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Using an Immersive Video Environment to Assess Pedestrians’ Compliance With COVID Distance Keeping Interventions 使用沉浸式视频环境评估行人对COVID保持距离干预措施的依从性
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-03 DOI: 10.1093/iwc/iwad021
J. Stenkamp, Benjamin Karic, Paula Scharf, J. Verstegen, C. Kray
Physical distancing is a key measure to slow the spread of many highly infectious diseases, e.g. COVID-19. Streetscape interventions such as pedestrian signage can contribute to ensuring distances are kept, but it is unclear to what extent people comply with these in practice. This paper tackles this question using an immersive video environment to realistically simulate real-life streetscapes in the lab. In a controlled user study, we augmented panoramic video footage with pedestrian one-way street signage and recorded route decisions to assess compliance with distance keeping measures. Our results indicate that such signage affects routing decisions and can thus help pedestrians to avoid crowded situations where distance keeping is difficult. We also identified further factors affecting decisions and a correlation between intention to comply and actual compliance. The experimental method we used enabled us to effectively and safely carry out a study of a phenomenon that in the real world depends on interaction with the physical environment. This method may have applications in other areas in which simulations of physical environments are important.
保持身体距离是减缓COVID-19等许多高传染性疾病传播的关键措施。街景干预措施,如行人标志,有助于确保保持距离,但目前尚不清楚人们在实践中遵守这些措施的程度。本文使用沉浸式视频环境在实验室中逼真地模拟现实生活中的街景来解决这个问题。在一项受控的用户研究中,我们将全景视频片段与行人单行道标志相结合,并记录路线决策,以评估距离保持措施的依从性。我们的研究结果表明,这种标志可以影响路线决策,从而帮助行人避开难以保持距离的拥挤情况。我们还确定了影响决策的进一步因素,以及意图遵守和实际遵守之间的相关性。我们使用的实验方法使我们能够有效和安全地对现实世界中依赖于与物理环境相互作用的现象进行研究。这种方法可以应用于物理环境模拟很重要的其他领域。
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引用次数: 2
How Motivation, Nomophobic Design and Environmental Demands Predict Students’ Media Multitasking when Participating in Online Courses During COVID-19: An Empirical Study with a HCI Time and Temporality Lens 动机、无网络恐惧症设计和环境需求如何预测学生在COVID-19期间参与在线课程时的媒体多任务处理:基于HCI时间和时间性镜头的实证研究
4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-28 DOI: 10.1093/iwc/iwad002
Xiangang Qin, Torkil Clemmensen, Hongqin Xin
Abstract There is an emerging shift in human–computer interaction (HCI) research from things to events and towards time and temporality as a design material, which is made even more urgent by the unique time of the COVID-19 period. This paper pushes this shift forwards by investigating factors and the way that these shape online media multitasking behaviour over time during COVID-19. We model the factors along the WHAT and HOW dimensions of the HCI-over-Time model (HCIoT) with self-report data from 117 university students and objective behavioural data from 40 university students, who participated in an online course over 2 weeks during COVID-19. The results indicated a pervasiveness of media multitasking behaviour over time in an online course, driven by individual factors and enhanced by their mutual fit. Based on interpretation of our data, we suggest conceptualizing the COVID-19 period as the larger temporal environment in the HCIoT model. The discussion further explains how the broader idea of human–computer-environment fit is significant to understand HCIoT through an interaction lens. We discuss methodological issues related to differentiating between self-report and behavioural measures when applying the HCIoT model. The conclusion supports the feasibility and significance of conceptualizing media multitasking during COVID-19 as temporal HCI and of further developing and operationalizing the HCIoT model by using both behavioural and self-report measures.
人机交互(HCI)研究出现了从事物转向事件、转向以时间和时间性为设计素材的新兴转变,在新冠肺炎疫情的特殊时期,这种转变显得更加迫切。本文通过调查因素以及这些因素在COVID-19期间长期影响在线媒体多任务处理行为的方式,推动了这一转变。我们利用117名大学生的自我报告数据和40名大学生的客观行为数据,根据HCIoT随时间模型(HCIoT)的WHAT和HOW维度对因素进行建模,这些大学生在COVID-19期间参加了为期两周的在线课程。结果表明,随着时间的推移,在线课程中媒体多任务行为的普遍存在,这是由个人因素驱动的,并因它们的相互契合而增强。基于对我们数据的解释,我们建议将COVID-19时期概念化为HCIoT模型中更大的时间环境。讨论进一步解释了更广泛的人机环境契合概念对于通过交互视角理解HCIoT的重要性。在应用HCIoT模型时,我们讨论了与区分自我报告和行为测量相关的方法学问题。该结论支持将COVID-19期间的媒体多任务处理概念作为时间型HCI的可行性和重要性,以及通过使用行为和自我报告测量进一步开发和实施HCIoT模型的可行性和重要性。
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引用次数: 0
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing 以人为本计算中的远程工作、工作测量和工作研究现状
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-27 DOI: 10.1093/iwc/iwad014
Sandy J. J. Gould, A. Rudnicka, Dave Cook, Marta E. Cecchinato, Joseph W. Newbold, A. Cox
Over the past few decades, a small but growing group of people have worked remotely from their homes. With the arrival of the coronavirus pandemic, millions of people found themselves joining this group overnight. In this position paper, we examine the kinds of work that ‘went remote’ in response to the pandemic, and consider the ways in which this transition was influenced by (and in turn came to influence) contemporary trends in digital workplace measurement and evaluation. We see that employers appeared reluctant to let certain classes of employee work remotely. When the pandemic forced staff home, employers compensated by turning to digital surveillance tools, even though, as we argue, these tools seem unable to overcome the significant conceptual barriers to understanding how people are working. We also observed that, in the United Kingdom context, the pandemic didn’t mean remote work for a significant proportion of the population. We assert that, to maximize its impact, ‘future of work’ research in human-centred computing must be more inclusive and representative of work, rather than focusing on the experiences of knowledge workers and those involved in new forms of work.
在过去的几十年里,有一小群人在家里远程工作,但人数在不断增长。随着冠状病毒大流行的到来,数百万人发现自己一夜之间加入了这个群体。在本立场文件中,我们研究了为应对疫情而“转向远程”的工作类型,并考虑了这种转变是如何受到(并反过来影响)数字化工作场所测量和评估的当代趋势的影响的。我们看到,雇主似乎不愿意让某些类别的员工远程工作。当疫情迫使员工回家时,雇主通过使用数字监测工具进行补偿,尽管正如我们所说,这些工具似乎无法克服理解人们如何工作的重大概念障碍。我们还观察到,在英国,大流行并不意味着很大一部分人口需要远程工作。我们断言,为了最大限度地发挥其影响,以人为中心的计算的“未来工作”研究必须更具包容性和代表性,而不是专注于知识工作者和参与新形式工作的人的经验。
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引用次数: 4
Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living 设计一个压力和焦虑支持工具,以帮助患有自闭症的年轻人在日常生活中
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-27 DOI: 10.1093/iwc/iwad012
Marcela A Espinosa, Lizbeth Escobedo
Individuals with autism may experience higher stress and anxiety levels for longer periods than their neurotypical peers. Traditional techniques to provide stress relief and anxiety management include support, which reminds people of how to face stressful situations. Some technological proposals supporting the user include strategies for detecting and monitoring stress levels. In this research, we conducted an iterative user-centered study aiming to understand how young adults with autism deal with stress in real-life situations. We proposed a set of five design principles that will serve as guidelines to develop assistive anxiety management technology for individuals with autism. We then developed a set of low-fi prototypes and selected SATORI, a support tool composed of three interfaces, to help young adults with autism autonomously manage the anxiety caused by stressful situations in their daily life. We evaluated our proposed design principles using SATORI with eight young adults with autism. The results show a positive perception of the design principles on what SATORI is based on, as participants perceived that SATORI could help them in their daily life to manage stress and channel anxiety.
自闭症患者可能比正常的同龄人经历更长的压力和焦虑水平。提供压力缓解和焦虑管理的传统技术包括支持,它提醒人们如何面对压力情况。支持用户的一些技术建议包括检测和监测应力水平的策略。在这项研究中,我们进行了一项以用户为中心的迭代研究,旨在了解患有自闭症的年轻成年人如何在现实生活中应对压力。我们提出了一套五个设计原则,将作为指导方针,为自闭症患者开发辅助焦虑管理技术。然后,我们开发了一套低保真原型,并选择了SATORI,一个由三个界面组成的支持工具,以帮助患有自闭症的年轻人自主管理日常生活中压力情况引起的焦虑。我们用SATORI对8名自闭症青年进行了评估。结果显示,参与者对SATORI的设计原则有积极的看法,因为参与者认为SATORI可以帮助他们在日常生活中管理压力和疏导焦虑。
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引用次数: 1
Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors' Engagement in a Science Museum Exhibition 设计和评估Aventura Marina:一个严肃的游戏,以促进游客参与科学博物馆展览
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-27 DOI: 10.1093/iwc/iwad017
Jessica Cordova-Rangel, Karina Caro
Museums have employed video games in their exhibitions to foster visitors’ participation and improve their learning process through a positive experience. In this work, we present Aventura Marina, a serious video game inspired by escape room game mechanics, composed of an app and an authoring tool, which aims to promote visitors’ engagement with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican museum in the northwest of Mexico. To design Aventura Marina, we followed a user-centered design approach, based on the design thinking methodology. We evaluated the high-fidelity prototype of the game and the low-fidelity prototype of the authoring tool with museum staff and potential visitors. Our results indicate that Aventura Marina has the potential to promote visitors’ engagement with the Sea Hall exhibition as participants indicated having a positive experience, recognized that they were more interested in and less bored by the topics of the exhibition and that they were eager to play the game again. In relation to the authoring tool, museum staff mentioned how this project could be implemented in other halls of the museum. Finally, we discuss the improvements for a future iteration of the prototypes and how this kind of technology can complement the content of museum exhibitions.
博物馆在展览中使用电子游戏,以促进参观者的参与,并通过积极的体验改善他们的学习过程。在这个作品中,我们展示了Aventura Marina,这是一个严肃的电子游戏,灵感来自密室逃脱游戏机制,由一个应用程序和一个创作工具组成,旨在促进游客参与墨西哥西北部的Caracol Museo de Ciencias博物馆的新展览海洋大厅。为了设计Aventura Marina,我们遵循了以用户为中心的设计方法,基于设计思维方法。我们与博物馆工作人员和潜在访客一起评估了游戏的高保真原型和创作工具的低保真原型。我们的研究结果表明,Aventura Marina有潜力促进游客对海洋大厅展览的参与,因为参与者表示有积极的体验,认识到他们对展览主题更感兴趣,不那么无聊,并且他们渴望再次玩这个游戏。关于创作工具,博物馆工作人员提到了如何在博物馆的其他大厅实施这个项目。最后,我们讨论了未来原型迭代的改进,以及这种技术如何补充博物馆展览的内容。
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引用次数: 1
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being COVID-19如何改变Instagram上的自我呈现及其与用户幸福感的关系
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-22 DOI: 10.1093/iwc/iwad013
M. Turner, Danna Ordonia
Social media use increased during the COVID-19 pandemic with platforms providing an important forum for communication and self-expression. In this study, we explore shifts in online posting behaviors and self-presentation following the onset of lockdown. Content analysis of active Instagram accounts (n = 73) was conducted for the 3-month period before and immediately following the start of lockdown in the UK, and compared to psychological well-being, social media dependency and motives for online self-presentation during lockdown. Changes in the nature of images and captions used by profile owners were found following the start of lockdown, with more selfies and throwback photographs of past events being posted. Images in contexts depicting users as ‘social’, and positive or explanatory message captioning decreased during lockdown. Limited evidence was found to support the hypothesis that images posted were predictive of psychological well-being in lockdown. More followers and the degree to which online portrayals represented ‘real-self’ appeared more critical to well-being during lockdown.
新冠肺炎大流行期间,社交媒体的使用有所增加,平台为沟通和自我表达提供了重要论坛。在这项研究中,我们探讨了封锁开始后在线发帖行为和自我展示的变化。在英国封锁开始前后的3个月内,对活跃的Instagram账户(n=73)进行了内容分析,并与封锁期间的心理健康、社交媒体依赖和在线自我展示动机进行了比较。封锁开始后,个人资料所有者使用的图片和说明的性质发生了变化,发布了更多过去事件的自拍和复古照片。在封锁期间,将用户描述为“社交”的上下文中的图像以及正面或解释性的信息字幕减少了。发现有限的证据支持这样一种假设,即发布的图像可以预测封锁期间的心理健康。在封锁期间,更多的追随者和网络形象代表“真实自我”的程度似乎对幸福感更为关键。
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引用次数: 2
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students HCI课程中的虚拟翻转课堂:巴西学生经验案例研究
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-21 DOI: 10.1093/iwc/iwad015
L. Zaina, Suéllen Martinelli
The interest in virtual learning is not new; however, it has become a hot topic since the outbreak of COVID-19. In the area of human–computer interaction (HCI), there have been few educational experiences conducted in fully online mode. This paper examines a virtual flipped classroom–based approach, which was adopted to support HCI teaching–learning by using online tools. We conducted two case studies at a Brazilian University and carried out qualitative data analysis. We also investigated how this approach affected the experience of undergraduate and graduate students, together with the skills it enabled them to acquire. The results revealed a high degree of satisfaction and motivation felt by students when they adopted this approach and a change in their mindset about the importance of HCI in their future job activities as professionals. Skills related to effective work in group management and innovative thinking were also stimulated by our approach.
对虚拟学习的兴趣并不新鲜;然而,自新冠肺炎疫情爆发以来,它成为了一个热门话题。在人机交互(HCI)领域,很少有完全在线模式的教育体验。本文研究了一种基于虚拟翻转课堂的方法,该方法通过使用在线工具来支持HCI教学。我们在巴西一所大学进行了两个案例研究,并进行了定性数据分析。我们还调查了这种方法如何影响本科生和研究生的经历,以及它使他们能够获得的技能。结果显示,当学生采用这种方法时,他们感到高度的满意度和动力,并且他们对HCI在未来专业工作活动中的重要性的心态发生了变化。我们的方法也激发了团队管理中有效工作的技能和创新思维。
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引用次数: 0
The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine 居家隔离期间自闭症谱系障碍患者护理人员对社交媒体效用的感知
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-19 DOI: 10.1093/iwc/iwad006
Stefano Guidi, P. Palmitesta, M. Bracci, E. Marchigiani, O. Parlangeli
During the COVID-19 pandemic, the use of social media offered a possible way to address the difficulties of social relationships for people with autism spectrum disorder (ASD), as well as a way to ease the problems of their caregivers. To gather information on the feasibility of this solution, we conducted an online questionnaire about the first lockdown period in Italy (March–May 2020) with 29 caregivers of ASD individuals. The questionnaire investigated their living conditions, the way time was spent during isolation, the availability of technological equipment, the perceived level of anxiety and the perceived utility of social media. The results showed that the difficulties of using social media had not been overcome, even at this time of greatest need. However, caregivers who take care of ASD people with high levels of anxiety perceived social media as more useful. This result invites further reflection on how to implement social media effectively for people with ASD.
在新冠肺炎大流行期间,社交媒体的使用为自闭症谱系障碍(ASD)患者解决社会关系困难提供了一种可能的方法,也为缓解其护理人员的问题提供了一个可能的方法。为了收集有关该解决方案可行性的信息,我们对29名自闭症谱系障碍患者的护理人员进行了一项关于意大利第一次封锁期(2020年3月至5月)的在线问卷调查。问卷调查了他们的生活条件、隔离期间的时间、技术设备的可用性、焦虑程度和社交媒体的效用。结果表明,即使在最需要的时候,使用社交媒体的困难也没有得到克服。然而,照顾焦虑程度高的自闭症谱系障碍患者的护理人员认为社交媒体更有用。这一结果引发了人们对如何为自闭症谱系障碍患者有效实施社交媒体的进一步思考。
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引用次数: 0
Dead Users' Profiles on Facebook: Limited Interaction Beyond Human Existence Facebook上死亡用户的个人资料:超越人类存在的有限互动
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-18 DOI: 10.1093/iwc/iwad003
Daniele Trevisan, Cristiano Maciel, Vinícius Carvalho Pereira, Roberto Pereira
Death has become increasingly visible on social networks, especially after COVID-19, and Facebook addresses that with double standards: while some profiles remain active, others turn into memorials. This article investigates how Facebook’s system deals with dead users’ profiles either to support or restrict interactions concerning users’ deaths. Our qualitative analysis of data from 54 public profiles of people who died between June 2020 and March 2021 showed that (i) Facebook fails to communicate the criteria for transforming profiles into memorials; (ii) no information about their contacts of deceased users’ profiles is given; (iii) the frequency of interaction with memorials and with active profiles is different; (iv) profiles’ privacy settings shape interaction. Our results exemplify how a sociotechnical system influences people’s interactions with dead users’ profiles. We herein highlight implications for interaction design and evaluation, besides the need to consider interaction as existence, which raises big challenges to the Human Computer Interaction (HCI) community.
死亡在社交网络上变得越来越明显,尤其是在2019冠状病毒病之后,Facebook以双重标准解决了这一问题:一些个人资料仍然活跃,而另一些则变成了纪念。这篇文章调查了Facebook的系统如何处理死亡用户的个人资料,以支持或限制与用户死亡有关的互动。我们对2020年6月至2021年3月期间死亡的54名公众资料的数据进行了定性分析,结果表明:(i) Facebook未能传达将个人资料转化为纪念的标准;(ii)没有提供有关其联系人或已故用户档案的信息;(iii)与纪念馆和活动概况的互动频率不同;(iv)配置文件的隐私设置影响交互。我们的研究结果举例说明了社会技术系统如何影响人们与已故用户的个人资料的互动。除了需要将交互视为存在之外,我们在此强调交互设计和评估的含义,这对人机交互(HCI)社区提出了巨大的挑战。
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引用次数: 0
Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control 对ATC用户体验的更正:探索空中交通管制的新界面概念
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-06 DOI: 10.1093/iwc/iwad020
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引用次数: 0
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