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.
{"title":"RadarHand: a Wrist-Worn Radar for On-Skin Touch-based Proprioceptive Gestures","authors":"Ryo Hajika, Tamil Selvan Gunasekaran, Chloe Dolma Si Ying Haigh, Yun Suen Pai, Eiji Hayashi, Jaime Lien, Danielle Lottridge, Mark Billinghurst","doi":"10.1145/3617365","DOIUrl":"https://doi.org/10.1145/3617365","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"17 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136234252","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}
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.
{"title":"Spreadsheets on Interactive Surfaces: Breaking through the Grid with the Pen","authors":"Vincent Cavez, Caroline Appert, Emmanuel Pietriga","doi":"10.1145/3630097","DOIUrl":"https://doi.org/10.1145/3630097","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134973352","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}
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.
{"title":"Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI","authors":"A. Rapp, A. Boldi","doi":"10.1145/3603497","DOIUrl":"https://doi.org/10.1145/3603497","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"1 1","pages":"1 - 50"},"PeriodicalIF":3.7,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64078413","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}
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.
{"title":"User Experience of Digital Voice Assistant: Conceptualization and Measurement","authors":"Qian Chen, Yeming Gong, Yaobin Lu","doi":"10.1145/3622782","DOIUrl":"https://doi.org/10.1145/3622782","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136060005","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}
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.
{"title":"Blueprints: Systematizing Behavior Change Designs - The Case of Social Comparison Theory","authors":"Roelof A. J. de Vries, Mailin Lemke, Geke D. S. Ludden","doi":"10.1145/3617364","DOIUrl":"https://doi.org/10.1145/3617364","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135060771","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}
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.
{"title":"Post-growth Human–Computer Interaction","authors":"Vishal Sharma, Neha Kumar, Bonnie Nardi","doi":"10.1145/3624981","DOIUrl":"https://doi.org/10.1145/3624981","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063887","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}
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.
{"title":"The Group Folding Effect: The Role of Collaborative Process Structuring and Social Interaction in Group Work","authors":"Mohamed Ez-zaouia, Rubiela Carrillo","doi":"10.1145/3622783","DOIUrl":"https://doi.org/10.1145/3622783","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":" ","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-09-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45757310","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}
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.
{"title":"How Did They Build the Free Encyclopedia? A Literature Review of Collaboration and Coordination among Wikipedia Editors","authors":"Yuqing Ren, Haifeng Zhang, Robert E. Kraut","doi":"10.1145/3617369","DOIUrl":"https://doi.org/10.1145/3617369","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":" ","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43324434","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}
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.
{"title":"Patient Acceptance of Self-Monitoring on Smartwatch in a Routine Digital Therapy: a Mixed-Methods Study","authors":"Camille Nadal, Caroline Earley, Ángel Enrique, C. Sas, D. Richards, Gavin Doherty","doi":"10.1145/3617361","DOIUrl":"https://doi.org/10.1145/3617361","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":" ","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44822284","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}
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.
{"title":"How Gaze Visualization Facilitates Initiation of Informal Communication in 3D Virtual Spaces","authors":"Junko Ichino, Masahiro Ide, Takehito Yoshiki, Hitomi Yokoyama, Hirotoshi Asano, Hideo Miyachi, Daisuke Okabe","doi":"10.1145/3617368","DOIUrl":"https://doi.org/10.1145/3617368","url":null,"abstract":"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.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":" ","pages":""},"PeriodicalIF":3.7,"publicationDate":"2023-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45286912","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}