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VIARS: An Intelligent Voice Agent to Prevent Inappropriate Content Display for Restricted Users VIARS:一个智能语音代理,以防止不适当的内容显示限制用户
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-07-26 DOI: 10.1093/iwc/iwac019
Rui Kang, P. Rau
The wide usage of voice intelligent assistants (VIAs), such as Siri, brings lots of convenience to our daily life. However, there are also kinds of issues related to VIAs displaying inappropriate contents to restricted users such as children. To address this problem, we developed a system that detects the inappropriate contents and rates them with defined ranks. In this manner, a threshold or suggestion could be given in order to avoid displaying inappropriate contents to restricted users. This evaluation system is called Voice Intelligent Aid Rating System (VIARS). With a developed VIARS prototype, we further tested its effectiveness with a designed experiment that consisted of several tasks. As a result, VIARS’s intelligent rating results were proven to be highly consistent with the experts’ manual rating results, indicating the reliability of the VIARS classification mechanism. It is also notable that when compared with experts’ manual rating, VIARS’s automatic rating mechanism showed significant advantages in response time.
Siri等语音智能助手的广泛使用给我们的日常生活带来了很多便利。然而,也有一些问题与向儿童等受限制的用户显示不适当的内容有关。为了解决这个问题,我们开发了一个系统来检测不合适的内容,并对它们进行评级。通过这种方式,可以给出一个阈值或建议,以避免向受限制的用户显示不适当的内容。这个评估系统被称为语音智能辅助评级系统(VIARS)。利用开发的VIARS原型,我们通过由几个任务组成的设计实验进一步测试了其有效性。结果表明,VIARS的智能评级结果与专家人工评级结果高度一致,表明了VIARS分类机制的可靠性。同样值得注意的是,与专家人工评级相比,VIARS的自动评级机制在响应时间上具有显著优势。
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引用次数: 0
Post-Pandemic HCI - Living Digitally: Well-Being-Driven Digital Technologies 大流行后的HCI——数字化生活:福祉驱动的数字技术
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-07-11 DOI: 10.1093/iwc/iwac021
E. Law, J. Abascal
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引用次数: 0
Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform 健康的网络增强:以人为本的外卖订餐数字平台设计
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-07-02 DOI: 10.1093/iwc/iwac015
L. Goffe, S. Chivukula, Alex Bowyer, S. Bowen, Austin Toombs, Colin M. Gray
Online services have become increasingly centralized, drawing on notions of the ‘platform economy’ to focus on ecosystem value rather than user value. In parallel, there have been efforts by developers to augment these platforms, empowering platform users in the process. We explored a 12-month participatory-action project, focusing on redesigning portions of Just Eat, an online aggregator for takeaway food ordering, building upon theoretical perspectives from public health and Digital Civics. We document our experiences in identifying user behaviours and motivations across multiple design workshops, including the design of a web-augmentation–based template to disrupt platform provider behaviours, empower service users and increase individual agency. Through this case study, we identify opportunities and mechanisms for platform modification, linking augmentation to adversarial design with outcomes that have the potential to improve the well-being of platform users.
在线服务变得越来越集中,利用“平台经济”的概念来关注生态系统价值,而不是用户价值。与此同时,开发人员也在努力增强这些平台,在此过程中增强平台用户的能力。我们探索了一个为期12个月的参与式行动项目,重点是重新设计Just Eat的部分内容,这是一个外卖食品订购的在线聚合器,基于公共卫生和数字公民的理论观点。我们记录了我们在多个设计研讨会中识别用户行为和动机的经验,包括基于web增强的模板的设计,以破坏平台提供商的行为,授权服务用户并增加个人代理。通过本案例研究,我们确定了平台修改的机会和机制,将增强与对抗性设计联系起来,从而有可能改善平台用户的福祉。
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引用次数: 4
User Interface Evaluation of Design Alternatives of the Emotion-Libras - An Emotional Self-Report Instrument for Sign Language Users 情感天秤座设计方案的用户界面评价——手语用户情感自我报告工具
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-06-23 DOI: 10.1093/iwc/iwac018
S. Prietch, P. Paim, Flabiéli Miranda, Camila Soncini Nogueira, Vanuza Leite
For researchers interested in analyzing participants’ self-reflection about their emotional experience during user studies, having an instrument designed for a specific target user can be seen to show empathy for providing socio-cultural elements that involved parties feel a connection with. In user studies, communication mediation between sign language users and non-signers may include a bias; therefore, direct communication between the involved parties is welcome to reduce this risk and expand sign language users’ autonomy. This paper presents the Emotion-Libras, a self-report instrument to collect emotional responses of sign language users after interacting with technology and report findings from a user study. We conducted a focus group with five sign language users to collect their perceptions regarding the three design alternatives of the instrument. As a result, participants selected the best-fitted design interface of the instrument and also found room for improvement in video quality, language choice, written labels and user control.
对于有兴趣分析参与者在用户研究过程中对自己情感体验的自我反思的研究人员来说,为特定的目标用户设计一种工具可以被视为对提供社会文化元素的同理心,这些元素让参与者感到与之有联系。在用户研究中,手语使用者和非手语使用者之间的沟通中介可能包含偏见;因此,各方之间的直接沟通是受欢迎的,以减少这种风险,扩大手语使用者的自主权。本文介绍了一种用于收集手语使用者在与技术互动后的情绪反应的自我报告工具——情绪秤,并报告了一项用户研究的结果。我们与五名手语使用者进行了焦点小组讨论,以收集他们对手语的三种设计方案的看法。结果,参与者选择了最适合仪器的设计界面,并且在视频质量,语言选择,书面标签和用户控制方面也发现了改进的空间。
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引用次数: 1
Validation and Prioritization of Design Options for Accessible Player Experiences 无障碍玩家体验设计选项的验证和优先级
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-06-20 DOI: 10.1093/iwc/iwac017
C. Power, P. Cairns, Mark C. Barlet, Greg Haynes, Jen Beeston, Triskal Dehaven
The profile of accessible design of digital games has increased rapidly in both research and practice. Whereas at one time accessibility was a niche area of interest, it is now a key feature promoted in commercial gaming. Typically, games achieve accessibility by offering a range of options, both in settings and gameplay, that players can customize to meet their individual needs and preferences. However, there is a distinct lack of systematic data regarding the accessibility options that players prefer, how options can be prioritized in design or how options can impact player experience. This paper presents a study that collects data about options preferred by players and uses it to expand and validate a design vocabulary for accessible design in games. Further, the results point to a need to prioritize particular types of options, specifically those relating to the player-feedback loop of games, before implementing options that modify the challenges encountered by players.
数字游戏的无障碍设计在研究和实践中都得到了迅速发展。虽然易用性曾经是一个小众领域,但现在它已成为商业游戏的关键功能。通常情况下,游戏通过提供一系列设置和玩法选项来实现易用性,玩家可以根据自己的需求和喜好进行定制。然而,关于玩家喜欢的可访问性选项,如何在设计中优先考虑选项或选项如何影响玩家体验的系统数据却明显缺乏。本文介绍了一项研究,该研究收集了玩家偏好的选项数据,并用它来扩展和验证游戏中无障碍设计的设计词汇。此外,研究结果还指出,在执行修改玩家所遇到挑战的选项之前,需要优先考虑特定类型的选项,特别是那些与游戏玩家反馈循环相关的选项。
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引用次数: 1
Designing and Evaluating Iconic Gestures for Child-Robot Second Language Learning 儿童-机器人第二语言学习中标志性手势的设计与评价
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-06-13 DOI: 10.1093/iwc/iwac013
J. D. Wit, Bram Willemsen, M. Haas, R. Berghe, P. Leseman, O. Oudgenoeg-Paz, Josje Verhagen, P. Vogt, E. Krahmer
In this paper, we examine the process of designing robot-performed iconic hand gestures in the context of a long-term study into second language tutoring with children of approximately 5 years old. We explore four factors that may relate to their efficacy in supporting second language tutoring: the age of participating children; differences between gestures for various semantic categories, e.g. measurement words, such as small, versus counting words, such as five; the quality (comprehensibility) of the robot’s gestures; and spontaneous reenactment or imitation of the gestures. Age was found to relate to children’s learning outcomes, with older children benefiting more from the robot’s iconic gestures than younger children, particularly for measurement words. We found no conclusive evidence that the quality of the gestures or spontaneous reenactment of said gestures related to learning outcomes. We further propose several improvements to the process of designing and implementing a robot’s iconic gesture repertoire.
在本文中,我们在一项针对大约5岁儿童的第二语言教学的长期研究的背景下,研究了设计机器人执行标志性手势的过程。我们探讨了可能与他们支持第二语言辅导的有效性相关的四个因素:参与儿童的年龄;不同语义类别的手势之间的差异,例如测量词,如小,与计数词,如五;机器人手势的质量(可理解性);以及自发的动作再现或模仿。研究发现,年龄与儿童的学习成果有关,年龄较大的儿童比年龄较小的儿童从机器人的标志性手势中受益更多,尤其是在测量词方面。我们没有发现确凿的证据表明,手势的质量或自发再现所述手势与学习结果有关。我们进一步提出了几个改进的过程,设计和实现一个机器人的标志性手势曲目。
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引用次数: 1
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling 通过做来叙述:理解和告知设计讲故事的有形界面的桥梁概念
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-06-09 DOI: 10.1093/iwc/iwac016
C. Sylla, M. Gil, Íris Susana Pires Pereira
We present and discuss the concept ‘narrating by doing’ as the process of creating narratives by performing different embodied actions with tangible interfaces for storytelling. We characterize it as a ‘bridging concept’ that can facilitate exchange between theory and design, informing research and design of TUIs for storytelling targeting young children. The concept builds on theories of cognition, learning and narration, specifically drawing upon the following perspectives: Constructionism, Socio-Constructivism, Embodied Cognition, Narratology and The Narrative Practice Hypothesis. Building upon these theoretical foundations, we identify and discuss four ‘design articulations’ (i.e. important parameters that express the qualities of the concept), namely communicative situation, narrative function of the tangible objects, collaborative and embodied actions and the narrator’s position. Finally, we add evidence to the concept and discuss its productiveness by presenting a set of considerations to inform the design of tangible interfaces for storytelling.
我们提出并讨论了“通过行动进行叙述”这一概念,即通过使用有形界面执行不同的具体动作来创造叙述的过程。我们将其描述为一个“桥梁概念”,可以促进理论与设计之间的交流,为针对幼儿讲故事的tui的研究和设计提供信息。这一概念建立在认知、学习和叙事理论的基础上,特别是借鉴了以下观点:建构主义、社会建构主义、具体化认知、叙事学和叙事实践假说。基于这些理论基础,我们确定并讨论了四种“设计表达”(即表达概念质量的重要参数),即交流情境、有形物体的叙事功能、协作和具体化行动以及叙述者的位置。最后,我们为这一概念添加了证据,并通过提出一系列考虑事项来讨论其生产力,从而为设计讲故事的有形界面提供信息。
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引用次数: 2
Is Time on Smartphones Well Spent? 花在智能手机上的时间是否值得?
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2022-04-11 DOI: 10.1093/iwc/iwac003
M. A. Rasmussen, Julie O Frydendahl, Elisa D. Mekler, K. Hornbæk
The time we each spend using smartphones is increasing. So is the extent of discussions on whether that time is well spent and whether it results in positive experiences and ultimately improves well-being. However, research on this question rarely links the time spent on smartphones, the specific applications used, the motivation for using them and their effects on well-being. We had 70 participants compare experiences with a frequently used smartphone application and an occasionally used one. The participants used the Screen Time feature of the iPhone to select the applications and provided qualitative and quantitative data on their use of the applications. The findings show that the experience of pragmatic and hedonic value differs between the two application types, as does the experience of regret. The motivation for using the applications also in'uences whether the time is experienced as well spent. We use these findings to nuance the general discussion of smartphone usage and well-being.
我们每个人使用智能手机的时间都在增加。关于这些时间是否花得好,是否能带来积极的体验,并最终提高幸福感的讨论也在扩大。然而,关于这个问题的研究很少将花在智能手机上的时间、使用的具体应用程序、使用它们的动机以及它们对健康的影响联系起来。我们让70名参与者比较经常使用的智能手机应用程序和偶尔使用的应用程序的体验。参与者使用iPhone的屏幕时间功能来选择应用程序,并提供他们使用应用程序的定性和定量数据。研究结果表明,两种应用类型对实用价值和享乐价值的体验不同,对后悔的体验也是如此。使用应用程序的动机也会影响时间是否值得使用。我们利用这些发现对智能手机使用和幸福感的一般性讨论进行了细致入微的阐释。
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引用次数: 1
Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations 与IoT-CA对话:使用物联网对话代理对面对面对话的影响
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-10-14 DOI: 10.1093/iwc/iwab024
Ziyang Li, P. Rau
Internet of things conversational agents (IoT-CAs) are making human–computer interactions ubiquitous. In this study, we experimentally examined the effects of IoT-CA use on face-to-face conversations between close partners. A total of 136 participants (68 close relationship dyads) participated in the experiment. We prepared an IoT chat environment and provided chat topics for each dyad. The dyads were randomly assigned into one of two IoT-CA use pattern groups (joint use: two persons using an IoT-CA together; individual use: one person using an IoT-CA alone) and three interaction conditions (no IoT-CA use, conversation content-relevant IoT-CA use, conversation content-irrelevant IoT-CA use). The results showed that compared with no IoT-CA use, IoT-CA use did not have negative effects on conversation experiences but produced feelings of greater closeness to the IoT-CA in the partners. Furthermore, joint IoT-CA use in the content-relevant condition (IoT-CA made comments relevant to interpersonal interactions) helped increase interpersonal self-disclosure.
物联网会话代理(iot - ca)正在使人机交互无处不在。在本研究中,我们通过实验研究了IoT-CA对亲密伴侣之间面对面对话的影响。共有136名参与者(68对亲密关系的夫妻)参加了实验。我们准备了一个物联网聊天环境,并为每个对偶提供了聊天主题。二人组被随机分配到两个IoT-CA使用模式组之一(联合使用:两人一起使用IoT-CA;个人使用:一个人单独使用IoT-CA)和三种交互条件(不使用IoT-CA、会话内容相关的IoT-CA使用、会话内容无关的IoT-CA使用)。结果表明,与不使用IoT-CA相比,使用IoT-CA对对话体验没有负面影响,但在合作伙伴中产生了更接近IoT-CA的感觉。此外,在内容相关条件下联合使用IoT-CA (IoT-CA发表与人际互动相关的评论)有助于增加人际自我表露。
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引用次数: 2
Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses 有形桌面协作学习的设计策略:积极的相互依赖和反思暂停
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-10-06 DOI: 10.1093/iwc/iwab026
A. Wise, A. Antle, Jillian L. Warren
This mixed methods study examined the impact of two design strategies on interactional processes in a collaborative tangible-tabletop land-use planning simulation. Twenty pairs of fifth grade children used the simulation to create a world they would want to live in. To investigate the impact of positive interdependence half the pairs were assigned one of two roles, each with an associated set of tangible ‘land-use’ stamp tools. All pairs were given access to pause and reflect tools. Quantitative results showed that children in the positive interdependence condition gave more one-way explanations to their partners than control pairs. They also had fewer but longer instances of bilaterally resolved conflict. Qualitative findings indicated the importance of pause and reflect tools for provoking explanations and resolving conflict. This study has revealed important considerations for the instantiation of positive interdependence and reflective pauses in collaborative tabletop learning systems, showing both quantitative and qualitative differences in the interactional processes that result from these design strategies. CCS CONCEPTS. Human-centered computing → Empirical studies in collaborative and social computing.
这一混合方法研究考察了两种设计策略对协同有形桌面土地利用规划模拟交互过程的影响。二十对五年级的孩子用这个模拟来创造一个他们想要生活的世界。为了研究积极相互依赖的影响,一半的对被分配到两个角色中的一个,每个角色都有一套相关的有形“土地使用”印章工具。所有对都可以使用暂停和反思工具。定量结果表明,积极相互依赖条件下的孩子比对照组的孩子对伴侣的单向解释更多。双方解决冲突的次数较少,但时间较长。定性研究结果表明,暂停和反思工具对于引发解释和解决冲突的重要性。本研究揭示了协作桌面学习系统中积极相互依赖和反思暂停实例化的重要考虑因素,显示了这些设计策略导致的交互过程中的定量和定性差异。CCS的概念。以人为中心的计算→协同与社会计算的实证研究。
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引用次数: 3
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Interacting with Computers
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