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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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Family-Centered Exploration of the Benefits and Burdens of Digital Home Assistants 以家庭为中心探索数字家庭助理的好处和负担
Olivia K. Richards
Parents receive conflicting information on the benefits and burdens of children's technology use, especially novel technologies such as digital home assistants. To understand parents' views, we analyzed relevant Amazon Echo device product reviews posted to Amazon.com, and deployed a User Benefit and Burden Survey to 131 parents on Amazon Mechanical Turk to explore their perspectives of Amazon Echo digital home assistants. Our work explores parents' perceptions of the devices with regards to their children and families, in terms of attributes such as benefits and burdens. This study contributes an empirical, family-centered understanding of and design opportunities for whole home personal assistants in support of a diversity of families.
关于孩子使用科技产品的好处和负担,尤其是像数字家庭助理这样的新技术,父母得到的信息相互矛盾。为了了解家长的观点,我们分析了亚马逊上发布的相关亚马逊Echo设备产品评论,并对亚马逊土耳其机器人上的131名家长进行了用户利益和负担调查,以了解他们对亚马逊Echo数字家庭助理的看法。我们的工作探讨了父母对他们的孩子和家庭的设备的看法,如好处和负担等属性。本研究提供了一个实证的,以家庭为中心的理解和设计的机会,整个家庭的个人助理,以支持家庭的多样性。
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引用次数: 7
Improving Texture Discrimination in Virtual Tasks by using Stochastic Resonance 基于随机共振的虚拟任务纹理识别方法
Sandeep Zechariah George, H. Khosravi, Ryan M Peters, L. Oehlberg, Sonny Chan
We investigate enhancing virtual haptic experiences by applying Stochastic Resonance or SR noise to the user's hands. Specifically, we focus on improving users' ability to discriminate between virtual textures modelled from nine grits of real sandpaper in a virtual texture discrimination task. We applied mechanical SR noise to the participant's skin by attaching five flat actuators to different points on their hand. By fastening a linear voice-coil actuator and a 6-DOF haptic device to participants' index finger, we enabled them to interact and feel virtual sandpapers while inducing different levels of SR noise. We hypothesize that SR will improve their discrimination performance.
我们研究通过将随机共振或SR噪声应用于用户的手来增强虚拟触觉体验。具体来说,我们专注于在虚拟纹理识别任务中提高用户区分由真实砂纸的九个磨粒建模的虚拟纹理的能力。我们通过将五个平面致动器连接到参与者手上的不同点,将机械SR噪声应用于参与者的皮肤。通过将线性音圈致动器和6自由度触觉装置固定在参与者的食指上,我们使他们能够在产生不同程度的SR噪声的同时进行交互并感受到虚拟砂纸。我们假设SR会提高他们的辨别能力。
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引用次数: 0
Designing Efficacious Mobile Technologies for Anxiety Self-Regulation 为焦虑自我调节设计有效的移动技术
Hashini Senaratne, K. Ellis, S. Oviatt, Glenn Melvin
This paper presents a step-by-step process that was developed primarily to extract design pre-requisites for personalized mobile technologies assisting anxiety self-regulation. This process, which is recognized as a preliminary framework, was developed, refined, and tested based on a multidisciplinary literature review and an exploratory study conducted with mental health professionals who treat anxiety disorders. The step-by-step nature of this framework draws from multiple disciplinary and stakeholder perspectives, integrates knowledge about efficacious psychological interventions, considers individual differences and specific challenges faced by patients, and realizes contextual needs. It also includes incremental and iterative refinements based on multidisciplinary sources to foster more evidence-based interface designs. Once reached its maturity, this framework can potentially be applied for designing efficacious technologies for a range of mental health conditions. The expected future contributions and limitations of the framework are also discussed.
本文提出了一个循序渐进的过程,主要是为了提取个性化移动技术辅助焦虑自我调节的设计先决条件。这一过程被认为是一个初步框架,是在多学科文献综述和一项由治疗焦虑症的心理健康专业人员进行的探索性研究的基础上发展、完善和测试的。该框架从多学科和利益相关者的角度出发,循序渐进,整合了有关有效心理干预的知识,考虑了个体差异和患者面临的具体挑战,并实现了情境需求。它还包括基于多学科来源的增量和迭代改进,以促进更多基于证据的界面设计。一旦达到成熟阶段,这一框架就有可能用于设计针对一系列心理健康状况的有效技术。本文还讨论了该框架的预期未来贡献和局限性。
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引用次数: 7
3DTactileDraw 3 dtactiledraw
Oliver Beren Kaul, Leonard Hansing, Michael Rohs
Creating tactile patterns for a grid or a 3D arrangement of a large number of actuators presents a challenge as the design space is huge. This paper explores two different possibilities of implementing an easy-to-use interface for tactile pattern design on a large number of actuators around the head. Two user studies were conducted in order to iteratively improve the prototype to fit user needs.
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引用次数: 6
Designing the Next Generation of Activity Trackers for Performance Sports: Insights from Elite Tennis Coaches 设计下一代运动追踪器:来自精英网球教练的见解
Hayati Havlucu, A. Coşkun, Oğuzhan Özcan
Wearable sport technologies and activity trackers help sportspeople by providing physiological information on their performance. However, professional sportspeople find this information irrelevant due to their high-performance training. They want these devices to provide real-time assistive feedback on their performance, despite the formidable limitations suggested by previous research on giving such feedback. On the other hand, sport coaches already give performance feedback to their sportspeople during their performance. We speculated that some of their approaches might give clues for designing activity trackers with useful real-time performance feedback. Consequently, we interviewed six elite tennis coaches to explore their approaches of communicating performance information to their players, during tennis games. In this paper, we discussed the findings by comparing them with related work and formed two design insights for giving real-time performance feedback that might lead to novel approaches for activity trackers.
可穿戴运动技术和活动追踪器通过提供运动员表现的生理信息来帮助他们。然而,专业运动员发现这些信息与他们的高性能训练无关。他们希望这些设备能够对他们的表现提供实时的辅助反馈,尽管之前的研究表明这种反馈存在巨大的局限性。另一方面,体育教练已经在运动员的表现中给他们的表现反馈。我们推测,他们的一些方法可能会为设计具有有用的实时性能反馈的活动跟踪器提供线索。因此,我们采访了六位优秀的网球教练,探讨他们在网球比赛中向球员传达表现信息的方法。在本文中,我们通过将这些发现与相关工作进行比较来讨论这些发现,并形成了两种提供实时性能反馈的设计见解,这可能会导致活动跟踪器的新方法。
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引用次数: 3
Explorations of Voice User Interfaces for 3 to 4 Year Old Children 3至4岁儿童语音用户界面探索
L. Pantoja, Kyle Diederich, L. Crawford, J. Hourcade
The design of Voice User Interfaces (VUIs) has mostly focused on applications for adults, but VUIs provide potential advantages to young children in enabling concurrent interactions with the physical and social world. Current applications for young children focus on media playing, answering questions, and highly-structured activities. There is an opportunity to go beyond these applications by using VUIs to support high-quality, creative social play. In this paper, we describe our first step in pursuing this opportunity with 24 design sessions guided by a partnership with eight 3 to 4 year old children. In a social play setting, we learned that children wanted to physically interact with the voice agents and VUIs could redirect behaviors and promote social interactions.
语音用户界面(Voice User Interfaces, VUIs)的设计主要是针对成人的应用程序,但是VUIs为年幼的儿童提供了潜在的优势,使他们能够与物理世界和社会世界同时进行交互。目前针对幼儿的应用主要集中在媒体播放、回答问题和高度结构化的活动上。通过使用VUIs来支持高质量、创造性的社交游戏,我们有机会超越这些应用。在本文中,我们描述了我们追求这一机会的第一步,我们与8名3至4岁的儿童合作指导了24次设计会议。在社交游戏环境中,我们了解到孩子们想要与语音代理进行身体互动,而语音代理可以重定向行为并促进社交互动。
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引用次数: 6
Bubble: Wearable Assistive Grasping Augmentation Based on Soft Inflatables 泡沫:基于软充气的可穿戴辅助抓握增强
Xinlei Zhang, Ali Shtarbanov, Jiani Zeng, Valerie K. Chen, V. Bove, P. Maes, J. Rekimoto
We present Bubble, a pneumatically actuated wearable device that enables people with hand disabilities to use their own hands to grasp objects without fully bending their fingers. Bubble offers a novel approach to grasping, where slim, ultra-lightweight silicone actuators are attached to the fingers. When the user wishes to grasp an object, the silicone units inflate pneumatically to fill the available space around the object. The inflatable units are interchangeable, can be independently inflated, and can be positioned anywhere on the fingers in any orientation, thereby enabling a wide variety of grasping gestures including the palmar grasp, pinch, etc. In this paper, we describe the implementation of our current prototype, the fabrication process of the soft inflatable units, as well as our preliminary study to evaluate our system's grasping capability.
我们展示了Bubble,一种气动驱动的可穿戴设备,它使手部残疾的人可以用自己的手抓住物体,而无需完全弯曲手指。Bubble提供了一种新颖的抓取方法,将超薄、超轻的硅胶致动器附着在手指上。当用户想要抓住一个物体时,硅胶单元气动膨胀以填充物体周围的可用空间。充气单元是可互换的,可以独立充气,并且可以定位在手指的任何方向的任何地方,从而实现各种各样的抓取手势,包括手掌抓取,捏等。在本文中,我们描述了我们目前的原型的实现,软充气单元的制造过程,以及我们初步的研究来评估我们的系统的抓取能力。
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引用次数: 15
Towards Data-Driven Sword Fighting Experiences in VR 基于数据驱动的VR剑术体验
J. Dehesa, A. Vidler, C. Lutteroth, J. Padget
We present a data-driven animated character capable of blocking attacks from a user in a VR sword fighting experience. The system uses motion capture data and a machine learning model to recreate a believable blocking behaviour, suggesting the viability of full-featured data-driven interactive characters in VR. Our work is part of a larger vision of VR interaction as a two-level problem, separating spatial details from design concerns. In this context, here we provide the designers of the experience with a character from which a "blocking'' behaviour can be requested without further spatial specifications. This puts down a first building block in the construction of a controllable data-driven VR sword fighter capable of multiple behaviours.
我们展示了一个数据驱动的动画角色,能够在VR剑斗体验中阻止用户的攻击。该系统使用动作捕捉数据和机器学习模型来重建可信的阻塞行为,这表明全功能数据驱动的虚拟现实互动角色的可行性。我们的工作是将VR交互作为两个层面问题的更大愿景的一部分,将空间细节与设计问题分开。在这种情况下,我们为设计师提供了一个角色的体验,无需进一步的空间规格就可以要求“阻塞”行为。这为构建具有多种行为的可控数据驱动的VR剑战士奠定了基础。
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引用次数: 1
HCI and Menopause: Designing With and Around the Aging Body 人机交互与更年期:与衰老身体相关的设计
Agatha Tutia, Kelda Baljon, Lan Vu, D. Rosner
With growing concern for the intimate dimensions of technology development, HCI scholars have begun to grapple with who wields power in design around the body. However, beyond menstruation, few studies have sought to examine the role of technology design in the later stages of life for menstruating people. This paper considers menopause as a central, but overlooked life phase informing the design of future intimate technologies. We review empirical analysis of menopausal experiences and design provocations that emerged from our work. We end with a reflection on the opportunities and pitfalls around menopause design.
随着人们对技术发展的亲密维度的关注日益增加,人机交互学者开始努力解决谁在身体周围的设计中行使权力的问题。然而,除了月经之外,很少有研究试图检验科技设计在月经期人群晚年生活中的作用。本文认为更年期是一个中心,但被忽视的生命阶段通知未来的亲密技术的设计。我们回顾了绝经经验的实证分析和设计挑衅,从我们的工作中出现。我们以反思更年期设计的机会和陷阱结束。
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引用次数: 15
Perceptions of Chatbots in Therapy 在治疗中对聊天机器人的看法
Samuel J Bell, C. Wood, Advait Sarkar
Several studies have investigated the clinical efficacy of remote-, internet- and chatbot-based therapy, but there are other factors, such as enjoyment and smoothness, that are important in a good therapy session. We piloted a comparative study of therapy sessions following the interaction of 10 participants with human therapists versus a chatbot (simulated using a Wizard of Oz protocol), finding evidence to suggest that when compared against a human therapist control, participants find chatbot-provided therapy less useful, less enjoyable, and their conversations less smooth (a key dimension of a positively-regarded therapy session). Our findings suggest that research into chatbots for cognitive behavioural therapy would be more effective when directly addressing these drawbacks.
几项研究调查了远程、网络和聊天机器人治疗的临床疗效,但还有其他因素,如享受和顺畅,对于一个好的治疗过程很重要。我们对10名参与者与人类治疗师和聊天机器人(使用绿野仙踪协议模拟)的互动进行了一项比较研究,发现有证据表明,与人类治疗师对照相比,参与者发现聊天机器人提供的治疗不那么有用、不那么愉快,他们的谈话也不那么顺畅(积极看待治疗过程的一个关键维度)。我们的研究结果表明,在直接解决这些缺陷时,研究用于认知行为治疗的聊天机器人会更有效。
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引用次数: 26
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Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
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