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Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems最新文献

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Ways of Qualitative Coding: A Case Study of Four Strategies for Resolving Disagreements 定性编码的方法:解决分歧的四种策略的案例研究
Bonnie Chinh, Himanshu Zade, A. Ganji, Cecilia R. Aragon
The process of qualitative coding often involves multiple coders coding the same data to ensure reliable codes and a consistent understanding of the codebook. One aspect of qualitative coding includes resolving disagreements, where coders discuss differences in coding to reach a consensus. We conduct a case study to evaluate four strategies of disagreement resolution and understand their impact on the coding process. We find that an open discussion and the n-ary tree metric lead coders to focus more on the disagreement of a particular data instance, whereas kappa values and Code Wizard direct coders to compare code definitions. We discuss opportunities for using different strategies at different stages of the coding process for more effective disagreement resolution.
定性编码的过程通常涉及多个编码人员对相同的数据进行编码,以确保可靠的代码和对码本的一致理解。定性编码的一个方面包括解决分歧,编码人员讨论编码中的差异以达成共识。我们进行了一个案例研究来评估四种解决分歧的策略,并了解它们对编码过程的影响。我们发现,开放讨论和n树度量使编码员更多地关注特定数据实例的分歧,而kappa值和代码向导则指导编码员比较代码定义。我们讨论了在编码过程的不同阶段使用不同策略以更有效地解决分歧的机会。
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引用次数: 25
Sketching in HCI: Hands-on Course of Sketching Techniques 素描在HCI:素描技术的实践课程
Makayla M. Lewis, M. Sturdee, Nicolai Marquardt
Freehand sketching is a valuable process, input, output, and tool, often used by people to communicate and express ideas, as well as document, explore and describe concepts between researcher, user, or client. Sketches are fast, easy to create, and - by varying their fidelity - can be used in all areas of HCI. Sketching in HCI will explore and demonstrate themes around sketching in HCI with the aim of producing tangible outputs. Attendees will leave the course with the confidence to engage actively with sketching on an everyday basis in their research practice.
手绘草图是一个有价值的过程、输入、输出和工具,经常被人们用来交流和表达想法,以及在研究人员、用户或客户之间记录、探索和描述概念。草图快速,易于创建,并且-通过改变他们的保真度-可以在HCI的所有领域使用。HCI素描将探索和展示围绕HCI素描的主题,目的是产生有形的产出。与会者将带着信心离开课程,在他们的研究实践的日常基础上积极参与素描。
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引用次数: 10
Bridging Social Critique and Design: Building a Health Informatics Tool for Transgender Voice 桥接社会批判与设计:建立跨性别声音的健康资讯工具
Alex A. Ahmed
This project aims to develop a voice training application for transgender people. Voice training is typically conducted by a speech therapist, and consists of personalized sessions that support individuals in changing their voices (such as modifying pitch, resonance, or speech patterns). The reasons why people may pursue voice training are varied, but often includes discomfort with voice being misaligned with gender identity. Training with a speech therapist may be inaccessible due to health disparities; thus, a technological solution, as I propose in my research, is necessary. This project will address existing constraints to design a novel voice training application in partnership with community members, using a participatory research methodology and combining the fields of speech science, feminist and queer theory, and HCI.
这个项目旨在为跨性别者开发一个语音训练应用程序。语音训练通常由语言治疗师进行,包括个性化的会话,支持个人改变他们的声音(如修改音高,共振或语音模式)。人们进行声音训练的原因多种多样,但通常包括对声音与性别认同不一致的不安。由于健康差异,可能无法接受语言治疗师的培训;因此,正如我在研究中提出的那样,技术解决方案是必要的。该项目将利用参与式研究方法,结合语言科学、女权主义和酷儿理论以及HCI等领域,与社区成员合作,解决现有的制约因素,设计一款新颖的语音训练应用程序。
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引用次数: 12
Alliance for My Idol: Analyzing the K-pop Fandom Collaboration Network 《我的偶像联盟:韩国流行乐迷合作网络分析
Jiwon Kang, Minsung Lee, Eunil Park, Minsam Ko, Munyoung Lee, Jinyoung Han
As the K-pop industry has been rapidly expanded, the strength of the K-pop fandoms is under the spotlight. In particular, the collaborations among fandoms for mutually supporting their artists have contributed to the success of the K-pop artists. This paper investigates the current practice of the fandom collaborations in K-pop. To this end, we first introduce the notion of the 'fandom collaboration network' that represents the collaborations among K-pop fandoms. By collecting and analyzing a large-scale fandom activity data from DCinside, we investigate (i) to what extent fandom collaboration is prevalent in K-pop, (ii) how fandoms collaborate with other fandoms, and (iii) what fandoms play more roles in fandom collaboration than others. We find that K-pop fandoms actively collaborate with other fandoms for mutually supporting their artists. By analyzing the structural properties of the fandom collaboration network, we show the fandom collaboration is basically based on the reciprocity. However, we also show that the amount of collaborations between the two fandoms is often unfair. Among all the active fandoms in our data, we find that there a small number of fandoms who play significant roles in fandom collaborations in K-pop. We believe our work can provide important insight for K-pop stakeholders such as fans, agencies, artists, marketers, and broadcasting companies.
随着K-pop产业的迅速发展,K-pop粉丝团的实力备受关注。特别是粉丝之间相互支持的合作,为韩国流行歌手的成功做出了贡献。本文研究了韩国流行音乐中粉丝合作的现状。为此,我们首先引入了“粉丝协作网络”的概念,它代表了韩国流行音乐粉丝之间的合作。通过收集和分析来自DCinside的大规模粉丝活动数据,我们调查了(i)在多大程度上粉丝协作在K-pop中普遍存在,(ii)粉丝如何与其他粉丝合作,以及(iii)哪些粉丝在粉丝协作中比其他粉丝发挥更大的作用。我们发现,韩国流行乐坛与其他乐坛积极合作,相互支持他们的艺人。通过分析fandom协作网络的结构特性,表明fandom协作基本建立在互易性的基础上。然而,我们也表明,这两个领域之间的合作数量往往是不公平的。在我们的数据中所有活跃的粉丝中,我们发现有少数粉丝在韩国流行音乐的粉丝合作中发挥着重要作用。我们相信我们的工作可以为K-pop的利益相关者,如粉丝、经纪公司、艺术家、营销人员和广播公司提供重要的见解。
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引用次数: 9
Personas Changing Over Time: Analyzing Variations of Data-Driven Personas During a Two-Year Period 人物角色随时间变化:分析数据驱动的人物角色在两年期间的变化
Soon-Gyo Jung, Joni O. Salminen, B. Jansen
One of the critiques of personas is that the underlying data that they are based on may stale, requiring further rounds of data collection. However, we could find no empirical evidence for this criticism. In this research, we collect monthly demographic data over a two-year period for a large online content publisher and generate fifteen personas each month following an identical algorithmic approach. We then compare the sets of personas month-over-month, year-over-year, and over the whole two-year period. Findings show that there is an average 18.7% change in personas monthly, a 23.3% change yearly, and a 47% change over the entire period. Findings support the critique that personas do change over time and also highlight that changes in the underlying data can occur within a relatively short period. The implication is that organizations using personas should employ ongoing data collection to detect possible persona changes.
对人物角色的批评之一是,他们所基于的底层数据可能过时,需要进一步的数据收集。然而,我们找不到这种批评的经验证据。在这项研究中,我们为一家大型在线内容出版商收集了为期两年的月度人口统计数据,并按照相同的算法方法每月生成15个人物角色。然后,我们每月、每年和整个两年期间比较这些人物角色集。调查结果显示,人物角色每月平均变化18.7%,每年变化23.3%,整个时期变化47%。研究结果支持了人物角色确实会随着时间而变化的批评,也强调了基础数据的变化可以在相对较短的时间内发生。这意味着使用角色的组织应该采用持续的数据收集来检测可能的角色变化。
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引用次数: 22
Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment 深度玩家行为模型:评估动态难度调整的新方法
Johannes Pfau, Jan David Smeddinck, R. Malaka
Finding and maintaining the right level of challenge with respect to the individual abilities of players has long been in the focus of game user research (GUR) and game development (GD). The right difficulty balance is usually considered a prerequisite for motivation and a good player experience. Dynamic difficulty adjustment (DDA) aims to tailor difficulty balance to individual players, but most deployments are limited to heuristically adjusting a small number of high-level difficulty parameters and require manual tuning over iterative development steps. Informing both GUR and GD, we compare an approach based on deep player behavior models which are trained automatically to match a given player and can encode complex behaviors to more traditional strategies for determining non-player character actions. Our findings indicate that deep learning has great potential in DDA.
寻找并维持适合玩家个人能力的挑战水平一直是游戏用户研究(GUR)和游戏开发(GD)关注的焦点。适当的难度平衡通常被认为是动机和良好玩家体验的先决条件。动态难度调整(DDA)旨在为单个玩家量身定制难度平衡,但大多数部署仅限于启发式地调整少量高级难度参数,并且需要在迭代开发步骤中手动调整。同时通知GUR和GD,我们比较了一种基于深度玩家行为模型的方法,该模型自动训练以匹配给定玩家,并可以将复杂行为编码为更传统的策略,以确定非玩家角色的行为。我们的研究结果表明,深度学习在DDA中具有巨大的潜力。
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引用次数: 12
Auto-Inflatables: Chemical Inflation for Pop-Up Fabrication 自动充气:用于弹出式制造的化学充气
Penelope Webb, V. Sumini, Amos Golan, H. Ishii
This research aims to utilize an output method for zero energy pop-up fabrication using chemical inflation as a technique for instant, hardware-free shape change. By applying state-changing techniques as a medium for material activation, we provide a framework for a two-part assembly process starting from the manufacturing side whereby a rigid structural body is given its form, through to the user side, where the form potential of a soft structure is activated and the structure becomes complete. To demonstrate this technique, we created two use cases: firstly, a compression material for emergency response, and secondly a self-inflating packaging system. This paper provides details on the auto-inflation process as well as the corresponding digital tool for the design of pneumatic materials. The results show the efficiency of using zero energy auto-inflatable structures for both medical applications and packaging. This rapidly deployable inflatable kit starts from the assumption that every product can provide its own contribution by responding in the best way to a specific application.
本研究旨在利用一种零能量弹出式制造的输出方法,使用化学膨胀作为一种即时、无硬件形状变化的技术。通过应用状态变化技术作为材料激活的媒介,我们为两部分组装过程提供了一个框架,从制造端开始,刚性结构体被赋予其形式,通过用户端,软结构的形式潜力被激活,结构变得完整。为了演示此技术,我们创建了两个用例:首先,用于紧急响应的压缩材料,其次是自充气包装系统。本文详细介绍了气动材料的自动充气过程,以及相应的气动材料设计数字工具。研究结果表明,零能耗自动充气结构在医疗和包装领域的应用是有效的。这种可快速部署的充气套件基于这样的假设,即每个产品都可以通过以最佳方式响应特定应用程序来提供自己的贡献。
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引用次数: 7
Teaching Data Visualization and Storytelling with Data Comic Workshops 用数据漫画工作坊教授数据可视化和讲故事
Zezhong Wang, H. Dingwall, Benjamin Bach
This paper presents a method for hands-on creation of data comics in a workshop context and includes a description of the results, lessons learned and future improvements. Data comics is a promising format for data-driven storytelling, leveraging the power of data visualization and visual storytelling with comics. However, authoring data comics requires a diverse range of skills that are both creative and analytical. Our workshop is aimed at developing a blue-print for future workshops and reflecting on challenges and potential improvements. Within a 3-week assignment for an illustration class, we ran three 3-hour sessions. Our design was informed by the experiences of previous data-comics workshops. Results show the creative potential of data comics. Challenges to learn from the workshop include the stages to introduce data visualizations and journalistic narratives, the structuring of stories and the method of developing iterations of comic drafts. We close by reflecting on these challenges and how they can inform future improvements and adaptations.
本文介绍了一种在研讨会环境中动手创建数据漫画的方法,并包括对结果、经验教训和未来改进的描述。数据漫画是一种很有前景的数据驱动叙事格式,利用数据可视化和漫画的视觉叙事能力。然而,编写数据漫画需要各种各样的技能,包括创造性和分析性。我们的研讨会旨在为未来的研讨会制定蓝图,并反思挑战和潜在的改进。在为期3周的插图课作业中,我们进行了3个小时的课程。我们的设计借鉴了以往数据漫画研讨会的经验。结果显示了数据漫画的创造潜力。从研讨会中学习的挑战包括介绍数据可视化和新闻叙事的阶段,故事的结构和开发漫画草稿迭代的方法。最后,我们将反思这些挑战,以及它们如何为未来的改进和适应提供信息。
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引用次数: 25
Designing with the Mind in Mind: The Psychological Basis for UI Design Guidelines 用心设计:用户界面设计指南的心理学基础
Jeff A. Johnson
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This two-part (160-minute) course explains that psychology.
用户界面设计规则和指南并不是简单的秘方。要有效地应用它们,就必须确定规则的适用性和优先级,并在规则竞争时权衡利弊。通过了解潜在的心理学,设计者和评估者可以提高应用设计规则的能力。本课程由两部分组成(160 分钟),将解释这种心理学。
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引用次数: 0
Augmented Reality for Early Alzheimer's Disease Diagnosis 增强现实在早期阿尔茨海默病诊断中的应用
A. Vovk, Ameera X. Patel, D. Chan
Alzheimer's disease (AD), the most common type of dementia, is characterised by gradual memory loss. There is an increasing global research effort into strategies for early clinic-based diagnosis at the stage where patients present with mild memory problems. Initiating treatment at this stage would slow the progression of the condition and enable more years of good quality life. This paper presents the ongoing development of an augmented reality system using HoloLens that is designed to test an early onset of Alzheimer's disease. The most important aspects in the early AD diagnostics are the symptoms that appear to be connected with early memory loss, in particular spatial memory. The ability to store and retrieve the memory of a particular event involving an association between items such as the place and the object properties is incorporated in a game environment.
阿尔茨海默病(AD)是最常见的一种痴呆症,其特征是逐渐丧失记忆。在患者表现出轻微记忆问题的阶段,全球对早期临床诊断策略的研究越来越多。在这个阶段开始治疗将减缓病情的进展,并使更多年的高质量生活。本文介绍了正在开发的使用HoloLens的增强现实系统,该系统旨在测试早期发作的阿尔茨海默病。早期阿尔茨海默病诊断中最重要的方面是与早期记忆丧失,特别是空间记忆丧失有关的症状。存储和检索特定事件的记忆的能力,涉及到地点和对象属性等项目之间的关联,被整合到游戏环境中。
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引用次数: 9
期刊
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
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