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A Phenomenological Framework of Architectural Paradigms for the User-Centered Design of Virtual Environments 以用户为中心的虚拟环境设计的建筑范式现象学框架
IF 2.5 Q2 Computer Science Pub Date : 2018-11-30 DOI: 10.3390/MTI2040080
Matthew E. Gladden
In some circumstances, immersion in virtual environments with the aid of virtual reality (VR) equipment can create feelings of anxiety in users and be experienced as something “frightening”, “oppressive”, “alienating”, “dehumanizing”, or “dystopian”. Sometimes (e.g., in exposure therapy or VR gaming), a virtual environment is intended to have such psychological impacts on users; however, such effects can also arise unintentionally due to the environment’s poor architectural design. Designers of virtual environments may employ user-centered design (UCD) to incrementally improve a design and generate a user experience more closely resembling the type desired; however, UCD can yield suboptimal results if an initial design relied on an inappropriate architectural approach. This study developed a framework that can facilitate the purposeful selection of the most appropriate architectural approach by drawing on Norberg-Schulz’s established phenomenological account of real-world architectural modes. By considering the unique possibilities for structuring and experiencing space within virtual environments and reinterpreting Norberg-Schulz’s schemas in the context of virtual environment design, a novel framework was formulated that explicates six fundamental “architectural paradigms” available to designers of virtual environments. It was shown that the application of this framework could easily be incorporated as an additional step within the UCD process.
在某些情况下,借助虚拟现实(VR)设备沉浸在虚拟环境中可能会让用户产生焦虑感,并体验到“可怕”、“压抑”、“疏远”、“非人化”或“反乌托邦”的东西。有时(例如,在暴露疗法或VR游戏中),虚拟环境旨在对用户产生这种心理影响;然而,由于环境的不良建筑设计,这种影响也可能在无意中产生。虚拟环境的设计师可能会采用以用户为中心的设计(UCD)来逐步改进设计并生成更接近所期望类型的用户体验;然而,如果最初的设计依赖于不适当的架构方法,UCD可能会产生次优结果。本研究开发了一个框架,通过借鉴Norberg-Schulz对现实世界建筑模式的现象学描述,可以促进有目的地选择最合适的建筑方法。通过考虑在虚拟环境中构建和体验空间的独特可能性,并在虚拟环境设计的背景下重新解释Norberg-Schulz的模式,一个新的框架被制定出来,阐明了虚拟环境设计师可以使用的六种基本的“建筑范式”。结果表明,这一框架的应用可以很容易地作为UCD进程的一个附加步骤纳入其中。
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引用次数: 5
"There Was No Green Tick": Discovering the Functions of a Widget in a Joint Problem-Solving Activity and the Consequences for the Participants' Discovering Process “没有绿勾”:在共同解决问题的活动中发现小部件的功能及其对参与者发现过程的影响
IF 2.5 Q2 Computer Science Pub Date : 2018-10-26 DOI: 10.3390/MTI2040076
Patrick Sunnen, Béatrice Arend, V. Maquil
In recent years, tangible user interfaces (TUI) have gained in popularity in educational contexts, among others to implement problem-solving and discovery learning science activities. In the context of an interdisciplinary and cross-institutional collaboration, we conducted a multimodal EMCA-based video user study involving a TUI-mediated bicycle mechanics simulation. This article focusses on the discovering work of a group of three students with regard to a particular tangible object (a red button), designed to support participants engagement with the underlying physics aspects and its consequences with regard to their engagement with the targeted mechanics aspects.
近年来,有形用户界面(TUI)在教育环境中越来越受欢迎,其中包括实施解决问题和发现学习的科学活动。在跨学科和跨机构合作的背景下,我们进行了一项基于多模态emca的视频用户研究,其中包括gui介导的自行车力学模拟。这篇文章关注的是由三个学生组成的小组对特定有形物体(红色按钮)的发现工作,旨在支持参与者对潜在物理方面的参与,以及其对目标机制方面的参与的结果。
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引用次数: 0
A Survey to Understand Emotional Situations on the Road and What They Mean for Affective Automotive UIs 了解道路上的情绪状况及其对情感汽车ui的意义的调查
IF 2.5 Q2 Computer Science Pub Date : 2018-10-25 DOI: 10.3390/MTI2040075
Michael Braun, Bastian Pfleging, Florian Alt
In this paper, we present the results of an online survey (N = 170) on emotional situations on the road. In particular, we asked potential early adopters to remember a situation where they felt either an intense positive or negative emotion while driving. Our research is motivated by imminent disruptions in the automotive sector due to automated driving and the accompanying switch to selling driving experiences over horsepower. This creates a need to focus on the driver’s emotion when designing in-car interfaces. As a result of our research, we present a set of propositions for affective car interfaces based on real-life experiences. With our work we aim to support the design of affective car interfaces and give designers a foundation to build upon. We find respondents often connect positive emotions with enjoying their independence, while negative experiences are associated mostly with traffic behavior. Participants who experienced negative situations wished for better information management and a higher degree of automation. Drivers with positive emotions generally wanted to experience the situation more genuinely, for example, by switching to a “back-to-basic” mode. We explore these statements and discuss recommendations for the design of affective interfaces in future cars.
在本文中,我们提出了一项在线调查的结果(N = 170)在道路上的情绪状况。特别是,我们要求潜在的早期采用者记住他们在开车时感受到强烈的积极或消极情绪的情况。我们的研究的动机是,由于自动驾驶和随之而来的以马力为卖点的驾驶体验的转变,汽车行业即将出现颠覆。这就需要在设计车内界面时关注驾驶员的情感。作为我们研究的结果,我们提出了一套基于现实生活经验的情感汽车界面的主张。通过我们的工作,我们旨在支持情感汽车界面的设计,并为设计师提供一个基础。我们发现受访者经常将积极的情绪与享受他们的独立性联系起来,而消极的体验主要与交通行为有关。经历过消极情况的与会者希望有更好的信息管理和更高程度的自动化。具有积极情绪的司机通常希望更真实地体验这种情况,例如,通过切换到“回归基本”模式。我们探讨了这些陈述,并讨论了未来汽车情感界面设计的建议。
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引用次数: 17
Modelling Adaptation through Social Allostasis: Modulating the Effects of Social Touch with Oxytocin in Embodied Agents 通过社会不平衡模拟适应:调节社会接触与催产素在具身代理中的作用
IF 2.5 Q2 Computer Science Pub Date : 2018-10-03 DOI: 10.3390/MTI2040067
Imran Khan, Lola Cañamero
Social allostasis is a mechanism of adaptation that permits individuals to dynamically adapt their physiology to changing physical and social conditions. Oxytocin (OT) is widely considered to be one of the hormones that drives and adapts social behaviours. While its precise effects remain unclear, two areas where OT may promote adaptation are by affecting social salience, and affecting internal responses of performing social behaviours. Working towards a model of dynamic adaptation through social allostasis in simulated embodied agents, and extending our previous work studying OT-inspired modulation of social salience, we present a model and experiments that investigate the effects and adaptive value of allostatic processes based on hormonal (OT) modulation of affective elements of a social behaviour. In particular, we investigate and test the effects and adaptive value of modulating the degree of satisfaction of tactile contact in a social motivation context in a small simulated agent society across different environmental challenges (related to availability of food) and effects of OT modulation of social salience as a motivational incentive. Our results show that the effects of these modulatory mechanisms have different (positive or negative) adaptive value across different groups and under different environmental circumstance in a way that supports the context-dependent nature of OT, put forward by the interactionist approach to OT modulation in biological agents. In terms of simulation models, this means that OT modulation of the mechanisms that we have described should be context-dependent in order to maximise viability of our socially adaptive agents, illustrating the relevance of social allostasis mechanisms.
社会不平衡是一种适应机制,允许个体动态地调整其生理以适应不断变化的身体和社会条件。催产素(OT)被广泛认为是驱动和适应社会行为的激素之一。虽然其确切效果尚不清楚,但OT可能通过影响社会突出性和影响执行社会行为的内部反应来促进适应的两个领域。在模拟具身主体通过社会适应构建动态适应模型的基础上,我们提出了一个模型和实验,研究了基于荷尔蒙(OT)对社会行为情感因素调节的适应过程的影响和适应价值。特别是,我们调查和测试了在不同环境挑战(与食物可用性有关)的小型模拟代理社会中,在社会动机背景下调节触觉接触满意度的效果和适应价值,以及OT调节社会显著性作为动机激励的效果。我们的研究结果表明,这些调节机制的作用在不同的群体和不同的环境环境下具有不同的(积极或消极的)适应价值,这支持了生物制剂中OT调节的相互作用理论提出的OT的上下文依赖性。就模拟模型而言,这意味着我们所描述的机制的OT调节应该是上下文相关的,以便最大限度地提高我们的社会适应代理的可行性,说明社会适应机制的相关性。
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引用次数: 4
A Two-Study Approach to Explore the Effect of User Characteristics on Users' Perception and Evaluation of a Virtual Assistant's Appearance 两项研究方法探讨用户特征对用户感知和评价虚拟助手外观的影响
IF 2.5 Q2 Computer Science Pub Date : 2018-10-02 DOI: 10.3390/MTI2040066
Carolin Straßmann, N. Krämer
This research investigates the effect of different user characteristics on the perception and evaluation of an agent’s appearance variables. Therefore, two different experiments have been conducted. In a 3 × 3 × 5 within-subjects design (Study 1; N = 59), three different target groups (students, elderly, and cognitively impaired people) evaluated 30 different agent appearances that varied in species (human, animal, and robot) and realism (high detail, low detail, stylized shades, stylized proportion, and stylized shade with stylized proportion). Study 2 (N = 792) focused on the effect of moderating variables regarding the same appearance variables and aims to supplement findings of Study 1 based on a 3 × 5 between-subjects design. Results showed effects of species and realism on person perception, users’ liking, and using intention. In a direct comparison, a higher degree of realism was perceived as more positive, while those effects were not replicated in Study 2. Further on, a majority evaluated nonhumanoid agents more positively. Since no interaction effects of species and realism have been found, the effects of stylization seem to equally influence the perception for all kind of species. Moreover, the importance of the target group’s preference was demonstrated, since differences with regard to the appearance evaluation were found.
本研究探讨了不同用户特征对智能体外观变量的感知和评价的影响。因此,我们进行了两个不同的实验。采用3 × 3 × 5受试者内设计(研究1;N = 59),三个不同的目标群体(学生、老年人和认知障碍者)评估了30种不同的代理外观,这些外观在物种(人类、动物和机器人)和真实感(高细节、低细节、风格化阴影、风格化比例和风格化阴影与风格化比例)上有所不同。研究2 (N = 792)侧重于调节变量对相同外观变量的影响,旨在补充研究1基于3 × 5受试者间设计的结果。结果表明,物种和现实主义对人的感知、用户的喜欢和使用意图有影响。在直接比较中,更高程度的现实主义被认为是更积极的,而这些影响在研究2中没有被复制。此外,大多数人对非人形机器人的评价更为积极。由于没有发现物种和现实主义的相互作用效应,风格化的影响似乎对所有物种的感知都有同样的影响。此外,由于发现了外貌评价方面的差异,目标群体的偏好的重要性得到了证明。
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引用次数: 7
Designing Behavioural Artificial Intelligence to Record, Assess and Evaluate Human Behaviour 设计行为人工智能来记录、评估和评估人类行为
IF 2.5 Q2 Computer Science Pub Date : 2018-09-25 DOI: 10.3390/mti2040063
H. Hildmann
The context of the work presented in this article is the assessment and automated evaluation of human behaviour. To facilitate this, a formalism is presented which is unambiguous as well as such that it can be implemented and interpreted in an automated manner. In the greater scheme of things, comparable behaviour evaluation requires comparable assessment scenarios and, to this end, computer games are considered as controllable and abstract environments. Within this context, a model for behavioural AI is presented which was designed around the objectives of: (a) being able to play rationally; (b) adhering to formally stated behaviour preferences; and (c) ensuring that very specific circumstances can be forced to arise within a game. The presented work is based on established models from the field of behavioural psychology, formal logic as well as approaches from game theory and related fields. The suggested model for behavioural AI has been used to implement and test a game, as well as AI players that exhibit specific behavioural preferences. The overall aim of this article is to enable the readers to design their own AI implementation, using the formalisms and models they prefer and to a level of complexity they desire.
本文介绍的工作背景是人类行为的评估和自动评估。为了促进这一点,提出了一种形式主义,它是明确的,并且可以以自动化的方式实现和解释。从更大的角度来看,可比行为评估需要可比的评估场景,为此,电脑游戏被视为可控和抽象的环境。在此背景下,行为AI模型是围绕以下目标而设计的:(a)能够理性地玩游戏;(b)遵守正式声明的行为偏好;(c)确保在游戏中出现非常特殊的情况。所提出的工作是基于行为心理学领域的既定模型,形式逻辑以及博弈论和相关领域的方法。行为AI的建议模型已被用于执行和测试游戏,以及表现出特定行为偏好的AI玩家。本文的总体目标是使读者能够使用他们喜欢的形式和模型以及他们想要的复杂程度来设计他们自己的AI实现。
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引用次数: 1
Effect of Sensory Feedback on Turn-Taking Using Paired Devices for Children with ASD 感觉反馈对ASD儿童使用配对设备轮流的影响
IF 2.5 Q2 Computer Science Pub Date : 2018-09-20 DOI: 10.3390/MTI2040061
Eleuda Nuñez, Soichiro Matsuda, Masakazu Hirokawa, Jun-ichi Yamamoto, Kenji Suzuki
Most children can naturally engage in play and by this, develop skills while interacting with their peers and toys. However, children with Autism Spectrum Disorder (ASD) often show impairments in play skills which result in limited opportunities for interaction with others and the learning of social skills. In this regard, robotic devices/toys that can provide simple and attractive indications are advantageous to engage children with ASD in play activities that require social and interaction skills. This project proposes a new interaction method using paired robotic devices called COLOLO to facilitate a fundamental exchange of intention in communication so-called turn-taking. These tangible devices are designed to sense the user’s manipulation, send a message to the paired device, and display visual cues for assisting children to achieve turn-taking through play. On the sessions with COLOLO there are two devices, one held by the therapist and one by the child, and they take turns to manipulate the toys and change their colors. In this article, two experimental conditions or interaction rules: the “two-sided lighting rule” and the “one-sided lighting rule" were introduced. The two interactions rules differ from each on the way the devices used the visual cues to indicate the turn-holder. The effect of each interaction rule on children’s turn-taking behaviors was investigated through an experimental study with four children with ASD. From the results, we found that with the one-sided lighting rule participants tended to shift their gaze more and to decrease the failed attempts of turn-taking. The discussion covers the possibilities of using paired devices to describe participants’ behaviors related to turn-taking quantitatively.
大多数孩子可以自然地参与游戏,通过这种方式,在与同伴和玩具互动的过程中发展技能。然而,患有自闭症谱系障碍(ASD)的儿童往往表现出游戏技能的缺陷,这导致他们与他人互动和学习社交技能的机会有限。在这方面,机器人设备/玩具可以提供简单和有吸引力的指示,有利于自闭症儿童参与需要社交和互动技能的游戏活动。该项目提出了一种新的交互方法,使用名为COLOLO的配对机器人设备,以促进交流中所谓的轮流交换意图。这些有形的设备被设计用来感知用户的操作,向配对设备发送信息,并显示视觉线索,帮助孩子们在游戏中实现轮流。在COLOLO的疗程中,有两个设备,一个由治疗师拿着,另一个由孩子拿着,他们轮流操纵玩具并改变它们的颜色。本文介绍了两种实验条件或相互作用规则:“双面光照规则”和“单面光照规则”。这两种交互规则的不同之处在于,设备使用视觉线索来指示转弯人。通过对4名ASD儿童的实验研究,探讨了各互动规则对儿童轮流行为的影响。从结果中,我们发现,在单侧照明规则下,参与者倾向于更多地转移他们的目光,并减少了轮流失败的尝试。讨论了使用配对设备定量描述参与者轮次相关行为的可能性。
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引用次数: 7
Perceptions on Authenticity in Chat Bots 对聊天机器人真实性的看法
IF 2.5 Q2 Computer Science Pub Date : 2018-09-17 DOI: 10.3390/MTI2030060
Mario Neururer, Stephan Schlögl, Luisa Brinkschulte, Aleksander Groth
In 1950, Alan Turing proposed his concept of universal machines, emphasizing their abilities to learn, think, and behave in a human-like manner. Today, the existence of intelligent agents imitating human characteristics is more relevant than ever. They have expanded to numerous aspects of daily life. Yet, while they are often seen as work simplifiers, their interactions usually lack social competence. In particular, they miss what one may call authenticity. In the study presented in this paper, we explore how characteristics of social intelligence may enhance future agent implementations. Interviews and an open question survey with experts from different fields have led to a shared understanding of what it would take to make intelligent virtual agents, in particular messaging agents (i.e., chat bots), more authentic. Results suggest that showcasing a transparent purpose, learning from experience, anthropomorphizing, human-like conversational behavior, and coherence, are guiding characteristics for agent authenticity and should consequently allow for and support a better coexistence of artificial intelligence technology with its respective users.
1950年,艾伦·图灵提出了通用机器的概念,强调它们具有像人类一样学习、思考和行动的能力。今天,模仿人类特征的智能代理的存在比以往任何时候都更有意义。它们已经扩展到日常生活的许多方面。然而,尽管他们经常被视为工作简化者,但他们的互动通常缺乏社交能力。特别是,他们错过了所谓的真实性。在本文的研究中,我们探讨了社会智能的特征如何增强未来的智能体实现。与来自不同领域的专家的访谈和公开问题调查导致了对如何使智能虚拟代理,特别是消息传递代理(即聊天机器人)更加真实的共同理解。结果表明,展示透明的目的、从经验中学习、拟人化、类似人类的对话行为和连贯性是代理真实性的指导特征,因此应该允许并支持人工智能技术与其各自的用户更好地共存。
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引用次数: 38
Tele-Guidance System to Support Anticipation during Communication 在通信过程中支持预测的远程制导系统
IF 2.5 Q2 Computer Science Pub Date : 2018-09-06 DOI: 10.3390/MTI2030055
T. Yamamoto, M. Otsuki, H. Kuzuoka, Yusuke Suzuki
Tele-guidance systems for the remote monitoring and maintenance of equipment have been extensively investigated. Such systems enable a remote helper to provide guidance to a local worker while perceiving local conditions. In this study, we propose a tele-guidance system that supports the anticipation of an interlocutor’s actions during communication. Our proposed system enables a helper and worker to anticipate each other’s actions by allowing them to move around in the workspace freely and observe each other’s non-verbal cues (e.g., body motions and other gestures) through a head-mounted display. We conducted an experiment to compare the effectiveness of our proposed method with that of existing methods (a simple tele-pointer) that support anticipation during communication.
用于设备远程监控和维护的远程制导系统已经得到了广泛的研究。这种系统使远程助手能够在感知当地条件的同时向当地工人提供指导。在这项研究中,我们提出了一个远程引导系统,支持对话者在沟通过程中的行动预期。我们提出的系统允许助手和工作人员在工作空间自由移动,并通过头戴式显示器观察彼此的非语言提示(例如,身体动作和其他手势),从而使他们能够预测彼此的动作。我们进行了一项实验,以比较我们提出的方法与现有方法(一个简单的远程指针)在通信过程中支持预期的有效性。
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引用次数: 12
Tangible Representational Properties: Implications for Meaning Making 有形表征属性:意义生成的含义
IF 2.5 Q2 Computer Science Pub Date : 2018-09-05 DOI: 10.3390/mti2030054
Taciana Pontual Falcão
Tangible technologies are considered promising tools for learning, by enabling multimodal interaction through physical action and manipulation of physical and digital elements, thus facilitating representational concrete–abstract links. A key concept in a tangible system is that its physical components are objects of interest, with associated meanings relevant to the context. Tangible technologies are said to provide ‘natural’ mappings that employ spatial analogies and adhere to cultural standards, capitalising on people’s familiarity with the physical world. Students with intellectual disabilities particularly benefit from interaction with tangibles, given their difficulties with perception and abstraction. However, symbolic information does not always have an obvious physical equivalent, and meanings do not reside in the representations used in the artefacts themselves, but in the ways they are manipulated and interpreted. In educational contexts, meaning attached to artefacts by designers is not necessarily transparent to students, nor interpreted by them as the designer predicted. Using artefacts and understanding their significance is of utmost importance for the construction of knowledge within the learning process; hence the need to study the use of the artefacts in contexts of practice and how they are transformed by the students. This article discusses how children with intellectual disabilities conceptually interpreted the elements of four tangible artefacts, and which characteristics of these tangibles were key for productive, multimodal interaction, thus potentially guiding designers and educators. Analysis shows the importance of designing physical-digital semantic mappings that capitalise on conceptual metaphors related to children’s familiar contexts, rather than using more abstract representations. Such metaphorical connections, preferably building on physical properties, contribute to children’s comprehension and facilitate their exploration of the systems.
有形技术被认为是有前途的学习工具,它通过物理动作和对物理和数字元素的操纵实现多模态交互,从而促进具象的具体-抽象联系。有形系统中的一个关键概念是,其物理组件是感兴趣的对象,具有与上下文相关的相关含义。据说,有形技术可以提供“自然”的映射,利用空间类比和文化标准,利用人们对物质世界的熟悉程度。智力残疾的学生尤其受益于与有形事物的互动,因为他们在感知和抽象方面存在困难。然而,符号信息并不总是具有明显的物理等价物,意义并不存在于人工制品本身所使用的表征中,而是存在于它们被操纵和解释的方式中。在教育背景下,设计师赋予人工制品的意义对学生来说并不一定是透明的,也不像设计师所预测的那样被他们理解。使用人工制品并理解其意义对于在学习过程中构建知识至关重要;因此,有必要研究人工制品在实践中的使用情况,以及学生如何将其转化为人工制品。本文讨论了智障儿童如何从概念上解释四种有形人工制品的元素,以及这些有形物品的哪些特征是高效、多模态交互的关键,从而可能指导设计师和教育者。分析表明,设计物理-数字语义映射的重要性,利用与儿童熟悉的环境相关的概念隐喻,而不是使用更抽象的表征。这种隐喻的联系,最好是建立在物理性质上,有助于儿童的理解和促进他们对系统的探索。
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引用次数: 1
期刊
Multimodal Technologies and Interaction
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