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Proceedings of the 2022 International Conference on Advanced Visual Interfaces最新文献

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Understanding Shoulder Surfer Behavior and Attack Patterns Using Virtual Reality 利用虚拟现实了解肩冲浪者的行为和攻击模式
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531106
Yasmeen Abdrabou, S. Rivu, Tarek Ammar, Jonathan Liebers, Alia Saad, C. Liebers, Uwe Gruenefeld, Pascal Knierim, M. Khamis, Ville Makela, Stefan Schneegass, Florian Alt
In this work, we explore attacker behavior during shoulder surfing. As such behavior is often opportunistic and difficult to observe in real world settings, we leverage the capabilities of virtual reality (VR). We recruited 24 participants and observed their behavior in two virtual waiting scenarios: at a bus stop and in an open office space. In both scenarios, participants shoulder surfed private screens displaying different types of content. From the results we derive an understanding of factors influencing shoulder surfing behavior, reveal common attack patterns, and sketch a behavioral shoulder surfing model. Our work suggests directions for future research on shoulder surfing and can serve as a basis for creating novel approaches to mitigate shoulder surfing.
在这项工作中,我们探讨了肩冲浪期间的攻击者行为。由于这种行为通常是机会主义的,很难在现实世界中观察到,我们利用了虚拟现实(VR)的能力。我们招募了24名参与者,并观察了他们在两个虚拟等待场景中的行为:在公共汽车站和在开放的办公空间。在这两种情况下,参与者都要浏览显示不同类型内容的私人屏幕。从结果中,我们得出了影响肩冲浪行为的因素,揭示了常见的攻击模式,并勾勒了一个行为肩冲浪模型。我们的工作为肩冲浪的未来研究提供了方向,并可以作为创造减轻肩冲浪的新方法的基础。
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引用次数: 5
Designing for Meaningful Interactions and Digital Wellbeing 设计有意义的互动和数字健康
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3535255
A. M. Roffarello, Luigi De Russis, R. Schwartz, P. Apostolellis
In the contemporary attention economy, tech companies design the interfaces of their digital platforms by adopting attention-capture dark patterns to drive their behavior and maximize time spent and daily visits. Two popular examples are viral recommendations and content autoplay on social networks. As these patterns exploit people’s psychological vulnerabilities and may contribute to technology overuse and problematic behaviors, there is the need of promoting the design of technology that better align with people’s digital wellbeing. This workshop seeks to advance this timely and urgent need, by inviting researchers and practitioners in interdisciplinary domains to engage in conversation around the design of interfaces that allow people to take advantage of digital platforms in a meaningful and conscious way.
在当代注意力经济中,科技公司通过采用注意力捕捉暗模式来设计其数字平台的界面,以驱动他们的行为,最大化花费的时间和每日访问量。两个流行的例子是社交网络上的病毒式推荐和内容自动播放。由于这些模式利用了人们的心理脆弱性,并可能导致技术过度使用和问题行为,因此有必要促进技术设计,使其更好地符合人们的数字健康。本次研讨会旨在通过邀请跨学科领域的研究人员和实践者围绕界面设计进行对话,以使人们能够以有意义和有意识的方式利用数字平台,从而推进这一及时而紧迫的需求。
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引用次数: 1
Watch The Videos Whenever You Have Time: Asynchronously Involving Neurologists in VR Prototyping 只要你有时间就看视频:在VR原型中异步涉及神经学家
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531181
Zahra Aminolroaya, Wesley Willett, Samuel Wiebe, C. Josephson, F. Maurer
We present a video-based approach for collecting feedback on virtual reality (VR) prototypes. While developing a high-fidelity VR prototype to help neurologists analyze seizure propagation information for brain surgery planning, our neurologist collaborators’ limited availability reduced opportunities for them to give feedback on critical design decisions. In response, we developed a remote feedback process in which developers created videos of the VR design process and used these to ground iterative input from neurologist collaborators. We describe our approach and detail opportunities and challenges for video-based feedback to play a role in future VR prototyping.
我们提出了一种基于视频的方法来收集虚拟现实(VR)原型的反馈。在开发高保真VR原型以帮助神经科医生分析癫痫传播信息以进行脑外科手术计划时,我们的神经科医生合作者有限的可用性减少了他们对关键设计决策提供反馈的机会。作为回应,我们开发了一个远程反馈流程,开发人员制作VR设计过程的视频,并使用这些视频来支持神经学家合作者的迭代输入。我们描述了我们的方法,并详细介绍了基于视频的反馈在未来VR原型中发挥作用的机会和挑战。
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引用次数: 2
Applications of dynamic hypergraph visualization 动态超图可视化的应用
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534495
P. Buono, Paola Valdivia
We present a set of applications of dynamic hypergraph visualization. Dynamic hypergraphs can be used to represent connections between two or more entities that occur in time intervals. Visualizing dynamic hypergraphs can help analyzing the evolving connections in groups of entities. We report different domains where the data can be modeled as a hypergraph and some patterns that can be identified in the specific domains.
我们提出了一组动态超图可视化的应用。动态超图可用于表示在时间间隔内发生的两个或多个实体之间的连接。可视化动态超图可以帮助分析实体组中不断发展的连接。我们报告了可以将数据建模为超图的不同领域,以及可以在特定领域中识别的一些模式。
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引用次数: 0
Implicit Interaction Approach for Car-related Tasks On Smartphone Applications 智能手机应用中汽车相关任务的隐式交互方法
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531173
Alba Bisante, Emanuele Panizzi, Stefano Zeppieri
This work proposes an implicit interaction approach to ease implementing basic car-related tasks on a smartphone application. Many car drivers use apps on their smartphones to get support in typical tasks related to car usage, yet some of the available apps have a poor user experience because they require the user’s attention, causing a distraction while driving. In addition, they often rely on users inputting relevant data repetitively. Implicit interaction is a possible solution to improve the user experience of car-related interfaces. Basic user tasks for many car applications are (i) reporting parking the car in a specific position, (ii) declaring that the user will soon free a parking spot, and (iii) that a new trip with the car has begun (thus, that a parking spot became free). The proposed context-aware interaction approach to executing these tasks is described together with its implementation in an application that leverages the smartphone’s sensing capability of users’ locations and motion activities and merges them to infer parking and unparking events.
这项工作提出了一种隐式交互方法,以简化在智能手机应用程序上实现与汽车相关的基本任务。许多汽车司机在智能手机上使用应用程序来获得与汽车使用相关的典型任务的支持,然而一些可用的应用程序的用户体验很差,因为它们需要用户的注意力,导致驾驶时分心。此外,它们往往依赖于用户重复输入相关数据。隐式交互是改善汽车相关界面用户体验的一种可能的解决方案。许多汽车应用程序的基本用户任务是(i)报告将汽车停在特定位置,(ii)声明用户将很快释放一个停车位,以及(iii)与汽车的新行程已经开始(因此,停车位空闲了)。本文描述了执行这些任务的上下文感知交互方法及其在应用程序中的实现,该应用程序利用智能手机对用户位置和运动活动的感知能力,并将它们合并以推断停车和停车事件。
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引用次数: 5
Interactive Volumetric Stories Across Immersive Displays 跨沉浸式显示器的交互式体积故事
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534498
Krzysztof Pietroszek, M. Rebol, Liudmila Tahai
We describe three interactive augmented reality stories for children that we showed at the Cannes Film Festival “Marche du Film” in July 2021. The stories were developed using a novel technique: 3D modeling and animation from within the Virtual Reality. The audience at Cannes viewed and interacted with these stories using mixed reality glasses, a prototype of the Sony Spatial Display, and an AR-enabled tablet. We report on the technical development process and the feedback from the Cannes audience.
我们描述了2021年7月在戛纳电影节“Marche du Film”上展示的三个面向儿童的交互式增强现实故事。这些故事采用了一种新颖的技术:虚拟现实中的3D建模和动画。戛纳电影节的观众使用混合现实眼镜、索尼空间显示器的原型和支持ar的平板电脑观看并与这些故事互动。我们报道技术发展过程和戛纳观众的反馈。
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引用次数: 1
Impending Success or Failure? An Investigation of Gaze-Based User Predictions During Interaction with Ontology Visualizations 即将到来的成功还是失败?本体可视化交互过程中基于注视的用户预测研究
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531081
Bo Fu, B. Steichen
Designing and developing innovative visualizations to assist humans in the process of generating and understanding complex semantic data has become an important element in supporting effective human-ontology interaction, as visual cues are likely to provide clarity, promote insight, and amplify cognition. While recent research has indicated potential benefits of applying novel adaptive technologies, typical ontology visualization techniques have traditionally followed a one-size-fits-all approach that often ignores an individual user's preferences, abilities, and visual needs. In an effort to realize adaptive ontology visualization, this paper presents a potential solution to predict a user's likely success and failure in real time, and prior to task completion, by applying established machine learning models on eye gaze generated during an interactive session. These predictions are envisioned to inform future adaptive ontology visualizations that could potentially adjust its visual cues or recommend alternative visualizations in real time to improve individual user success. This paper presents findings from a series of experiments to demonstrate the feasibility of gaze-based success and failure predictions in real time that can be achieved with a number of off-the-shelf classifiers without the need of expert configurations in the presence of mixed user backgrounds and task domains across two commonly used fundamental ontology visualization techniques.
设计和开发创新的可视化来帮助人类在生成和理解复杂语义数据的过程中,已经成为支持有效的人类本体交互的重要元素,因为视觉线索可能提供清晰度,促进洞察力,并扩大认知。虽然最近的研究表明了应用新的自适应技术的潜在好处,但典型的本体可视化技术传统上遵循一种“一刀切”的方法,往往忽略了单个用户的偏好、能力和视觉需求。为了实现自适应本体可视化,本文提出了一种潜在的解决方案,通过将已建立的机器学习模型应用于交互会话期间产生的眼睛注视,实时预测用户可能的成功和失败,并在任务完成之前。这些预测被设想为通知未来的自适应本体可视化,可以潜在地调整其视觉线索或实时推荐替代可视化,以提高个人用户的成功。本文介绍了一系列实验的结果,以证明在两种常用的基本本体可视化技术中,在混合用户背景和任务域存在的情况下,可以使用许多现成的分类器实现基于注视的实时成功和失败预测的可行性,而不需要专家配置。
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引用次数: 2
MagicMuseum: Team-based Experiences in Interactive Smart Spaces for Cultural Heritage Education MagicMuseum:基于团队的文化遗产教育互动智能空间体验
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534488
Simone Ghiazzi, Stefano Riva, Mattia Gianotti, Pietro Crovari, F. Garzotto
MagicMuseum is a set of team-based, immersive, full-body activities for Cultural Heritage Education of primary school children. MagicMuseum exploits the interactive and multisensory capability of the Magic Room, an indoor smart space equipped with IoT-enriched components such as floor and wall projections, smart lighting, music and sound, motion and gesture sensors, and smart objects. The paper describes MagicMuseum and briefly reports an exploratory study involving 22 children at a local primary school.
MagicMuseum是一套以团队为基础、身临其境的小学生文化遗产教育活动。MagicMuseum利用了Magic Room的交互和多感官能力,这是一个室内智能空间,配备了丰富的物联网组件,如地板和墙壁投影、智能照明、音乐和声音、运动和手势传感器以及智能物体。本文介绍了MagicMuseum,并简要报道了一项涉及当地一所小学22名儿童的探索性研究。
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引用次数: 0
eXtended Reality and Passengers of the Future 扩展现实和未来的乘客
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3538399
S. Brewster
I will present our work into improving passenger journeys using immersive Virtual and Augmented Reality (together XR) to support entertainment, work and collaboration on the move. In Europe, people travel an average of 12,000km per year on private and public transport, in cars, buses, planes and trains. These journeys are often repetitive and wasted time. This total will rise with the arrival of fully autonomous cars, which free drivers to become passengers. The potential to recover this lost time is impeded by 3 significant challenges: XR headsets could allow passengers to use their travel time in new, productive ways, but only if these fundamental challenges can be overcome. Passengers would be able to use large virtual displays for productivity; escape the physical confines of the vehicle and become immersed in virtual experiences; and communicate with distant others through new embodied forms of communication. I will discuss our solutions to these challenges, focusing on the visual aspects. We are: developing new interaction techniques for VR and AR that can work in confined, seated spaces; supporting safe, socially acceptable use of XR providing awareness of others and the travel environment; and overcoming motion sickness using multimodal countermeasures to support these novel immersive experiences.
我将介绍我们利用沉浸式虚拟现实和增强现实(XR)改善乘客旅程的工作,以支持移动中的娱乐、工作和协作。在欧洲,人们每年平均乘坐私家车、公交车、飞机和火车等私人和公共交通工具旅行12,000公里。这些旅程往往是重复的,浪费时间。随着全自动驾驶汽车的到来,这一数字还会上升,因为全自动驾驶汽车可以让司机自由地成为乘客。恢复这些失去的时间的潜力受到3个重大挑战的阻碍:XR耳机可以让乘客以新的、富有成效的方式利用他们的旅行时间,但前提是这些基本挑战能够被克服。乘客将能够使用大型虚拟显示器提高工作效率;逃离车辆的物理限制,沉浸在虚拟体验中;并通过新的具体的交流形式与远方的人交流。我将讨论我们对这些挑战的解决方案,重点是视觉方面。我们正在为VR和AR开发新的互动技术,可以在狭窄的、坐着的空间里工作;支持安全、社会可接受的XR使用,提供对他人和旅行环境的认识;并使用多模式对策来克服晕动病,以支持这些新颖的沉浸式体验。
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引用次数: 0
Bridging Virtual and Reality in Mobile Augmented Reality Applications to Promote Immersive Experience 在移动增强现实应用中架起虚拟与现实的桥梁,促进沉浸式体验
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531122
Qingfeng Wu, Yixian Li, Yingying She, Fang Liu, Yan Luo, Xinyu Yang
Immersion is a powerful and important interactive experience. However, little is known about how we can facilitate immersion in Mobile Augmented Reality (MAR) applications. Establishing the relationship between the virtual and the real is considered a promising way to promote immersion. To enhance immersion in MAR, we present BRIDGE, an interaction design model which builds a bridge between virtual and reality through the following three kinds of relationships: The virtual object has a close relationship with the real environment where the user is (contextual relationship) ; the virtual object has the same physical properties as the real world (physical relationship) ; the user imitates real-world interactions by directly interacting with the virtual world with their hands (interactive relationship). To evaluate the effect of the BRIDGE model, we implement it into the application design and conduct a comparative study of 32 users, and explore the immersive user experience of contextual and non-contextual, physical and non-physical, natural-interaction and screen-touch. The quantitative and qualitative results show that virtual objects have a stronger presence and users are more immersed in the environment when there is a contextual and physical relationship and users can interact naturally. This study is the first step to having a better understanding of the characteristics that contribute to an immersive experience and how they affect human perception and the presence of virtual objects. We hope to provide design insights for MAR applications based on these results.
沉浸感是一种强大而重要的互动体验。然而,我们对如何促进移动增强现实(MAR)应用程序的沉浸感知之甚少。建立虚拟和现实之间的关系被认为是促进沉浸感的一种有前途的方式。为了增强MAR中的沉浸感,我们提出了BRIDGE交互设计模型,它通过以下三种关系在虚拟和现实之间架起一座桥梁:虚拟对象与用户所在的真实环境具有密切的关系(上下文关系);虚拟对象具有与现实世界相同的物理属性(物理关系);用户通过直接用手与虚拟世界进行交互来模仿真实世界的交互(交互关系)。为了评估BRIDGE模型的效果,我们将其实施到应用程序设计中,并对32个用户进行了对比研究,探索了上下文和非上下文、物理和非物理、自然交互和屏幕触摸的沉浸式用户体验。定量和定性结果表明,当存在上下文和物理关系,用户可以自然交互时,虚拟对象具有更强的存在感,用户更沉浸在环境中。这项研究是更好地理解促成沉浸式体验的特征以及它们如何影响人类感知和虚拟物体存在的第一步。我们希望基于这些结果为MAR应用程序提供设计见解。
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引用次数: 1
期刊
Proceedings of the 2022 International Conference on Advanced Visual Interfaces
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