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Exploiting Correlation between Body Gestures and Spoken Sentences for Real-time Emotion Recognition 利用肢体动作和口语句子之间的相关性进行实时情绪识别
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125590
Fabrizio Milazzo, A. Augello, G. Pilato, V. Gentile, A. Gentile, S. Sorce
Humans communicate their affective states through different media, both verbal and non-verbal, often used at the same time. The knowledge of the emotional state plays a key role to provide personalized and context-related information and services. This is the main reason why several algorithms have been proposed in the last few years for the automatic emotion recognition. In this work we exploit the correlation between one's affective state and the simultaneous body expressions in terms of speech and gestures. Here we propose a system for real-time emotion recognition from gestures. In a first step, the system builds a trusted dataset of association pairs (motion data → emotion pattern), also based on textual information. Such dataset is the ground truth for a further step, where emotion patterns can be extracted from new unclassified gestures. Experimental results demonstrate a good recognition accuracy and real-time capabilities of the proposed system.
人类通过不同的媒介,包括语言和非语言,经常同时使用来传达他们的情感状态。对情绪状态的了解在提供个性化和情境相关的信息和服务方面起着关键作用。这就是为什么在过去的几年中提出了几种自动情绪识别算法的主要原因。在这项工作中,我们利用一个人的情感状态和同时的身体表达在言语和手势方面的相关性。在这里,我们提出了一个实时的手势情感识别系统。在第一步,系统建立一个可信的关联对数据集(运动数据→情感模式),同样基于文本信息。这样的数据集是下一步的基础,可以从新的未分类手势中提取情感模式。实验结果表明,该系统具有良好的识别精度和实时性。
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引用次数: 0
Co-creating Interactive Obstacles and DIY Skateboarding Spaces 共同创造互动障碍和DIY滑板空间
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125595
Oskar Galewicz, A. Culén
In this paper, we use research through design approach to introduce the skateboarding community to the maker's culture. Our goal was to provide an opportunity for skaters to experience sketching with technology, sharing ideas on making obstacles embedded with technology, executing one of the ideas and participating in envisioning co-created DIY (Do-It-Yourself) urban skateboarding spaces. In total, twenty-eight skateboarders were actively involved in the process of sketching, ideation, and subsequently making and evaluating a sound-based interactive skateboarding obstacle. The contributions of this paper include the framework for supporting maker activities for and with skateboarders, the artefact itself and the knowledge that emerged from its use in the appropriate urban environment. Finally, the highlights from interviews with twelve highly skilled skaters are provided. The analysis of the interviews resulted in the improvement of the initial framework that was based on the five key principles of creativity in everyday life. Furthermore, the skaters shared their reflections on the use of the obstacle, the making process, and speculated around the emergence of participatory maker culture within the community and possibilities to create urban environments that include creative DIY projects, such as the described one.
本文采用设计研究的方法,将滑板社群引入创客文化。我们的目标是为滑板爱好者提供一个机会,让他们体验用技术绘制草图,分享关于制造嵌入技术的障碍的想法,执行其中一个想法,并参与共同创造的DIY(自己动手)城市滑板空间。总共有28名滑板运动员积极参与了素描、构思、随后制作和评估基于声音的互动滑板障碍的过程。本文的贡献包括为滑板爱好者提供支持的制造者活动框架、人工制品本身以及在适当的城市环境中使用它所产生的知识。最后,我们提供了12位高水平滑冰运动员的访谈亮点。对访谈的分析改进了最初的框架,该框架基于日常生活中创造力的五个关键原则。此外,溜冰者们分享了他们对障碍物的使用和制作过程的思考,并围绕社区中参与式创客文化的出现和创造城市环境的可能性进行了推测,其中包括创造性的DIY项目,比如上面描述的这个。
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引用次数: 5
Questioning User Experience: A Comparison Between Visual, Auditory and Haptic Guidance Messages Among Older Pedestrians 质疑用户体验:老年行人视觉、听觉和触觉引导信息的比较
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125572
Angélique Montuwy, B. Cahour, Aurélie Dommes
Designing a navigation aid adapted to older pedestrians' specificities could help in preserving their autonomy. Indeed, older people rely on walk for their daily journeys more than any other people. But cognitive and perceptive abilities may decline with aging and impair the pedestrian mobility. This study was aimed at comparing visual, auditory and haptic guidance messages among older pedestrians. Navigation performance and user experience (UX) were taken into account. Time to destination and rate of correct responses were measured in a pedestrian navigation simulator. Post-activity interviews were used to question participants' perceptions, feelings and hesitations. Results showed great performance and UX for visual messages, whereas results were mixed for haptic messages.
设计一个适应老年行人特点的导航辅助设备可以帮助他们保持自主性。事实上,老年人比其他人更依赖步行进行日常旅行。但认知和感知能力可能随着年龄的增长而下降,并影响行人的行动能力。本研究旨在比较老年行人的视觉、听觉和触觉引导信息。导航性能和用户体验(UX)被考虑在内。在行人导航模拟器中测量到达目的地的时间和正确反应率。活动后的访谈被用来询问参与者的感知、感受和犹豫。结果显示,视觉信息的性能和用户体验都很好,而触觉信息的结果则好坏参半。
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引用次数: 3
Bus Stops as Interactive Touchpoints: Improving Engagement and Use of Public Transport 巴士站作为互动接触点:改善公共交通的参与和使用
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125593
Catia Prandi, Valentina Nisi, N. Nunes
Bus stops are key touchpoints to improve the quality and engagement of citizens with public transports. Despite their ubiquity in modern urban landscapes they are seldom considered a key design/technology element in improving the public transport experience. This paper describes a design case study where different teams attempted to improve bus stops using interactive technologies. The resulting concept prototypes were designed to provide citizens and tourists with (i) safe, attractive and accessible public spaces, (ii) attractive, accessible and efficient public transport; and, (iii) smart traveller information tools and services for sustainable mobility. Our case was set in Madeira, a medium sized European island, where tourism widely contribute to the local economy and buses represent the only available public mean of transport. We present the research insights and the design concepts leading to improve engagement and use of public transport.
公交车站是提高市民乘坐公共交通的质量和参与度的关键接触点。尽管它们在现代城市景观中无处不在,但它们很少被认为是改善公共交通体验的关键设计/技术元素。本文描述了一个设计案例研究,其中不同的团队试图使用交互技术来改善公交车站。由此产生的概念原型旨在为市民和游客提供(i)安全、有吸引力和可达的公共空间;(ii)有吸引力、可达和高效的公共交通;(三)智能旅行者信息工具和服务,实现可持续的出行。我们的案例发生在马德拉岛,这是一个中等大小的欧洲岛屿,旅游业广泛地促进了当地经济,公共汽车是唯一可用的公共交通工具。我们提出了研究见解和设计概念,以改善公共交通的参与和使用。
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引用次数: 7
RAWGraphs: A Visualisation Platform to Create Open Outputs RAWGraphs:一个创建开放输出的可视化平台
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125585
Michele Mauri, Tommaso Elli, G. Caviglia, Giorgio Uboldi, M. Azzi
RAWGraphs is an open source web application for the creation of static data visualisations that are designed to be further modified. Originally conceived for graphic designers to provide a series of tasks not available with other tools, it evolved into a platform that provides simple ways to map data dimensions onto visual variables. It presents a chart-based approach to data visualisation: each visual model is an independent module exposing different visual variables that can be used to map data dimensions. Consequently, users can create complex data visualisations. Finally, the tool is meant to produce outputs that are open, that is, not subjected to proprietary solutions, which can be further edited.
RAWGraphs是一个开源的web应用程序,用于创建静态数据可视化,旨在进一步修改。它最初是为图形设计师设计的,目的是提供一系列其他工具无法提供的任务,后来演变成一个平台,提供了将数据维度映射到视觉变量的简单方法。它提供了一种基于图表的数据可视化方法:每个可视化模型都是一个独立的模块,公开可用于映射数据维度的不同可视化变量。因此,用户可以创建复杂的数据可视化。最后,该工具旨在生成开放的输出,即不受专有解决方案的约束,可以进一步编辑。
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引用次数: 288
A two-step, user-centered approach to personalized tourist recommendations 两步,以用户为中心的个性化旅游推荐方法
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125594
V. Orso, A. Varotto, Stefano Rodaro, A. Spagnolli, Giulio Jacucci, S. Andolina, Jukka Leino, L. Gamberini
Geo-localized, mobile applications can simplify a tourist visit, making the relevant Point of Interests more easily and promptly discernible to users. At the same time, such solutions must avoid creating unfitting or rigid user profiles that impoverish the users' options instead of refining them. Currently, user profiles in recommender systems rely on dimensions whose relevance to the user is more often presumed than empirically defined. To avoid this drawback, we build our recommendation system in a two-step process, where profile parameters are evaluated preliminarily and separately from the recommendations themselves. We describe this two-step evaluation process including an initial survey (N = 206), and a subsequent controlled study (N = 24). We conclude by emphasizing the benefit and generalizability of the approach
地理定位的移动应用程序可以简化游客的访问,让用户更容易、更迅速地发现相关的兴趣点。同时,这样的解决方案必须避免创建不合适的或僵化的用户配置文件,这些配置文件使用户的选择变得贫乏,而不是改进它们。目前,推荐系统中的用户概况依赖于维度,这些维度与用户的相关性通常是假设的,而不是经验定义的。为了避免这个缺点,我们分两步构建我们的推荐系统,其中概要文件参数被初步评估,并且与推荐本身分开。我们描述了这两步评估过程,包括初步调查(N = 206)和随后的对照研究(N = 24)。最后,我们强调了该方法的好处和可推广性
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引用次数: 3
Towards Natural Interaction with Smart Homes 实现与智能家居的自然互动
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125581
F. Benzi, D. Fogli, G. Guida
This paper proposes a novel conceptual architecture for smart homes as well as a new approach to home-inhabitant interaction. HOME is an intelligent agent based on a Belief-Desire-Intention (BDI) model, extended with the concept of values that represent abstract and permanent needs, such as health, comfort or security, which drive its decision making activity. Values, beliefs, desires and intentions are also the basic conceptual entities of inhabitant-system dialogue: the ultimate goal of HOME is to satisfy inhabitant needs and preferences, by taking into account knowledge about the environment and available devices, such as sensors and actuators. The result is a peer-to-peer interaction, where (the best) decisions emerge from a dialectic behavior.
本文提出了一种全新的智能家居概念架构,以及一种家庭与居民互动的新方法。HOME是一个基于信念-欲望-意图(BDI)模型的智能代理,扩展了代表抽象和永久需求的价值观概念,如健康、舒适或安全,这些需求驱动着它的决策活动。价值观、信念、欲望和意图也是居民与系统对话的基本概念实体:HOME的最终目标是通过考虑有关环境的知识和可用设备(如传感器和执行器)来满足居民的需求和偏好。结果是一种点对点的互动,(最好的)决策来自辩证的行为。
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引用次数: 5
Towards Unified Principles of Interaction 走向相互作用的统一原则
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125602
M. Beaudouin-Lafon
Even though today's computers are used for many different types of tasks, they still rely on user interfaces designed for office workers in the 1980s. HCI researchers have produced a slew of innovative interaction styles, from gestural interaction to mixed reality and tangible interfaces, but they have not replaced traditional GUIs. I argue that we must devise fundamental principles of interaction that unify, rather than separate, interaction styles in order to support the diversity of uses and users. I describe ongoing work on my ERC advanced grant, ONE, which explores how the concepts of information substrates and interaction instruments create digital environments that users can appropriate and (re)combine at will.
尽管今天的计算机被用于许多不同类型的任务,但它们仍然依赖于20世纪80年代为办公室工作人员设计的用户界面。人机交互研究人员已经创造了一系列创新的交互风格,从手势交互到混合现实和有形界面,但它们并没有取代传统的gui。我认为我们必须设计交互的基本原则,统一而不是分离交互风格,以支持多样化的用途和用户。我描述了我的ERC高级拨款ONE正在进行的工作,它探索了信息基质和交互工具的概念如何创建用户可以随意使用和(重新)组合的数字环境。
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引用次数: 25
Traffic Augmentation as a Means to Increase Trust in Automated Driving Systems 增加交通流量是提高人们对自动驾驶系统信任的一种手段
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125600
Philipp Wintersberger, Tamara von Sawitzky, Anna-Katharina Frison, A. Riener
Many human factor issues regarding automated driving systems are still unresolved. For instance, it is not fully clear if, and to what extent, drivers will accept and trust this novel technology. Trust in technology is of utmost importance to avoid both disuse and misuse. Possibilities for increasing user trust in automated driving systems include proper feedback aiming to build a shared mental model so that system intentions are visible to the driver. A potential approach could be to augment traffic and other relevant objects in the environment. Technical advancements in display technology would allow the use of windshield displays in the near future. To investigate the effect of augmented reality aids (presented as augmentations of traffic objects) in potentially ambiguous situations, we conducted a user study (n=26) and assessed qualitative (trust scale TS, technology acceptance model TAM) and quantitative (HRV) factors. Initial results indicate that augmenting sensor data in the driver's line of sight can lead to increased trust and acceptance.
许多与自动驾驶系统有关的人为因素问题仍未得到解决。例如,目前还不完全清楚司机是否会接受和信任这项新技术,以及在多大程度上接受和信任这项新技术。对技术的信任对于避免废弃和误用至关重要。增加用户对自动驾驶系统信任的可能性包括适当的反馈,旨在建立一个共享的心智模型,以便驾驶员可以看到系统的意图。一种潜在的方法可能是增加交通和环境中的其他相关对象。显示技术的进步将允许在不久的将来使用挡风玻璃显示器。为了研究增强现实辅助工具(表现为交通物体的增强)在潜在模糊情况下的影响,我们进行了一项用户研究(n=26),并评估了定性(信任量表TS,技术接受模型TAM)和定量(HRV)因素。初步结果表明,在驾驶员视线范围内增加传感器数据可以增加信任和接受度。
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引用次数: 69
Writing Postcards from the Museum: Composing Personalised Tangible Souvenirs 从博物馆写明信片:制作个性化有形纪念品
Pub Date : 2017-09-18 DOI: 10.1145/3125571.3125583
E. Not, M. Zancanaro, M. Marshall, Daniela Petrelli, Anna Pisetti
Building a long-lasting personal relationship with visitors by maintaining their engagement after the visit is one of the most challenging endeavours cultural heritage sites face. When successful, this connection fosters new opportunities for the visitor to get in touch with the heritage, e.g. to visit again or to take part in cultural activities. One way to establish a personal connection is via personalisation services that generate souvenirs for the visitors to take away and foster future engagements with the heritage. This paper discusses how the techniques for personalised text generation can be applied to produce post-visit postcards exploiting the interaction logs collected during the museum visit. The personalised postcard summarises the visit, creates a link with what was experienced and suggests further paths for content discovery. A user study conducted over four weeks confirms the appreciation for the personalised postcard and suggests future developments.
通过保持游客在参观后的参与,与他们建立长期的个人关系,是文化遗产所面临的最具挑战性的努力之一。如果成功,这种联系为游客提供了与遗产接触的新机会,例如再次参观或参加文化活动。建立个人联系的一种方式是通过个性化服务,为游客提供纪念品,并促进未来与遗产的接触。本文讨论了如何将个性化文本生成技术应用于利用博物馆参观期间收集的交互日志来制作参观后明信片。个性化的明信片总结了访问,创建了与所经历的联系,并为内容发现提供了进一步的路径。一项为期四周的用户研究证实了人们对个性化明信片的喜爱,并对未来的发展提出了建议。
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引用次数: 15
期刊
Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
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