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Representing scents: An evaluation framework of scent-related experiences through associations between grounded and psychophysiological data 表现气味:通过基础数据和心理生理学数据之间的关联,建立气味相关体验的评估框架
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-17 DOI: 10.1016/j.ijhcs.2024.103357

This study introduces an empirical approach for assessing human scent-related experiences within the field of Human-Computer Interaction (HCI). We labeled 43 fragrances based on grounded collective experience, incorporating semantic and impression-based data. Furthermore, we collected comprehensive psychophysiological data, including electroencephalogram (EEG), electrobulbogram (EBG), electrocardiogram (ECG), and facial dynamics captured by a camera, from participants who experienced the scents. By computing scent-wise similarity and correlating both grounded and psychophysiological scent spaces, we identified associations between them, demonstrating the potential of this approach to enhance our understanding of scent-related experiences. Additionally, we propose an iterative evaluation framework to refine the design of smell-based interactions and we conduct a real-life study to validate this framework.

本研究介绍了一种在人机交互(HCI)领域内评估人类气味相关体验的实证方法。我们根据基础的集体体验,结合语义和基于印象的数据,对 43 种香味进行了标注。此外,我们还收集了体验香味的参与者的全面心理生理数据,包括脑电图(EEG)、脑电图(EBG)、心电图(ECG)和摄像头捕捉到的面部动态。通过计算香味相似度以及关联基础香味空间和心理生理香味空间,我们确定了它们之间的关联,证明了这种方法在增强我们对香味相关体验的理解方面的潜力。此外,我们还提出了一个迭代评估框架来完善基于气味的互动设计,并开展了一项实际研究来验证这一框架。
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引用次数: 0
Cognitive abilities predict performance in everyday computer tasks 认知能力可预测日常计算机任务的表现
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-16 DOI: 10.1016/j.ijhcs.2024.103354

Fluency with computer applications has assumed a crucial role in work-related and other day-to-day activities. While prior experience is known to predict performance in tasks involving computers, the effects of more stable factors like cognitive abilities remain unclear. Here, we report findings from a controlled study (N=88) covering a wide spectrum of commonplace applications, from spreadsheets to video conferencing. Our main result is that cognitive abilities exert a significant, independent, and broad-based effect on computer users’ performance. In particular, users with high working memory, executive control, and perceptual reasoning ability complete tasks more quickly and with greater success while experiencing lower mental load. Remarkably, these effects are similar to or even larger in magnitude than the effects of prior experience in using computers and in completing tasks similar to those encountered in our study. However, the effects are varying and application-specific. We discuss the role that user interface design bears on decreasing ability-related differences, alongside benefits this could yield for functioning in society.

在与工作有关的活动和其他日常活动中,计算机应用的流畅性已占据了至关重要的地位。众所周知,先前的经验可以预测计算机任务中的表现,但认知能力等更稳定因素的影响仍不明确。在此,我们报告了一项对照研究(N=88)的结果,该研究涵盖了从电子表格到视频会议等多种常用应用程序。我们的主要结果是,认知能力对计算机用户的表现具有显著、独立和广泛的影响。特别是,工作记忆、执行控制和感知推理能力强的用户完成任务的速度更快,成功率更高,同时心理负担更低。值得注意的是,这些影响的程度与先前使用计算机和完成与我们研究中类似任务的经验所产生的影响相似,甚至更大。然而,这些效应是各不相同的,而且是针对特定应用的。我们讨论了用户界面设计在减少与能力有关的差异方面所起的作用,以及这种作用可能给社会功能带来的益处。
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引用次数: 0
Do we really need this robot? Technology requirements for vestibular rehabilitation: Input from patients and clinicians 我们真的需要这个机器人吗?前庭康复的技术要求:患者和临床医生的意见
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-14 DOI: 10.1016/j.ijhcs.2024.103356

Background

A main challenge in many types of physical rehabilitation is patient adherence to recommended exercises. Vestibular rehabilitation is the most effective treatment for the symptoms of dizziness, vertigo, imbalance, and nausea caused by vestibular disorders, but adherence levels are particularly low as the rehabilitation program calls for many short exercise sets during the day, which can worsen symptoms and impair balance in the short term. Technological tools have the potential to increase adherence, but to date, there has been no comprehensive analysis, in the context of vestibular rehabilitation, of the specific needs from technology, of its limitations, and of concerns regarding its use.

Objective

The aim of the study is to identify the main features required from technology for vestibular rehabilitation, as perceived by patients with vestibular disorders and by vestibular physical therapists, using a socially assistive robot as a test case. We seek here to provide practical information for the development of future vestibular rehabilitation technologies which are based on human-computer interaction (HCI) and human-robot interaction (HRI).

Methods

We conducted a qualitative study with six focus groups (N = 39). Three groups of patients with vestibular disorders (N = 18) and three groups of physical therapists (N = 21) participated in this study. The participants answered structured questions on technologies for vestibular rehabilitation, watched a presentation of two videos of a socially assistive robot (SAR), and completed an online survey. Thematic analysis with a mixed deductive and inductive approach was used to analyze the data.

Results

Participants preferred phone applications or virtual/augmented reality platforms over an embodied robotic platform. They wanted technology to be adaptive to the different stages of rehabilitation, gamified, easy to use, safe, reliable, portable, and accessible remotely by the therapist. They reported that the technology should provide feedback on the quality and quantity of exercise performance and monitor these factors while considering the tolerability of the ensuing disruptive symptoms. Participants expected that using technology as part of the rehabilitation process would shorten exercise sessions and improve clinical outcomes compared to standard care. SARs for vestibular rehabilitation were perceived as useful mostly for children and patients with chronic vestibular disorders, and their potential use for rehabilitation raised concerns regarding safety, ethics, and technical complexity.

Conclusions

Although SARs can potentially be used to increase exercise adherence, a phone application appears to be a more suitable medium for this purpose, raising fewer notable concerns from users. We provide a summary of perceived advantages and disadvantages of te

背景在许多类型的物理康复治疗中,患者能否坚持完成推荐的练习是一项主要挑战。前庭康复是治疗前庭失调引起的头晕、眩晕、失衡和恶心等症状的最有效方法,但由于康复计划要求患者在白天进行许多短时间的锻炼,这可能会在短期内加重症状并损害平衡,因此患者的坚持率特别低。技术工具具有提高坚持率的潜力,但迄今为止,还没有针对前庭康复对技术的具体需求、技术的局限性以及对技术使用的担忧进行过全面分析。在此,我们希望为未来基于人机交互(HCI)和人机交互(HRI)的前庭康复技术的开发提供实用信息。三组前庭障碍患者(18 人)和三组物理治疗师(21 人)参加了此次研究。参与者回答了有关前庭康复技术的结构化问题,观看了两段社交辅助机器人(SAR)的视频演示,并完成了一项在线调查。研究采用了混合演绎和归纳的专题分析方法对数据进行分析。他们希望技术能够适应康复的不同阶段、游戏化、易于使用、安全、可靠、便携,并且治疗师可以远程访问。他们表示,该技术应能对运动表现的质量和数量提供反馈,并对这些因素进行监测,同时考虑到随之而来的干扰症状的耐受性。与标准护理相比,与会者希望将技术作为康复过程的一部分可以缩短锻炼时间并改善临床效果。结论虽然合成孔径雷达有可能被用于提高运动依从性,但手机应用似乎是更适合这一目的的媒介,引起用户的关注也更少。我们对前庭康复技术的优缺点进行了总结,并提出了一系列具体要求,这些要求可为今后开发特定的支持性技术提供参考。此外,我们还采用了焦点小组的方法,证明了参与式设计在康复辅助技术开发中的重要性,因为参与者能够识别出前庭康复的特殊情况下合成孔径雷达可能存在的不适宜性。
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引用次数: 0
What you say vs what you do: Utilizing positive emotional expressions to relay AI teammate intent within human–AI teams 你说什么与你做什么在人类-人工智能团队中利用积极的情感表达传递人工智能队友的意图
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-13 DOI: 10.1016/j.ijhcs.2024.103355

With the expansive growth of AI’s capabilities in recent years, researchers have been tasked with developing and improving human-centered AI collaborations, necessitating the creation of human–AI teams (HATs). However, the differences in communication styles between humans and AI often prevent human teammates from fully understanding the intent and needs of AI teammates. One core difference is that humans naturally leverage a positive emotional tone during communication to convey their confidence or lack thereof to convey doubt in their ability to complete a task. Yet, this communication strategy must be explicitly designed in order for an AI teammate to be human-centered. In this mixed-methods study, 45 participants completed a study examining how human teammates interpret the behaviors of their AI teammates when they express different positive emotions via specific words/phrases. Quantitative results show that, based on corresponding behaviors, AI teammates were able to use displays of emotion to increase trust in AI teammates and the positive mood of the human teammate. Additionally, our qualitative findings indicate that participants preferred their AI teammates to increase the intensity of their displayed emotions to help reduce the perceived risk of their AI teammate’s behavior. When taken in sum, these findings describe the relevance of AI teammates expressing intensities of emotion while performing various behavioral decisions as a continued means to provide social support to the wider team and better task performance.

近年来,随着人工智能能力的迅猛发展,研究人员肩负着开发和改进以人为中心的人工智能协作的重任,因此有必要建立人类-人工智能团队(HAT)。然而,人类与人工智能在沟通方式上的差异往往使人类队友无法完全理解人工智能队友的意图和需求。其中一个核心差异是,人类在沟通过程中会自然而然地利用积极的情感基调来表达自己的信心,或者通过缺乏信心来表达对自己完成任务能力的怀疑。然而,这种沟通策略必须经过明确设计,才能让人工智能队友做到以人为本。在这项混合方法研究中,45 名参与者完成了一项研究,考察人类队友如何解读人工智能队友通过特定词语/短语表达不同积极情绪时的行为。定量研究结果表明,根据相应的行为,人工智能队友能够利用情绪展示来增加对人工智能队友的信任和人类队友的积极情绪。此外,我们的定性研究结果表明,参与者更喜欢他们的人工智能队友提高情绪表现的强度,以帮助降低人工智能队友行为的感知风险。综上所述,这些研究结果表明,人工智能队友在执行各种行为决策时表达情绪强度是一种持续的手段,可为更广泛的团队提供社会支持,并提高任务绩效。
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引用次数: 0
A rapid-prototyping toolkit for people with intellectual disabilities 智障人士快速原型设计工具包
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-13 DOI: 10.1016/j.ijhcs.2024.103347

Micro-electronics tools, coupled with card-based tools, are employed for prototyping smart devices with non-experts. Lately, researchers have started investigating what tools can actively engage people with intellectual disabilities (ID) in their prototyping. This paper posits itself in this line of work. It presents a toolkit for ID people to rapidly prototype together their own ideas of smart things, for their own shared environment. It analyses and discusses engaging or disengaging features of the toolkit in light of the results of two workshops with eight ID participants. Lessons of broad interest for the design of similar toolkits are drawn from the literature and study findings.

微电子工具和基于卡片的工具被用于为非专业人员制作智能设备原型。最近,研究人员开始研究什么样的工具能让智障人士积极参与原型设计。本文就属于这一研究领域。它为智障人士提供了一个工具包,让他们在自己的共享环境中,快速将自己对智能事物的想法制作成原型。本文根据与八位 ID 参与者进行的两次研讨会的结果,分析并讨论了该工具包的吸引人或不吸引人之处。从文献和研究结果中汲取了对设计类似工具包具有广泛意义的经验教训。
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引用次数: 0
Beyond digital privacy: Uncovering deeper attitudes toward privacy in cameras among older adults 超越数字隐私:揭示老年人对摄像头隐私的深层态度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-10 DOI: 10.1016/j.ijhcs.2024.103345

Fall detection cameras at home can detect emergencies of older adults and send timely life-saving alerts. However, the equilibrium between privacy protection and life safety remains a controversial issue when using cameras. In this study, we assessed the attitudes of older adults towards the privacy issue of cameras using surveys (N=389) and interviews (N=20). Furthermore, we conducted a co-design workshop (N=6) in which older adults and designers collaborated to develop a prototype of cameras. We found that for older adults, the disclosure of privacy not only involves a leakage of personal information, but also influences their dignity and control, which has rarely been expressed directly in the past. Our results expand the conceptualisation of privacy and provide novel design implications for smart product development on privacy for older adults.

家中的跌倒检测摄像头可以检测到老年人的紧急情况,并及时发出救生警报。然而,在使用摄像头时,如何在隐私保护和生命安全之间取得平衡仍是一个有争议的问题。在本研究中,我们通过调查(389 人)和访谈(20 人)评估了老年人对摄像头隐私问题的态度。此外,我们还举办了一个共同设计研讨会(6 人),让老年人和设计师合作开发摄像头原型。我们发现,对于老年人来说,隐私的泄露不仅涉及个人信息的泄露,还会影响到他们的尊严和控制权,而这一点在过去很少被直接表达出来。我们的研究结果拓展了隐私的概念,并为老年人隐私智能产品开发提供了新颖的设计意义。
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引用次数: 0
Towards the use of virtual reality prototypes in architecture to collect user experiences: An assessment of the comparability of patient experiences in a virtual and a real ambulatory pathway 在建筑中使用虚拟现实原型收集用户体验:评估病人在虚拟和真实门诊路径中的体验的可比性
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-08-07 DOI: 10.1016/j.ijhcs.2024.103342

Virtual Reality (VR) enables the low-cost production of realistic prototypes of buildings at early stages of architectural projects. Such prototypes may be used to gather the experiences of future users and iterate early on in the design. However, it is essential to evaluate whether what is experienced within such VR prototypes corresponds to what will be experienced in reality. Here, we use an innovative method to compare the experiences of patients in a real building and in a virtual environment that plays the role of a prototype that could have been created by architects during the design phase. We first designed and implemented a VR environment replicating an existing ambulatory pathway. Then, we used micro-phenomenological interviews to collect the experiences of real patients in the VR environment (n=8), along with VR traces and first-person point of view videos, and in the real ambulatory pathway (n=8). We modeled and normalized the experiences, and compared them systematically. Results suggest that patients live comparable experiences along various experiential dimensions such as thought, emotion, sensation, social and sensory perceptions, and that VR prototypes may be adequate to assess issues with architectural design. This work opens unique perspectives towards involving patients in User-Centered Design in architecture, though challenges lie ahead in how to design VR prototypes from early blueprints of architects.

虚拟现实(VR)可以在建筑项目的早期阶段以低成本制作逼真的建筑原型。这些原型可用于收集未来用户的体验,并在设计早期进行迭代。然而,评估在此类 VR 原型中的体验是否与现实中的体验相符至关重要。在这里,我们采用了一种创新方法来比较病人在真实建筑和虚拟环境中的体验,虚拟环境扮演了建筑师在设计阶段可能创建的原型的角色。我们首先设计并实施了一个复制现有流动路径的 VR 环境。然后,我们通过微观现象学访谈收集了真实病人在 VR 环境(8 人)中的体验,以及 VR 轨迹和第一人称视角视频,以及真实门诊路径(8 人)中的体验。我们对这些体验进行了建模和归一化处理,并对它们进行了系统比较。结果表明,患者在思想、情感、感觉、社交和感官知觉等各种体验维度上的经历具有可比性,而且 VR 原型可能足以评估建筑设计方面的问题。这项工作为让患者参与建筑中的用户中心设计开辟了独特的视角,但如何从建筑师的早期蓝图中设计出 VR 原型还面临着挑战。
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引用次数: 0
Connecting audiences with climate change: Towards humanised and action-focused data interactions 将受众与气候变化联系起来:实现人性化和注重行动的数据互动
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-30 DOI: 10.1016/j.ijhcs.2024.103341

This paper investigates the relationship between design research and humancomputer interaction (HCI) in the context of climate change communication and engagement. We discuss current practices in climate change communication and the decrease in concern and engagement caused by “crisis fatigue”. Through Research through Design (RtD), we set out to investigate data humanism and how users react to climate change data, testing approaches to improve engagement. With this purpose, we designed and evaluated Finding Arcadia, an interactive data story that uses data humanism to shift the dialogue from crisis-focused to action-focused. One study with the original IMF visualisations (N = 17) and two studies in public spaces (N = 12 and N = 64) point to the contextualization of the data and presenting actionable solutions helping in engaging users with climate change issues; help in creating solution-focused narratives and interpreting and relating with climate data. From these results, we derive insights for designing empowering interactive data visualizations for resilient climate change engagement.

本文以气候变化传播和参与为背景,探讨了设计研究与人机交互(HCI)之间的关系。我们讨论了气候变化传播的当前实践,以及 "危机疲劳 "导致的关注度和参与度下降。通过设计研究(RtD),我们着手调查数据人文主义以及用户如何对气候变化数据做出反应,测试提高参与度的方法。为此,我们设计并评估了 "寻找阿卡迪亚"(Finding Arcadia),这是一个互动数据故事,利用数据人文主义将对话从关注危机转向关注行动。一项关于原始 IMF 可视化的研究(N = 17)和两项关于公共空间的研究(N = 12 和 N = 64)表明,数据的背景化和提出可操作的解决方案有助于吸引用户参与气候变化问题;有助于创建以解决方案为重点的叙事以及解释气候数据并与之建立联系。从这些结果中,我们得出了设计赋权互动数据可视化的见解,以促进有弹性的气候变化参与。
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引用次数: 0
Development of a measurement instrument for pedestrians’ initial trust in automated vehicles 开发行人对自动驾驶汽车初步信任的测量工具
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-26 DOI: 10.1016/j.ijhcs.2024.103344

Considering that a significant portion of the current pedestrian population has limited exposure to automated vehicles (AVs), it is crucial to have a reliable instrument for assessing pedestrians’ initial trust in AVs. Using a survey of 436 pedestrians, this study developed and validated a PITQA (Pedestrians’ Initial Trust Questionnaire for AVs) scale using partial least squares structural equation modeling (PLS-SEM). The proposed scale will be valuable in monitoring the progression of trust over time and considering trust-related factors during the design process. The results revealed that seven key constructs significantly contribute to predicting initial trust between pedestrians and AVs. These constructs include propensity to trust, perceived statistical reliability, dependability and competence, perceived predictability, familiarity, authority/subversion, care/harm, and sanctity/degradation. These shed light on how the trust propensity of individuals, different trust/trustworthiness attributes might constitute different aspects of initial trust in the pedestrian-AV context. The developed scale can be a potentially useful tool for future research endeavors concerning trust calibration and the design of AVs specifically tailored for vulnerable road users.

考虑到目前相当一部分行人接触自动驾驶汽车(AV)的机会有限,因此必须有一个可靠的工具来评估行人对自动驾驶汽车的初始信任度。通过对 436 名行人进行调查,本研究利用偏最小二乘结构方程模型(PLS-SEM)开发并验证了 PITQA(行人对自动驾驶汽车的初始信任度问卷)量表。所提出的量表对于监测信任度随时间的推移以及在设计过程中考虑与信任度相关的因素非常有价值。研究结果表明,七个关键构面对预测行人与自动驾驶汽车之间的初始信任度有显著作用。这些因素包括信任倾向、感知统计可靠性、可依赖性和能力、感知可预测性、熟悉程度、权威/颠覆、关爱/伤害以及神圣/堕落。这些都揭示了在行人-车辆情境中,个人的信任倾向、不同的信任/可信赖属性如何构成初始信任的不同方面。所开发的量表对于未来有关信任校准和专为弱势道路使用者量身定制的自动驾驶汽车设计的研究工作可能是一个有用的工具。
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引用次数: 0
Musician-AI partnership mediated by emotionally-aware smart musical instruments 以情感感知智能乐器为媒介,建立音乐家与人工智能之间的合作关系
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1016/j.ijhcs.2024.103340

The integration of emotion recognition capabilities within musical instruments can spur the emergence of novel art formats and services for musicians. This paper proposes the concept of emotionally-aware smart musical instruments, a class of musical devices embedding an artificial intelligence agent able to recognize the emotion contained in the musical signal. This spurs the emergence of novel services for musicians. Two prototypes of emotionally-aware smart piano and smart electric guitar were created, which embedded a recognition method for happiness, sadness, relaxation, aggressiveness and combination thereof. A user study, conducted with eleven pianists and eleven electric guitarists, revealed the strengths and limitations of the developed technology. On average musicians appreciated the proposed concept, who found its value in various musical activities. Most of participants tended to justify the system with respect to erroneous or partially erroneous classifications of the emotions they expressed, reporting to understand the reasons why a given output was produced. Some participants even seemed to trust more the system than their own judgments. Conversely, other participants requested to improve the accuracy, reliability and explainability of the system in order to achieve a higher degree of partnership with it. Our results suggest that, while desirable, perfect prediction of the intended emotion is not an absolute requirement for music emotion recognition to be useful in the construction of smart musical instruments.

将情感识别功能集成到乐器中,可以促进新的艺术形式和音乐家服务的出现。本文提出了情感感知智能乐器的概念,这是一类嵌入了人工智能代理的音乐设备,能够识别音乐信号中包含的情感。这将促进为音乐家提供新颖的服务。我们制作了两台情感感知智能钢琴和智能电吉他的原型,它们都嵌入了一种识别快乐、悲伤、放松、攻击性及其组合的方法。对 11 位钢琴家和 11 位电吉他演奏家进行的用户研究显示了所开发技术的优势和局限性。平均而言,音乐家们对提出的概念表示赞赏,认为它在各种音乐活动中都很有价值。大多数参与者倾向于证明系统对他们所表达情感的错误或部分错误分类的合理性,并报告说他们理解产生特定输出的原因。有些参与者甚至更信任系统,而不是自己的判断。相反,其他参与者则要求提高系统的准确性、可靠性和可解释性,以便与系统建立更高的伙伴关系。我们的研究结果表明,音乐情绪识别系统要想在智能乐器制造中发挥作用,对预期情绪的完美预测虽然是一个理想的条件,但并不是一个绝对的要求。
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引用次数: 0
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International Journal of Human-Computer Studies
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