首页 > 最新文献

Interaction Design and Architectures最新文献

英文 中文
Hybrid Games and Interaction Design 混合游戏和交互设计
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-001psi
A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis
{"title":"Hybrid Games and Interaction Design","authors":"A. Oliveira, Nelson Zagalo, Micael Sousa, F. Liarokapis","doi":"10.55612/s-5002-056-001psi","DOIUrl":"https://doi.org/10.55612/s-5002-056-001psi","url":null,"abstract":"","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45325749","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training 实时学习游戏:从员工培训的协作混合游戏环境的应用中获得见解
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-001
R. Hebecker, Kolja Bopp
The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.
现场学习游戏是汉堡应用科学大学GamesLab设计的一个有趣的学习环境,并为安全培训提供了原型。该系统结合了物理和数字游戏元素,创造了一种协作学习体验。本文评估并介绍了几个应用程序运行的结果。结果表明,混合游戏应用程序至少对参与者的学习动机有刺激作用,尤其是由于游戏的乐趣和积极的团队体验,内容可以被很好地记住。在这种情况下,重要的是以一种有意义的方式将游戏空间的设计、叙事框架,尤其是游戏性与教学内容联系起来。
{"title":"Live Learning Games: Insights from the application of a collaborative hybrid game environment for staff training","authors":"R. Hebecker, Kolja Bopp","doi":"10.55612/s-5002-056-001","DOIUrl":"https://doi.org/10.55612/s-5002-056-001","url":null,"abstract":"The Live Learning Game was designed as a ludic learning environment in the GamesLab at Hamburg University of Applied Sciences and prototyped for use in safety training. The system combines physical and digital game elements to create a collaborative learning experience. This paper evaluates and presents the findings from several application runs. The results suggest that the hybrid game application has at least a stimulating effect on the participants’ motivation to learn and that content in particular can be well remembered due to the fun of playing and the positive team experience. In this context, it is important to link in a meaningful way the design of the game space, the narrative framework and, above all, the gameplay with the teaching content.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45973106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Building an augmented reality system for consumption and production of hybrid gaming and storytelling 为混合游戏和故事的消费和生产构建增强现实系统
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-003
R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements
This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.
本文概述了增强现实(AR)如何支持游戏和娱乐体验。更重要的是,它描述了一个名为眩光的增强和虚拟现实平台的开发和开放访问的可用性,该平台可用于创建混合故事和游戏体验。在此过程中,它提供了我们如何从以消费为基础(教育者和学生接触AR内容)转向以生产为驱动(教育者和学生创造AR内容)的方法,以改善这种技术的教学和心理结果的见解。提供了具体的例子来说明这种潜力。
{"title":"Building an augmented reality system for consumption and production of hybrid gaming and storytelling","authors":"R. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements","doi":"10.55612/s-5002-056-003","DOIUrl":"https://doi.org/10.55612/s-5002-056-003","url":null,"abstract":"This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43326207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances 移动增强现实游戏中的环境可视化与探索:重新定义空间绿化
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-004
Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido
While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).
虽然桌面和控制台界面视频游戏的空间性已经得到了广泛的研究,但在移动增强现实(MAR)的背景下,并没有做出太多的方法,口袋妖怪Go等流行游戏就是从这种环境中出现的。一方面,本文重新引入了Janet Murray为数字环境引入的空间可供性概念,并在MAR特征的整合过程中对该概念进行了重新解释。另一方面,它试图接近这些特征对游戏体验的影响。为此,对46款不同类型的移动增强现实视频游戏进行了分析。研究表明,在大多数MAR视频游戏中,增强现实仍然是一个多余的元素,而不是游戏的核心方面,尽管已经观察到了涉及新的混合游戏体验的趋势。最后,我们提出了一种根据两个轴对MAR视频游戏进行分类的工具,这两个轴评估了物理空间在多大程度上被整合到游戏中:游戏世界空间(代表层)和游戏空间(交互层,与游戏规则和机制的交互)。
{"title":"Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances","authors":"Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido","doi":"10.55612/s-5002-056-004","DOIUrl":"https://doi.org/10.55612/s-5002-056-004","url":null,"abstract":"While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48420443","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification of design studio in the context of a user-centered design workshop 以用户为中心的设计研讨会背景下的设计工作室游戏化
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-006
Derya Karadağ
In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.
在项目工作室和工作坊中,来自建筑、室内和工业设计等多个设计学科的学生应用理论和实践。设计研究、概念化、开发、沟通和互动团队合作是项目工作室中统一不同学科的基本因素。项目工作室是一个丰富的环境,在这里可以实施设计思维方法,产生原创、创造性的想法和设计。在这种背景下,设计工作室讲师的方法、框架和应用设计思维练习具有重要意义。本文以用户为中心的设计研讨会为例,考察了游戏化组件对设计思维方法和设计工作室的贡献。
{"title":"Gamification of design studio in the context of a user-centered design workshop","authors":"Derya Karadağ","doi":"10.55612/s-5002-056-006","DOIUrl":"https://doi.org/10.55612/s-5002-056-006","url":null,"abstract":"In project studios and workshops, students from many design disciplines, such as architectural, interior, and industrial design, apply theory and practice. Design research, conceptualization, development, communication, and interactive teamwork are the fundamental factors that unify different disciplines in project studios. The project studio is a rich environment where design thinking methods are implemented and original, creative ideas and designs are generated. In this setting, the design studio instructors’ approaches, frameworks, and applied design thinking exercises gain significance. This paper examines the contributions of gamification components to design thinking methodology and the design studio, using the User-Centered Design Workshop as a case study.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45544705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Participatory Design and Critical Media Studies: a Convivial Conversation 参与式设计与批判媒体研究:愉快的对话
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-008
R. Cibin, Tiziano Bonini, Maurizio Teli
In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.
在平台社会时代,批判性媒体研究面临的挑战不仅是制定能够批判性地解决GAFAM旗下数字平台对社会施加的权力的理论建议,而且是设想一种能够改变这种企业驱动的数字媒体生态系统的政治经济的实践。为此,我们认为,参与式设计和批判性媒体研究在涉及理论框架和干预实践时应该进行对话。在本文中,我们建议在伊凡·伊里奇的作品,特别是他的《欢乐工具》一书的基础上开始这场对话。我们发现,为了想象一个可能的数字媒体设计过程能够避免激进垄断的产生,有必要采用一种积极参与的设计方法,设计师与用户合作考虑与规模、人员需求和权力不平等有关的问题。
{"title":"Participatory Design and Critical Media Studies: a Convivial Conversation","authors":"R. Cibin, Tiziano Bonini, Maurizio Teli","doi":"10.55612/s-5002-056-008","DOIUrl":"https://doi.org/10.55612/s-5002-056-008","url":null,"abstract":"In the age of platform society, Critical Media Studies are faced with the challenge of developing not only theoretical proposals capable of critically addressing the power exerted on society by GAFAM-owned digital platforms, but also of envisioning a praxis capable of changing the political economy of this corporate-driven digital media ecosystem. To do this, we believe that Participatory Design and Critical Media Studies should dialogue when it comes to theoretical frameworks and intervention practices. In this paper we propose to start this dialogue building upon the work of Ivan Illich, especially his book Tools for Conviviality. We find that in order to imagine a possible digital media design process able to avoid the creation of radical monopolies, it is necessary to adopt a Convivial Participatory Design approach where issues related to scale, people needs and power inequalities are considered by designers in collaboration with the users.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":"1 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41367687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Inducing Flow In Board Games Through Augmented Audio 通过增强音频诱导桌面游戏的心流
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-005
André Sousa, Eduardo Magalhães, João Jacob
Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.
游戏通过带有具体目标的封闭系统提供高水平的乐趣。这些特征增强了一种被称为心流的专注状态。许多现代桌面游戏提供了良好的游戏体验。但是,可以使用各种资源来进一步增强体验。本研究提出,增强音频技术可用于在棋盘游戏过程中诱导心流。为此,开发了一个原型,用棋盘游戏《旭日东升》进行测试。这种方法背后的主要概念是,通过映射到游戏动作的增强声音环境,触发与用户的游戏动作和游戏阶段相关的空间化上下文声音事件,向玩家传递实时声音反馈。使用上述原型进行了一项研究来验证该建议,结果表明增强音频可能会诱导心流状态。
{"title":"Inducing Flow In Board Games Through Augmented Audio","authors":"André Sousa, Eduardo Magalhães, João Jacob","doi":"10.55612/s-5002-056-005","DOIUrl":"https://doi.org/10.55612/s-5002-056-005","url":null,"abstract":"Games provide high levels of enjoyment and fun through closed systems with concrete objectives. These characteristics enhance a state of concentration known as flow. Many modern board games provide good gaming experiences. However, it is possible to use various resources to further enhance the experience. This study proposes that augmented audio technology can be used to induce flow during a board game playthrough. For this purpose, a prototype was developed to be tested with the board game Rising Sun. The main concept behind this approach was to deliver to the players real time sonic feedback through an augmented sound environment mapped to in game actions, by triggering spatialized contextual sound events related to the user’s in-game actions and game phases. A study was conducted using the aforementioned prototype to validate the proposal, and the results have shown that augmented audio may induce the state of flow.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":"1 1","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"71005339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Usability Heuristics for Applications in the Context of Resilient Cities 弹性城市应用的可用性启发式
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-009
Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez
This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.
本研究为在弹性城市背景下使用的交互软件系统的设计者和开发者建立了一套可用性启发式方法,从而有助于为这一背景下的解决方案的评估和设计提供工具规范。本文描述了为确定一组15个可用性启发式而进行的研究过程,这些启发式分为五个家族:(1)设计和美学,(2)灵活性和导航,(3)错误和帮助,(4)信息使用和显示,以及(5)社区。通过启发式的应用、专家判断、评价等多种机制对启发式进行验证,确保启发式的明确性和有效性。这些启发式的实施有望有助于在弹性城市环境中轻松使用交互式软件系统,以便市民可以享受令利益相关者满意的用户体验。
{"title":"Usability Heuristics for Applications in the Context of Resilient Cities","authors":"Andrés Solano, Juan Sebastian Sinisterra, Juan Sebastián Parra, David Castro, C. Peláez","doi":"10.55612/s-5002-056-009","DOIUrl":"https://doi.org/10.55612/s-5002-056-009","url":null,"abstract":"This research establishes a set of usability heuristics for designers and developers of interactive software systems that are used in the context of resilient cities, and thus contributes to the specification of a tool for the evaluation and design of solutions for this context. The article describes the research process carried out to identify a set of 15 usability heuristics, which are grouped into five families: (1) design and aesthetics, (2) flexibility and navigation, (3) errors and help, (4) information use and display, and (5) community. The heuristics were validated through various mechanisms, such as the application of the heuristics, expert judgment, and evaluation, to ensure their clarity and effectiveness. The implementation of these heuristics is expected to contribute to the ease of use of interactive software systems in resilient city contexts, so that citizens can enjoy a user experience that is satisfactory to stakeholders.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44851104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Similarity in action with an Embodied Conversational Agent; can synchronous speech yield higher levels of rapport? An exploratory eHealth study 与化身会话代理在动作上的相似性;同步语音能产生更高层次的融洽关系吗?一项探索性的电子健康研究
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-03-15 DOI: 10.55612/s-5002-056-007
M. Scholten, S. Kelders, J. V. van Gemert-Pijnen
Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.
自助电子健康的好处是为患者提供自主性。然而,自主性是有代价的;流失率上升。化身对话代理(“屏幕上的机器人”)具有与eHealth用户建立融洽关系并为他们提供支持的技术能力,但实现成本高昂,其证据也没有定论。我们研究了一种新的、低技术含量的建立融洽关系的方法。eHealth用户将他们的演讲与独白式ECA同步,这种方法在人与人之间的交流领域中存在证据。用户体验主要采用定性方法进行调查。正如我们的研究结果所示,用户对与ECA同步发言持相当积极的态度。然而,实验任务需要改进。为了同步,用户需要至少先听到一次人工对话者的节奏。未来的研究可以进一步检验精炼的同步语音任务及其在建立更广泛的融洽关系方面的潜力,ECA的目标是遵守电子健康。
{"title":"Similarity in action with an Embodied Conversational Agent; can synchronous speech yield higher levels of rapport? An exploratory eHealth study","authors":"M. Scholten, S. Kelders, J. V. van Gemert-Pijnen","doi":"10.55612/s-5002-056-007","DOIUrl":"https://doi.org/10.55612/s-5002-056-007","url":null,"abstract":"Self-guided eHealth has the benefit of providing autonomy to patients. However, the autonomy comes with a cost; elevated attrition rates. Embodied Conversational Agents (‘robots on screen’), have technological capabilities to build rapport with eHealth users and to support them, but are costly to realize and their evidence is inconclusive. We investigated a novel and low-technological method to build rapport. eHealth users synchronized their speech with a monologue-style ECA, a method for which there exists evidence within the human-to-human communication domain. User experiences were investigated using predominantly qualitative methods. As our study results show, users are fairly positive about speaking synchronously with the ECA. However, the experimental task needs refinements. Users need to priorly hear, at least once, the pace of their artificial interlocutor in order to synchronize. Future studies can further examine the refined synchronous speech task and its potential for more widely accessible rapport-building ECA’s aiming for eHealth adherence.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49071657","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploring Innovation in the Teaching of Design. A Study on the Experimental Teaching Practices in the Context of a School of Design 探索设计教学的创新。设计学院背景下的实验教学实践研究
IF 1.3 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-02-01 DOI: 10.55612/s-5002-055-002
F. Mattioli, L. Cipriani, A. Manciaracina, A. Taverna
Teaching innovation research aims to experiment with new practices and methodologies that relate objectives, activities, tools, and other elements to respond to new educational challenges, such as equipping students with the right skills for increasingly complex and changing work contexts. For higher education institutions, innovation of didactic is an increasingly strategic goal to prepare students for jobs that do not yet exist and to be competitive with emerging players in the educational context. This article outlines a funded research project investigating the perimeter of innovation in design education. The research focuses on the context of the Politecnico di Milano to understand how experimentation in university courses can lead to innovation in design education. The paper presents a survey definition process aiming to map experimentation practices in courses over the past decade and how the results of this mapping can define potential models for codifying and defining teaching practices with innovation potential.
教学创新研究旨在试验与目标、活动、工具和其他元素相关的新实践和方法,以应对新的教育挑战,例如为学生提供适应日益复杂和变化的工作环境的正确技能。对于高等教育机构来说,教学创新是一个日益重要的战略目标,它可以帮助学生为未来不存在的工作做好准备,并在教育领域与新兴参与者竞争。本文概述了一项资助的研究项目,调查设计教育创新的范围。研究的重点是米兰理工大学的背景,以了解大学课程中的实验如何导致设计教育的创新。本文提出了一个调查定义过程,旨在绘制过去十年课程中的实验实践,以及这种绘制的结果如何定义潜在的模型,以编纂和定义具有创新潜力的教学实践。
{"title":"Exploring Innovation in the Teaching of Design. A Study on the Experimental Teaching Practices in the Context of a School of Design","authors":"F. Mattioli, L. Cipriani, A. Manciaracina, A. Taverna","doi":"10.55612/s-5002-055-002","DOIUrl":"https://doi.org/10.55612/s-5002-055-002","url":null,"abstract":"Teaching innovation research aims to experiment with new practices and methodologies that relate objectives, activities, tools, and other elements to respond to new educational challenges, such as equipping students with the right skills for increasingly complex and changing work contexts. For higher education institutions, innovation of didactic is an increasingly strategic goal to prepare students for jobs that do not yet exist and to be competitive with emerging players in the educational context. This article outlines a funded research project investigating the perimeter of innovation in design education. The research focuses on the context of the Politecnico di Milano to understand how experimentation in university courses can lead to innovation in design education. The paper presents a survey definition process aiming to map experimentation practices in courses over the past decade and how the results of this mapping can define potential models for codifying and defining teaching practices with innovation potential.","PeriodicalId":44247,"journal":{"name":"Interaction Design and Architectures","volume":" ","pages":""},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48324132","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
期刊
Interaction Design and Architectures
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1