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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 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 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 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 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 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 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 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 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
What Did My AI Learn? How Data Scientists Make Sense of Model Behavior 我的AI学到了什么?数据科学家如何理解模型行为
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-03-07 DOI: 10.1145/3542921
Ángel Alexander Cabrera, Marco Tulio Ribeiro, Bongshin Lee, R. Deline, Adam Perer, S. Drucker
Data scientists require rich mental models of how AI systems behave to effectively train, debug, and work with them. Despite the prevalence of AI analysis tools, there is no general theory describing how people make sense of what their models have learned. We frame this process as a form of sensemaking and derive a framework describing how data scientists develop mental models of AI behavior. To evaluate the framework, we show how existing AI analysis tools fit into this sensemaking process and use it to design AIFinnity, a system for analyzing image-and-text models. Lastly, we explored how data scientists use a tool developed with the framework through a think-aloud study with 10 data scientists tasked with using AIFinnity to pick an image captioning model. We found that AIFinnity’s sensemaking workflow reflected participants’ mental processes and enabled them to discover and validate diverse AI behaviors.
数据科学家需要丰富的人工智能系统行为的心理模型来有效地训练、调试和使用它们。尽管人工智能分析工具很普遍,但没有通用的理论来描述人们如何理解他们的模型所学到的东西。我们将这一过程定义为一种感知形式,并推导出一个框架,描述数据科学家如何开发人工智能行为的心理模型。为了评估该框架,我们展示了现有的人工智能分析工具如何适应这一感知过程,并使用它来设计AIFinnity,一个分析图像和文本模型的系统。最后,我们通过对10名数据科学家的大声思考研究,探讨了数据科学家如何使用该框架开发的工具,这些数据科学家的任务是使用AIFinnity来选择图像字幕模型。我们发现,AIFinnity的感知工作流程反映了参与者的心理过程,使他们能够发现和验证不同的人工智能行为。
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引用次数: 19
Building Knowledge through Action: Considerations for Machine Learning in the Workplace 通过行动构建知识:对工作场所机器学习的考虑
IF 3.7 2区 计算机科学 Q1 Computer Science Pub Date : 2023-02-23 DOI: 10.1145/3584947
Siân E. Lindley, Denise J. Wilkins
Innovations in machine learning are enabling organisational knowledge bases to be automatically generated from working people's activities. The potential for these to shift the ways in which knowledge is produced and shared raises questions about what types of knowledge might be inferred from working people's actions, how these can be used to support work, and what the broader ramifications of this might be. This paper draws on findings from studies of (i) collaborative actions, and (ii) knowledge actions, to explore how these actions might (i) inform automatically generated knowledge bases, and (ii) be better supported through technological innovation. We triangulate findings to develop a framework of actions that are performed as part of everyday work, and use this to explore how mining those actions could result in knowledge being explicitly and implicitly contributed to a knowledge base. We draw on these possibilities to highlight implications and considerations for responsible design.
机器学习的创新使组织知识库能够从工作人员的活动中自动生成。这些技术有可能改变知识产生和共享的方式,这引发了一些问题:从劳动者的行为中可以推断出哪些类型的知识,如何利用这些知识来支持工作,以及这可能带来的更广泛的后果是什么。本文借鉴了(i)协作行动和(ii)知识行动的研究成果,探讨了这些行动如何(i)为自动生成的知识库提供信息,以及(ii)如何通过技术创新得到更好的支持。我们对发现进行三角测量,以开发作为日常工作一部分执行的操作框架,并使用该框架来探索如何挖掘这些操作,从而将知识显式或隐式地贡献给知识库。我们利用这些可能性来强调负责任设计的影响和考虑。
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引用次数: 0
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ACM Transactions on Computer-Human Interaction
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