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Adaptive persuasive games: A systematic literature review 适应性说服游戏:系统的文献回顾
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-14 DOI: 10.1016/j.ijhcs.2026.103744
Sabrina Villata, Federica Cena, Amon Rapp
Persuasive systems aim to support behavior change using interactive technologies. Among them, adaptive persuasive games, which combine game-based approaches with adaptive features, have recently emerged as promising tools for promoting positive behavioral changes. In this article, we report the findings of a systematic literature review of existing adaptive persuasive games (N = 55), following the Grounded Theory approach for Literature Review. We point out the main types of game-based approaches employed in the literature and the importance of aesthetics, playability, and variety in the game design. Then, we investigate the adaptation techniques employed and the central role of users’ individuality in the proposed designs. Moreover, we analyze the main persuasive theories on which adaptive persuasive games rely, as well as the most commonly used intervention designs. Finally, we describe the evaluation methodologies used and the outcomes of the proposed interventions in terms of behavior change, motivation and engagement. In conclusion, we discuss the issues emerging from the current literature and identify possible solutions and future research directions for adaptive persuasive game design.
说服系统旨在通过交互式技术支持行为改变。其中,适应性说服游戏将基于游戏的方法与适应性特征相结合,最近成为促进积极行为改变的有前途的工具。在这篇文章中,我们报告了对现有适应性说服游戏(N = 55)的系统文献综述的发现,遵循了文献综述的扎根理论方法。我们指出了文献中所采用的基于游戏方法的主要类型,以及游戏设计中美学、可玩性和多样性的重要性。然后,我们研究了所采用的适应技术和用户个性在拟议设计中的核心作用。此外,我们还分析了适应性说服博弈所依赖的主要说服理论,以及最常用的干预设计。最后,我们描述了所使用的评估方法以及在行为改变、动机和参与方面提出的干预措施的结果。最后,我们讨论了当前文献中出现的问题,并确定了适应性说服游戏设计的可能解决方案和未来研究方向。
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引用次数: 0
Understanding user preferences in recommender systems: A systematic review with a user-centric perspective in the audiovisual domain 了解推荐系统中的用户偏好:在视听领域中以用户为中心的观点的系统回顾
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-14 DOI: 10.1016/j.ijhcs.2026.103741
Dongxiao Li, Annelien Smets, Heritiana Ranaivoson
User preference is central to the design and effectiveness of recommender systems (RS), as its satisfaction influences both user experience and platform success. However, the concept of user preference is inherently complex, and existing knowledge remains diverse and fragmented, lacking a synthesis that considers users’ multiple and evolving needs. Adopting a user-centric perspective, this study systematically reviews 135 RS papers focused on how user preferences are defined and operationalized in the audiovisual (AV) domain. Grounded in theories of multi-attribute utility and bounded rationality, this review focuses on key dimensions related to the conceptualization and application of user preferences in RS studies. We develop a typology to categorize the main issues and methodological approaches and identify prevailing trends and research gaps across these dimensions. Our findings reveal that: (1) user preference definitions are frequently absent, with few studies offering explicit conceptualizations. (2) user participation in preference elicitation is limited, with most studies relying on offline datasets and prioritizing content relevance metrics over user experience; (3) User attributes, such as demographics and personality traits are underrepresented compared to item attributes like content features, leading to overspecified models and reduced interpretability; and (4) interest in temporal and contextual preference dynamics is growing, although stability remains crucial for consistent recommendations. These findings indicate critical shortcomings in understanding and operationalizing user preferences from a user-centric perspective. We emphasize the need for greater integration of insights from psychology and behavioral studies to ensure that RS design aligns with users’ intrinsic, evolving, and long-term needs.
用户偏好是推荐系统(RS)设计和有效性的核心,因为它的满意度影响着用户体验和平台的成功。然而,用户偏好的概念本质上是复杂的,现有的知识仍然是多样化和碎片化的,缺乏一个综合考虑用户的多种和不断发展的需求。采用以用户为中心的观点,本研究系统地回顾了135篇RS论文,这些论文集中于如何在视听(AV)领域定义和操作用户偏好。本文以多属性效用理论和有限理性理论为基础,对RS研究中与用户偏好概念化和应用相关的关键维度进行了综述。我们开发了一个类型学来对主要问题和方法方法进行分类,并确定这些方面的流行趋势和研究差距。我们的研究结果表明:(1)用户偏好定义经常缺失,很少有研究提供明确的概念化。(2)用户对偏好激发的参与有限,大多数研究依赖于离线数据集,并且优先考虑内容相关性指标而不是用户体验;(3)与内容特征等物品属性相比,用户属性(如人口统计和个性特征)的代表性不足,导致模型过度指定,可解释性降低;(4)对时间和上下文偏好动态的兴趣正在增长,尽管稳定性对于一致的建议仍然至关重要。这些发现表明,从以用户为中心的角度理解和操作用户偏好方面存在重大缺陷。我们强调需要更大程度地整合心理学和行为研究的见解,以确保RS设计符合用户内在的、不断发展的和长期的需求。
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引用次数: 0
What leads to better immersive experiences? The role of guidance and mobility in virtual reality museums 什么能带来更好的沉浸式体验?虚拟现实博物馆中导览与移动性的作用
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-13 DOI: 10.1016/j.ijhcs.2026.103739
Elías Vega , Carmen Camarero , Juho Hamari , Nannan Xi
Virtual reality (VR) is reshaping tourism as museums increasingly adopt it to create immersive visitor experiences. While presence is key to VR effectiveness, little is known about how interaction modes affect it. This study examines the impact of two elements −guidance and spatial mobility− on perceived presence in virtual museum visits. It also explores the psychological mechanisms involved and identifies autonomy as a positive driver and satiation as a limiting factor. Results show that guidance enhances presence although it slightly reduces autonomy, while spatial mobility has less of an effect. In turn, presence boosts perceived entertainment and informativeness and positively influences attitudes toward the destination and visit intention. This research helps to understand how interaction design in immersive environments shapes user experience and behaviour. It offers theoretical insights on presence drivers as well as practical implications for creating more effective, satisfying, and wellbeing-oriented VR experiences in tourism.
随着越来越多的博物馆采用虚拟现实技术来创造身临其境的游客体验,虚拟现实(VR)正在重塑旅游业。虽然存在感是VR效果的关键,但人们对交互模式如何影响它知之甚少。本研究考察了两个因素——引导和空间流动性——对虚拟博物馆参观中感知存在感的影响。它还探讨了所涉及的心理机制,并确定自主性是一个积极的驱动因素,而满足感是一个限制因素。结果表明,尽管引导会略微降低自主性,但会增强存在感,而空间流动性的影响较小。反之,在场感提升了感知的娱乐性和信息性,并积极影响对目的地的态度和访问意愿。这项研究有助于理解沉浸式环境中的交互设计如何塑造用户体验和行为。它提供了关于存在驱动因素的理论见解,以及在旅游业中创造更有效、更令人满意和更幸福的VR体验的实践意义。
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引用次数: 0
Design patterns of human-AI interfaces in healthcare 医疗保健领域人机界面的设计模式
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-12 DOI: 10.1016/j.ijhcs.2026.103737
Rui Sheng , Chuhan Shi , Sobhan Lotfi , Shiyi Liu , Adam Perer , Huamin Qu , Furui Cheng
Human–AI interfaces play a pivotal role in integrating clinicians’ expertise with artificial intelligence to enhance both healthcare practice and research. However, designing effective interfaces in this domain remains a significant challenge. The inherent complexity of medical data, the influence of domain-specific conventions, and the diverse needs of clinical users compound the challenge of developing practical and usable solutions. In this study, we review existing solutions and synthesize a set of design patterns—recurring approaches that support the design of human–AI interfaces in clinical settings. We conducted a comprehensive literature review of human–AI interaction designs in clinical contexts, through which we identified 15 information entities commonly presented to users and 12 design patterns used to organize and communicate this information effectively. For each design pattern, we summarize the underlying design problem, the proposed solution, and the rationale for when the pattern should or should not be applied, based on insights from both the literature and semi-structured interviews with 12 healthcare professionals. We evaluated the proposed design patterns through an online workshop involving 14 experienced UI designers. During the workshop, participants were asked to create interface sketches for healthcare-related scenarios drawn from their own professional experience, using our design patterns as guidance. Our findings show that the proposed design patterns helped participants ground their designs in user needs, generate a wider range of design alternatives, and simplify complex interface structures. We further analyzed and summarized the participants’ usage strategies and feedback regarding the applicability and usefulness of the design patterns. By consolidating recurring solutions and design rationales, our work provides a practical foundation for creating more efficient and clinically meaningful human–AI interfaces, ultimately advancing the integration of AI into real-world healthcare practice.
人机界面在将临床医生的专业知识与人工智能相结合以增强医疗保健实践和研究方面发挥着关键作用。然而,在这个领域设计有效的接口仍然是一个重大的挑战。医疗数据固有的复杂性、特定领域惯例的影响以及临床用户的不同需求,使开发实用和可用的解决方案面临的挑战更加复杂。在这项研究中,我们回顾了现有的解决方案,并综合了一套设计模式-支持临床环境中人机界面设计的重复方法。我们对临床环境中人类与人工智能交互设计进行了全面的文献综述,通过这些文献,我们确定了15种通常呈现给用户的信息实体和12种用于有效组织和交流这些信息的设计模式。对于每个设计模式,我们根据文献和对12名医疗保健专业人员的半结构化访谈的见解,总结了潜在的设计问题、建议的解决方案,以及应该或不应该应用该模式的基本原理。我们通过一个有14名经验丰富的UI设计师参与的在线研讨会来评估建议的设计模式。在研讨会期间,参与者被要求根据自己的专业经验,使用我们的设计模式作为指导,为医疗保健相关场景创建界面草图。我们的研究结果表明,所提出的设计模式帮助参与者将他们的设计建立在用户需求的基础上,产生更广泛的设计选择,并简化复杂的界面结构。我们进一步分析和总结了参与者关于设计模式的适用性和有用性的使用策略和反馈。通过整合反复出现的解决方案和设计原理,我们的工作为创建更高效、更有临床意义的人机界面提供了实践基础,最终将人工智能整合到现实世界的医疗实践中。
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引用次数: 0
Examining movement as foundation for embodied player experiences and technology relationships 将移动作为体现玩家体验和技术关系的基础
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-08 DOI: 10.1016/j.ijhcs.2026.103736
Louise Petersen Matjeka , Hanna Elina Wirman , Beatrix Vereijken , Florian 'Floyd' Mueller
Game studies and Human-Computer Interaction (HCI) research on embodied experiences and technology relationships often diverge; while game studies focus on the player–in-game character relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception as a subjective experience along with its underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and HCI.
游戏研究和人机交互(HCI)研究在体现体验和技术关系方面经常出现分歧;游戏研究关注的是玩家与游戏角色的关系,而HCI强调的是感官知觉和刺激。本文通过将动作视为感知和互动的基础,探索动作如何在玩家和技术之间的序列中展开,从而将这些观点联系起来。本文提出了一个理论框架,将预测处理和主动推理的神经科学理论与现象学相结合,以理解感知作为一种主观体验及其潜在的神经生物学过程。通过一项自我民族志调查(主要作者在三年内玩了七场游戏),我们应用理论框架来分析运动如何驱动体现体验。我们的发现表明,动作序列的构成是体现玩家体验和技术关系的关键机制。此外,该研究确定了顺序动作构成中的四个动态,这些动态塑造了体验的质量。通过将动作作为连接玩家和虚拟角色的感官参与的核心,我们提供了一个统一的视角,有利于游戏研究和HCI领域的研究人员和设计师。
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引用次数: 0
Cognitive engagement across age groups in living heritage museums: Evaluating media modalities for Warin Chamrap's railway cultural transformation 跨年龄组的认知参与在活的遗产博物馆:评估媒体模式Warin Chamrap的铁路文化转型
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-08 DOI: 10.1016/j.ijhcs.2026.103735
Natthapong Nanthasamroeng , Rapeepan Pitakaso , Paweena Khampukka , Arunrat Sawettham , Sairoong Dinkoksung , Surajet Khonjun , Thanatkij Srichok , Kanya Jungvimut , Yong Boonarree , Ganokgarn Jirasirilerd , Chawapot Supasarn , Pornpimol Mongkhonngam
This study explores how interpretive media can engage intergenerational audiences in heritage exhibitions. Evaluating five media formats—poster exhibit, audio guide, short film, digital game, and documentary video—within a railway transformation exhibition in Warin Chamrap, Thailand, the study involved 150 participants across five age groups (children, teens, young adults, adults, older adults). Participants engaged with all five media types, with data collected through surveys, comprehension tests, structured observations, and interviews. ANOVA and Tukey’s HSD revealed significant interaction effects between media modality and age group (F(16, 720) = 2.97, p < 0.001, η² = 0.09). Children favored digital games, teens preferred short films, adults excelled with audio guides, and older adults engaged with documentaries. Four design heuristics—interactivity, emotional resonance, clarity, and familiarity—emerged as key to enhancing engagement. This study emphasizes the need for age-aligned, multisensory interpretive design to optimize cognitive engagement and learning across generations in museum settings.
本研究探讨阐释性媒体如何在文物展览中吸引代际观众。在泰国Warin Chamrap的一个铁路改造展览中,该研究评估了五种媒体形式——海报展览、音频指南、短片、数字游戏和纪录片视频,涉及了五个年龄组(儿童、青少年、年轻人、成年人、老年人)的150名参与者。参与者使用所有五种媒体类型,通过调查、理解测试、结构化观察和访谈收集数据。方差分析和Tukey’s HSD显示,媒介方式与年龄组之间存在显著的交互作用(F(16,720) = 2.97, p < 0.001, η²= 0.09)。儿童喜欢电子游戏,青少年喜欢短片,成年人擅长音频指南,老年人喜欢纪录片。互动性、情感共鸣、清晰度和熟悉度这四种设计启发式是增强用户粘性的关键。本研究强调了在博物馆环境中,需要与年龄相匹配的多感官解释设计来优化认知参与和跨代学习。
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引用次数: 0
Towards ecological validity when assessing ADHD symptoms: Patterns in automatically collected, real-world PC activity data 评估ADHD症状时的生态效度:自动收集的真实世界PC活动数据中的模式
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-06 DOI: 10.1016/j.ijhcs.2025.103724
Matheus B. da Costa , Elizabeth Chan , Joshua Langberg , Isabelle Cuber , Fatemeh Jamalinabijan , Aleksander Kurgan , Thomas Fritz , David C. Shepherd
Neuropsychological tests assessing attention and executive function (EF) in individuals with ADHD demonstrate little to no association with real-world ratings of ADHD behaviors. To address this critical gap, this study developed metrics that can analyze automatically collected data to measure levels of attention, motivation, and effort in emerging adults with ADHD. Specifically, we used virtual reality to simulate a study space and collect in-the-moment computer activity data while university students with ADHD (N = 21; 38% female) engaged in 12 sessions (total 180 h) of real-world tasks. To identify common sequences we performed a qualitative analysis of this work session data (i.e., descriptive window titles, input levels, and window switches), resulting in four themes representing positive and negative work activity patterns. From these themes we derived four metrics, and a quantitative analysis showed that two predicted behavioral indices of attention, effort, and motivation with effects in the moderate range. To our knowledge, we are the first group to design and test such an approach, as well as validate identified computer metrics to behavioral indices of attention and EF. Given the automated nature of computer data collection and analysis, this approach represents a scalable, novel method for ADHD assessment and treatment.
神经心理学测试评估ADHD患者的注意力和执行功能(EF),结果显示ADHD行为与现实世界的评分几乎没有关联。为了解决这一关键的差距,本研究开发了可以分析自动收集数据的指标,以衡量新出现的ADHD成年人的注意力、动机和努力水平。具体来说,我们使用虚拟现实来模拟一个学习空间,并收集患有ADHD的大学生(N = 21,其中38%为女性)进行12次(总计180小时)现实世界任务时的实时计算机活动数据。为了确定共同的序列,我们对该工作会话数据进行了定性分析(例如,描述性窗口标题、输入级别和窗口开关),产生了代表积极和消极工作活动模式的四个主题。从这些主题中,我们得出了四个指标,定量分析表明,注意力、努力和动机这两个预测行为指标在中等范围内起作用。据我们所知,我们是第一个设计和测试这种方法的团队,并验证了注意力和EF行为指数的识别计算机指标。考虑到计算机数据收集和分析的自动化特性,这种方法代表了一种可扩展的、新的ADHD评估和治疗方法。
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引用次数: 0
An epistemic network analysis of communication strategies during drawing-supported spatial dialogue in VR 虚拟现实中绘图支持的空间对话中交流策略的认知网络分析
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-03 DOI: 10.1016/j.ijhcs.2025.103725
Brandon Victor Syiem , Selen Türkay , Cael Gallagher , Christoph Schrank
Communicating spatial information is challenging using solely verbal or written language, and is often supported by non-verbal gestures and illustrative drawings. However, the growing need for communicating increasingly complex spatial information, coupled with the rise of remote collaboration, presents challenges that current screen-based solutions are ill-equipped to address. Virtual Reality (VR) offers capabilities to support both non-verbal gestures and complex visual aids, through embodied avatars and 3D virtual representations. However, the novelty of creating, referencing, and viewing 3D drawings in VR may influence the interlocutors’ actions, speech and communication performance. We conducted a mixed-methods within-subject study with dyads to investigate the effects of drawing dimension (2D or 3D drawings) on spatial dialogue behaviours in VR. We found no significant effects of drawing dimension on communication performance and workload, but found significantly different interlocutor actions and speech. We discuss relevant implications and highlight considerations unique to the different communication strategies observed during 2D and 3D drawing use for supporting spatial dialogue in VR.
仅使用口头或书面语言交流空间信息是具有挑战性的,通常需要非口头手势和说明性绘图来支持。然而,通信日益复杂的空间信息的需求日益增长,再加上远程协作的兴起,提出了当前基于屏幕的解决方案无法解决的挑战。虚拟现实(VR)通过化身和3D虚拟表示,提供了支持非语言手势和复杂视觉辅助的能力。然而,在VR中创建、引用和观看3D绘图的新颖性可能会影响对话者的行为、言语和沟通表现。我们进行了一项混合方法的主题内研究,研究了绘图尺寸(2D或3D绘图)对VR中空间对话行为的影响。我们发现绘图维度对沟通绩效和工作量没有显著影响,但对对话者的行为和言语有显著影响。我们讨论了相关的影响,并强调了在2D和3D绘图中观察到的不同通信策略的独特考虑,以支持VR中的空间对话。
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引用次数: 0
Unraveling multiparty conversations: From human interaction mechanisms to conversational agent challenges and persona design 解开多方对话:从人类交互机制到对话代理挑战和角色设计
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.ijhcs.2025.103719
Shitao Fang , Xingyu Liu , Takeo Igarashi , Koji Yatani
Multiparty conversations are ubiquitous and indispensable in diverse social and collaborative contexts. However, current conversational agents (CAs) face significant challenges in effectively engaging in such interactions, particularly within text-based environments. While earlier limitations were often attributed to the inadequacies of AI models, recent advances in large language models now compel us to revisit both our understanding of multiparty conversation and the way we design CAs. This paper synthesizes findings from two complementary qualitative investigations and proposes a conceptual model for designing CAs that can genuinely participate, rather than merely function as tools or outsiders. The first study, employing retrospective think-aloud sessions (N=30) with users in text-based multiparty settings, uncovers 5 key interactional mechanisms (e.g., Turn-taking Management, Presence Management) that underpin successful human-human multiparty interactions, derived from participants’ articulated perceptions and reasoning. Subsequently, the second study, through semi-structured interviews (N=15), identifies user expectations for CA integration and key traits (e.g., proactivity, social authenticity) that shape an ideal CA persona perceived by users as a genuine participant. Drawing from these human-centric insights, we then derive design considerations, aiming to guide the development of CAs capable of more natural, effective, and socially intelligent participation in multiparty conversation.
多方对话在不同的社会和协作环境中无处不在,也是不可或缺的。然而,当前的会话代理(ca)在有效地参与这种交互方面面临着重大挑战,特别是在基于文本的环境中。虽然早期的限制通常归因于人工智能模型的不足,但大型语言模型的最新进展现在迫使我们重新审视我们对多方对话的理解以及我们设计人工智能的方式。本文综合了两个互补的定性调查的结果,并提出了一个概念模型,用于设计能够真正参与的ca,而不仅仅是作为工具或局外人。第一项研究在基于文本的多方环境中与用户进行回顾性思考会话(N=30),揭示了5个关键的互动机制(例如,轮流管理,在场管理),这些机制支撑了成功的人与人之间的多方互动,源自参与者的清晰感知和推理。随后,第二项研究通过半结构化访谈(N=15),确定了用户对CA集成的期望和关键特征(例如,主动性,社会真实性),这些特征塑造了用户视为真正参与者的理想CA角色。从这些以人为中心的见解中,我们得出了设计考虑,旨在指导ca的开发,使其能够更自然、更有效、更智能地参与多方对话。
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引用次数: 0
Pika: Designing a social-support agent to improve drivers’ experience in gig work 皮卡:设计一个社会支持代理,改善司机在零工工作中的体验
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2026-01-01 DOI: 10.1016/j.ijhcs.2025.103721
Wei Xiang , Xinli Chen , Tianhui Guo , Min Zhou , Shi Chen
Drivers in gig work face a steady stream of demanding tasks, with the interaction between agents and workers playing a significant role in drivers’ performance. However, there has been limited exploration of challenges and opportunities in these interactions. This paper introduces social support in conversational agents to improve human-agent interaction within driving gigs. We began by conducting semi-structured interviews with 20 driving workers to uncover interaction challenges and strategies they employ. Building upon these insights, we designed Pika, a conversational agent offering both informational and emotional support. A two-stage empirical study involving 59 driving workers demonstrated the benefits of Pika in improving work performance and user experience. Our work calls for a focus on equitable collaborative relationships to enhance work efficiency and well-being in gig work.
从事零工工作的司机面临着源源不断的高要求任务,代理人和工人之间的互动对司机的表现起着重要作用。然而,对这些互动中的挑战和机遇的探索有限。本文在会话代理中引入社会支持,以改善驾驶任务中的人机交互。我们首先对20名司机进行了半结构化的采访,以揭示他们采用的互动挑战和策略。基于这些见解,我们设计了Pika,一个提供信息和情感支持的对话代理。一项涉及59名驾驶工人的两阶段实证研究证明了皮卡在提高工作绩效和用户体验方面的好处。我们的工作要求关注公平的合作关系,以提高零工工作的工作效率和福祉。
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引用次数: 0
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International Journal of Human-Computer Studies
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