a real application scenario to evaluate concretely which interaction layers the users observe and if they are able to recognize the boundaries theoretically identified through the notation.
在本文中,我们通过区分两层来分析交互如何在多设备环境中发展:大层中的交互定义了跨不同设备和位置的交互体验,其中角色和任务不断发展和交织;小层中的交互定义了完成的操作和用于在设备上执行特定的、自包含的任务的交互技术。我们提出了一种描述交互的符号,并演示了它如何有助于理解用户在交互体验中感知到的交互层。最后,我们报告了一个真实应用场景下的用户实验,以具体评估用户观察到哪些交互层,以及他们是否能够识别通过符号识别的理论边界。
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引用次数: 5
HCI and education in a changing world: from school to public engagement 变化世界中的HCI与教育:从学校到公众参与
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125576
Fabio Pittarello, G. Volpe, M. Zancanaro
This workshop follows the educational workshops held at the latest editions of the ACM CHItaly [1] and AVI [3] Conferences, for a further elaboration on the issues related to the relationships between HCI and education. The goal of the workshop is twofold: on one side, the purpose is investigating the methods of HCI in educational contexts where the discipline is the primary subject; on the other side, the purpose is investigating the role that the discipline can have for supporting education in a variety of contexts, starting from schools and moving to other traditional contexts such as museums and exhibitions, but also in novel situations where the focus is on public engagement.
本次研讨会继ACM CHItaly[1]和AVI[3]会议上举办的教育研讨会之后,进一步阐述了人机交互与教育之间关系的相关问题。研讨会的目标是双重的:一方面,目的是在以学科为主要主题的教育环境中研究HCI的方法;另一方面,目的是研究学科在各种环境下支持教育的作用,从学校开始,转移到其他传统环境,如博物馆和展览,但也在关注公众参与的新情况下。
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引用次数: 2
Interacting with augmented paper maps: a user experience study 与增强纸质地图交互:一项用户体验研究
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125584
George Margetis, S. Ntoa, M. Antona, C. Stephanidis
This paper presents a user experience study of interaction with printed maps for providing digitally augmented tourism information. The Interactive Maps system has been implemented based on an interactive printed matter framework which provides all the necessary components for developing smart applications that offer printed matter interaction, and has been deployed and evaluated in the context of the publicly available Tourism InfoPoint of the Municipality of Heraklion. The results of the evaluation highlight that interacting with digitally augmented paper is quite easy and natural, while the overall user experience is positive.
本文提出了一个用户体验研究与印刷地图的互动,以提供数字增强的旅游信息。交互式地图系统是在交互式印刷品框架的基础上实施的,该框架为开发提供印刷品交互的智能应用程序提供了所有必要的组件,并已在伊拉克利翁市公共旅游信息点的背景下进行了部署和评估。评估结果强调,与数字增强纸张的交互非常容易和自然,而整体用户体验是积极的。
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引用次数: 5
Gamification for crowdsourced data collection in mobile usability field studies 移动可用性领域研究中众包数据收集的游戏化
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125597
Silvia Malatini, L. Klopfenstein, A. Bogliolo
Larger smartphones have become increasingly commonplace, sometimes blurring the boundaries between phones and tablets. Most UI guidelines and usability studies are rarely updated and are still based on smaller screens or one-handed operations, which can be tiresome on large devices that may require different, or even two-handed postures. Past usability studies have successfully proposed crowd-sourced data collection systems, using mobile applications published on app stores. This work aims to investigate how similar systems can benefit from gamification elements in order to accelerate data collection and to produce accurate results over relatively short periods. An Android game is presented, which challenges users in short 30-second games, collecting performance of users operating the touchscreen using different device grips and postures. The preliminary analysis of the first 60.000 touch interactions is discussed and shown to be coherent with expected results.
更大的智能手机变得越来越普遍,有时模糊了手机和平板电脑之间的界限。大多数UI指南和可用性研究很少更新,并且仍然基于较小的屏幕或单手操作,这在可能需要不同甚至双手姿势的大型设备上可能会令人厌倦。过去的可用性研究已经成功地提出了众包数据收集系统,使用在应用程序商店发布的移动应用程序。这项工作旨在研究类似的系统如何从游戏化元素中受益,以加速数据收集并在相对较短的时间内产生准确的结果。介绍了一款Android游戏,该游戏以30秒的短游戏挑战用户,收集用户使用不同设备握持和姿势操作触摸屏的表现。对前60000次触摸交互的初步分析进行了讨论,并显示出与预期结果一致。
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引用次数: 2
Mastering the Senses in HCI: Towards Multisensory Interfaces 在HCI中掌握感官:迈向多感官界面
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125603
Marianna Obrist
With the proliferation of sensory technologies that do not only stimulate the sense of vision and hearing, but also our sense of touch, smell, and taste, we are confronted with the challenge of mastering those "new" senses in the design of interactive systems. To meaningfully design multisensory interfaces and enrich human-technology interactions we need to systematically investigate the technical, perceptual, and experiential parameters of sensory and multisensory stimulation. Here, I particularly focus on the study of tactile, gustatory, and olfactory experiences facilitated by the use of novel technologies (e.g., mid-air haptic devices, olfactory devices) and the combination of objective and subjective measures within sensory science, psychology, HCI, and user experience research.
随着感官技术的发展,这些技术不仅能刺激视觉和听觉,还能刺激我们的触觉、嗅觉和味觉,我们面临着在设计交互系统时掌握这些“新”感官的挑战。为了有意义地设计多感官界面和丰富人与技术的交互,我们需要系统地研究感官和多感官刺激的技术、感知和体验参数。在这里,我特别关注通过使用新技术(例如,空中触觉设备,嗅觉设备)以及感官科学,心理学,HCI和用户体验研究中客观和主观测量的结合来促进触觉,味觉和嗅觉体验的研究。
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引用次数: 12
A multimodal corpus for technology-enhanced learning of violin playing 一个多模态语料库,用于技术增强的小提琴演奏学习
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125588
G. Volpe, Ksenia Kolykhalova, Erica Volta, Simone Ghisio, G. Waddell, Paolo Alborno, Stefano Piana, C. Canepa, Rafael Ramírez-Meléndez
Learning to play a musical instrument is a difficult task, mostly based on the master-apprentice model. Technologies are rarely employed and are usually restricted to audio and video recording and playback. Nevertheless, multimodal interactive systems can complement actual learning and teaching practice, by offering students guidance during self-study and by helping teachers and students to focus on details that would be otherwise difficult to appreciate from usual audiovisual recordings. This paper introduces a multimodal corpus consisting of the recordings of expert models of success, provided by four professional violin performers. The corpus is publicly available on the repoVizz platform, and includes synchronized audio, video, motion capture, and physiological (EMG) data. It represents the reference archive for the EU-H2020-ICT Project TELMI, an international research project investigating how we learn musical instruments from a pedagogical and scientific perspective and how to develop new interactive, assistive, self-learning, augmented-feedback, and social-aware systems to support musical instrument learning and teaching.
学习演奏乐器是一项艰巨的任务,主要基于师徒模式。技术很少使用,通常仅限于音频和视频的录制和播放。然而,多模式互动系统可以补充实际的学习和教学实践,通过在自学过程中为学生提供指导,并帮助教师和学生专注于从通常的视听记录中难以理解的细节。本文介绍了由四位专业小提琴演奏家提供的成功专家模型录音组成的多模态语料库。该语料库在repoVizz平台上公开提供,包括同步音频、视频、动作捕捉和生理(EMG)数据。它代表了EU-H2020-ICT项目TELMI的参考档案,TELMI是一个国际研究项目,研究我们如何从教学和科学的角度学习乐器,以及如何开发新的互动、辅助、自学、增强反馈和社会意识系统,以支持乐器的学习和教学。
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引用次数: 12
FUN PLEdGE 2.0: a FUNny Platformers LEvels GEnerator (Rhythm Based) FUN PLEdGE 2.0:一个有趣的平台关卡生成器(基于节奏)
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125592
Claudio Mazza, L. Ripamonti, D. Maggiorini, Davide Gadia
Procedural Content Generation is quite diffused in the field of video games design and development, since it can help in relieving designers from the burden of repetitive work, optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. Anyway, when applying generative techniques, it is important not to forget that the main target is not optimization, but providing fun and compelling experiences to the player. In the present work, we tackle the issue of creating and testing an automated level editor for platform video games, starting from the work of [22,31]. The tool is aimed at producing levels that are both playable and fun, using as a starting point for the structure of the levels Afro-American musical rhythms. At the same time, it should guarantee maximum freedom to the level designer, and interactively suggest corrections functional to the quality of the player experience.
程序内容生成在电子游戏设计和开发领域非常广泛,因为它可以帮助设计师减轻重复性工作的负担,优化开发过程,增加重玩性,使游戏适应特定用户,并实现新的游戏机制。无论如何,在应用生成技术时,不要忘记我们的主要目标不是优化,而是为玩家提供有趣和吸引人的体验。在目前的工作中,我们从[22,31]的工作开始,解决了为平台电子游戏创建和测试自动关卡编辑器的问题。该工具旨在制作既可玩又有趣的关卡,并以非洲裔美国人的音乐节奏作为关卡结构的起点。与此同时,它应该保证关卡设计师的最大自由度,并交互式地建议修正功能以提高玩家体验的质量。
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引用次数: 9
Evaluating Natural Interaction with a Shop Window 评估与商店橱窗的自然互动
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125601
B. D. Carolis, Giuseppe Palestra
This paper describes the evaluation of two interaction modalities for Active Fashion, the first prototype of system designed for providing interactively information about dresses shown on mannequins in a shop window. Using the system the user may look at available sizes, colors, price and similar products. Due to the nature of such a system, the interaction must be touch-less and natural. The developed solutions use Microsoft Kinect 2 as a device. The first modality is based on gestures while the second one is based on gaze pointing. Evaluation results show that even if the interaction did not result completely satisfying from the control point of view, users prefer the gaze-based approach and felt positively engaged during the interaction.
本文描述了主动时装的两种交互模式的评估,主动时装是设计用于在商店橱窗中提供人体模特所展示的服装交互信息的系统的第一个原型。使用该系统,用户可以查看可用的尺寸,颜色,价格和类似的产品。由于这种系统的性质,交互必须是无触摸和自然的。开发的解决方案使用微软Kinect 2作为设备。第一种模式基于手势,第二种模式基于凝视。评估结果表明,即使从控制的角度来看,交互的结果并不完全令人满意,用户也更喜欢基于注视的方法,并且在交互过程中感到积极参与。
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引用次数: 1
期刊
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
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