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Visual Noise Cancellation: Exploring Visual Discomfort and Opportunities for Vision Augmentations 视觉噪声消除:探索视觉不适和视觉增强的机会
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-06 DOI: 10.1145/3634699
Junlei Hong, Tobias Langlotz, Jonathan Sutton, Holger Regenbrecht

Acoustic noise control or cancellation (ANC) is a commonplace component of modern audio headphones. ANC aims to actively mitigate disturbing environmental noise for a quieter and improved listening experience. ANC is digitally controlling frequency and amplitude characteristics of sound. Much less explored is visual noise and active visual noise control, which we address here. We first explore visual noise and scenarios in which visual noise arises based on findings from four workshops we conducted. We then introduce the concept of visual noise cancellation (VNC) and how it can be used to reduce identified effects of visual noise. In addition, we developed head-worn demonstration prototypes to practically explore the concept of active VNC with selected scenarios in a user study. Finally, we discuss the application of VNC, including vision augmentations that moderate the user’s view of the environment to address perceptual needs and to provide augmented reality content.

声学噪声控制或消除(ANC)是现代音频耳机的一个常见组成部分。ANC旨在积极减少令人不安的环境噪音,以获得更安静和更好的聆听体验。ANC是数字控制声音的频率和振幅特性。较少探索的是视觉噪声和主动视觉噪声控制,我们在这里讨论。我们首先根据我们举办的四个研讨会的研究结果探讨视觉噪音和视觉噪音产生的情况。然后,我们介绍了视觉噪声消除(VNC)的概念,以及如何使用它来减少视觉噪声的识别效果。此外,我们还开发了头戴式演示原型,以便在用户研究中通过选定的场景实际探索活动VNC的概念。最后,我们讨论了VNC的应用,包括调节用户对环境的看法的视觉增强,以满足感知需求并提供增强现实内容。
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引用次数: 0
Reliability Criteria for News Websites 新闻网站的可靠性标准
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-05 DOI: 10.1145/3635147
Hendrik Heuer, Elena L. Glassman

Misinformation poses a threat to democracy and to people’s health. Reliability criteria for news websites can help people identify misinformation. But despite their importance, there has been no empirically substantiated list of criteria for distinguishing reliable from unreliable news websites. We identify reliability criteria, describe how they are applied in practice, and compare them to prior work. Based on our analysis, we distinguish between manipulable and less manipulable criteria and compare politically diverse laypeople as end users and journalists as expert users. We discuss 11 widely recognized criteria, including the following 6 criteria that are difficult to manipulate: content, political alignment, authors, professional standards, what sources are used, and a website’s reputation. Finally, we describe how technology may be able to support people in applying these criteria in practice to assess the reliability of websites.

错误信息对民主和人民健康构成威胁。新闻网站的可靠性标准可以帮助人们识别错误信息。但是,尽管它们很重要,却没有经验证实的区分可靠和不可靠新闻网站的标准清单。我们确定了可靠性标准,描述了它们如何在实践中应用,并将它们与先前的工作进行了比较。根据我们的分析,我们区分了可操纵和不可操纵的标准,并将政治上不同的外行人作为最终用户和记者作为专家用户进行了比较。我们讨论了11个被广泛认可的标准,包括以下6个难以操纵的标准:内容、政治立场、作者、专业标准、使用的来源和网站的声誉。最后,我们描述了技术如何能够支持人们在实践中应用这些标准来评估网站的可靠性。
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引用次数: 0
“Sometimes it’s Like Putting the Track in Front of the Rushing Train”: Having to Be ‘On Call’ for Work Limits the Temporal Flexibility of Crowdworkers “有时这就像把轨道放在疾速列车的前面”:必须“随叫随到”的工作限制了众包工作者的时间灵活性
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-04 DOI: 10.1145/3635145
Laura Lascău, Duncan P. Brumby, Sandy J.J. Gould, Anna L. Cox

Research suggests that the temporal flexibility advertised to crowdworkers by crowdsourcing platforms is limited by both client-imposed constraints (e.g., strict completion times) and crowdworkers’ tooling practices (e.g., multitasking). In this paper, we explore an additional contributor to workers’ limited temporal flexibility: the design of crowdsourcing platforms, namely requiring crowdworkers to be ‘on call’ for work. We conducted two studies to investigate the impact of having to be ‘on call’ on workers’ schedule control and job control. We find that being ‘on call’ impacted: (1) participants’ ability to schedule their time and stick to planned work hours, and (2) the pace at which participants worked and took breaks. The results of the two studies suggest that the ‘on-demand’ nature of crowdsourcing platforms can limit workers’ temporal flexibility by reducing schedule control and job control. We conclude the paper by discussing the implications of the results for: (a) crowdworkers, (b) crowdsourcing platforms, and (c) the wider platform economy.

研究表明,众包平台向众包工作者宣传的时间灵活性受到客户施加的约束(例如,严格的完成时间)和众包工作者的工具实践(例如,多任务处理)的限制。在本文中,我们探讨了工人有限的时间灵活性的另一个因素:众包平台的设计,即要求众包工人“随叫随到”工作。我们进行了两项研究,调查“随叫随到”对员工日程控制和工作控制的影响。我们发现“随叫随到”会影响:(1)参与者安排时间和坚持计划工作时间的能力,(2)参与者工作和休息的速度。这两项研究的结果表明,众包平台的“按需”性质会通过减少时间表控制和工作控制来限制员工的时间灵活性。我们通过讨论结果对以下方面的影响来总结本文:(a)众包工作者,(b)众包平台,以及(c)更广泛的平台经济。
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引用次数: 0
Expressive, Scalable, Mid-Air Haptics with Synthetic Jets 富有表现力,可扩展,空中触觉与合成喷气机
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1145/3635150
Vivian Shen, Chris Harrison, Craig Shultz

Non-contact, mid-air haptic devices have been utilized for a wide variety of experiences, including those in extended reality, public displays, medical, and automotive domains. In this work, we explore the use of synthetic jets as a promising and under-explored mid-air haptic feedback method. We show how synthetic jets can scale from compact, low-powered devices, all the way to large, long-range, and steerable devices. We built seven functional prototypes targeting different application domains, in order to illustrate the broad applicability of our approach. These example devices are capable of rendering complex haptic effects, varying in both time and space. We quantify the physical performance of our designs using spatial pressure and wind flow measurements, and validate their compelling effect on users with stimuli recognition and qualitative studies.

非接触式空中触觉设备已广泛应用于各种体验,包括扩展现实、公共显示、医疗和汽车领域。在这项工作中,我们探索了合成射流作为一种有前途和尚未开发的空中触觉反馈方法的使用。我们展示了合成喷气机如何从紧凑、低功率的设备扩展到大型、远程和可操纵的设备。我们针对不同的应用领域构建了7个功能原型,以说明我们的方法的广泛适用性。这些示例设备能够呈现复杂的触觉效果,在时间和空间上都是不同的。我们使用空间压力和风流量测量来量化我们设计的物理性能,并通过刺激识别和定性研究来验证它们对用户的引人注目的影响。
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引用次数: 0
Detecting covert disruptive behavior in online interaction by analyzing conversational features and norm violations 通过分析会话特征和规范违反来检测在线交互中的隐蔽破坏性行为
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1145/3635143
Henna Paakki, Heidi Vepsäläinen, Antti Salovaara, Bushra Zafar

Disruptive behavior is a prevalent threat to constructive online engagement. Covert behaviors, like trolling, are especially challenging to detect automatically, because they utilize deceptive strategies to manipulate conversation. We illustrate a novel approach to their detection: analyzing conversational structures instead of focusing only on messages in isolation. Building on conversation analysis, we demonstrate that 1) conversational actions and their norms provide concepts for a deeper understanding of covert disruption, and that 2) machine learning, natural language processing and structural analysis of conversation can complement message-level features to create models that surpass earlier approaches to trolling detection. Our models, developed for detecting overt (aggression) as well as covert (trolling) behaviors using prior studies’ message-level features and new conversational action features, achieved high accuracies (0.90 and 0.92, respectively). The findings offer a theoretically grounded approach to computationally analyzing social media interaction, and novel methods for effectively detecting covert disruptive conversations online.

破坏性行为是对建设性在线参与的普遍威胁。隐蔽的行为,比如网络挑衅,尤其难以自动检测,因为它们利用欺骗策略来操纵对话。我们展示了一种检测它们的新方法:分析会话结构,而不是只关注孤立的消息。在对话分析的基础上,我们证明了1)对话行为及其规范为更深入地理解隐蔽破坏提供了概念,2)机器学习、自然语言处理和对话的结构分析可以补充消息级特征,以创建超越早期trolling检测方法的模型。我们利用先前研究的消息级特征和新的会话动作特征开发了用于检测公开(攻击)和隐蔽(挑衅)行为的模型,达到了很高的准确率(分别为0.90和0.92)。这些发现为计算分析社交媒体互动提供了一种理论基础的方法,并为有效检测在线隐蔽破坏性对话提供了新方法。
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引用次数: 0
The realities of evaluating educational technology in school settings 在学校环境中评估教育技术的现实
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-12-01 DOI: 10.1145/3635146
Megan Venn-Wycherley, Ahmed Kharrufa, Susan Lechelt, Rebecca Nicholson, Kate Howland, Abrar Almjally, Anthony Trory, Vidya Sarangapani

HCI researchers are increasingly interested in the evaluation of educational technologies in context, yet acknowledge that challenges remain regarding the logistical, material and methodological constraints of this approach to research [18, 53].

Through the analysis of the authors’ contributed thematic research vignettes, the following paper exposes the practical realities of evaluating educational technologies in school settings. This includes insights into the planning stages of evaluation, the relationship between the researcher and the school environment, and the impact of the school context on the data collection process.

We conclude by providing an orientation for the design of HCI educational technology research undertaken in school contexts, providing guidance such as considering the role of modular research design, clarifying goals and expectations with school partners, and reporting researcher positionality.

HCI研究人员对背景下的教育技术评估越来越感兴趣,但也承认这种研究方法在后勤、材料和方法上的限制方面仍然存在挑战[18,53]。通过对作者贡献的专题研究片段的分析,下面的论文揭示了评估学校环境中的教育技术的实际现实。这包括洞察评估的规划阶段,研究者和学校环境之间的关系,以及学校环境对数据收集过程的影响。最后,我们为在学校环境中进行的HCI教育技术研究的设计提供了一个方向,提供了一些指导,比如考虑模块化研究设计的作用,与学校合作伙伴澄清目标和期望,以及报告研究人员的立场。
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引用次数: 0
Cognition in Social Engineering Empirical Research: a Systematic Literature Review 社会工程中的认知实证研究:系统文献综述
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-11-30 DOI: 10.1145/3635149
Pavlo Burda, Luca Allodi, Nicola Zannone

The interdisciplinarity of the Social Engineering (SE) domain creates crucial challenges for the development and advancement of empirical SE research, making it particularly difficult to identify the space of open research questions that can be addressed empirically. This space encompasses questions on attack conditions, employed experimental methods, and interactions with underlying cognitive aspects. As a consequence, much potential in the breadth of existing empirical SE research and in its mapping to the actual cognitive processes it aims to measure is left untapped. In this work, we carry out a systematic review of 169 articles investigating overall 735 hypotheses in the field of empirical SE research, focusing on experimental characteristics and core cognitive features from both attacker and target perspectives. Our study reveals that experiments only partially reproduce real attacks and that the exploitable SE attack surface appears much larger than the coverage provided by the current body of research. Factors such as targets’ context and cognitive processes are often ignored or not explicitly considered in experimental designs. Similarly, the effects of different pretexts and varied targetization levels are overall marginally investigated. Our findings on current SE research dynamics provide insights into methodological shortcomings and help identify supplementary techniques that can open promising future research directions.

社会工程(SE)领域的跨学科性为实证SE研究的发展和进步带来了至关重要的挑战,使得确定可以通过实证解决的开放研究问题的空间变得特别困难。这个空间包含了攻击条件、使用的实验方法以及与潜在认知方面的相互作用的问题。因此,在现有的实证认知认知研究的广度上,以及在其与实际认知过程的映射上,它的目标是测量,很多潜力都没有得到开发。在这项工作中,我们对169篇文章进行了系统回顾,研究了实证SE研究领域的735个假设,重点从攻击者和目标的角度研究了实验特征和核心认知特征。我们的研究表明,实验只能部分重现真实的攻击,并且可利用的SE攻击面似乎比当前研究机构提供的覆盖范围大得多。在实验设计中,目标环境和认知过程等因素往往被忽略或没有明确考虑。同样,不同的借口和不同的目标水平的影响总体上被边缘化的调查。我们对当前SE研究动态的发现提供了对方法缺陷的见解,并有助于确定可以开辟有希望的未来研究方向的补充技术。
{"title":"Cognition in Social Engineering Empirical Research: a Systematic Literature Review","authors":"Pavlo Burda, Luca Allodi, Nicola Zannone","doi":"10.1145/3635149","DOIUrl":"https://doi.org/10.1145/3635149","url":null,"abstract":"<p>The interdisciplinarity of the Social Engineering (SE) domain creates crucial challenges for the development and advancement of empirical SE research, making it particularly difficult to identify the space of open research questions that can be addressed empirically. This space encompasses questions on attack conditions, employed experimental methods, and interactions with underlying cognitive aspects. As a consequence, much potential in the breadth of existing empirical SE research and in its mapping to the actual cognitive processes it aims to measure is left untapped. In this work, we carry out a systematic review of 169 articles investigating overall 735 hypotheses in the field of empirical SE research, focusing on experimental characteristics and core cognitive features from both attacker and target perspectives. Our study reveals that experiments only partially reproduce real attacks and that the exploitable SE attack surface appears much larger than the coverage provided by the current body of research. Factors such as targets’ context and cognitive processes are often ignored or not explicitly considered in experimental designs. Similarly, the effects of different pretexts and varied targetization levels are overall marginally investigated. Our findings on current SE research dynamics provide insights into methodological shortcomings and help identify supplementary techniques that can open promising future research directions.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2023-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138529300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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 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 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 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
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ACM Transactions on Computer-Human Interaction
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