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How do people experience the images created by generative artificial intelligence? An exploration of people's perceptions, appraisals, and emotions related to a Gen-AI text-to-image model and its creations 人们如何体验人工智能生成的图像?探讨人们对 Gen-AI 文本到图像模型及其创作的看法、评价和情感
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-12 DOI: 10.1016/j.ijhcs.2024.103375

Generative Artificial Intelligence (Gen-AI) has rapidly advanced in recent years, potentially producing enormous impacts on industries, societies, and individuals in the near future. In particular, Gen-AI text-to-image models allow people to easily create high-quality images possibly revolutionizing human creative practices. Despite their increasing use, however, the broader population's perceptions and understandings of Gen-AI-generated images remain understudied in the Human-Computer Interaction (HCI) community. This study investigates how individuals, including those unfamiliar with Gen-AI, perceive Gen-AI text-to-image (Stable Diffusion) outputs. Study findings reveal that participants appraise Gen-AI images based on their technical quality and fidelity in representing a subject, often experiencing them as either prototypical or strange: these experiences may raise awareness of societal biases and evoke unsettling feelings that extend to the Gen-AI itself. The study also uncovers several “relational” strategies that participants employ to cope with concerns related to Gen-AI, contributing to the understanding of reactions to uncanny technology and the (de)humanization of intelligent agents. Moreover, the study offers design suggestions on how to use the anthropomorphizing of the text-to-image model as design material, and the Gen-AI images as support for critical design sessions.

近年来,生成式人工智能(Gen-AI)发展迅速,在不久的将来可能会对行业、社会和个人产生巨大影响。特别是,创人工智能的文本到图像模型可以让人们轻松创建高质量的图像,可能会彻底改变人类的创作实践。然而,尽管其应用日益广泛,但在人机交互(HCI)领域,更广泛人群对 Gen-AI 生成的图像的看法和理解仍未得到充分研究。本研究调查了个人(包括不熟悉 Gen-AI 的个人)如何看待 Gen-AI 文本到图像(稳定扩散)输出。研究结果表明,参与者会根据 Gen-AI 图像的技术质量和表现主题的保真度对其进行评价,通常会将其视为原型或奇怪的图像:这些经历可能会提高人们对社会偏见的认识,并唤起延伸至 Gen-AI 本身的不安情绪。这项研究还发现了参与者为应对与 Gen-AI 有关的担忧而采用的几种 "关系 "策略,有助于理解人们对不可思议的技术和智能代理(去)人性化的反应。此外,本研究还就如何使用文本到图像模型的拟人化作为设计素材,以及如何使用 Gen-AI 图像作为批判性设计会议的支持提供了设计建议。
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引用次数: 0
A gaze-based driver distraction countermeasure: Comparing effects of multimodal alerts on driver's behavior and visual attention 基于凝视的驾驶员分心对策:比较多模态警报对驾驶员行为和视觉注意力的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-09-10 DOI: 10.1016/j.ijhcs.2024.103366

This study, introduces and evaluates different countermeasures using real-time eye-tracking data. The countermeasures detect when driver gaze deviates from the road for longer than a predetermined threshold and then redirect the driver's attention back to the road. The countermeasures include bimodal and trimodal alerts using combinations of auditory, tactile, and visual modalities. These countermeasures showcase the utility of adopting eye-tracking technologies in the context of driver monitoring and advanced driver's assistance systems. They enhance safety as a safeguard for the increased use of devices such as in-vehicle infotainment systems. Results show that countermeasures effectively redirect drivers’ attention to the road, with higher on-road gaze time. Additionally, bimodal alerts that include the visual modality are less effective at redirecting participants’ gaze on-road and result in poorer driving performance.

本研究利用实时眼动跟踪数据介绍并评估了不同的应对措施。当驾驶员的视线偏离道路的时间超过预定阈值时,这些对策就会检测到,然后将驾驶员的注意力重新引导到道路上。这些对策包括使用听觉、触觉和视觉模式组合的双模和三模警报。这些对策展示了在驾驶员监控和高级驾驶员辅助系统中采用眼动跟踪技术的效用。随着车载信息娱乐系统等设备使用量的增加,这些措施也能提高安全性。结果表明,应对措施能有效地将驾驶员的注意力重新转移到道路上,从而提高在路上的注视时间。此外,包含视觉模式的双模警报在将参与者的视线转向路面方面效果较差,导致驾驶表现较差。
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引用次数: 0
Impact of interaction technique in interactive data visualisations: A study on lookup, comparison, and relation-seeking tasks 交互式数据可视化中交互技术的影响:关于查找、比较和关系搜索任务的研究
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-31 DOI: 10.1016/j.ijhcs.2024.103359

This paper presents an analysis of different interaction techniques used in interactive data visualisations to support end-users in visual analytics tasks. Our selection of interaction techniques is based on prior work and consists of the interaction techniques Select, Explore, Reconfigure, Encode, Filter, Abstract/Elaborate, and Connect. Through a within-subject study, we assessed participants’ abilities to utilise these techniques when faced with three distinct types of data-driven tasks; lookup, comparison, and Relation-seeking. Our research investigates the impact of these interaction techniques on the correctness, confidence, perceived difficulty, and cognitive load of N = 80 self-identified data scientists and N = 80 non-experts. We find that interaction technique significantly impacts answer correctness and participant confidence. Participants performed best across those interaction techniques that allow for information that is deemed least relevant to be concealed, which is reflected in lower intrinsic and extraneous cognitive load. Interestingly, participants’ expertise affected their confidence but not their accuracy. Our results provide insights useful for a more targeted and informed design and usage of interactive data visualisations.

本文分析了交互式数据可视化中使用的不同交互技术,以支持终端用户完成可视化分析任务。我们对交互技术的选择是基于先前的工作,包括选择、探索、重新配置、编码、过滤、抽象/协作和连接等交互技术。通过主体内研究,我们评估了参与者在面对三种不同类型的数据驱动任务(查找、比较和关系搜索)时使用这些技术的能力。我们的研究调查了这些交互技术对 N = 80 名自我认同的数据科学家和 N = 80 名非专家的正确性、自信心、感知难度和认知负荷的影响。我们发现,交互技术对答案的正确性和参与者的信心有很大影响。在那些允许隐藏被认为最不相关的信息的交互技术中,参与者的表现最好,这反映在较低的内在和外在认知负荷上。有趣的是,参与者的专业知识会影响他们的信心,但不会影响他们的准确性。我们的研究结果为更有针对性地设计和使用交互式数据可视化提供了有益的启示。
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引用次数: 0
Keeping Fit & Staying Safe: A Systematic Review of Women's Use of Social Media for Fitness 保持健康与安全:妇女使用社交媒体健身的系统性回顾
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-28 DOI: 10.1016/j.ijhcs.2024.103361

Social media has transformed how users create, share, and consume health and fitness content. Research to date demonstrates that despite positive sharing opportunities, women are subject to misinformation, gendered harassment, and economic surveillance. To clarify the benefits and challenges facing women who interact with fitness content on social media, we conducted a qualitative systematic synthesis of 21 research papers. Thematic synthesis of the included papers describes how social media is used as a site to share information and experiences, how women engage with fitness content and how platforms are used in this engagement. We constructed four themes describing women's actions in engaging with fitness content online: producing, observing, interacting, and managing. In one of the main contributions of this paper, these themes are worked into a modes of engagement framework, for categorising and understanding the ways women use social media for fitness. This framework may be useful in further analysis of women's use of social media.

社交媒体改变了用户创建、分享和消费健康与健身内容的方式。迄今为止的研究表明,尽管有积极的分享机会,但女性也会受到错误信息、性别骚扰和经济监控的影响。为了弄清与社交媒体上的健身内容互动的女性所面临的益处和挑战,我们对 21 篇研究论文进行了定性系统综合。对收录的论文进行的专题综述描述了社交媒体如何被用作分享信息和经验的网站,女性如何与健身内容互动,以及在这种互动中如何使用平台。我们构建了四个主题,描述了女性参与在线健身内容的行为:生产、观察、互动和管理。本文的主要贡献之一是将这些主题纳入一个参与模式框架,以便对女性使用社交媒体健身的方式进行分类和理解。该框架可能有助于进一步分析女性使用社交媒体的情况。
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引用次数: 0
Ergonomic assessment of mid-air interaction and device-assisted interactions under vibration environments based on task performance, muscle activity and user perceptions 根据任务执行情况、肌肉活动和用户感知,对振动环境下的半空互动和设备辅助互动进行人体工学评估
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-23 DOI: 10.1016/j.ijhcs.2024.103364

Mid-air interaction has been increasingly introduced for human-computer interaction (HCI) tasks in vibration environments, but it has seldom been assessed from ergonomic aspects, especially in comparison with device-assisted interactions. This study aimed to provide a comprehensive ergonomic assessment of mid-air interaction and device-assisted interactions under vibration environments based on task performance, muscle activity in the upper limb and shoulder, and user perceptions. A within-subjects design was implemented in this study, where participants were required to perform basic pointing and dragging tasks with four interaction modes (i.e., one mid-air interaction and three device-assisted interactions) under static, low and high vibration environments, respectively. Both small and large target sizes were examined. Muscle activity was recorded with surface electromyography for five muscles from participants’ dominant arm. Results showed that mid-air interaction yielded longer task completion time, more errors, higher perceived workload, lower usability ratings, and larger muscle activities in the forearm, upper arm and shoulder compared with device-assisted interactions. There were significant interaction effects between vibration and interaction mode. Specifically, compared with device-assisted interactions, mid-air interaction was associated with greater susceptibility to the detrimental effects of vibration (poorer task performance and larger muscle activities). Target size significantly affected task performance, but the effects varied by tasks. Overall, our results suggest that mid-air interaction presents a higher ergonomic risk compared with device-assisted interactions, especially in vibration environments. These findings provide implications for better use, configuration and ergonomic assessment of interaction tools in vibration environments, and are useful in developing evidence-based interventions to control ergonomic risk in HCI tasks in vibration environments.

在振动环境下的人机交互(HCI)任务中,越来越多地引入了半空中交互,但很少从人体工程学方面对其进行评估,尤其是与设备辅助交互相比。本研究旨在根据任务表现、上肢和肩部肌肉活动以及用户感知,对振动环境下的空中交互和设备辅助交互进行全面的人体工程学评估。本研究采用了被试内设计,要求被试在静态、低振动和高振动环境下分别完成四种交互模式(即一种半空交互和三种设备辅助交互)的基本指向和拖动任务。测试的目标尺寸有大有小。用表面肌电图记录了参与者主导手臂上五块肌肉的活动。结果表明,与设备辅助交互相比,中空交互的任务完成时间更长,错误更多,感知工作量更大,可用性评分更低,前臂、上臂和肩部的肌肉活动更大。振动和交互模式之间存在明显的交互效应。具体来说,与设备辅助交互相比,中空交互更容易受到振动的不利影响(任务表现较差,肌肉活动较大)。目标大小对任务表现有明显影响,但影响因任务而异。总之,我们的研究结果表明,与设备辅助交互相比,中空交互具有更高的人体工程学风险,尤其是在振动环境中。这些研究结果为更好地使用、配置振动环境中的交互工具并对其进行人体工程学评估提供了启示,同时也有助于制定循证干预措施,以控制振动环境中人机交互任务的人体工程学风险。
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引用次数: 0
Object manipulation based on the head manipulation space in VR 基于虚拟现实中头部操作空间的物体操作
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.ijhcs.2024.103346

Object manipulation is fundamental in virtual and augmented reality, where efficiency and accuracy are crucial. However, repetitive object manipulation tasks using the hands can lead to arm fatigue, and in some scenarios, hands may not be feasible for object manipulation. In this paper, we propose a novel approach for object manipulation based on head movement. Firstly, we introduce the concept of head manipulation space and conduct an experiment to collect head manipulation space data to determine the manipulable space. Then, we propose a new method for object manipulation based on head speed and inter-frame viewpoint quality to enhance the efficiency and accuracy of head manipulation. Finally, we design two user studies to evaluate the performance of our head-based object manipulation method. The results show that our method is feasible in terms of task completion efficiency and accuracy compared to state-of-the-art methods and greatly reduces user fatigue and motion sickness. Moreover, our method significantly improves usability and reduces task load. Our method lays a foundation for head-based object manipulation in virtual and augmented reality and provides a new manipulation method for scenarios where hands are not suitable for object manipulation.

物体操作是虚拟现实和增强现实的基础,其效率和准确性至关重要。然而,使用双手重复操作物体会导致手臂疲劳,而且在某些情况下,双手可能无法操作物体。在本文中,我们提出了一种基于头部运动的物体操纵新方法。首先,我们引入了头部操纵空间的概念,并通过实验收集头部操纵空间数据来确定可操纵空间。然后,我们提出了一种基于头部速度和帧间视点质量的物体操纵新方法,以提高头部操纵的效率和准确性。最后,我们设计了两项用户研究来评估基于头部的物体操纵方法的性能。结果表明,与最先进的方法相比,我们的方法在完成任务的效率和准确性方面是可行的,并能大大减少用户的疲劳和晕动症。此外,我们的方法还大大提高了可用性,减轻了任务负担。我们的方法为虚拟现实和增强现实中基于头部的物体操纵奠定了基础,并为不适合用手操纵物体的场景提供了一种新的操纵方法。
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引用次数: 0
Effects of secondary task eccentricity and visual salience on attention allocation in multitasking across screens 次要任务偏心率和视觉显著性对跨屏幕多任务处理中注意力分配的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.ijhcs.2024.103363

In digital control rooms, operators often need to monitor multiple information sources, which are spatially distributed on multiple screens, to manage multiple tasks simultaneously. Operators’ attention allocation between tasks are likely to be affected by the visual salience and eccentricity of secondary task screens. Their exact impacts and underlying mechanisms need to be investigated to inform system design to support balanced attention allocation strategies for optimal multitasking performance. This study aims to address these issues through a laboratory experiment using a simulated unmanned aerial vehicle monitoring platform. The participants performed a primary task and two secondary tasks concurrently, each shown on a separated screen. The visual salience and eccentricity of the maintenance task (one of the secondary tasks) were manipulated within-groups. Attention allocation behaviors were captured by eye movement data, and performance of both primary and secondary tasks were recorded. The participants were more likely to switch to and spent more time on the maintenance task of lower salience, showing a tendency to override the bottom-up influence of secondary task salience with top-down control. Large eccentricity of the secondary task, however, led to less attention allocation and lower task prioritization in paired event conflicts. The interaction effect of the salience and eccentricity of the maintenance task was significant for the accuracy of the primary task and the other secondary task. These findings offered insights into the joint design of salience and eccentricity of secondary tasks to enhance overall multitasking performance.

在数字控制室中,操作员往往需要监控多个屏幕上空间分布的多个信息源,以同时管理多个任务。操作员在不同任务之间的注意力分配很可能会受到次要任务屏幕的视觉突出度和偏心率的影响。需要对它们的确切影响和内在机制进行研究,以便为系统设计提供信息,支持平衡的注意力分配策略,实现最佳的多任务处理性能。本研究旨在通过使用模拟无人飞行器监控平台进行实验室实验来解决这些问题。参与者同时执行一项主要任务和两项次要任务,每项任务都显示在一个单独的屏幕上。维持任务(次要任务之一)的视觉显著性和偏心率在组内进行了操纵。通过眼动数据捕捉注意力分配行为,并记录主要任务和次要任务的表现。被试更有可能切换到显著性较低的维持任务,并在该任务上花费更多时间,这表明被试倾向于用自上而下的控制来覆盖次要任务显著性自下而上的影响。然而,次要任务的偏心率越大,配对事件冲突中的注意力分配就越少,任务优先级就越低。对于主要任务和其他次要任务的准确性而言,维持任务的显著性和偏心率的交互效应是显著的。这些发现为联合设计次要任务的显著性和偏心率以提高多任务处理的整体表现提供了启示。
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引用次数: 0
Effects of various in-vehicle human–machine interfaces on drivers’ takeover performance and gaze pattern in conditionally automated vehicles 各种车载人机界面对驾驶员在有条件自动驾驶汽车中的接管表现和注视模式的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.ijhcs.2024.103362

With the era of automated driving approaching, designing an effective and suitable human–machine interface (HMI) to present takeover requests (TORs) is critical to ensure driving safety. The present study conducted a simulated driving experiment to explore the effects of three HMIs (instrument panel, head-up display [HUD], and peripheral HMI) on takeover performance, simultaneously considering the TOR type (informative and generic TORs). Drivers’ eye movement data were also collected to investigate how drivers distribute their attention between the HMI and surrounding environment during the takeover process. The results showed that using the peripheral HMI to present TORs can shorten takeover time, and drivers rated this HMI as more useful and satisfactory than conventional HMIs (instrument panel and HUD). Eye movement analysis revealed that the peripheral HMI encourages drivers to spend more time gazing at the road ahead and less time gazing at the TOR information than the instrument panel and HUD, indicating a better gaze pattern for traffic safety. The HUD seemed to have a risk of capturing drivers’ attention, which resulted in an ‘attention tunnel,’ compared to the instrument panel. In addition, informative TORs were associated with better takeover performance and prompted drivers to spend less time gazing at rear-view mirrors than generic TORs. The findings of the present study can provide insights into the design and implementation of in-vehicle HMIs to improve the driving safety of automated vehicles.

随着自动驾驶时代的到来,设计一个有效且合适的人机界面(HMI)来提出接管请求(TOR)对于确保驾驶安全至关重要。本研究进行了一项模拟驾驶实验,探讨了三种人机界面(仪表板、平视显示器[HUD]和外围人机界面)对接管性能的影响,同时考虑了接管请求类型(信息型和通用型接管请求)。此外,还收集了驾驶员的眼动数据,以研究驾驶员在接管过程中如何在人机界面和周围环境之间分配注意力。结果表明,使用外围人机界面显示职权范围可以缩短接管时间,驾驶员对这种人机界面的评价是比传统人机界面(仪表板和 HUD)更有用、更令人满意。眼动分析显示,与仪表板和 HUD 相比,外围人机界面鼓励驾驶员花更多时间注视前方道路,而减少注视 TOR 信息的时间,这表明注视模式更有利于交通安全。与仪表板相比,HUD 似乎有吸引驾驶员注意力的风险,从而导致 "注意力隧道"。此外,与一般的职权范围相比,信息性职权范围具有更好的接管性能,并促使驾驶员花费更少的时间注视后视镜。本研究的结果可为车载人机界面的设计和实施提供启示,从而提高自动驾驶汽车的驾驶安全性。
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引用次数: 0
Reflections on using the story completion method in designing tangible user interfaces 使用故事完成法设计有形用户界面的思考
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.ijhcs.2024.103360

There are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment.

有许多设计技术可以支持有形技术的共同设计。然而,这些设计方法中很少有一种能让用户大规模地、跨地域地参与进来。故事完成法(SCM)虽然在心理学中很流行,但最近才开始被人机交互社区采用。我们探讨了故事完成法是否能从大量不同的研究人群中产生有意义的设计见解,用于设计有形用户界面(TUI)。基于使用 SCM 进行的两项问卷调查研究的结果,我们得出结论:该方法可用于产生有意义的设计见解。通过对 870 篇有形用户界面(TUI)论文的系统回顾,我们将有形用户界面(SCM)的优缺点与常用的设计方法进行了对比,然后对我们在两个不同领域使用该方法的经验进行了反思。我们讨论了该方法的优势(特别是在参与的规模和多样性方面)和挑战(特别是在构建有意义的故事主干和开发正确的脚手架以支持创造力方面)。我们的结论是,单片机特别适合用于设计过程的早期阶段,以了解部署的社会文化背景。
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引用次数: 0
Spacetime trajectories as overlapping rhythms 作为重叠节奏的时空轨迹
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-22 DOI: 10.1016/j.ijhcs.2024.103358

The navigation of two-dimensional spaces by rhythmic patterns on two buttons is investigated. It is shown how direction and speed of a moving object can be controlled with discrete commands consisting of duplets or triplets of taps, whose rate is proportional to one of two orthogonal velocity components. The imparted commands generate polyrhythms and polytempi that can be used to monitor the object movement by perceptual streaming. Tacking back and forth must be used to make progress along certain directions, similarly to sailing a boat upwind. The proposed rhythmic velocity-control technique is tested with a target-following task. Users effectively learn the tapping control actions, and they can keep a relatively small distance from a moving target. They can potentially rely on overlapping auditory rhythmic streams to compensate for temporary deprivation of visual position of the controlled object. The interface is minimal and symmetric, and can be adapted to different sensing and display devices, exploiting the symmetry of the human body and the ability to follow two concurrent rhythmic streams.

研究了通过两个按钮上的节奏图案来导航二维空间的问题。研究表明,移动物体的方向和速度可以通过由二连拍或三连拍(其速率与两个正交速度分量中的一个成正比)组成的离散指令来控制。传授的指令会产生多节奏和多节奏,可用于通过感知流监控物体的运动。要想沿着特定方向前进,就必须前后摇摆,这与逆风航行类似。所提出的有节奏的速度控制技术通过目标跟踪任务进行了测试。用户有效地学会了敲击控制动作,并能与移动目标保持相对较小的距离。他们有可能依靠重叠的听觉节奏流来补偿被控制物体视觉位置的暂时缺失。利用人体的对称性和同时跟随两个节奏流的能力,该界面最小且对称,可适用于不同的传感和显示设备。
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引用次数: 0
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International Journal of Human-Computer Studies
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