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Modulating Personal Audio to Convey Information 调制个人音频以传递信息
Jamie Ferguson, S. Brewster
A long lasting problem in the design of auditory displays is how to design audio feedback that is aesthetically appealing and comfortable to listen to. Many systems focus solely on function and do not consider these other factors. This can lead to annoyance for users, or more extremely, abandonment of the system entirely. Instead of communicating information through sound which is built in to the system, an alternative method is to modulate acoustic parameters of a user's own music to encode information. This method - music modulation - has successfully been used in systems for conveying navigational data while walking and listening to music. This paper discusses the potential of applying this method to other contexts and types of data. We present a number of acoustic parameters of music that could be used to encode information and discuss a number of factors affecting the design of sonification systems employing them, with the goal of inciting discussion and further research into this potentially effective method of conveying information through sound.
听觉显示器设计中一个长期存在的问题是如何设计美观且听起来舒适的音频反馈。许多系统只关注功能,而不考虑这些其他因素。这可能会给用户带来烦恼,或者更严重的是,完全放弃系统。与其通过系统内置的声音来传递信息,另一种方法是调制用户自己音乐的声学参数来编码信息。这种方法——音乐调制——已经成功地应用于一边走路一边听音乐的导航数据传输系统中。本文讨论了将此方法应用于其他上下文和数据类型的潜力。我们提出了一些可以用来编码信息的音乐声学参数,并讨论了一些影响使用它们的超声系统设计的因素,目的是激发讨论和进一步研究这种通过声音传递信息的潜在有效方法。
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引用次数: 2
Perception of Emotion in Body Expressions from Gaze Behavior 从凝视行为看身体表情的情绪感知
A. Kleinsmith, A. Semsar
Developing affectively aware technologies is a growing industry. To build them effectively, it is important to understand the features involved in discriminating between emotions. While many technologies focus on facial expressions, studies have highlighted the influence of body expressions over other modalities for perceiving some emotions. Eye tracking studies have evaluated the combination of face and body to investigate the influence of each modality, however, few to none have investigated the perception of emotion from body expressions alone. This exploratory study aimed to evaluate the discriminative importance of dynamic body features for decoding emotion. Eye tracking was used to monitor participants' eye gaze behavior while viewing clips of non-acted body movements to which they associated an emotion. Preliminary results indicate that the two primary regions attended to most often and longest were the torso and the arms. Further analysis is ongoing, however initial results independently confirm prior studies without eye tracking.
开发情感感知技术是一个正在成长的产业。为了有效地建立它们,重要的是要了解区分情绪所涉及的特征。虽然许多技术都专注于面部表情,但研究强调了身体表情对感知某些情绪的影响。眼动追踪研究已经评估了面部和身体的组合,以调查每种形态的影响,然而,很少甚至没有研究单独从身体表情中感知情绪。本探索性研究旨在评估动态身体特征对情绪解码的鉴别重要性。眼动追踪被用来监测参与者在观看与情绪相关的非动作身体动作片段时的眼睛注视行为。初步结果表明,最经常和最长时间的两个主要区域是躯干和手臂。进一步的分析正在进行中,但初步结果独立地证实了之前没有眼动追踪的研究。
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引用次数: 5
IPANDA
Yang Chen, Yuyu Lin, Junwu Wang, Lijuan Liu, Cheng Yao, Fangtian Ying
In this paper, we introduced the concept of a hybrid product which combines a digital game with physical experiences and discussed practical recommendations for hybrid products development in the domain of wildlife conservation for children. IPANDA including hardware and software applications with sensing technology was able to gather real-time environmental data and connected to one virtual wildlife experiencing environmental challenges regarding its living habits. Children who play the product can learn about the environment around them and foster wildlife protection awareness. To evaluate our conceptual system, we created a preliminary prototype and conducted user study within the semi-structured interview and Smileyometer. Our striking findings revealed IPANDA as a promising tool to serve as groundwork to encourage children to explore the physical environment and gain potential wildlife protection education.
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引用次数: 4
Movie+ 电影+
A. Fedosov, B. Stancu, Elena Di Lascio, D. Eynard, Marc Langheinrich
Collaborative movie viewing with the loved ones increases connectedness and social bonds within family members and friends. Furthermore, with the rapid adoption of personal mobile devices, people often engage in this activity being geographically separated. However, conveying our feelings and emotions about a recently watched movie or a video clip is often limited to a post on social media or a short blurb on an instant messaging app. Drawing on the popular interest in quantified-self, which envisioned one collecting and sharing biophysical information from everyday routines (e.g., workouts), we have designed and developed Movie+, a mobile application, which utilizes personal biophysical data to construct an individual's "emotional fingerprint" while viewing a video clip. Movie+ allows the selective sharing of this information through different visualization options, as well as rendering others' emotional fingerprints over the same clip. In this submission, we outline the design rationale and briefly describe our application prototype.
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引用次数: 1
Moldy Ghosts and Yeasty Invasions: Glitches in Hybrid Bio-Digital Games 发霉鬼和酵母菌入侵:混合生物数字游戏中的故障
Raphael Kim, Roland van Dierendonck, S. Poslad
Hybrid bio-digital games integrate real, biological materials into computer systems. They offer a rich, playful space in which interactions between humans, computers, and non-human organisms can be explored. However, the concept of video game 'glitching' in hybrid bio-digital games, specifically those that result from interactions between the biological and the computer hardware and/or software, have not been explored in great detail. We report two incidences of glitches observed during Mold Rush - a hybrid bio-digital game based on growth patterns of living mold: The creation of an additional game character (Moldy Ghosts), and the gameplay freeze (a Yeasty Invasion). As we interpret our observations, we question the potential for glitches to become valuable tools in framing HCI investigations into designing a productive and meaningful biological-digital interactions. The goal of this paper is to propose three testable routes in which glitches could be implemented. 1) Glitch as a tool for learning 2) Glitch as a precursor for an experience-enhancing game component, and 3) Glitch as an instigator for discourse on ethical implications of bio-digital games.
混合生物数字游戏将真实的生物材料整合到计算机系统中。它们提供了一个丰富而有趣的空间,在这个空间中,人类、计算机和非人类生物之间的互动可以被探索。然而,混合生物数字游戏中的电子游戏“故障”概念,特别是那些由生物和计算机硬件/软件之间的相互作用产生的游戏,还没有被详细探讨过。我们报告了在《霉菌Rush》(一款基于活霉菌生长模式的混合生物数字游戏)中观察到的两个小故障:创建一个额外的游戏角色(发霉鬼),以及游戏玩法冻结(酵母入侵)。当我们解释我们的观察结果时,我们质疑故障是否有可能成为构建HCI调查以设计富有成效和有意义的生物-数字交互的宝贵工具。本文的目标是提出三种可测试的路由,其中可以实现小故障。1) Glitch是一种学习工具;2)Glitch是体验增强游戏组件的先驱;3)Glitch是关于生物数字游戏伦理含义的讨论的推动者。
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引用次数: 9
"Nothing Comes Before Profit": Asshole Design In the Wild “没有什么比利润更重要”:混蛋设计在野外
S. Chivukula, C. Watkins, Lucca McKay, Colin M. Gray
Researchers in HCI and STS are increasingly interested in describing ethics and values relevant for design practice, including the formulation of methods to guide value application. However, little work has addressed ethical considerations as they emerge in everyday conversations about ethics in venues such as social media. In this late breaking work, we describe online conversations about a concept known as "asshole design" on Reddit, and the relationship of this concept to another practitioner-focused concept known as "dark patterns." We analyzed 1002 posts from the subreddit '/r/assholedesign' to identify the types of artifact being shared and the interaction purposes that were perceived to be manipulative or unethical as a type of "asshole design." We identified a subset of these posts relating to dark patterns, quantifying their occurrences using an existing dark patterns typology.
HCI和STS的研究人员对描述与设计实践相关的伦理和价值观越来越感兴趣,包括制定指导价值应用的方法。然而,在社交媒体等场所关于道德的日常对话中,很少有工作涉及道德考虑。在这个最新的突破性工作中,我们描述了Reddit上关于“混蛋设计”概念的在线对话,以及这个概念与另一个实践者关注的概念“黑暗模式”的关系。我们分析了1002个来自reddit“/r/混蛋设计”版块的帖子,以确定被分享的人工制品的类型,以及被认为是操纵或不道德的交互目的,作为一种“混蛋设计”。我们确定了这些帖子中与黑暗模式相关的一个子集,使用现有的黑暗模式类型学来量化它们的出现。
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引用次数: 19
Mid-Air Haptic Interfaces for Interactive Digital Signage and Kiosks 交互式数字标牌和信息亭的空中触觉接口
Orestis Georgiou, Hannah Limerick, Loic Corenthy, Mark J. Perry, M. Maksymenko, Sam Frish, Jörg Müller, Myroslav Bachynskyi, Jin Ryong Kim
Digital signage systems are transitioning from static displays to rich, dynamic interactive experiences while new enabling technologies that support these interactions are also evolving. For instance, advances in computer vision and face, gaze, facial expression, body and hand-gesture recognition have enabled new ways of distal interactivity with digital content. Such possibilities are only just being adopted by advertisers and retailers, yet, they face important challenges e.g. the lack of a commonly accepted gesture, facial expressions or call-to-action set. Another common issue here is the absence of active tactile stimuli. Mid-air haptic interfaces can help alleviate these problems and aid in defining a gesture set, informing users about their interaction via haptic feedback loops, and enhancing the overall user experience. This workshop aims to examine the possibilities opened up by these technologies and discuss opportunities in designing the next generation of interactive digital signage kiosks.
数字标牌系统正在从静态显示向丰富、动态的互动体验过渡,而支持这些互动的新技术也在不断发展。例如,计算机视觉和面部、凝视、面部表情、身体和手势识别方面的进步,使与数字内容的远端交互成为可能。这种可能性刚刚被广告商和零售商采用,然而,他们面临着重要的挑战,例如缺乏普遍接受的手势,面部表情或号召行动集。另一个常见的问题是缺乏主动的触觉刺激。半空触觉界面可以帮助缓解这些问题,并帮助定义手势集,通过触觉反馈循环通知用户他们的交互,并增强整体用户体验。本次研讨会旨在探讨这些技术带来的可能性,并讨论设计下一代交互式数字标牌亭的机会。
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引用次数: 10
Invisible Touch: How Identifiable are Mid-Air Haptic Shapes? 看不见的触摸:如何识别半空中的触觉形状?
Isa Rutten, W. Frier, Lawrence Van den Bogaert, D. Geerts
Mid-air haptic feedback constitutes a new means of system feedback in which tactile sensations are created without contact with an actuator. Though earlier research has already focused on its abilities to enhance our experiences, e.g. by increasing a sense of immersion during art exhibitions, an elaborate study investigating people's abilities to identify different mid-air haptic shapes has not yet been conducted. In this paper, we describe a user study involving 50 participants, with ages between 19 - 77 years old, who completed a mid-air haptic learning experiment involving eight different mid-air haptic shapes. Preliminary results showed no learning effect throughout the task. Age was found to be strongly related to a decline in performance, and interestingly, significant differences in accuracy rates were found for different types of mid-air haptic shapes.
空中触觉反馈构成了一种新的系统反馈手段,在这种系统反馈中,触觉感觉是在不与执行器接触的情况下产生的。虽然早期的研究已经集中在它增强我们体验的能力上,例如,通过增加艺术展览期间的沉浸感,但一项详细的研究调查了人们识别不同空中触觉形状的能力,目前还没有进行。在本文中,我们描述了一项涉及50名年龄在19 - 77岁之间的参与者的用户研究,他们完成了一个涉及8种不同空中触觉形状的空中触觉学习实验。初步结果显示在整个任务过程中没有学习效果。研究发现,年龄与表现的下降密切相关,有趣的是,不同类型的空中触觉形状在准确率上存在显著差异。
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引用次数: 23
Youth Concerns and Responses to Self-Tracking Tools and Personal Informatics Systems 青少年对自我跟踪工具和个人信息系统的关注和回应
K. Potapov, Victor R. Lee, A. Vasalou, P. Marshall
Though some work has looked at the implementation of personal informatics tools with youth and in schools, the approach has been prescriptive; students are pushed toward behaviour change intervention or otherwise use the data for prescribed learning in a particular curriculum area. This has left a gap around how young people may themselves choose to use personal informatics tools in ways relevant to their own concerns. We gave workshops on personal informatics to 13 adolescents at two secondary schools in London, UK. We asked them to use a commercial personal informatics app to track something they chose that they thought might impact their learning. Our participants proved competent and versatile users of personal informatics tools. They tracked their feelings, tech activity, physical activity, and sleep with many using the process as a system for understanding and validating aspects of their own lives, rather than changing them.
虽然一些工作着眼于在青年和学校中实施个人信息工具,但方法是规范性的;学生被推动进行行为改变干预,或者在特定课程领域使用数据进行规定的学习。这就给年轻人自己选择如何使用个人信息工具留下了差距,这些工具与他们自己的关注点相关。我们在英国伦敦的两所中学为13名青少年举办了个人信息学研讨会。我们要求他们使用商业个人信息应用程序来跟踪他们认为可能影响他们学习的东西。我们的参与者证明了个人信息工具的胜任和通用用户。他们追踪了他们的感受、科技活动、体育活动和睡眠,许多人把这个过程作为一种系统,来理解和验证他们自己生活的各个方面,而不是改变它们。
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引用次数: 7
Wizard of Oz Prototyping for Machine Learning Experiences 机器学习体验的绿野仙踪原型
Jacob T. Browne
Machine learning is being adopted in a wide range of products and services. Despite its adoption, design and research processes for machine learning experiences have yet to be cemented in the user experience community. Prototyping machine learning experiences is noted to be particularly challenging. This paper suggests Wizard of Oz prototyping to help designers incorporate human-centered design processes into the development of machine learning experiences. This paper also surfaces a set of topics to consider in evaluating Wizard of Oz machine learning prototypes.
机器学习正在广泛应用于各种产品和服务中。尽管采用了机器学习,但机器学习体验的设计和研究过程尚未在用户体验社区得到巩固。机器学习经验的原型设计特别具有挑战性。本文建议使用《绿野仙踪》原型来帮助设计师将以人为中心的设计过程整合到机器学习体验的开发中。本文还提出了在评估《绿野仙踪》机器学习原型时要考虑的一系列主题。
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引用次数: 31
期刊
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
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