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Dark Design Patterns: An End-User Perspective 黑暗设计模式:终端用户视角
Q1 Social Sciences Pub Date : 2020-08-31 DOI: 10.17011/ht/urn.202008245641
M. Maier, R. Harr
The number of websites and mobile applications available is growing continually, as are the persuasive approaches to influence human behavior and decision making. Although designing for persuasion offers several potential benefits, recent developments expose various deceptive designs, that is, dark patterns, that utilize psychological factors to nudge people toward, from someone else’s perspective, desired directions. This paper contributes to an increased awareness of the phenomenon of dark patterns through our exploring how users perceive and experience these patterns. Hence, we chose a qualitative research approach, with focus groups and interviews, for our exploration. Our analysis shows that participants were moderately aware of these deceptive techniques, several of which were perceived as sneaky and dishonest. Respondents further expressed a resigned attitude toward such techniques and primarily blamed businesses for their occurrence. Users considered their dependency on services employing these practices, thus making it difficult to avoid fully dark patterns.
可用的网站和移动应用程序的数量在不断增长,影响人类行为和决策的有说服力的方法也在不断增长。虽然为说服而设计提供了一些潜在的好处,但最近的发展暴露了各种欺骗性的设计,即黑暗的模式,利用心理因素将人们推向别人所期望的方向。本文通过探索用户如何感知和体验这些模式,有助于提高对暗模式现象的认识。因此,我们选择了一种定性研究方法,通过焦点小组和访谈来进行我们的探索。我们的分析表明,参与者对这些欺骗技巧有一定的意识,其中一些被认为是狡猾和不诚实的。受访者进一步表达了对此类技术的无奈态度,并主要将其归咎于企业。用户考虑他们对使用这些实践的服务的依赖,因此很难避免完全黑暗的模式。
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引用次数: 39
Domestication of a Robotic Medication-Dispensing Service Among Older People in Finnish Lapland 芬兰拉普兰老年人中机器人配药服务的驯化
Q1 Social Sciences Pub Date : 2020-08-31 DOI: 10.17011/ht/urn.202008245639
Ella Airola, Päivi Rasi
This paper presents a case study on a robotic medication-dispensing service used in the everyday lives of older people in Finnish Lapland through the concept of domestication. The study took an ethnographic approach. A total of 11 service users, practical nurses, and other health-care professionals participated; the service users averaged age 81 years (M = 81.4, SD = 5.4). The data comprised semistructured interviews complemented by observations and photographs at service users’ homes. We concluded that the domestication of the service was successful, although the service users sometimes felt that it limited their lives. The service users stated that learning and subsequently using the service was easy with social network support. The participants indicated their reasons for hesitation in using the service related primarily to concerns in trying new technology, the technical features of the robot, and cognitive or physical difficulties. The service supports “aging in place,” which is in line with the Finnish care policy.
本文通过驯化的概念介绍了芬兰拉普兰老年人日常生活中使用的机器人配药服务的案例研究。这项研究采用了人种学的方法。共有11名服务使用者、实习护士和其他保健专业人员参与;服务用户平均年龄81岁(M = 81.4, SD = 5.4)。数据包括半结构化访谈,辅以在服务用户家中的观察和照片。我们的结论是,该服务的本土化是成功的,尽管服务用户有时会觉得这限制了他们的生活。服务用户表示,在社交网络的支持下,学习和随后使用服务很容易。参与者表示,他们在使用这项服务时犹豫不决的原因主要与尝试新技术、机器人的技术特点以及认知或身体上的困难有关。这项服务支持“就地养老”,这符合芬兰的护理政策。
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引用次数: 8
Do Humans Dream of Prophetic Robots? 人类会梦想预言机器人吗?
Q1 Social Sciences Pub Date : 2020-08-31 DOI: 10.17011/ht/urn.202008245638
J. Jouhki
“Robosexuality is an abomination!” exclaimed Reverend Lionel Preacherbot in Futurama (Groening, Cohen, & Keeler, 1999), the famous science fiction sitcom. Although already today some robots are assisting in religious ceremonies (Samuel, 2020), with one even working as a priest (Himmer, 2019), robotics has not advanced far enough for human-like preacherbots like Reverend Lionel. However, contemporary social robots may have prophetic qualities, at least in the minds of some people. All robots—or machines, for that matter—are social in that they require interaction with a human operator. However, some robots are designed to be more social than others are. For example, some socially evocative robots (e.g., a robot dog for children or a therapeutic seal for the elderly) draw on the tendency of their users to imagine them as living beings and, often, rely on their desire to nurture them. Yet, proper social robots are more complex, that is, an interactive artificially intelligent machine with a face, voice, and a body that resembles a living creature, sometimes a human (e.g., Deng, Mutlu, & Matalić, 2019). Social robots are designed to work (or play) in close interaction with humans in a human-like way. Their purpose might be that of a companion, a source of information, and/or an assistant, to name a few (e.g., Kim, Sur, & Gong, 2009; Korn, 2019). At the moment, the most useful robots are neither social nor humanoid; rather, they have been designed quite practically to attend to one or more monotonous tasks. They are the automated machines used for repetitive tasks like welding, lawn mowing, packaging, and other monotonous activities requiring little machine-to-human interaction or human characteristics. On the other hand, however, many interesting and technologically advanced social robots are being developed. For example, the human-looking Furhat looks like a disembodied head and torso, and it is intended to work as a domestic helper and a chatbot.1 The semihumanoid robot Pepper was designed to read emotions and to work as, among other things, a receptionist.2 Finally, the cute little nonhumanoid Zenbo was designed to work as a home healthcare assistant.3
“机器性爱令人憎恶!”在著名的科幻情景喜剧《飞出个未来》(Groening, Cohen, & Keeler, 1999)中,Lionel Preacherbot牧师大声说道。尽管今天已经有一些机器人在协助宗教仪式(塞缪尔,2020),其中一个甚至担任牧师(希默,2019),但对于像莱昂内尔牧师这样的类人布道机器人来说,机器人技术还不够先进。然而,至少在一些人看来,当代社交机器人可能具有预言性。所有的机器人——或机器,就此而言——都是社会性的,因为它们需要与人类操作员进行互动。然而,一些机器人被设计成比其他机器人更具社交性。例如,一些具有社会唤起性的机器人(例如,为儿童设计的机器狗或为老年人设计的治疗印章)利用了它们的用户将它们想象成活生生的生物的倾向,并且通常依赖于他们养育它们的愿望。然而,适当的社交机器人更为复杂,即具有面部、声音和类似生物(有时是人类)的身体的交互式人工智能机器(例如,Deng, Mutlu, & mataliki, 2019)。社交机器人被设计成以类似人类的方式与人类密切互动。他们的目的可能是同伴,信息来源和/或助手,仅举几例(例如,Kim, Sur, & Gong, 2009;科恩,2019)。目前,最有用的机器人既不是社交机器人,也不是类人机器人;相反,它们被设计得非常实用,可以处理一项或多项单调的任务。它们是用于重复任务的自动化机器,如焊接、割草、包装和其他单调的活动,几乎不需要人机交互或人类特征。然而,另一方面,许多有趣且技术先进的社交机器人正在开发中。例如,看起来像人类的Furhat看起来像一个没有实体的头部和躯干,它的目的是作为一个家庭帮手和聊天机器人半人形机器人“小辣椒”被设计成能读懂人的情绪,还能做接待员等工作最后,这个可爱的非人形小机器人Zenbo被设计成家庭保健助理
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引用次数: 2
Utilizing Digital Tools to Support Face-to-Face Care: Examining Uptake Within the Practices of Australian Psychologists 利用数字工具支持面对面护理:检查澳大利亚心理学家实践中的吸收
Q1 Social Sciences Pub Date : 2020-02-28 DOI: 10.17011/ht/urn.202002242162
Jeremy Kerr, Ashley Van Houten
Societal adoption of mobile phones and other digital devices, and the resulting widespread digital literacy, allows for new possibilities in approaching and supporting face- to-face therapy. In this study, we examined the application of digital communication tools and media within therapeutic care by 33 psychologists across Australia. Uses of digital technologies were analyzed with a focus on both the approaches applied within face-to-face therapy sessions and those occurring as an adjunct to these sessions. In contrast to online counseling, established upon a foundation of digital technologies, the study results indicate that the use of technology in face-to-face therapy is still emerging but growing in scope and implementation. Areas of key and unique uptake by practitioners are identified, along with possibilities for future application. In outlining contemporary practices, a typology for the utilization of digital tools is presented, offering a practical framework for therapists to extend face-to-face care via information and communication technologies.
社会对移动电话和其他数字设备的采用,以及由此产生的广泛的数字素养,为接触和支持面对面治疗提供了新的可能性。在这项研究中,我们调查了澳大利亚33名心理学家在治疗护理中对数字通信工具和媒体的应用。对数字技术的使用进行了分析,重点是面对面治疗过程中应用的方法和作为这些治疗过程辅助的方法。与建立在数字技术基础上的在线咨询相反,研究结果表明,技术在面对面治疗中的应用仍在兴起,但在范围和实施方面都在不断增长。确定了从业者的关键和独特的吸收领域,以及未来应用的可能性。在概述当代实践时,提出了数字工具利用的类型学,为治疗师通过信息和通信技术扩展面对面护理提供了一个实用框架。
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引用次数: 1
From the Editor in Chief: The Axes for the Modern Age 来自主编:现代时代的斧头
Q1 Social Sciences Pub Date : 2020-02-28 DOI: 10.17011/ht/urn.202002242160
J. Jouhki
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引用次数: 2
GraphoLearn SI: Digital Learning Support for Reading Difficulties in a Transparent Orthography 透明正字法中阅读困难的数字学习支持
Q1 Social Sciences Pub Date : 2020-02-28 DOI: 10.17011/ht/urn.202002242164
Elisabeth Borleffs, F. Zwarts, Ade R. Siregar, B. Maassen
Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the game was strongly related to reading and decoding fluency, but only for students with average to above-average pretest letter knowledge. To enable students with low letter knowledge at the outset to benefit fully from the game as well, we suggest extending the playing period to approximately 6 months to establish firmly letter knowledge and phonological awareness skills.
人们越来越认识到提供个性化学习机会的循证技术工具的重要性。本文报告了一项评估graphollearn标准印尼语的试点研究,这是一个数字游戏环境,通过广泛而有趣的接触字素-音素对应关系来训练基本阅读技能。从33名印度尼西亚一年级学生中获得的结果表明,在测试后和5个月的随访评估中,游戏进展被发现是阅读和解码能力的重要预测因素。我们的研究结果还表明,游戏进度与测试后的字母发音知识之间存在显著的交互作用:游戏进度与阅读和解码流畅性密切相关,但仅适用于测试前字母知识平均或高于平均水平的学生。为了让一开始对字母认知较低的学生也能从游戏中充分受益,我们建议将游戏时间延长至大约6个月,以建立牢固的字母知识和语音意识技能。
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引用次数: 0
Investigation of University Students’ Perceptions of Their Educators as Role Models and Designers of Digitalized Curricula 大学生对教育工作者作为榜样和数字化课程设计者的看法调查
Q1 Social Sciences Pub Date : 2020-02-28 DOI: 10.17011/ht/urn.202002242163
A. I. Starčič, Maja Lebenicnik
Higher education graduates need 21st-century skills, both learning skills and competences for working with technology. However, research indicates an insufficient integration of ICTs into teaching and learning. In this paper, we examine students’ perception of various technology-based issues: (a) ICT integration within a Slovenian university’s learning environment, (b) teachers as role models for ICT use, and (c) the processes of collaboration and creativity as integrative parts featured in learning technologies. We studied beliefs about the contribution of ICT use to teaching and learning as the primary factors influencing ICT integration. A one-way ANOVA revealed that students in teacher education and education studies, as compared to students in other disciplines, perceive their teachers as effective designers of and as role models for ICT integration, although they do not perceive their teachers as leaders in new technology use. Effective leadership in technology innovation and the diversity of instructional design in guided and student-driven learning environments require continual curriculum development.
高等教育毕业生需要21世纪的技能,包括学习技能和使用技术的能力。然而,研究表明,信息通信技术在教学和学习中的整合不足。在本文中,我们研究了学生对各种基于技术的问题的看法:(a)斯洛文尼亚大学学习环境中的ICT整合,(b)教师作为ICT使用的榜样,以及(c)协作和创造力的过程作为学习技术的综合部分。我们研究了ICT使用对教学和学习的贡献的信念,作为影响ICT整合的主要因素。单向方差分析显示,与其他学科的学生相比,教师教育和教育研究专业的学生认为他们的教师是信息通信技术整合的有效设计者和榜样,尽管他们不认为他们的教师是新技术使用的领导者。在引导和学生驱动的学习环境中,技术创新的有效领导和教学设计的多样性需要持续的课程开发。
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引用次数: 15
Measuring Expectation for an Affordance Gap on a Smartphone User Interface and its Usage Among Older Adults 测量对智能手机用户界面可提供性差距的期望及其在老年人中的使用情况
Q1 Social Sciences Pub Date : 2020-02-28 DOI: 10.17011/ht/urn.202002242161
Chui Yin Wong, R. Ibrahim, T. Hamid, E. Mansor
: The smartphone has become a ubiquitous mobile communication tool that plays a crucial role in the daily lives for Malaysian older adults. However, it is not easy for older adults to learn new interaction modes and adopt the smartphone user interface. In this paper, we aim to examine the affordances of a smartphone user interface and its usage by older adults through the lens of Norman’s execution/evaluation action cycle (EEAC) framework. A mobile-user interaction study was administered with four tasks. A paired sample t -test was conducted to analyze the affordance gap between different levels of expectation. The results revealed that three tasks (making phone calls, adding contacts, and using WhatsApp) were statistically different; the exception was installing mobile apps. The results underscore the importance of mobile apps designers incorporating older adults’ needs and expectations as a means to reduce the affordance gap.
智能手机已经成为一种无处不在的移动通信工具,在马来西亚老年人的日常生活中起着至关重要的作用。然而,对于老年人来说,学习新的交互模式和采用智能手机用户界面并不容易。在本文中,我们旨在通过诺曼的执行/评估行动周期(EEAC)框架来检查智能手机用户界面的功能和老年人的使用情况。一项移动用户交互研究有四个任务。采用配对样本t检验分析不同期望水平之间的可得性差距。结果显示,三个任务(打电话、添加联系人和使用WhatsApp)在统计学上存在差异;唯一的例外是安装移动应用。研究结果强调了移动应用程序设计师将老年人的需求和期望纳入其中的重要性,这是缩小可获得性差距的一种手段。
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引用次数: 2
Exploring relationships between effort, motion, and sound in new musical instruments 探索新乐器中力度、动作和声音之间的关系
Q1 Social Sciences Pub Date : 2020-01-01 DOI: 10.17011/HT/URN.202011256767
Çağrı Erdem, Qichao Lan, A. Jensenius
We investigated how the action–sound relationships found in electric guitar performance can be used in the design of new instruments. Thirty-one trained guitarists performed a set of basic sound-producing actions (impulsive, sustained, and iterative) and free improvisations on an electric guitar. We performed a statistical analysis of the muscle activation data (EMG) and audio recordings from the experiment. Then we trained a long short-term memory network with nine different configurations to map EMG signal to sound. We found that the preliminary models were able to predict audio energy features of free improvisations on the guitar, based on the dataset of raw EMG from the basic soundproducing actions. The results provide evidence of similarities between body motion and sound in music performance, compatible with embodied music cognition theories. They also show the potential of using machine learning on recorded performance data in the design of new musical instruments.
我们研究了电吉他演奏中发现的动作-声音关系如何用于新乐器的设计。31名训练有素的吉他手在电吉他上表演了一套基本的声音产生动作(脉冲,持续和迭代)和自由即兴创作。我们对实验中的肌肉激活数据(EMG)和录音进行了统计分析。然后,我们用9种不同的配置训练了一个长短期记忆网络,将肌电图信号映射到声音。我们发现,基于基本发声动作的原始肌电信号数据集,初步模型能够预测吉他自由即兴演奏的音频能量特征。结果提供了身体运动和声音在音乐表演中的相似性的证据,与具身音乐认知理论相一致。他们还展示了在新乐器设计中使用机器学习记录性能数据的潜力。
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引用次数: 3
See how it feels to move: Relationships between movement characteristics and perception of emotions in dance 看看运动的感觉:舞蹈中运动特征和情感感知之间的关系
Q1 Social Sciences Pub Date : 2020-01-01 DOI: 10.17011/HT/URN.202011256764
Birgitta Burger, P. Toiviainen
Music makes humans move in ways found to relate to, for instance, musical characteristics, personality, or emotional content of the music. In this study, we investigated associations between embodiments of musical emotions and the perception thereof. After collecting motion capture data of dancers moving to emotionally distinct musical stimuli, silent stick-figure animations were rated by a set of observers regarding perceived discrete emotions, while 10 movement features were computationally extracted from the motion capture data. Results indicate kinematic profiles—emotion-specific sets of movement characteristics—that furthermore conform with dimensional models of valence and arousal, suggesting that observers rated the emotions consistently according to distinct movement features prevalent in the animations. Outcomes show commonalities and differences to a previous study that linked these movement features to auditory perception of musical emotion, providing insights into how emotional expression of music-induced movement could be conveyed and understood through auditory and visual channels, respectively.
音乐使人类以与音乐特征、个性或音乐的情感内容相关的方式活动。在这项研究中,我们调查了音乐情感的体现和感知之间的联系。在收集了舞者在不同情绪的音乐刺激下移动的动作捕捉数据后,一组观察者对无声的简笔画动画就感知到的离散情绪进行了评分,同时从动作捕捉数据中计算提取了10个动作特征。结果表明,运动轮廓——情绪特定的运动特征集——进一步符合效价和唤醒的维度模型,表明观察者根据动画中普遍存在的不同运动特征一致地评价情绪。结果显示了与先前研究的共性和差异,该研究将这些运动特征与音乐情感的听觉感知联系起来,为音乐诱导的运动的情感表达如何分别通过听觉和视觉渠道传达和理解提供了见解。
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引用次数: 3
期刊
Human Technology
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