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Identifying cognitive authority in social networks: a conceptual framework 识别社会网络中的认知权威:一个概念框架
D. F. Toledo, R. Pereira, E. Oliveirajr
The popularization of online social networks has contributed to the appearance of new strategies that consider the relationship and interaction between people as a means to support information search and recommendation. The literature has indicated that a cognitive authority produces and shares information of better quality and relevance for those who recognizes that authority, being a promising concept to support information retrieval and quality judgement on the web. However, identifying such authorities is still a challenge. In this paper, we introduce the idAuthority: a conceptual framework to support the identification of cognitive authorities in social networks. To illustrate its application in a practical context, we instantiate the framework for a real online social network of Inclusive Education teachers, and evaluate its results with a group of six teachers. The results indicate the idAuthority as a promising framework to support the creation of mechanisms for identifying cognitive authorities in specific social networks.
在线社交网络的普及促进了新策略的出现,这些策略将人与人之间的关系和互动作为支持信息搜索和推荐的手段。文献表明,认知权威为那些认识到该权威的人提供并分享质量和相关性更好的信息,这是支持网络信息检索和质量判断的一个有前途的概念。然而,确定这样的权威仍然是一个挑战。在本文中,我们介绍了idAuthority:一个概念框架,以支持在社交网络中识别认知权威。为了说明其在实际环境中的应用,我们举例说明了全纳教育教师的真实在线社会网络框架,并与六名教师一起评估其结果。研究结果表明,idAuthority是一个有前景的框架,可以支持在特定社交网络中创建识别认知权威的机制。
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引用次数: 3
Supporting designers in modeling privacy for social network sites 支持设计师为社交网站建模隐私
Maria Lúcia Bento Villela, R. Prates
This paper addresses privacy related to individual's personal information disclosure in the context of Social Network Sites (SNSs). We present the Privacy Design Model (PDM) - built upon Altman's theory of privacy and Semiotic Engineering theory - as a descriptive model that takes into account dimensions corresponding to aspects upon which designers should reflect at design time, regarding personal information disclosure within these systems. PDM considers as personal information disclosure not only pieces of information about the individual, but also the individual's speech and activities that express his/her identity within the system. Thus, we hope to provide designers with a better understanding of how privacy can be treated in SNS by structuring the design space of personal information disclosure through such dimensions. We also analyze the applicability of the model, through the deconstruction of a real SNS in terms of the privacy dimensions proposed in PDM and discuss the implications of our findings.
本文讨论了与社交网络网站(sns)背景下个人信息披露相关的隐私问题。我们提出了隐私设计模型(PDM)——建立在Altman的隐私理论和符号学工程理论的基础上——作为一个描述性模型,它考虑了设计师在设计时应该考虑的与这些系统中的个人信息披露相关的方面的维度。PDM认为个人信息披露不仅仅是关于个人的信息,还包括个人在系统内表达其身份的言论和活动。因此,我们希望通过这些维度来构建个人信息披露的设计空间,从而帮助设计师更好地理解在社交网络中如何对待隐私。我们还分析了该模型的适用性,通过在PDM中提出的隐私维度对真实SNS进行解构,并讨论了我们研究结果的含义。
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引用次数: 12
An approach to designing ubiquitous systems that consider the user's diversity 一种设计考虑用户多样性的泛在系统的方法
T. Alencar, Marcelo Barbosa, Vânia P. A. Neris
Ubiquitous technology has great power to simplify and improve people's life. However, as the 4th Grand Research Challenge for the Brazilian Computer Society mentions, it is necessary to extend computational systems to all Brazilians, respecting their diversity and differences. Most studies in the literature consider the participation of users with different profiles during the design process. However, there is not a concern with interface adaptation to user's needs and interaction preferences. This paper presents a design process which guides the ubiquitous systems design from the relevant users' features identification to adapt the user interface, to the evaluation of the created prototype. The user's characteristics identification is performed by applying the UbiCARD technique in the system context to be developed. A prototype is presented as a proof of concept.
无处不在的技术在简化和改善人们的生活方面具有巨大的力量。然而,正如巴西计算机协会第四届大型研究挑战所提到的,有必要将计算系统扩展到所有巴西人,尊重他们的多样性和差异。文献中的大多数研究都考虑了不同用户在设计过程中的参与。然而,这里并没有考虑用户需求和交互偏好的界面适应性。本文提出了一个指导泛在系统设计的设计过程,从识别相关用户的特征到适应用户界面,再到对所创建的原型进行评估。用户的特征识别是通过在待开发的系统环境中应用UbiCARD技术来完成的。提出了一个原型作为概念的证明。
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引用次数: 1
Interaction design process for healthcare professionals: formalizing user's contexts observations 医疗保健专业人员的交互设计过程:形式化用户的上下文观察
Janaina Cintra Abib, J. C. A. Silva
We are presenting our in-the-wild study involving designers and healthcare professionals acting as users participating in the design process of applications to support their communication flow at their workspace. Our principle, as many other possible approaches, is that interaction design is an iterative and interactive process for developing systems in which the Participatory Design (PD) and User Centered Design (UCD) is essential, providing creation of end artifacts to better satisfy user's needs, incorporating their abilities, not only for work perspective but also in other aspects of their lives. From our study we've formalized our observations into design guidelines so that the out-office user's experiences, incorporating concepts of their daily life and social activities become part of the design requirements, what is essential to the system to achieve the necessary properties for ICT adoption.
我们正在展示我们的野外研究,其中包括设计师和医疗保健专业人员,他们作为用户参与应用程序的设计过程,以支持他们在工作空间中的通信流。我们的原则,就像许多其他可能的方法一样,是交互设计是开发系统的一个迭代和交互过程,其中参与式设计(PD)和以用户为中心的设计(UCD)是必不可少的,提供最终工件的创建,以更好地满足用户的需求,结合他们的能力,不仅从工作角度来看,而且从他们生活的其他方面来看。从我们的研究中,我们将我们的观察结果形式化到设计指南中,以便将办公室外用户的体验,结合他们的日常生活和社交活动的概念,成为设计要求的一部分,这对系统实现ICT采用的必要属性至关重要。
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引用次数: 3
Eyejam: a gaze-controlled musical interface Eyejam:一个视线控制的音乐界面
C. Morimoto, A. Tula, J. A. Leyva, Carlos E. L. Elmadjian
Gaze-based interfaces use eye trackers as input devices to substitute, for example, the keyboard and mouse of a conventional graphical user interface. For people with severe motor disabilities, gaze is one of the few alternatives to interact with the world. The most common gaze interaction paradigm is called dwell-time, where keys are selected using fixations longer than a certain "dwell". Though simple, this mechanism does not permit the selection of keys at precise moments, a requirement to play music and certain video games. In this paper we introduce two gaze interaction techniques that overcome this limitation. The first is an extension of the dwell-time, where selection is triggered when the gaze exits the focused key. The second is based on the Context Switching paradigm, that uses saccades for selection instead of fixations. Results of a user experiment show that the Context Switching paradigm permits a more accurate timing control while playing music at 45 and 70 beats per minute.
基于注视的界面使用眼动仪作为输入设备来替代传统图形用户界面的键盘和鼠标。对于有严重运动障碍的人来说,凝视是与世界互动的少数选择之一。最常见的凝视交互模式被称为“停留时间”,在这种模式下,按键的选择需要比特定的“停留”时间更长。虽然很简单,但这种机制不允许在精确的时刻选择键,这是播放音乐和某些电子游戏的要求。在本文中,我们介绍了两种克服这一限制的注视交互技术。第一个是停留时间的延长,当凝视离开聚焦键时,选择就会被触发。第二种是基于上下文切换范式,它使用扫视来进行选择,而不是固定。用户实验的结果表明,在以每分钟45和70拍播放音乐时,上下文切换范式允许更准确的定时控制。
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引用次数: 7
A socio-constructionist environment to create stories using tangible interfaces 使用有形界面创造故事的社会建构主义环境
Julia Posada, M. Baranauskas
Contemporary technologies such as Tangible User Interfaces (TUI) have not been explored in its full potential in educational contexts, to take advantage of the innate ability of children to tell stories. This activity has proven to be authentic and personally relevant for children with benefits to their personal and social development. This paper presents the design and construction of a TUI environment to be used in inclusive educational contexts, allowing children to create, share and participate in the process of constructing narratives. The environment was conceived under the Semio-Participatory Design Model, and was experimented with the active participation of teachers and children in a real educational context. The design rationale of CPES, a Collaborative Programmable Environment for Storytelling, is presented and results of the final product and its use are discussed in the paper.
诸如有形用户界面(TUI)等当代技术尚未在教育环境中充分发挥其潜力,以利用儿童天生的讲故事能力。这项活动已被证明是真实的,与儿童个人有关,有利于他们的个人和社会发展。本文提出了一个用于全纳教育背景下的TUI环境的设计和构建,让孩子们创造、分享和参与构建叙事的过程。该环境是在半参与式设计模式下构思的,并在真实的教育背景下进行了教师和儿童积极参与的实验。本文介绍了协同可编程讲故事环境CPES的设计原理,并讨论了最终产品的结果及其使用。
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引用次数: 6
Using mediation dialogs to improve navigation of low literate users on the web 使用中介对话框改善低文化水平用户在网络上的导航
B. B. Ribeiro, Débora Maurmo Modesto, Simone Bacellar Leal Ferreira
In Brazil a great number of essential services are only provided over the internet. These services should be available to any users, regardless of their individual skills or disabilities. Functional illiterates are those who have reading and understanding difficulties. These users have large access problems when using the internet, as most of its content is presented as text, including the front-end pages for the services mentioned before. The objective of this research is to present and evaluate the results of using a technique that matches mediation with an assistive technology used to create dialogs over the original page layer from a Web site, allowing creation and authoring of a new accessible layer for the non-accessible existing pages, focusing on functional illiterate users.
在巴西,大量的基本服务只能通过互联网提供。这些服务应该提供给任何用户,无论他们的个人技能或残疾如何。功能性文盲是那些有阅读和理解困难的人。这些用户在使用互联网时有很大的访问问题,因为其大部分内容都以文本形式呈现,包括前面提到的服务的前端页面。本研究的目的是展示和评估使用一种技术的结果,该技术将中介与一种辅助技术相匹配,该技术用于在Web站点的原始页面层上创建对话框,允许为不可访问的现有页面创建和创作新的可访问层,重点关注功能不熟练的用户。
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引用次数: 1
The role of the interface in self-disclosure differences in social networks online and offline 界面在社交网络线上与线下自我表露差异中的作用
S. Xavier, R. Prates
Social networks allow users to share information among themselves. In this article we investigate the influence of Facebook's interface on how its users share information. To do so, firstly we present a comparison of how users share their information online and offline. We also analyze Facebook and identify which strategies are used in the system to allow or encourage users to disclose their information. By contrasting the pieces of information that are shared with a larger audience online than offline with which pieces of information the interface gives a bigger encouragement to users to disclose we find that there is a large overlap between the two groups. This finding points to the potential impact that interface decisions have on users' self-disclosure on social networks.
社交网络允许用户之间共享信息。在本文中,我们研究了Facebook的界面对用户如何共享信息的影响。为了做到这一点,我们首先比较了用户如何在线上和离线分享他们的信息。我们还分析了Facebook,并确定系统中使用了哪些策略来允许或鼓励用户披露他们的信息。通过对比哪些信息是在线上分享的,哪些信息是线下分享的,哪些信息是界面更鼓励用户披露的,我们发现这两个群体之间有很大的重叠。这一发现指出了界面决策对用户在社交网络上的自我表露的潜在影响。
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引用次数: 0
How can i help you?: preliminary studies about user strategies and preferences during a game 我能帮你什么忙吗?:关于用户在游戏中的策略和偏好的初步研究
C. Q. Santos, Luana Müller, A. D. C. A. Ziesemer, Luciana Espindola, Pedro A. Pires, M. Silveira
Digital games have become very popular and yet there is little study on how gamers learn a game. In this paper, we present a preliminary study in this matter, conducted by means of a survey to investigate gamers' preferences and strategies while playing and learning a game. Participants were also asked about the importance of help systems in games and whether they contribute in the learning process. As results, we observed that help is in fact important, that the ideal kind of help depends on the type of game, and that help must not compromise the gameplay or the fun.
数字游戏已经变得非常流行,但关于玩家如何学习游戏的研究却很少。在本文中,我们通过调查玩家在玩游戏和学习游戏时的偏好和策略,对这一问题进行了初步研究。参与者还被问及游戏中帮助系统的重要性,以及它们是否有助于学习过程。因此,我们发现帮助确实很重要,理想的帮助类型取决于游戏类型,而且这种帮助不能损害游戏玩法或乐趣。
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引用次数: 4
Topic wizard: interactive visual tool for defining and disambiguating topics via regular expressions 主题向导:用于通过正则表达式定义和消除主题歧义的交互式可视化工具
A. Scharl, Daniel Fischl
The Topic Wizard presented in this paper is a new interactive tool that supports the definition and revision of topics in form of regular expressions, combining a dialog for prefix and suffix extension with a word tree-based representation of phrases for restricting the query to specific expressions. The examples stem from the Media Watch on Climate Change, a public Web portal based on the webLyzard Web intelligence platform that aggregates environmental stakeholder communication from multiple online sources.
本文提出的Topic Wizard是一个新的交互式工具,它支持以正则表达式的形式定义和修改主题,将用于前缀和后缀扩展的对话框与用于将查询限制为特定表达式的基于词树的短语表示相结合。这些例子来自气候变化媒体观察(Media Watch on Climate Change),这是一个基于webblyzard网络情报平台的公共门户网站,汇集了来自多个在线来源的环境利益相关者的信息。
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引用次数: 0
期刊
Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
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