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RadarHand: a Wrist-Worn Radar for On-Skin Touch-based Proprioceptive Gestures RadarHand:一种腕式雷达,用于基于皮肤触摸的本体感觉手势
2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-10-27 DOI: 10.1145/3617365
Ryo Hajika, Tamil Selvan Gunasekaran, Chloe Dolma Si Ying Haigh, Yun Suen Pai, Eiji Hayashi, Jaime Lien, Danielle Lottridge, Mark Billinghurst
We introduce RadarHand, a wrist-worn wearable with millimetre wave radar that detects on-skin touch-based proprioceptive hand gestures. Radars are robust, private, small, penetrate materials, and require low computation costs. We first evaluated the proprioceptive and tactile perception nature of the back of the hand and found that tapping on the thumb is the least proprioceptive error of all the finger joints, followed by the index finger, middle finger, ring finger, and pinky finger in the eyes-free and high cognitive load situation. Next, we trained deep-learning models for gesture classification. We introduce two types of gestures based on the locations of the back of the hand: generic gestures and discrete gestures. Discrete gestures are gestures that start at specific locations and end at specific locations at the back of the hand, in contrast to generic gestures, which can start anywhere and end anywhere on the back of the hand. Out of 27 gesture group possibilities, we achieved 92% accuracy for a set of seven gestures and 93% accuracy for the set of eight discrete gestures. Finally, we evaluated RadarHand’s performance in real-time under two interaction modes: Active interaction and Reactive interaction. Active interaction is where the user initiates input to achieve the desired output, and reactive interaction is where the device initiates interaction and requires the user to react. We obtained an accuracy of 87% and 74% for active generic and discrete gestures, respectively, as well as 91% and 81.7% for reactive generic and discrete gestures, respectively. We discuss the implications of RadarHand for gesture recognition and directions for future works.
我们介绍RadarHand,这是一款带毫米波雷达的腕戴式可穿戴设备,可以检测基于皮肤触摸的本体感觉手势。雷达是强大的,私有的,小的,穿透材料的,并且需要低的计算成本。我们首先评估了手背的本体感觉和触觉感知性质,发现在无眼和高认知负荷情况下,敲击拇指是所有手指关节中本体感觉误差最小的,其次是食指、中指、无名指和小指。接下来,我们训练了用于手势分类的深度学习模型。我们根据手背的位置介绍两种类型的手势:通用手势和离散手势。离散手势是从手背的特定位置开始并在特定位置结束的手势,与一般手势相反,一般手势可以从手背的任何位置开始和结束。在27个手势组的可能性中,我们对一组7个手势的准确率达到92%,对一组8个离散手势的准确率达到93%。最后,我们对RadarHand在主动交互和被动交互两种交互模式下的实时性能进行了评估。主动交互是用户发起输入以实现所需输出的地方,而被动交互是设备发起交互并要求用户做出反应的地方。我们对主动通用手势和离散手势的准确率分别为87%和74%,对反应性通用手势和离散手势的准确率分别为91%和81.7%。我们讨论了RadarHand对手势识别的意义和未来工作的方向。
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引用次数: 0
Spreadsheets on Interactive Surfaces: Breaking through the Grid with the Pen 交互式表面上的电子表格:用笔突破网格
2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-10-25 DOI: 10.1145/3630097
Vincent Cavez, Caroline Appert, Emmanuel Pietriga
Spreadsheet programs for interactive surfaces have limited manipulations capabilities and are often frustrating to use. One key reason is that the spreadsheet grid creates a layer that intercepts most user input events, making it difficult to reach the cell values that lie underneath. We conduct an analysis of commercial spreadsheet programs and an elicitation study to understand what users can do and what they would like to do with spreadsheets on interactive surfaces. Informed by these, we design interaction techniques that leverage the precision of the pen to mitigate friction between the different layers. These enable more operations by direct manipulation on and through the grid, targeting not only cells and groups of cells, but values and substrings within and across cells as well. We prototype these interaction techniques and conduct a qualitative study with information workers who perform a variety of spreadsheet operations on their own data.
用于交互界面的电子表格程序操作能力有限,使用起来常常令人沮丧。一个关键原因是电子表格网格创建了一个层,该层拦截了大多数用户输入事件,使得很难到达下面的单元格值。我们对商业电子表格程序进行了分析,并进行了启发式研究,以了解用户可以做什么以及他们希望在交互式界面上使用电子表格做什么。根据这些信息,我们设计了交互技术,利用笔的精度来减轻不同层之间的摩擦。通过对网格进行直接操作和通过网格进行操作,不仅可以针对单元格和单元格组,还可以针对单元格内部和单元格之间的值和子字符串。我们对这些交互技术进行了原型化,并对在自己的数据上执行各种电子表格操作的信息工作者进行了定性研究。
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引用次数: 0
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI 探索行为改变技术的生活体验:迈向HCI行为改变的存在模型
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-09-25 DOI: 10.1145/3603497
A. Rapp, A. Boldi
The majority of behavior change and persuasive technologies are exclusively addressed to modify a specific behavior. However, the focus on behavior may cloud the “existential aspects” of the process of change. To explore the lived and meaning-laden experience of behavior change, we interviewed 23 individuals who have used behavior change technology in their everyday life. The study findings highlight that behavior change is tied to meanings that point to existential matters, relates to a nexus of life circumstances, and unfolds over long periods of time. By contrast, the technology used by the participants appears mostly to focus on the present target behavior, ignoring its links to the participants’ life “context” and “time,” also providing scarce help for sense-making. Based on these findings, we surface a preliminary “existential model of behavior change,” identify several barriers that may prevent the modification of behavior and propose some design suggestions to overcome them.
大多数行为改变和说服技术都是专门针对改变特定行为的。然而,对行为的关注可能会掩盖变化过程的“存在方面”。为了探索行为改变的生动和充满意义的经历,我们采访了23位在日常生活中使用行为改变技术的人。研究结果强调,行为改变与指向存在问题的意义有关,与生活环境的联系有关,并在很长一段时间内展开。相比之下,参与者使用的技术似乎主要集中在当前的目标行为上,忽略了它与参与者的生活“背景”和“时间”的联系,也为意义构建提供了很少的帮助。基于这些发现,我们提出了一个初步的“行为改变的存在模型”,确定了可能阻止行为改变的几个障碍,并提出了一些设计建议来克服它们。
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引用次数: 2
User Experience of Digital Voice Assistant: Conceptualization and Measurement 数字语音助手的用户体验:概念和测量
2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-09-22 DOI: 10.1145/3622782
Qian Chen, Yeming Gong, Yaobin Lu
With the development of digital virtual assistants(DVA), academics and practitioners have increased attention to the DVA user experience. However, the measurement scale of DVA user experience is still under-researched, which may hinder further empirical study on human-DVA interaction. This study rigorously developed dimensions and associated scales of the DVA user experience. We employed a mixed-method approach that integrated qualitative and quantitative methods. This study first developed multilevel dimensions of DVA user experience based on consumers’ online reviews (n = 21,314), then adopted the ten-step method to develop the associate measurement scale with reliability and validity by collecting and examining three data sets (pretest: n = 368, refinement and validation: n = 585, cross-validation: n = 567). This study fills the gap of a lack of research on the classification and measurement of DVA user experience and provides a reference for practitioners in developing DVA and continuously improving the DVA user experience.
随着数字虚拟助理(DVA)的发展,数字虚拟助理的用户体验越来越受到学术界和实践者的关注。然而,DVA用户体验的测量尺度研究仍然不足,这可能会阻碍对人-DVA交互的进一步实证研究。本研究严格开发了DVA用户体验的维度和相关尺度。我们采用了一种综合定性和定量方法的混合方法。本研究首先基于消费者在线评论(n = 21,314)开发了DVA用户体验的多层次维度,然后通过收集和检验三个数据集(前测:n = 368,精化和验证:n = 585,交叉验证:n = 567),采用十步法开发了具有信效度的关联测量量表。本研究填补了DVA用户体验分类与测量研究不足的空白,为从业人员发展DVA、不断完善DVA用户体验提供参考。
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引用次数: 0
Blueprints: Systematizing Behavior Change Designs - The Case of Social Comparison Theory 蓝图:系统化的行为改变设计——社会比较理论的案例
2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-09-19 DOI: 10.1145/3617364
Roelof A. J. de Vries, Mailin Lemke, Geke D. S. Ludden
To improve people’s lives, human-computer interaction researchers are increasingly designing technological solutions based on behavior change theory, such as social comparison theory. However, how researchers operationalize such a theory as a design remains largely unclear. One way to clarify this methodological step is to clearly state which functional elements of a design are aimed at operationalizing a specific behavior change theory construct to evaluate if such aims were successful. In this paper, we investigate how the operationalization of functional elements of theories and designs can be more easily conveyed. First, we present a scoping review of the literature to determine the state of operationalizations of social comparison theory as behavior change designs. Second, we introduce a new tool to facilitate the operationalization process. We term the tool: Blueprints. A blueprint explicates essential functional elements of a behavior change theory by describing it in relation to necessary , and sufficient building blocks incorporated in a design. We describe the process of developing a blueprint for social comparison theory. Lastly, we illustrate how the blueprint can be used during the design refinement and reflection process.
为了改善人们的生活,人机交互研究人员越来越多地设计基于行为改变理论的技术解决方案,如社会比较理论。然而,研究人员如何将这种理论作为一种设计来操作,在很大程度上仍然不清楚。澄清这一方法论步骤的一种方法是清楚地说明设计的哪些功能元素旨在实现特定的行为改变理论结构,以评估这些目标是否成功。在本文中,我们探讨了如何更容易地传达理论和设计的功能元素的操作化。首先,我们对文献进行了范围审查,以确定社会比较理论作为行为改变设计的运作状态。第二,我们引入了一个新工具,以促进操作过程。我们称这个工具为:蓝图。蓝图通过描述与设计中必要和充分的构建块相关的行为改变理论,阐明了行为改变理论的基本功能元素。我们描述了发展社会比较理论蓝图的过程。最后,我们说明了如何在设计改进和反思过程中使用蓝图。
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引用次数: 0
Post-growth Human–Computer Interaction 成长后的人机交互
2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-09-19 DOI: 10.1145/3624981
Vishal Sharma, Neha Kumar, Bonnie Nardi
Human–Computer Interaction (HCI) researchers have increasingly been questioning computing’s engagement with unsustainable and unjust economic growth, pushing for identifying alternatives. Incorporating degrowth, post-development, and steady-state approaches, post-growth philosophy offers an alternative not rooted in growth but in improving quality of life. It recommends an equitable reduction in resource use through sensible distributive practices where fulfillment is based on values including solidarity, cooperation, care, social justice, and localized development. In this paper, we describe opportunities for HCI to take a post-growth orientation in research, design, and practice to reimagine the design of sociotechnical systems toward advancing sustainable, just, and humane futures. We aim for the critiques, concerns, and recommendations offered by post-growth to be integrated into transformative HCI practices for technology-mediated change.
人机交互(HCI)研究人员越来越多地质疑计算与不可持续和不公正的经济增长的关系,并推动寻找替代方案。后增长哲学结合了去增长、后发展和稳态方法,提供了一种不以增长为基础,而是以提高生活质量为基础的选择。它建议通过合理的分配实践来公平地减少资源的使用,其中实现的基础是团结、合作、关怀、社会正义和地方发展等价值观。在本文中,我们描述了HCI在研究、设计和实践中采取后增长导向的机会,以重新构想社会技术系统的设计,以推进可持续、公正和人道的未来。我们的目标是将后增长时期提出的批评、关注和建议整合到变革HCI实践中,以应对技术介导的变革。
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引用次数: 0
The Group Folding Effect: The Role of Collaborative Process Structuring and Social Interaction in Group Work 群体折叠效应:协作过程结构和社会互动在群体工作中的作用
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-09-04 DOI: 10.1145/3622783
Mohamed Ez-zaouia, Rubiela Carrillo
Group work involves a myriad of complex processes encompassing social, perceptual, cognitive, and contextual factors. However, there is a lack of empirical research on computer-supported group work processes and their impact on outcomes at different stages of group work, especially when creativity and quality of outcomes are significant. Group work processes can interfere and hinder productivity, which we refer to as the “group folding effect.” We designed a three-stage process structuring to enhance group work productivity. In a field study, we examined how process structuring shapes productivity in two sub-studies: design and peer feedback, each with 40 participants (N = 40). The results revealed that process structuring significantly improved both the quantity and quality of productivity. Additionally, process structuring appeared to reduce inhibitory effects of group work, such as negative priming, fixation on familiar ideas, and social comparison. We discuss the implications of this research in supporting productive group work processes in collaborative tools and insights into a pattern of the group folding effect.
小组工作涉及无数复杂的过程,包括社会、感知、认知和上下文因素。然而,缺乏对计算机支持的小组工作过程及其对小组工作不同阶段结果的影响的实证研究,尤其是在创造力和结果质量显著的情况下。团队工作过程会干扰和阻碍生产力,我们称之为“团队折叠效应”。我们设计了一个三阶段的过程结构来提高团队工作的生产力。在一项实地研究中,我们在两个子研究中考察了流程结构如何塑造生产力:设计和同伴反馈,每个研究有40名参与者(N=40)。结果表明,工艺结构显著提高了生产率的数量和质量。此外,过程结构似乎可以减少团队工作的抑制作用,如负面启动、对熟悉想法的固定和社会比较。我们讨论了这项研究在支持协作工具中的生产性团队工作过程方面的意义,并深入了解了团队折叠效应的模式。
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引用次数: 0
How Did They Build the Free Encyclopedia? A Literature Review of Collaboration and Coordination among Wikipedia Editors 他们是如何建立免费百科全书的?维基百科编者之间协作与协调的文献综述
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-31 DOI: 10.1145/3617369
Yuqing Ren, Haifeng Zhang, Robert E. Kraut
Wikipedia has been the poster child for large-scale online open collaboration while few other online open collaboration initiatives have achieved similar success. How did Wikipedians do it? Besides the technical infrastructure, what social dynamics and processes are critical to its success? This essay reviews 217 articles that examined aspects of the behaviors of Wikipedia editors and the processes through which they coordinate and collaborate. Using the Input-Mediator-Output-Input model (IMOI) as the organizing framework, we summarized the key insights in an integrative review. The input factors include editors, their motivations, and the tools they use to support their work. The mediating factors include coordination, governance, leadership, conflict, newcomer socialization, and roles. The outcome focuses on measuring and predicting contribution quantity and quality. We hope our work serves as a road map for researchers who are interested in Wikipedia to learn about prior research and identify future research directions.
维基百科一直是大规模在线开放协作的典范,而很少有其他在线开放协作计划取得了类似的成功。维基人是怎么做到的?除了技术基础设施之外,哪些社会动态和进程对其成功至关重要?这篇文章回顾了217篇文章,这些文章研究了维基百科编辑的行为以及他们协调和合作的过程。以输入-中介-输出-输入模型(IMOI)为组织框架,我们在一篇综合综述中总结了关键见解。输入因素包括编辑,他们的动机,以及他们用来支持工作的工具。中介因素包括协调、治理、领导、冲突、新人社会化和角色。结果侧重于测量和预测贡献的数量和质量。我们希望我们的工作可以成为对维基百科感兴趣的研究人员了解以前研究和确定未来研究方向的路线图。
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引用次数: 0
Patient Acceptance of Self-Monitoring on Smartwatch in a Routine Digital Therapy: a Mixed-Methods Study 患者在常规数字治疗中接受智能手表自我监测的混合方法研究
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-26 DOI: 10.1145/3617361
Camille Nadal, Caroline Earley, Ángel Enrique, C. Sas, D. Richards, Gavin Doherty
Self-monitoring of mood and lifestyle habits is the cornerstone of many therapies, but it is still hindered by persistent issues including inaccurate records, gaps in the monitoring, patient burden, and perceived stigma. Smartwatches have potential to deliver enhanced self-reports, but their acceptance in clinical mental health settings is unexplored and rendered difficult by a complex theoretical landscape and need for a longitudinal perspective. We present the Mood Monitor smartwatch application for mood and lifestyle habits self-monitoring. We investigated patient acceptance of the app within a routine 8-week digital therapy. We recruited 35 patients of the UK’s National Health Service and evaluated their acceptance through three online questionnaires and a post-study interview. We assessed the clinical feasibility of the Mood Monitor by comparing clinical, usage, and acceptance metrics obtained from the 35 patients with smartwatch with those from an additional 34 patients without smartwatch (digital treatment as usual). Findings showed that the smartwatch app was highly accepted by patients, revealed which factors facilitated and impeded this acceptance, and supported clinical feasibility. We provide guidelines for the design of self-monitoring on smartwatch and reflect on the conduct of HCI research evaluating user acceptance of mental health technologies.
对情绪和生活习惯的自我监测是许多疗法的基石,但它仍然受到持续存在的问题的阻碍,包括记录不准确、监测差距、患者负担和感知耻辱。智能手表有潜力提供增强的自我报告,但它们在临床心理健康环境中的接受度尚未被探索,并且由于复杂的理论环境和对纵向视角的需求而变得困难。我们推出了情绪监测智能手表应用程序,用于情绪和生活习惯的自我监测。我们在为期8周的常规数字治疗中调查了患者对该应用程序的接受情况。我们招募了35名英国国家卫生服务局的患者,并通过三份在线问卷和一次研究后访谈评估了他们的接受程度。我们通过比较35名使用智能手表的患者和另外34名未使用智能手表(像往常一样进行数字治疗)的患者的临床、使用和接受指标,评估了情绪监测器的临床可行性。研究结果表明,智能手表应用程序被患者高度接受,揭示了哪些因素促进和阻碍了这种接受,并支持临床可行性。我们为智能手表上的自我监测设计提供了指导方针,并反思了HCI研究的开展情况,该研究评估了用户对心理健康技术的接受程度。
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引用次数: 0
How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces 注视可视化如何促进三维虚拟空间中的非正式交流
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-08-26 DOI: 10.1145/3617368
Junko Ichino, Masahiro Ide, Takehito Yoshiki, Hitomi Yokoyama, Hirotoshi Asano, Hideo Miyachi, Daisuke Okabe
This study explores how gaze visualization in virtual spaces facilitates the initiation of informal communication. Three styles of gaze cue visualization (arrow, bubbles, and miniature avatar) with two types of gaze behavior (one-sided gaze and joint gaze) were evaluated. 96 participants used either a non-visualized gaze cue or one of the three visualized gaze cues. The results showed that all visualized gaze cues facilitated the initiation of informal communication more effectively than the non-visualized gaze cue. For one-sided gaze, overall, bubbles had more positive effects on the gaze receiver's behaviors and experiences than the other two visualized gaze cues, although the only statistically significant difference was in the verbal reaction rates. For joint gaze, all three visualized gaze cues had positive effects on the receiver's behaviors and experiences. The design implications of the gaze visualization and the confederate-based evaluation method contribute to research on informal communication and social virtual reality.
本研究探讨了虚拟空间中的凝视可视化如何促进非正式交流的启动。评估了三种凝视线索可视化风格(箭头、气泡和微型化身)和两种凝视行为(单侧凝视和联合凝视)。96名参与者使用非可视化凝视线索或三个可视化凝视线索中的一个。结果表明,所有视觉化的凝视线索都比非视觉化的注视线索更有效地促进了非正式交流的启动。总体而言,对于单侧凝视,与其他两种视觉凝视线索相比,气泡对凝视接受者的行为和体验有更积极的影响,尽管唯一具有统计学意义的差异是言语反应率。对于共同凝视,所有三个可视化的凝视线索都对接受者的行为和体验产生了积极影响。凝视可视化和基于联盟的评估方法的设计含义有助于非正式交流和社交虚拟现实的研究。
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引用次数: 0
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ACM Transactions on Computer-Human Interaction
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