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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
Da Tao , Waner Luo , Yuzhuo Wu , Kunhua Yang , Hailiang Wang , Xingda Qu

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
Xiaolong Liu , Lili Wang , Wei Ke , Sio-Kei Im

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 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
Jinlei Shi , Chunlei Chai , Ruiyi Cai , Haoran Wei , Youcheng Zhou , Hao Fan , Wei Zhang , Natasha Merat

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
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
Yang Liu, Qin Gao

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
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
Daniel Gooch , Arosha K. Bandara , Amel Bennaceur , Emilie Giles , Lydia Harkin , Dmitri Katz , Mark Levine , Vikram Mehta , Bashar Nuseibeh , Clifford Stevenson , Avelie Stuart , Catherine Talbot , Blaine A. Price

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
Davide Rocchesso , Alessio Bellino , Gabriele Ferrara , Antonino Perez

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
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
Yang Chen Lin , Shang-Lin Yu , An-Yu Zhuang , Chiayun Lee , Yao An Ting , Sheng-Kai Lee , Bo-Jyun Lin , Po-Chih Kuo

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
Erik Lintunen , Viljami Salmela , Petri Jarre , Tuukka Heikkinen , Markku Kilpeläinen , Markus Jokela , Antti Oulasvirta

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
Liran Kalderon , Azriel Kaplan , Amit Wolfovitz , Yoav Gimmon , Shelly Levy-Tzedek
<div><h3>Background</h3><p>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.</p></div><div><h3>Objective</h3><p>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).</p></div><div><h3>Methods</h3><p>We conducted a qualitative study with six focus groups (<em>N</em> = 39). Three groups of patients with vestibular disorders (<em>N</em> = 18) and three groups of physical therapists (<em>N</em> = 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.</p></div><div><h3>Results</h3><p>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.</p></div><div><h3>Conclusions</h3><p>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
Rohit Mallick , Christopher Flathmann , Wen Duan , Beau G. Schelble , Nathan J. McNeese

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
期刊
International Journal of Human-Computer Studies
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