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Longitudinal assessment of the effects of passive training on stroke rehabilitation using fNIRS technology 应用fNIRS技术对被动训练对脑卒中康复效果的纵向评价
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-05 DOI: 10.1016/j.ijhcs.2023.103202
Tan Zou , Ning Liu , Wenfeng Wang , Qinbiao Li , Lingguo Bu

For patients with severe conditions such as stroke, passive exercise is commonly used in the early stages of their rehabilitation training. This study aimed to assess the effect of passive training on stroke rehabilitation and track brain function changes and the patient's rehabilitation progress, by employing a robot glove to perform a passive flexion-extension task. Specifically, functional near-infrared spectroscopy data from 26 patients under resting and right-hand passive interactions (task state) were recorded before and after a one-week interval, respectively, to explore the variations in the brain network of the patients. The results showed a stronger functional connectivity in both states of the two experiments in the left and right homotopic brain regions (p < 0.01). The effective connectivity network between brain regions maintained a consistent trend during the same test. Changes in functional connectivity and effective connectivity networks may represent the advantages of motor rehabilitation tasks and patient treatment duration, providing a perspective for an easy understanding of the mechanisms of stroke-related brain changes. This study demonstrates the feasibility of passive training strategies in the field of intelligent rehabilitation by applying neuroscientific diagnostic methods based on physiological data to the field of human-computer interaction.

对于中风等病情严重的患者,在其康复训练的早期阶段通常采用被动运动。本研究旨在评估被动训练对脑卒中康复的影响,通过机器人手套执行被动屈伸任务,跟踪脑功能变化和患者康复进展。具体来说,我们分别记录了26名患者在静息和右手被动交互(任务状态)下的功能近红外光谱数据,以探索患者大脑网络的变化。结果显示,在两种实验状态下,左、右同位脑区功能连通性较强(p<0.01)。在相同的测试中,大脑区域之间的有效连接网络保持一致的趋势。功能连接和有效连接网络的变化可能代表了运动康复任务和患者治疗时间的优势,为理解脑卒中相关的大脑变化机制提供了一个视角。本研究将基于生理数据的神经科学诊断方法应用于人机交互领域,论证了被动训练策略在智能康复领域的可行性。
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引用次数: 0
Grand challenges in human-food interaction 人类与食物互动的重大挑战
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-03 DOI: 10.1016/j.ijhcs.2023.103197
Florian ‘Floyd’ Mueller , Marianna Obrist , Ferran Altarriba Bertran , Neharika Makam , Soh Kim , Christopher Dawes , Patrizia Marti , Maurizio Mancini , Eleonora Ceccaldi , Nandini Pasumarthy , Sahej Claire , Kyung seo Jung , Jialin Deng , Jürgen Steimle , Nadejda Krasteva , Matti Schwalk , Harald Reiterer , Hongyue Wang , Yan Wang

There is an increasing interest in combining interactive technology with food, leading to a new research area called human-food interaction. While food experiences are increasingly benefiting from interactive technology, for example in the form of food tracking apps, 3D-printed food and projections on dining tables, a more systematic advancement of the field is hindered because, so far, there is no comprehensive articulation of the grand challenges the field is facing. To further and consolidate conversations around this topic, we invited 21 HFI experts to a 5-day seminar. The goal was to review our own and prior work to identify the grand challenges in human-food interaction. The result is an articulation of 10 grand challenges in human-food interaction across 4 categories (technology, users, design and ethics). By presenting these grand challenges, we aim to help researchers move the human-food interaction research field forward.

人们对将互动技术与食物相结合的兴趣越来越大,这导致了一个新的研究领域,即人与食物的互动。虽然食品体验越来越多地受益于互动技术,例如食品跟踪应用程序、3d打印食品和餐桌投影,但该领域更系统的进步受到阻碍,因为到目前为止,该领域面临的重大挑战还没有全面的表述。为了进一步巩固围绕这一主题的对话,我们邀请了21位HFI专家参加为期5天的研讨会。目的是回顾我们自己和之前的工作,以确定人类与食物相互作用的重大挑战。结果是人类与食物互动的10大挑战,跨越4个类别(技术、用户、设计和道德)。通过提出这些重大挑战,我们的目标是帮助研究人员推动人类-食物相互作用的研究领域向前发展。
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引用次数: 0
MakeBronze: An interactive system to promote Chinese bronze culture in children through hands-on experience with lost-wax casting MakeBronze:一个互动系统,通过亲身体验失蜡铸造,向孩子们推广中国青铜文化
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-02 DOI: 10.1016/j.ijhcs.2023.103201
Minjing Yu , Li Wang , Mingxu Cai , Mengrui Zhang , Chun Yu , Xing-Dong Yang , Jiawan Zhang

Chinese bronze is a significant symbol of Chinese rich history and culture. However, disseminating bronze culture to children is challenging due to the lack of effective approaches to engage them. A survey of 467 Chinese children showed that their knowledge of bronzes primarily comes from traditional teaching methods, such as books and exhibitions. Hands-on opportunities for children to interact with bronzes and experience how they were made thousands of years ago are rare. Therefore, we designed MakeBronze, an interactive system mainly composed of a robotic arm, a drawing tablet, and cameras to allow children to experience the lost-wax casting and create their own artifacts. A study with 60 children showed that MakeBronze could better help them understand the fabrication process and raise their interest in bronze culture. Our work offers insights into how technologies that are easily accessible to children can be exploited for bronze culture preservation.

中国青铜器是中国丰富历史文化的重要象征。然而,向儿童传播青铜文化是具有挑战性的,因为缺乏有效的方法来吸引他们。一项对467名中国儿童的调查显示,他们对青铜器的了解主要来自传统的教学方法,如书籍和展览。让孩子们有机会亲自接触青铜器,体验几千年前青铜器的制作过程,这是很少见的。因此,我们设计了MakeBronze互动系统,主要由机械臂、绘画板和相机组成,让孩子们体验失蜡铸造,创造自己的手工艺品。一项针对60名儿童的研究表明,MakeBronze可以更好地帮助他们了解制作过程,提高他们对青铜文化的兴趣。我们的工作为如何利用儿童容易获得的技术来保护青铜器文化提供了见解。
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引用次数: 0
Older adults' expectations, experiences, and preferences in programming physical robot assistance 老年人在编程物理机器人辅助方面的期望、经验和偏好
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-12-01 DOI: 10.1016/j.ijhcs.2023.103127
G. Ajaykumar, Kaitlynn Taylor Pineda, Chien-Ming Huang
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引用次数: 0
Elicitation and Evaluation of Hand-based Interaction Language for 3D Conceptual Design in Mixed Reality 混合现实下三维概念设计中基于手的交互语言的启发与评价
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-30 DOI: 10.1016/j.ijhcs.2023.103198
Lingyun Sun , Hongbo Zhang , Pei Chen , Zhaoqu Jiang , Xuelong Xie , Zihong Zhou , Xuanhui Liu , Xiaoyu Chen

Conceptual design is a fundamental stage in a design process. Traditional conceptual design tools impose limitations on the intuitive creation process of 3D objects, hindering their full potential. Applying hand-based interaction in mixed reality (MR) provides an immersive and intuitive creation mode without dimensionality transformations, facilitating conceiving ideas in 3D conceptual design. Although studies on hand-based languages have explored different gesture design methodologies and techniques from many individual perspectives, they lack holistic understanding and comprehensive suggestions for gesture application in conceptual design scenarios. This study aims to establish a set of hand-based languages that are available in cognitive, physical, and system-based aspects for 3D conceptual designs in the MR environment. A two-stage study was conducted in an MR environment, combining an elicitation design and a comprehensive evaluation experiment. Through the elicitation design, approximately 930 gesture actions, focusing on 31 targeted functionalities, were collected. By performing an evaluation experiment, a set of theoretically optimal hand-based interaction languages for 3D conceptual design was proposed, and the corresponding guidelines for hand-based interactions were clarified. Our results can further expand human-computer interactions in MR environments and inspire software builders to create novel hand-driven interaction modes or tools.

概念设计是设计过程中的一个基本阶段。传统的概念设计工具对3D对象的直观创作过程施加了限制,阻碍了它们充分发挥潜力。在混合现实(MR)中应用基于手的交互,提供了一种无需维度转换的沉浸式、直观的创作模式,便于在3D概念设计中构思想法。尽管基于手势语言的研究从多个个体角度探索了不同的手势设计方法和技术,但缺乏对手势在概念设计场景中的应用的整体理解和综合建议。本研究旨在为MR环境下的3D概念设计建立一套可用于认知、物理和系统方面的基于手的语言。在MR环境下进行了两阶段的研究,结合了启发设计和综合评估实验。通过启发设计,收集了大约930个手势动作,重点关注31个目标功能。通过评价实验,提出了一套理论上最优的用于三维概念设计的手交互语言,并明确了相应的手交互准则。我们的研究结果可以进一步扩展MR环境中的人机交互,并启发软件构建者创建新颖的手动交互模式或工具。
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引用次数: 0
Pedestrians’ road-crossing decisions: Comparing different drift-diffusion models 行人过马路决策:比较不同的漂移扩散模型
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-30 DOI: 10.1016/j.ijhcs.2023.103200
Max Theisen , Caroline Schießl , Wolfgang Einhäuser , Gustav Markkula

The decision of whether to cross a road or wait for a car to pass, humans make frequently and effortlessly. Recently, the application of drift-diffusion models (DDMs) on pedestrians’ decision-making has proven useful in modelling crossing behaviour in pedestrian–vehicle interactions. These models consider binary decision-making as an incremental accumulation of noisy evidence over time until one of two choice thresholds (to cross or not) is reached. One open question is whether the assumption of a kinematics-dependent drift-diffusion process, which was made in previous pedestrian crossing DDMs, is justified, with DDM-parameters varying over time according to the developing traffic situation. It is currently unknown whether kinematics-dependent DDMs provide a better model fit than conventional DDMs, which are fitted per condition. Furthermore, previous DDMs have not considered reaction times for the not-crossing option. We address these issues by a novel experimental design combined with modelling. Experimentally, we use a 2-alternative-forced-choice paradigm, where participants view videos of approaching cars from a pedestrian’s perspective and respond whether they want to cross before the car or to wait until the car has passed. Using these data, we perform thorough model comparison between kinematics-dependent and condition-wise fitted DDMs. Our results demonstrate that condition-wise fitted DDMs can show better model fits than kinematics-dependent DDMs as reflected in the mean-squared-errors. The condition-wise fitted models need considerably more parameters, but in some cases still outperform kinematics-dependent DDMs in measures that penalize the parameter number (e.g., Akaike information criterion). Introducing a starting point bias provides support for the novel hypothesis of rapid early evidence build-up from the initial view of the vehicle distance. The drift rates obtained for the condition-wise fitted models align with the assumptions in the kinematics-dependent models, confirming that pedestrians’ decision processes are kinematics-dependent. However, the partial preference for condition-wise fitted models in the model selection suggests that the correct form of kinematics-dependence has not yet been identified for all DDM-parameters, indicating room for improvement of current pedestrian crossing DDMs. Developing more accurate models of human cognitive processes will likely facilitate autonomous vehicles to understand pedestrians’ intentions as well as to show unambiguous human-like behaviour in future traffic interactions with humans.

是过马路还是等车通过,人类经常毫不费力地做出决定。近年来,漂移扩散模型(DDMs)在行人决策中的应用已被证明对行人-车辆相互作用中穿越行为的建模很有用。这些模型认为二元决策是随着时间的推移,噪声证据的增量积累,直到达到两个选择阈值之一(跨越或不跨越)。一个悬而未决的问题是,在以往的人行横道ddm中所做的运动学相关漂移扩散过程的假设是否合理,ddm参数会随着交通状况的发展而随时间变化。目前尚不清楚运动学相关ddm是否比传统ddm提供更好的模型拟合,传统ddm是根据条件拟合的。此外,以前的ddm没有考虑不交叉选项的反应时间。我们通过结合建模的新颖实验设计来解决这些问题。在实验中,我们使用了一个双选项强迫选择范例,参与者从行人的角度观看接近车辆的视频,并回答他们是想在汽车之前过马路还是等到汽车过去。使用这些数据,我们在运动学相关和条件相关的ddm之间进行了彻底的模型比较。我们的结果表明,条件拟合的ddm比运动学相关的ddm具有更好的模型拟合,这反映在均方误差中。条件拟合模型需要相当多的参数,但在某些情况下,在惩罚参数数量的措施(例如,赤池信息准则)中,仍然优于运动学相关的ddm。引入起点偏差为从车辆距离的初始视角快速积累早期证据的新假设提供了支持。条件拟合模型获得的漂移率与运动学相关模型中的假设一致,证实行人的决策过程与运动学相关。然而,在模型选择中对条件拟合模型的部分偏好表明,尚未确定所有ddm参数的正确运动学依赖形式,这表明当前人行过路ddm的改进空间。开发更准确的人类认知过程模型,可能有助于自动驾驶汽车理解行人的意图,并在未来与人类的交通互动中表现出明确的类人行为。
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引用次数: 0
Fail, fail again, fail better: How players who enjoy challenging games persist after failure in “Celeste” 失败,再失败,更好地失败:喜欢挑战游戏的玩家在《Celeste》失败后如何坚持
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-28 DOI: 10.1016/j.ijhcs.2023.103199
Natalia Hefkaluk, Conor Linehan, Anna Trace

Players who enjoy challenging games frequently face failure and must demonstrate persistence to succeed. Persistence through failure, albeit difficult to learn, is a skill that is valuable across many aspects of life. It may be useful to study how those who seek out challenging games understand and deal with failure, and how game design contributes to this experience. This study aimed to deepen the knowledge available using a qualitative methodology. Ten participants played the challenging platform game “Celeste” for a week before taking part in a 30 min semi-structured interview. Reflexive Thematic Analysis generated five primary themes: (1) Making Meaning of Failure, (2) Seeing Purpose in Failure, (3) Accepting Difficult Experiences, (4) Drawing Persistence from Design and (5) Differentiating Persistence in Life and Play. Results emphasize the centrality of goals and consequence in shaping player responses to failure, and outline that an encouraging, learning-focused game environment where failure is functional favours persistence. Challenge-readiness, striving for growth and mastery, analytical thinking, break-taking, involving friends in gameplay and self-efficacy also facilitated persistence, with the latter being transferred across the contexts of life and play. Directions for future research, implications for game design and suggestions for interventions targeting positive failure responses are discussed.

喜欢挑战游戏的玩家经常会遭遇失败,他们必须坚持不懈才能成功。尽管很难学会,但在失败中坚持是一种在生活的许多方面都很有价值的技能。研究那些寻找具有挑战性的游戏的人如何理解和处理失败,以及游戏设计如何影响这种体验,可能会很有帮助。本研究旨在利用定性方法加深现有知识。10名参与者在参加30分钟的半结构化面试之前,先玩了一个具有挑战性的平台游戏“Celeste”一周。反思性主题分析产生了5个主要主题:(1)理解失败的意义;(2)从失败中看到目的;(3)接受困难的经历;(4)从设计中汲取持久性;(5)区分生活和游戏中的持久性。结果强调了目标和结果在塑造玩家对失败的反应中的中心地位,并概述了一个鼓励的,以学习为中心的游戏环境,其中失败是功能性的,有利于坚持。挑战准备、努力成长和精通、分析思维、突破、让朋友参与游戏和自我效能感也有助于坚持,后者在生活和游戏环境中转移。讨论了未来研究的方向、对游戏设计的影响以及针对积极失败反应的干预建议。
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引用次数: 0
Guiding gaze gestures on smartwatches: Introducing fireworks 智能手表上的目光引导手势介绍烟花
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-28 DOI: 10.1016/j.ijhcs.2023.103196
William Delamare , Daichi Harada , Luxi Yang , Xiangshi Ren

Smartwatches enable interaction anytime and anywhere, with both digital and augmented physical objects. However, situations with busy hands can prevent user inputs. To address this limitation, we propose Fireworks, an innovative hands-free alternative that empowers smartwatch users to trigger commands effortlessly through intuitive gaze gestures by providing post-activation guidance. Fireworks allows command activation by guiding users to follow targets moving from the screen center to the edge, mimicking real life fireworks. We present the experimental design and evaluation of two Fireworks instances. The first design employs temporal parallelization, displaying few dynamic targets during microinteractions (e.g., snoozing a notification while cooking). The second design sequentially displays targets to support more commands (e.g., 20 commands), ideal for various scenarios other than microinteractions (e.g., turn on lights in a smart home). Results show that Fireworks’ single straight gestures enable faster and more accurate command selection compared to state-of-the-art baselines, namely Orbits and Stroke. Additionally, participants expressed a clear preference for Fireworks’ original visual guidance.

智能手表可以随时随地与数字对象和增强物理对象进行交互。然而,在手忙脚乱的情况下,用户可能无法输入指令。为了解决这一限制,我们提出了一种创新的免提替代方案--Fireworks,通过提供激活后引导,让智能手表用户能够通过直观的注视手势毫不费力地触发命令。Fireworks 通过引导用户跟随从屏幕中心向边缘移动的目标,模仿现实生活中的烟花,从而激活命令。我们介绍了两个 Fireworks 实例的实验设计和评估。第一种设计采用了时间并行化技术,在微交互过程中显示少量动态目标(例如,在烹饪时打盹接收通知)。第二种设计按顺序显示目标,以支持更多命令(如 20 条命令),非常适合微交互以外的各种场景(如打开智能家居中的灯)。结果表明,与 Orbits 和 Stroke 等最先进的基线软件相比,Fireworks 的单直手势能够实现更快、更准确的命令选择。此外,参与者明确表示更喜欢 Fireworks 的原始视觉引导。
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引用次数: 0
Challenges in starting to design and make together: Examining family engagement in Fab Labs 一起开始设计和制作的挑战:在Fab实验室中考察家庭参与
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-23 DOI: 10.1016/j.ijhcs.2023.103185
Behnaz Norouzi , Netta Iivari , Marianne Kinnula , Iván Sánchez Milara

Making in a digital fabrication laboratory (Fab Lab) using Fab Lab processes is generally challenging for novice makers, particularly for families with young children. We conducted a qualitative study on family engagement in open-ended digital fabrication activities in an informal Fab Lab setting, where families engaged in 2D/3D designing, laser cutting, and 3D printing. We observed challenging transformations when families moved from brainstorming to digital designing and, subsequently, from digital designing to machine-making a physical object. Fab Lab instructors’ work, parental approaches, and oral discussions, which were all intended to facilitate children's participation in the activities, were central in and intertwined with these transformations, and led to the engagement or disengagement of children. Through this study, we shed light on the challenges families faced and provide insights into how to reduce the complexity of digital fabrication for families who have no prior experience of it as well as into how Fab Lab instructors can help enable young children's participation in the related activities.

在数字制造实验室(Fab Lab)中使用Fab Lab工艺对于新手制造商来说通常是具有挑战性的,特别是对于有小孩的家庭。我们在非正式的Fab Lab环境中进行了一项关于家庭参与开放式数字制造活动的定性研究,其中家庭参与2D/3D设计,激光切割和3D打印。我们观察到,当家庭从头脑风暴转向数字设计,随后又从数字设计转向机器制造实物时,这些转变具有挑战性。Fab Lab教师的工作、家长的方法和口头讨论,这些都是为了促进儿童参与活动,是这些转变的核心和交织在一起的,并导致儿童的参与或脱离。通过这项研究,我们揭示了家庭面临的挑战,并为没有数字制造经验的家庭提供了如何降低数字制造复杂性的见解,以及Fab Lab教师如何帮助幼儿参与相关活动。
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引用次数: 0
A new dynamic spatial information design framework for AR-HUD to evoke drivers’ instinctive responses and improve accident prevention 一种新的AR-HUD动态空间信息设计框架,唤起驾驶员本能反应,提高事故预防能力
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2023-11-23 DOI: 10.1016/j.ijhcs.2023.103194
Jianmin Wang , Jingyan Yang , Qianwen Fu , Jie Zhang , Jun Zhang

Driver’s instinctive responses and skill-based behaviors enable them to react faster and better control their vehicle in dangerous situations. This study incorporated dynamic spatial information design (DSID) in an augmented reality head-up display (AR-HUD) under manual driving conditions. By integrating the skill, rule, and knowledge (SRK) taxonomy and situation awareness (SA) theory, our AR-HUD successfully evoked drivers’ instinctive responses and improved driving safety. First, we converted symbol and sign information processed at the knowledge-based and rule-based levels, respectively, into signal information processed at the skill-based level. Then we developed four AR-HUD interfaces with different dynamic designs for use in a hazardous scenario at an intersection. Finally, we investigated each design’s impact on drivers’ SA and driving performance. Experimental results demonstrated that our DSID enhanced drivers’ SA and accident-avoidance capabilities while reducing their cognitive workload. Among the four AR-HUD interfaces, the one that incorporated all three information elements under study (i.e., lateral warning, dynamic driving space, and speedometer) performed the best. This indicates that our proposed framework has potential applications in other similar dangerous driving scenarios, thus contributing to the development of safer and more efficient driving environments.

驾驶员的本能反应和基于技能的行为使他们在危险情况下反应更快,更好地控制他们的车辆。本研究将动态空间信息设计(DSID)应用于手动驾驶条件下的增强现实平视显示器(AR-HUD)。AR-HUD通过整合技能、规则和知识(SRK)分类和情境感知(SA)理论,成功地激发了驾驶员的本能反应,提高了驾驶安全性。首先,我们将分别在知识和规则层面处理的符号和符号信息转换为在技能层面处理的信号信息。然后,我们开发了四个具有不同动态设计的AR-HUD界面,用于十字路口的危险场景。最后,我们研究了每种设计对驾驶员SA和驾驶性能的影响。实验结果表明,DSID在降低驾驶员认知负荷的同时,提高了驾驶员的认知能力和事故避免能力。在四种AR-HUD界面中,结合了所研究的三个信息元素(即横向警告、动态驾驶空间和速度计)的AR-HUD界面表现最好。这表明我们提出的框架在其他类似的危险驾驶场景中具有潜在的应用前景,从而有助于开发更安全、更高效的驾驶环境。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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