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CoAIcoder: Examining the Effectiveness of AI-assisted Human-to-Human Collaboration in Qualitative Analysis CoAIcoder:在定性分析中检验人工智能辅助的人与人协作的有效性
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-12 DOI: 10.1145/3617362
Jie Gao, K. T. W. Choo, Junming Cao, R. Lee, Simon T. Perrault
While AI-assisted individual qualitative analysis has been substantially studied, AI-assisted collaborative qualitative analysis (CQA) – a process that involves multiple researchers working together to interpret data – remains relatively unexplored. After identifying CQA practices and design opportunities through formative interviews, we designed and implemented CoAIcoder, a tool leveraging AI to enhance human-to-human collaboration within CQA through four distinct collaboration methods. With a between-subject design, we evaluated CoAIcoder with 32 pairs of CQA-trained participants across common CQA phases under each collaboration method. Our findings suggest that while using a shared AI model as a mediator among coders could improve CQA efficiency and foster agreement more quickly in the early coding stage, it might affect the final code diversity. We also emphasize the need to consider the independence level when using AI to assist human-to-human collaboration in various CQA scenarios. Lastly, we suggest design implications for future AI-assisted CQA systems.
虽然人工智能辅助的个人定性分析已经得到了大量研究,但人工智能辅助合作定性分析(CQA)——一个涉及多个研究人员共同解释数据的过程——仍然相对未被探索。在通过形成性访谈确定了CQA实践和设计机会后,我们设计并实现了CoAIcoder,这是一种利用人工智能通过四种不同的协作方法增强CQA内部人与人之间协作的工具。通过主题间设计,我们评估了CoAI编码器,在每种协作方法下,32对经过CQA训练的参与者在常见的CQA阶段。我们的研究结果表明,虽然使用共享人工智能模型作为编码器之间的中介可以提高CQA效率,并在早期编码阶段更快地促进一致性,但它可能会影响最终的代码多样性。我们还强调,在各种CQA场景中使用人工智能辅助人与人之间的协作时,需要考虑独立性水平。最后,我们提出了未来人工智能辅助CQA系统的设计启示。
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引用次数: 3
The Influence of Chinese Characters on Chinese Sign Language 汉字对中国手语的影响
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-08 DOI: 10.1145/3591465
Tianyu Ren, Dengfeng Yao, Chaoran Yang, Xinchen Kang
Chinese Sign Language (CSL) and Chinese are languages used in the Chinese mainland. As a dominant language, Chinese has great influence on all levels of CSL. CSL, as a visual sign language, is fundamentally different from Chinese in linguistic structure. Unlike English, Chinese, as a pictograph, has influence on Chinese and CSL. This study explains in detail the influence of Chinese characters on CSL at the lexical level, including many elements from Chinese, such as "仿字fangzi" (form imitating Chinese characters), "书空shukong" (writing in the air with the index finger), loan translation, finger spelling, and mouthing patterns. This influence is not a simple borrowing of Chinese characters, but a creative imitation and adaptation according to the needs of sign language to express meaning. After a long period of evolution, the characteristics of Chinese characters are naturally integrated into CSL loanwords, which makes the relationship between sign language and Chinese characters closer. CSL borrows a large number of Chinese words, most of which are signs to express non-core concepts. These borrowed signs are indispensable part of CSL sign language family, enriches sign language vocabulary, improves the accuracy of sign language expression, and plays a positive role in promoting the learning, work, and lives of deaf people.
中国手语(CSL)和汉语是中国大陆使用的语言。汉语作为一种优势语言,在中超联赛的各个层面都有着重要的影响。CSL作为一种视觉手语,在语言结构上与汉语有着根本的不同。与英语不同,汉语作为一种象形文字,对汉语和中超联赛都有影响。本研究从词汇层面详细解释了汉字对CSL的影响,包括汉语中的许多元素,如“仿字仿字书空书空”(用食指在空中书写)、外借翻译、手指拼写和口型。这种影响不是简单地借用汉字,而是根据手语表达意义的需要进行创造性的模仿和改编。经过长时间的演变,汉字的特点自然地融入到中超借词中,这使得手语与汉字的关系更加紧密。CSL借用了大量的中文词汇,其中大部分都是表示非核心概念的标志。这些借用的手语是中超手语大家庭不可或缺的一部分,丰富了手语词汇,提高了手语表达的准确性,对聋人的学习、工作和生活起到了积极的促进作用。
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引用次数: 0
From surplus and scarcity towards abundance: Understanding the use of ICT in food resource sharing practices 从过剩和稀缺走向富足:了解信息和通信技术在粮食资源共享实践中的应用
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-06 DOI: 10.1145/3589957
Philip Engelbutzeder, David Randell, M. Landwehr, Konstantin Aal, G. Stevens, V. Wulf
Food practices have become an important context for questions around sustainability. Within HCI, Sustainable HCI and Human-Food-Interaction have developed as a response. We argue, nevertheless, that food practices as a social activity remain relatively under-examined and further that sustainable food practices hinge on communal activity. We present the results of action-oriented research with a grassroots movement committed to sustainable food practices at a local, communal level, thereby demonstrating the role of ICT in making food resource sharing a viable practice. We suggest that the current focus on food sharing might usefully be supplemented by attention to food resource sharing, an approach that aligns with a paradigm shift from surplus to abundance. We argue for design that aims to encourage food resource sharing at a local level but that also has wider ramifications. These ‘glocal’ endeavors recognize the complexity of prosumption practices and foster aspirations for ‘deep change’ in food systems.
食品实践已成为可持续性问题的重要背景。在HCI中,可持续的HCI和人与食物的互动已经发展成为一种回应。然而,我们认为,作为一种社会活动的食品实践仍然相对未得到充分审查,而且可持续的食品实践取决于社区活动。我们展示了以行动为导向的研究成果,以及致力于地方和社区一级可持续粮食做法的基层运动,从而展示了信息和通信技术在使粮食资源共享成为可行做法方面的作用。我们建议,目前对粮食共享的关注可能会得到对粮食资源共享的关注的有益补充,这种方法符合从盈余到丰富的范式转变。我们主张设计旨在鼓励地方一级的粮食资源共享,但这也会产生更广泛的影响。这些“幸灾乐祸”的努力认识到了生产实践的复杂性,并促进了对粮食系统“深刻变革”的渴望。
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引用次数: 2
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers “奇怪的是它知道我想要什么”:新手程序员与Copilot的可用性和交互
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-05 DOI: 10.1145/3617367
J. Prather, B. Reeves, Paul Denny, Brett A. Becker, Juho Leinonen, Andrew Luxton-Reilly, Garrett B. Powell, James Finnie-Ansley, E. Santos
Recent developments in deep learning have resulted in code-generation models that produce source code from natural language and code-based prompts with high accuracy. This is likely to have profound effects in the classroom, where novices learning to code can now use free tools to automatically suggest solutions to programming exercises and assignments. However, little is currently known about how novices interact with these tools in practice. We present the first study that observes students at the introductory level using one such code auto-generating tool, Github Copilot, on a typical introductory programming (CS1) assignment. Through observations and interviews we explore student perceptions of the benefits and pitfalls of this technology for learning, present new observed interaction patterns, and discuss cognitive and metacognitive difficulties faced by students. We consider design implications of these findings, specifically in terms of how tools like Copilot can better support and scaffold the novice programming experience.
深度学习的最新发展导致了代码生成模型,这些模型可以从自然语言和基于代码的提示中以高精度生成源代码。这可能会对课堂产生深远的影响,学习代码的新手现在可以使用免费工具自动为编程练习和作业提供解决方案。然而,目前对新手如何在实践中与这些工具交互知之甚少。我们提出了第一个研究,观察学生在入门级使用一个这样的代码自动生成工具,Github Copilot,在一个典型的入门编程(CS1)作业。通过观察和访谈,我们探讨了学生对这种学习技术的好处和缺陷的看法,提出了新的观察到的交互模式,并讨论了学生面临的认知和元认知困难。我们考虑这些发现的设计含义,特别是像Copilot这样的工具如何更好地支持和支撑新手编程体验。
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引用次数: 24
A Design Framework for Ingestible Play 创意游戏的设计框架
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-01 DOI: 10.1145/3589954
Zhuying Li, Yan Wang, Josh Andrés, N. Semertzidis, S. Greuter, F. Mueller
Ingestible sensors have become smaller and more powerful and allow us to envisage new human-computer interactions and bodily play experiences inside our bodies. Users can swallow ingestible sensors, which facilitate interior body sensing functions that provide data on which play experiences can be built. We call bodily play that uses ingestible sensors as play technologies “ingestible play”, and we have adopted a research-through-design (RtD) approach to investigate three prototypes. For each prototype, we conducted a field study to understand the player experiences. Based upon these results and practical design experiences, we have developed a design framework for ingestible play. We hope this work can guide the future design of ingestible play; inspire the design of play technologies inside the human body to expand the current bodily play design space; and ultimately extend our understanding of how to design for the human body by considering the bodily experience of one’s interior body.
可摄入的传感器变得更小、更强大,使我们能够在体内设想新的人机交互和身体游戏体验。用户可以吞下可摄入的传感器,这有助于实现身体内部感应功能,提供可以构建游戏体验的数据。我们将使用可摄入传感器作为游戏技术的身体游戏称为“可摄入游戏”,我们采用了通过设计进行研究(RtD)的方法来研究三个原型。对于每个原型,我们都进行了实地研究,以了解玩家的体验。基于这些结果和实际设计经验,我们开发了一个可摄入游戏的设计框架。我们希望这项工作能够指导未来可摄入游戏的设计;启发人体内部游戏技术的设计,拓展当前人体游戏设计空间;并最终通过考虑人体内部的身体体验来扩展我们对如何为人体设计的理解。
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引用次数: 0
A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality 虚拟现实中身体所有权幻觉有效性的系统回顾与元分析
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-04-01 DOI: 10.1145/3590767
Aske Mottelson, A. Muresan, K. Hornbæk, G. Makransky
Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research papers published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.
当参与者体验到他们的实际身体被虚拟现实(VR)中显示的身体取代时,就会产生身体所有权错觉(BOIs)。本文在系统回顾2010-2021年发表的111篇研究论文中关于BOIs的累积证据的基础上,总结了BOIs的实证研究结果。根据PRISMA指南,审查指出了诱导和测量身体所有权的不同实验实践。具体测量的两个主要组成部分,身体所有权和代理,被检查。虚拟化身的实施例通常导致适度的身体所有权和略高的代理。我们还发现,BOI研究在任务、测量仪器和分析方法方面缺乏统计能力和标准化。此外,回顾的研究表明,在基本术语、结构和理论基础方面缺乏明确性。这些问题限制了BOI主要组成部分的科学进步,并共同阻碍了科学严谨性和理论建设。
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引用次数: 8
Beyond Self-diagnosis: How a Chatbot-based Symptom Checker Should Respond 超越自我诊断:基于聊天机器人的症状检查器应该如何应对
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-31 DOI: 10.1145/3589959
Yue You, Chun-Hua Tsai, Yao Li, Fenglong Ma, Christopher Heron, Xinning Gui
Chatbot-based symptom checker (CSC) apps have become increasingly popular in healthcare. These apps engage users in human-like conversations and offer possible medical diagnoses. The conversational design of these apps can significantly impact user perceptions and experiences, and may influence medical decisions users make and the medical care they receive. However, the effects of the conversational design of CSCs remain understudied, and there is a need to investigate and enhance users’ interactions with CSCs. In this article, we conducted a two-stage exploratory study using a human-centered design methodology. We first conducted a qualitative interview study to identify key user needs in engaging with CSCs. We then performed an experimental study to investigate potential CSC conversational design solutions based on the results from the interview study. We identified that emotional support, explanations of medical information, and efficiency were important factors for users in their interactions with CSCs. We also demonstrated that emotional support and explanations could affect user perceptions and experiences, and they are context-dependent. Based on these findings, we offer design implications for CSC conversations to improve the user experience and health-related decision-making.
基于聊天机器人的症状检查器(CSC)应用程序在医疗保健领域越来越受欢迎。这些应用程序让用户参与类似人类的对话,并提供可能的医学诊断。这些应用程序的对话设计会显著影响用户的感知和体验,并可能影响用户做出的医疗决策和接受的医疗护理。然而,CSC的会话设计的效果仍然没有得到充分的研究,并且有必要研究和增强用户与CSC的交互。在本文中,我们使用以人为本的设计方法进行了两阶段的探索性研究。我们首先进行了一项定性访谈研究,以确定参与CSC的关键用户需求。然后,我们根据访谈研究的结果进行了一项实验研究,以调查潜在的CSC会话设计解决方案。我们发现,情感支持、对医疗信息的解释和效率是用户与CSC互动的重要因素。我们还证明,情感支持和解释可能会影响用户的感知和体验,并且它们依赖于上下文。基于这些发现,我们为CSC对话提供了设计启示,以改善用户体验和健康相关决策。
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引用次数: 2
“I Did Watch ‘The Handmaid's Tale’”: Threat Modeling Privacy Post-roe in the United States “我确实看过《使女的故事》”:威胁建模隐私在美国的帖子roe
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-31 DOI: 10.1145/3589960
Nora Mcdonald, Nazanin Andalibi
Now that the protections of Roe v. Wade are no longer available throughout the United States, the free flow of personal data can be used by legal authorities to provide evidence of felony. However, we know little about how impacted individuals approach their reproductive privacy in this new landscape. We conducted interviews with 15 individuals who may get/were pregnant to address this gap. While nearly all reported deleting period tracking apps, they were not willing to go much further, even while acknowledging the risks of generating data. Quite a few considered a more inhospitable, Handmaid's Tale like climate in which their medical history and movements would put them in legal peril but felt that, by definition, this reality was insuperable, and also that they were not the target—the notion that privileged location, stage of life did not make them the focus of government or vigilante efforts. We also found that certain individuals (often younger and/or with reproductive risks) were more attuned to the need to modify their technology or equipped to employ high and low-tech strategies. Using an intersectional lens, we discuss implications for media advocacy and propose privacy intermediation to frame our thinking about reproductive privacy.
现在,罗伊诉韦德案的保护在美国不再适用,个人数据的自由流动可以被法律当局用来提供重罪的证据。然而,我们对受影响的个体如何在这种新环境中处理他们的生殖隐私知之甚少。我们采访了15位可能怀孕或已经怀孕的人,以解决这一差距。虽然几乎所有公司都表示删除了经期追踪应用,但他们不愿意做得更远,尽管他们承认产生数据的风险。相当多的人认为,在一个更不友好的,像《使女的故事》那样的气候中,他们的病史和活动将使他们处于法律危险之中,但他们觉得,从定义上讲,这一现实是不可逾越的,而且他们也不是目标——特权地位和生活阶段的概念并没有使他们成为政府或义务警员努力的焦点。我们还发现,某些人(通常是年轻人和/或有生育风险的人)更倾向于修改他们的技术,或者更倾向于采用高科技和低科技的策略。使用交叉镜头,我们讨论了媒体宣传的影响,并提出隐私中介来构建我们对生殖隐私的思考。
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引用次数: 0
Factors Influencing Engagement in Hybrid Virtual and Augmented Reality 影响虚拟与增强混合现实用户参与度的因素
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-30 DOI: 10.1145/3589952
Yue Li, Eugene Ch’ng, S. Cobb
Hybridity in immersive technologies has not been studied for factors that are likely to influence engagement. A noticeable factor is the spatial enclosure that defines where users meet. This involves a mutual object of interest, contents that the users may generate around the object, and the proximity between users. This study examines these factors, namely how object interactivity, user-generated contents (UGC) and avatar proximity influence engagement. We designed a Hybrid Virtual and Augmented Reality (HVAR) environment that supports paired users to experience cultural heritage in both Virtual Reality (VR) and Augmented Reality (AR). A user study was conducted with 60 participants, providing assessments of engagement and presence via questionnaires, together with mobile electroencephalogram (mEEG) and user activity data that measures VR user engagement in real-time. Our findings provide insights into how engagement between users can occur in HVAR environments for the future hybrid reality with multi-device connectivity.
沉浸式技术中的混合性尚未被研究可能影响用户粘性的因素。一个值得注意的因素是空间围合,它定义了用户相遇的地方。这包括共同感兴趣的对象、用户可能围绕该对象生成的内容以及用户之间的接近性。本研究考察了这些因素,即对象交互性、用户生成内容(UGC)和化身接近度如何影响用户粘性。我们设计了一个虚拟和增强现实(HVAR)混合环境,支持配对用户在虚拟现实(VR)和增强现实(AR)中体验文化遗产。对60名参与者进行了一项用户研究,通过问卷提供参与度和存在度评估,以及实时测量VR用户参与度的移动脑电图(mEEG)和用户活动数据。我们的研究结果为用户之间的互动如何在HVAR环境中发生提供了见解,以实现未来的多设备连接混合现实。
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引用次数: 2
Lessons Learnt from a Multimodal Learning Analytics Deployment In-the-wild 从野外多模式学习分析部署中学到的经验教训
IF 3.7 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-03-16 DOI: 10.1145/3622784
Roberto Martínez Maldonado, Vanessa Echeverría, Gloria Fernández-Nieto, Lixiang Yan, Linxuan Zhao, Riordan Alfredo, Xinyu Li, S. Dix, Hollie Jaggard, Rosie Wotherspoon, Abra Osborne, D. Gašević, S. B. Shum
Multimodal Learning Analytics (MMLA) innovations make use of rapidly evolving sensing and artificial intelligence algorithms to collect rich data about learning activities that unfold in physical spaces. The analysis of these data is opening exciting new avenues for both studying and supporting learning. Yet, practical and logistical challenges commonly appear while deploying MMLA innovations ”in-the-wild”. These can span from technical issues related to enhancing the learning space with sensing capabilities, to the increased complexity of teachers’ tasks. These practicalities have been rarely investigated. This paper addresses this gap by presenting a set of lessons learnt from a 2-year human-centred MMLA in-the-wild study conducted with 399 students and 17 educators in the context of nursing education. The lessons learnt were synthesised into topics related to i) technological/physical aspects of the deployment; ii) multimodal data and interfaces; iii) the design process; iv) participation, ethics and privacy; and v) sustainability of the deployment.
多模式学习分析(MMLA)创新利用快速发展的传感和人工智能算法来收集有关物理空间中展开的学习活动的丰富数据。对这些数据的分析为学习和支持学习开辟了令人兴奋的新途径。然而,在“野外”部署MMLA创新时,通常会出现实际和后勤方面的挑战。这些问题可能涉及与增强感知能力的学习空间相关的技术问题,也可能涉及教师任务的复杂性增加。这些实用性很少被调查。本文通过在护理教育背景下对399名学生和17名教育工作者进行的为期2年的以人为中心的MMLA野外研究,总结了一系列经验教训,来解决这一差距。吸取的经验教训被综合成与以下方面有关的主题:一部署的技术/物理方面;ii)多模式数据和接口;iii)设计过程;iv)参与、道德和隐私;五部署的可持续性。
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引用次数: 1
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ACM Transactions on Computer-Human Interaction
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