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

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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
Alexism: ALEXa supporting children with autISM in their oral care at home Alexism: ALEXa支持自闭症儿童在家中进行口腔护理
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531157
Parvaneh Parvin, Marco Manca, C. Senette, Maria Claudia Buzzi, M. Buzzi, S. Pelagatti
Oral health care can be a challenging experience for children with autism, for their parents and for dentists. Recently, some technology-enhanced systems have been proposed to help people with autism to cope with distressing situations originated by unknown social-life contexts, such as dental care settings with intense sound-visual stimulations. Results were positive in mitigating anxiety at the dental clinic but seem to fail in supporting proper oral hygiene at home. Thanks to the increasing spread of household Intelligent Personal Assistants (IPA) and Vocal Conversational Agents (VCAs), we envisage new opportunities considering the Voice-enabled IPAs not only as support on daily activities but also to enrich and simplify access to healthcare procedures from home. This work attempts to extend the use of technology-enhanced systems for dental care by exploiting the potential of the Vocal User Interface, Amazon Alexa, as an instructional agent with children on the spectrum. To this purpose, we developed a personalized Alexa Skill with two different functionalities: (i) support the child during the routine transition toward the target activity: move to the bathroom to brush their teeth; (ii) act as a persuader and a timer to guide the child during the procedure observing the proper brushing time. We conducted a three-week preliminary study with three children of different autistic profiles. The goal was to collect opportunities and issues deriving from the device introduction in the home context and test the device usage to favour dental care. Results and feedback were encouraging and gave insights to improve this approach.
对于自闭症儿童、他们的父母和牙医来说,口腔保健可能是一种具有挑战性的经历。最近,有人提出了一些技术增强系统,以帮助自闭症患者应对由未知的社会生活环境引起的痛苦情况,例如具有强烈声光刺激的牙科保健环境。结果是积极的缓解焦虑在牙科诊所,但似乎未能支持适当的口腔卫生在家里。由于家庭智能个人助理(IPA)和语音会话代理(vca)的日益普及,我们设想了新的机会,考虑到支持语音的IPA不仅可以支持日常活动,还可以丰富和简化家庭对医疗保健程序的访问。这项工作试图通过利用语音用户界面亚马逊Alexa的潜力,扩展技术增强系统在牙科保健方面的使用,作为儿童谱系上的教学代理。为此,我们开发了一种个性化的Alexa技能,具有两种不同的功能:(i)在常规过渡到目标活动期间支持孩子:移动到浴室刷牙;(ii)充当劝说者和计时器,指导孩子在刷牙过程中遵守正确的刷牙时间。我们对三个患有不同自闭症的孩子进行了为期三周的初步研究。目的是收集在家庭环境中引入设备带来的机会和问题,并测试设备的使用情况,以促进牙科保健。结果和反馈令人鼓舞,并为改进这种方法提供了见解。
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引用次数: 2
Pulling, Pressing, and Sensing with In-Flat: Transparent Touch Overlay for Smartphones 拉,按,感应与平:透明触摸覆盖智能手机
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531111
Zhuoming Zhang, Jessalyn Alvina, F. Détienne, É. Lecolinet
Smartphones’ screens are touch-sensitive and offer rich visual output capabilities, but do not allow users to control a wide range of pressure input nor provide rich pressure sensations. We propose In-Flat, an input/output pressure-sensitive overlay for smartphones. In-Flat consists of a transparent inflatable skin-like silicon layer that can be placed on the top or the back of a smartphone. As an output device, In-Flat offers tangible affordances and dynamic pressure feedback coupled with visual display. As an input device, In-Flat enables users to continuously perform a wide range of input gestures, notably press and pinch-and-pull gestures. Thus, In-Flat can be used to finely manipulate visual objects in mobile interaction or mediate interpersonal touch communications. In contrast to previous studies that mostly focus on press, we investigated the performance of pinch-and-pull and compared it with press. Our experiment (N=12) showed that participants could perform pinch-and-pull (83.8%) as well as press (84.7%), but felt having more control when performing pinch-and-pull. We explored the use of In-Flat to enable multimodal interaction that couples visual display and touch input/output. Participants appreciated this coupling as well as the touch sensation supplied by the In-Flat device.
智能手机的屏幕是触敏的,提供丰富的视觉输出功能,但不允许用户控制大范围的压力输入,也不提供丰富的压力感觉。我们提出In-Flat,一种用于智能手机的输入/输出压敏覆盖。In-Flat由一个透明的可充气皮肤状硅层组成,可以放在智能手机的顶部或背面。作为输出设备,In-Flat提供了有形的可视性和动态压力反馈以及视觉显示。作为一种输入设备,In-Flat允许用户连续执行各种输入手势,特别是按和捏拉手势。因此,in - flat可以用于在移动交互中精细地操纵视觉对象或调解人与人之间的触摸交流。与以往主要关注按压的研究不同,我们研究了捏拉的性能,并将其与按压进行了比较。我们的实验(N=12)表明,参与者可以进行捏拉(83.8%)和按压(84.7%),但在进行捏拉时感觉更有控制力。我们探索了使用In-Flat来实现视觉显示和触摸输入/输出相结合的多模态交互。参与者喜欢这种耦合以及In-Flat设备提供的触摸感觉。
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引用次数: 2
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
Towards a Construction Kit for Visual Recommender Systems 面向视觉推荐系统的构建工具包
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534484
Lisa-Maria Freller, Mandy Keck, Thomas Neumayr, Mirjam Augstein
When designing the interface of a recommender system, interactive visualizations can be used to support challenges such as transparency and controllability, and thus increasing the user’s trust. In this paper, we propose a construction kit for visual recommender systems that can be used to construct new solutions or deconstruct existing approaches to identify and analyze key aspects.
在设计推荐系统的界面时,可以使用交互式可视化来支持透明度和可控性等挑战,从而增加用户的信任。在本文中,我们提出了一个视觉推荐系统的构建工具包,可以用来构建新的解决方案或解构现有的方法来识别和分析关键方面。
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引用次数: 0
SERENE: a Web platform for the UX semi-automatic evaluation of website SERENE:用于网站用户体验半自动评估的Web平台
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534464
Andrea Esposito, Giuseppe Desolda, R. Lanzilotti, M. Costabile
This demo presents SERENE, a Web platform for the UX semi-automatic evaluation of websites. It exploits Artificial Intelligence to predict visitors’ emotions starting from their interaction logs. The predicted emotions are shown by interactive heatmaps overlapped to the webpage to be analyzed. The concentration of negative emotions in a specific area of the webpage can help the UX experts identify UX problems.
这个演示展示了SERENE,一个用于网站用户体验半自动评估的Web平台。它利用人工智能来预测访问者的情绪,从他们的互动日志开始。预测的情绪通过与待分析网页重叠的交互式热图显示。负面情绪在网页特定区域的集中可以帮助用户体验专家识别用户体验问题。
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引用次数: 2
HCI and worker well-being in manufacturing industry 制造业中人机交互与工人福利
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3535257
Eva Geurts, Gustavo Rovelo Ruiz, K. Luyten, Steven Houben, B. Weyers, An Jacobs, Philippe A. Palanque
Operators’ well-being is a key factor for the success of industrial production processes. Even though research has studied the well-being aspects of the industry, such as support and improvement of ergonomics, there is still a long way to go to achieve a sustainable and healthy work context for manufacturing industry. We believe the Human-Computer Interaction community can contribute by developing research on worker well-being in real-life settings. This workshop intends to offer a venue for HCI researchers that focus on worker well-being for the manufacturing industry and other industry domains.
操作人员的健康是工业生产过程成功的关键因素。尽管研究已经研究了该行业的健康方面,例如支持和改进人体工程学,但要实现制造业可持续和健康的工作环境,还有很长的路要走。我们相信,人机交互社区可以通过在现实环境中开展对员工幸福感的研究来做出贡献。本次研讨会旨在为关注制造业和其他行业领域工人福利的HCI研究人员提供一个场所。
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引用次数: 0
REC: A Unity Tool to Replay, Export and Capture Tracked Movements for 3D and Virtual Reality Applications REC:一个统一的工具,重播,导出和捕获跟踪运动的3D和虚拟现实应用程序
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3534472
G. Gorisse, O. Christmann, C. Dubosc
We present REC12, a Unity open-source tool for developers and researchers to record, export and replay the movements of virtual reality users and virtual characters. Recording both real-time body tracking and animations, this tool makes it possible to export skeletal data in a comma-separated values (CSV) file allowing to process and analyze users’ movements. We also provide a feature to reload and replay saved movements directly from the CSV file on virtual characters in a 3D environment.
我们提出REC12,一个Unity开源工具的开发人员和研究人员记录,导出和重放虚拟现实用户和虚拟人物的运动。该工具记录实时身体跟踪和动画,可以将骨骼数据导出为逗号分隔值(CSV)文件,以便处理和分析用户的动作。我们还提供了一个功能,可以在3D环境中直接从虚拟角色的CSV文件中重新加载和回放保存的动作。
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引用次数: 1
Stay Home! Conducting Remote Usability Evaluations of Novel Real-World Authentication Systems Using Virtual Reality 呆在家里!利用虚拟现实技术对新型真实世界认证系统进行远程可用性评估
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3531087
Florian Mathis, Joseph O'Hagan, Kami Vaniea, M. Khamis
Evaluating interactive systems often requires researchers to invite user study participants to the lab. However, corresponding evaluations often lack realism and participants are usually recruited from a local area only. In this work, we propose Remote Virtual Reality for simulating Real-world Research (RVR3) to evaluate novel real-world authentication prototypes. A user study (N=25) demonstrates the feasibility of using VR for remote usability research on simulated real-world prototypes. Our remote VR user study provides a glimpse into the usability and social acceptability of two novel authentication systems: Hand Menu and Tap. We build on prior research in this space and discuss the impact RVR3 studies have on the range of possible studies. In summary, our remote VR research method to design, implement, and evaluate interactive real-world prototypes is a next step towards moving human-centred research out of the lab and potentially reaching a more diverse and larger participant sample over time.
评估交互系统通常需要研究人员邀请用户研究参与者到实验室。然而,相应的评估往往缺乏现实性,参与者通常只从当地招募。在这项工作中,我们提出了用于模拟现实世界研究的远程虚拟现实(RVR3)来评估新的现实世界认证原型。一项用户研究(N=25)证明了在模拟现实世界原型上使用VR进行远程可用性研究的可行性。我们的远程VR用户研究提供了两种新型认证系统的可用性和社会可接受性的一瞥:手动菜单和点击。我们以这一领域的先前研究为基础,讨论RVR3研究对可能研究范围的影响。总之,我们设计、实施和评估交互式现实世界原型的远程VR研究方法是将以人为中心的研究移出实验室的下一步,随着时间的推移,可能会接触到更多样化、更大的参与者样本。
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引用次数: 11
AVI-CH 2022: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage AVI-CH 2022:高级视觉界面与文化遗产互动研讨会
Pub Date : 2022-06-06 DOI: 10.1145/3531073.3535259
Angeliki Antoniou, B. D. Carolis, T. Kuflik, A. Origlia, G. Raptis, Cristina Gena
AVI-CH is the 14th workshop in the series of PATCH workshops, since 2007 and the 4th in a row at AVI. It is the meeting place for researchers and practitioners focusing on the application of advanced information and communication technology (ICT) in cultural heritage with a specific focus on user interfaces, visualization and interaction. This year, eight papers were submitted by researchers from Greece, Italy and Israel. All were accepted.
AVI- ch是自2007年以来PATCH系列研讨会的第14次研讨会,也是AVI连续第4次研讨会。它是关注先进信息和通信技术(ICT)在文化遗产中的应用的研究人员和从业者的聚会场所,特别关注用户界面,可视化和交互。今年,来自希腊、意大利和以色列的研究人员提交了8篇论文。所有人都被接受了。
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引用次数: 0
期刊
Proceedings of the 2022 International Conference on Advanced Visual Interfaces
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