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Visualisations with semantic icons: Assessing engagement with distracting elements 带有语义图标的可视化:评估分心元素的参与度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-23 DOI: 10.1016/j.ijhcs.2024.103343

As visualisations reach a broad range of audiences, designing visualisations that attract and engage becomes more critical. Prior work suggests that semantic icons entice and immerse the reader; however, little is known about their impact with informational tasks and when the viewer’s attention is divided because of a distracting element. To address this gap, we first explored a variety of semantic icons with various visualisation attributes. The findings of this exploration shaped the design of our primary comparative online user studies, where participants saw a target visualisation with a distracting visualisation on a web page and were asked to extract insights. Their engagement was measured through three dependent variables: (1) visual attention, (2) effort to write insights, and (3) self-reported engagement. In Study 1, we discovered that visualisations with semantic icons were consistently perceived to be more engaging than the plain version. However, we found no differences in visual attention and effort between the two versions. Thus, we ran Study 2 using visualisations with more salient semantic icons to achieve maximum contrast. The results were consistent with our first Study. Furthermore, we found that semantic icons elevated engagement with visualisations depicting less interesting and engaging topics from the participant’s perspective. We extended prior work by demonstrating the semantic value after performing an informational task (extracting insights) and reflecting on the visualisation, besides its value to the first impression. Our findings may be helpful to visualisation designers and storytellers keen on designing engaging visualisations with limited resources. We also contribute reflections on engagement measurements with visualisations and provide future directions.

随着可视化作品的受众范围越来越广,设计出能够吸引和吸引人的可视化作品变得越来越重要。先前的研究表明,语义图标能吸引读者并使其沉浸其中;然而,人们对其在信息任务中的影响以及当观众的注意力因分心元素而分散时的影响知之甚少。为了填补这一空白,我们首先探索了具有各种可视化属性的语义图标。在这些研究中,参与者在网页上看到了一个目标可视化图标和一个分散注意力的可视化图标,并被要求提取见解。他们的参与度通过三个因变量来衡量:(1)视觉注意力;(2)撰写见解的努力;(3)自我报告的参与度。在研究 1 中,我们发现带有语义图标的可视化一直被认为比普通版本更吸引人。但是,我们发现这两个版本在视觉注意力和努力程度上没有差异。因此,我们在进行研究 2 时,使用了更突出的语义图标,以达到最大的对比度。结果与第一项研究一致。此外,我们还发现,从参与者的角度来看,语义图标提高了对描述不那么有趣和吸引人的主题的可视化的参与度。除了第一印象的价值外,我们还扩展了先前的工作,在执行信息任务(提取见解)和对可视化进行反思后展示了语义价值。我们的研究结果可能有助于可视化设计者和故事讲述者利用有限的资源设计出引人入胜的可视化作品。我们还对可视化的参与度测量进行了反思,并提供了未来的发展方向。
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引用次数: 0
Audio augmented reality using sonification to enhance visual art experiences: Lessons learned 利用声化技术增强视觉艺术体验的音频增强现实技术:经验教训
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-18 DOI: 10.1016/j.ijhcs.2024.103329

Augmenting visual art in art galleries can be an effective Audio Augmented Reality (AAR) application for indoor exploration. In the current study, eight paintings from four genres were augmented with audio through their sonification. Basic Audio was generated using a sonification algorithm by identifying the major colors of the paintings, and Enhanced Audio was generated by a musician enhancing the Basic Audio; these were presented with the paintings to compare against No Audio. Twenty-six participants viewed each painting in all three conditions; eye gaze metrics, and qualitative data were collected. Results showed that Enhanced Audio led to significantly greater engagement and positive sentiments, compared to Basic Audio. Thematic analysis showed semantic and syntactic relationships of the audio with the paintings, and a tendency to guide users’ gaze over time. Findings from this study can guide future AAR developments to improve auditory display designs to enhance visual experiences.

增强美术馆中的视觉艺术可以成为室内探索的有效音频增强现实(AAR)应用。在当前的研究中,来自四种流派的八幅画作通过声化技术被增强了音频。基本音频是通过识别画作的主要颜色,使用声化算法生成的;增强音频是由音乐家增强基本音频生成的;这些音频与画作一起展示,与无音频进行比较。26 名参与者在所有三种条件下观看了每幅画;收集了眼球注视指标和定性数据。结果显示,与 "基本音频 "相比,"增强音频 "的参与度和积极情绪明显更高。主题分析表明,音频与画作之间存在语义和句法上的关系,并且随着时间的推移有引导用户注视的趋势。这项研究的结果可以指导未来的 AAR 开发,以改进听觉显示设计,增强视觉体验。
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引用次数: 0
Investigating the effect of key size, typing angle, and typing technique of virtual keyboard on typing productivity, biomechanics, and usability in a mixed reality environment 研究虚拟键盘的按键大小、键入角度和键入技术对混合现实环境中键入效率、生物力学和可用性的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-17 DOI: 10.1016/j.ijhcs.2024.103339

This study investigates the effects of key sizes, typing angles, and typing techniques on typing productivity, biomechanics (muscle activity), and subjective experience with a mixed reality keyboard. The findings suggest that using smaller key sizes, such as 16 mm, may not be suitable due to slower typing speed, lower accuracy, lower user experience, higher muscle activity, and higher motion sickness. Typing with both index fingers results in the highest typing speed while using only a single index finger provides higher accuracy. Placing the keyboard at eye height leads to the highest typing speed, as participants can easily view the keys and the virtual environment simultaneously. However, typing accuracy is not affected by typing angle and typing technique. Implementing these findings on the virtual keyboard design could potentially benefit workers’ productivity and decrease errors in the mixed reality environment.

本研究调查了混合现实键盘的按键尺寸、键入角度和键入技术对键入效率、生物力学(肌肉活动)和主观体验的影响。研究结果表明,由于键入速度较慢、准确性较低、用户体验较差、肌肉活动较多以及晕动症较严重,使用较小尺寸的按键(如 16 毫米)可能并不合适。使用双食指打字可获得最高的打字速度,而仅使用单食指则可获得更高的准确性。将键盘置于眼睛高度的位置会导致最高的键入速度,因为参与者可以轻松地同时看到按键和虚拟环境。然而,键入准确性并不受键入角度和键入技巧的影响。在虚拟键盘设计中采用这些研究结果,有可能提高工人的工作效率,减少混合现实环境中的错误。
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引用次数: 0
Evaluating the effects of user motion and viewing mode on target selection in augmented reality 评估用户运动和观看模式对增强现实技术中目标选择的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-09 DOI: 10.1016/j.ijhcs.2024.103327

Target selection is a crucial task in augmented reality (AR). Recent evidence suggests that user motion can significantly influence target selection. However, no systematic research has been conducted on target selection within varied intensity user motions and AR settings. This paper was carried out to investigate the effects of four user motions (i.e., standing, walking, running, and jumping) and two viewing modes (i.e., viewpoint-dependent and viewpoint-independent) on user performance of target selection in AR. Two typical selection techniques (i.e., virtual hand and ray-casting) were utilized for short-range and long-range selection tasks, respectively. Our results indicate that the target selection performance decreased as the intensity of user motion increased, and users demonstrated better performance in the viewpoint-independent mode than in the viewpoint-dependent mode. We also observed that users took a longer amount of time to select targets when using the ray-casting technique than the virtual hand technique. We conclude with a set of design guidelines to improve the AR target selection performance of users while in motion.

目标选择是增强现实(AR)中的一项重要任务。最近的证据表明,用户运动会对目标选择产生重大影响。然而,目前还没有针对不同强度的用户运动和 AR 设置下的目标选择进行过系统研究。本文研究了四种用户运动(即站立、行走、跑步和跳跃)和两种观看模式(即视点依赖型和视点无关型)对用户在 AR 中选择目标表现的影响。两种典型的选择技术(即虚拟手和光线投射)分别用于短距离和长距离选择任务。我们的研究结果表明,随着用户运动强度的增加,目标选择性能也随之降低,用户在视点无关模式下的表现要好于视点相关模式下的表现。我们还观察到,与虚拟手技术相比,用户在使用光线投射技术时需要更长的时间来选择目标。最后,我们提出了一套设计指南,以提高用户在运动中的 AR 目标选择性能。
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引用次数: 0
Addressing attentional issues in augmented reality with adaptive agents: Possibilities and challenges 用自适应代理解决增强现实中的注意力问题:可能性与挑战
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-07-01 DOI: 10.1016/j.ijhcs.2024.103324
Brandon Victor Syiem , Ryan M. Kelly , Tilman Dingler , Jorge Goncalves , Eduardo Velloso

Recent work on augmented reality (AR) has explored the use of adaptive agents to overcome attentional issues that negatively impact task performance. However, despite positive technical evaluations, adaptive agents have shown no significant improvements to user task performance in AR. Furthermore, previous works have primarily evaluated such agents using abstract tasks. In this paper, we develop an agent that observes user behaviour and performs appropriate actions to mitigate attentional issues in a realistic sense-making task in AR. We employ mixed methods to evaluate our agent in a between-subject experiment (N=60) to understand the agent’s effect on user task performance and behaviour. While we find no significant improvements in task performance, our analysis revealed that users’ preferences and trust in the agent affected their receptiveness of the agent’s recommendations. We discuss the pitfalls of autonomous agents and highlight the need to shift from designing better Human–AI interactions to better Human–AI collaborations.

最近有关增强现实(AR)的研究探索了自适应代理的使用,以克服对任务性能产生负面影响的注意力问题。然而,尽管技术评估结果良好,自适应代理在增强现实中对用户任务表现的改善并不明显。此外,以前的工作主要是通过抽象任务对这类代理进行评估。在本文中,我们开发了一种代理,它可以观察用户行为并执行适当的操作,以减轻 AR 中现实感知任务中的注意力问题。我们采用混合方法在主体间实验(N=60)中对代理进行评估,以了解代理对用户任务表现和行为的影响。虽然我们没有发现任务性能有明显改善,但我们的分析表明,用户的偏好和对代理的信任会影响他们对代理建议的接受程度。我们讨论了自主代理的陷阱,并强调需要从设计更好的人机交互转向更好的人机协作。
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引用次数: 0
MakeNodes: Opening connected-IoT making to people with intellectual disability MakeNodes:向智障人士开放互联物联网制作
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-29 DOI: 10.1016/j.ijhcs.2024.103325
Diego Morra , Giacomo Caslini , Marco Mores , Franca Garzotto , Maristella Matera

Recent developments in accessible electronic-making toolkits have opened up avenues for individuals with intellectual disabilities(ID) to actively participate in creating their own smart objects based on the Internet of Things (IoT) technology. These toolkits present a novel opportunity to foster the inclusion of this often-under-considered community in the development of personalized solutions that can impact their autonomy and well-being. However, understanding IoT encompasses comprehending the inter-object connection paradigm at the core of this technology, an aspect that is not adequately covered by the existing accessible toolkits. To fill this gap, this paper illustrates the design and evaluation of MakeNodes, a tangible toolkit to involve people with ID in making smart-thing networks in a guided, collaborative, and engaging way. The toolkit comprises a series of input and output nodes that can be paired to make any object or surface smart. The paper illustrates how MakeNodes empowers people with ID through IoT-making activities that promote collaborative work to address personal needs. Key findings are discussed in the form of lessons learned concerning the importance of physical and visual elements, hands-on exploration, and interaction robustness in improving the accessibility of IoT-making toolkits for people with ID.

无障碍电子制作工具包的最新发展为智障人士开辟了一条途径,使他们能够积极参与创建自己的基于物联网(IoT)技术的智能物品。这些工具包提供了一个新的机会,可以促进这一通常未被充分考虑的群体参与开发个性化解决方案,从而影响他们的自主性和福祉。然而,理解物联网包括理解作为该技术核心的物体间连接范式,而现有的无障碍工具包并未充分涵盖这一方面。为了填补这一空白,本文介绍了 MakeNodes 的设计和评估情况,这是一个有形的工具包,可引导智障人士以协作和参与的方式参与智能物联网的制作。该工具包由一系列输入和输出节点组成,这些节点可以配对使用,使任何物体或表面变得智能。本文阐述了 MakeNodes 如何通过物联网制造活动增强智障人士的能力,从而促进协同工作,满足个人需求。主要研究结果以经验教训的形式进行了讨论,这些经验教训涉及物理和视觉元素、动手探索和交互稳健性在提高智障人士对物联网制作工具包的可及性方面的重要性。
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引用次数: 0
On the potential of supporting autonomy in online video interview training platforms 论在线视频面试培训平台支持自主性的潜力
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-28 DOI: 10.1016/j.ijhcs.2024.103326

Rising unemployment has led to many discouraged job seekers. While the impact of job seekers’ motivation on interview performance is acknowledged in previous research, little attention has been given to understanding the effect of training on interview motivation and performance. We present InterviewApp, an online interview training tool aiming to support interview motivation through autonomy, relatedness and competence needs derived from Self-Determination Theory and, in turn, performance. Through a four-month study (N=135), we assess its effectiveness in supporting job seekers’ interview motivation and performance. Our results demonstrate the role of autonomy in mediating the effect of training on performance. We found that the intervention significantly affected the job seekers’ perceived autonomy. Furthermore, engagement with the recording and feedback features of the tool positively impacted performance. Overall, job seekers found InterviewApp helpful for online interview training and valued the provided expert feedback. These findings have implications for the design of online interview training tools and for behaviour change interventions to support employment.

失业率上升导致许多求职者心灰意冷。虽然求职者的动机对面试表现的影响在以往的研究中得到了认可,但很少有人关注培训对面试动机和表现的影响。我们介绍的 InterviewApp 是一种在线面试培训工具,旨在通过源自自我决定理论的自主性、相关性和能力需求来支持面试动机,进而提高面试表现。通过为期四个月的研究(N=135),我们评估了该工具在支持求职者面试动机和表现方面的有效性。我们的研究结果表明,自主性在调解培训对绩效的影响方面发挥了作用。我们发现,干预措施极大地影响了求职者的自主感知。此外,参与该工具的记录和反馈功能也对表现产生了积极影响。总体而言,求职者认为 InterviewApp 有助于在线面试培训,并对提供的专家反馈意见非常重视。这些研究结果对在线面试培训工具的设计以及支持就业的行为改变干预措施都有启示意义。
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引用次数: 0
Unpacking Instagram use: The impact of upward social comparisons on usage patterns and affective experiences in the wild 解读 Instagram 的使用:向上的社交比较对野外使用模式和情感体验的影响
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-21 DOI: 10.1016/j.ijhcs.2024.103323
Jiwan Kim , Doyoung Lee , Mingyu Han , Jaeho Kim , Vassilis Kostakos , Ian Oakley

Users of Social Networking Sites (SNS) often engage in social comparison, an experience that can elicit various affective responses. While previous studies have established important links between social comparison and emotion, the granularity and ecological validity of this work remains limited. To address this issue, we conducted a field study with 40 Instagram users. We unobtrusively recorded their Instagram usage patterns (e.g., time on site and the type of content consumed, such as feed, story, or message). Additionally, we used experience sampling methods and questionnaires to capture their affective experiences, social comparisons, and depression severity. Our results elucidate the interplay between these emotions, traits, and tendencies during Instagram use. Notably, we find that while passive or prolonged Instagram use affects users’ emotions, the magnitude of this effect depends on the frequency of users’ social comparisons. These results can inform the design of systems to improve mental well-being on SNS.

社交网站(SNS)的用户经常进行社交比较,这种体验会引起各种情感反应。虽然之前的研究已经确定了社会比较与情感之间的重要联系,但这项工作的粒度和生态有效性仍然有限。为了解决这个问题,我们对 40 名 Instagram 用户进行了实地研究。我们以不显眼的方式记录了他们使用 Instagram 的模式(例如,在网站上停留的时间和消费的内容类型,如 feed、故事或消息)。此外,我们还使用经验取样方法和问卷调查来捕捉他们的情感体验、社会比较和抑郁严重程度。我们的研究结果阐明了这些情绪、特征和倾向在 Instagram 使用过程中的相互作用。值得注意的是,我们发现虽然被动或长时间使用 Instagram 会影响用户的情绪,但这种影响的程度取决于用户进行社交比较的频率。这些结果可以为设计系统提供参考,以改善 SNS 上的心理健康。
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引用次数: 0
Majority voting of doctors improves appropriateness of AI reliance in pathology 医生的多数投票提高了病理学领域对人工智能的依赖程度
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-21 DOI: 10.1016/j.ijhcs.2024.103315
Hongyan Gu , Chunxu Yang , Shino Magaki , Neda Zarrin-Khameh , Nelli S. Lakis , Inma Cobos , Negar Khanlou , Xinhai R. Zhang , Jasmeet Assi , Joshua T. Byers , Ameer Hamza , Karam Han , Anders Meyer , Hilda Mirbaha , Carrie A. Mohila , Todd M. Stevens , Sara L. Stone , Wenzhong Yan , Mohammad Haeri , Xiang ‘Anthony’ Chen

As Artificial Intelligence (AI) making advancements in medical decision-making, there is a growing need to ensure doctors develop appropriate reliance on AI to avoid adverse outcomes. However, existing methods in enabling appropriate AI reliance might encounter challenges while being applied in the medical domain. With this regard, this work employs and provides the validation of an alternative approach – majority voting – to facilitate appropriate reliance on AI in medical decision-making. This is achieved by a multi-institutional user study involving 32 medical professionals with various backgrounds, focusing on the pathology task of visually detecting a pattern, mitoses, in tumor images. Here, the majority voting process was conducted by synthesizing decisions under AI assistance from a group of pathology doctors (pathologists). Two metrics were used to evaluate the appropriateness of AI reliance: Relative AI Reliance (RAIR) and Relative Self-Reliance (RSR). Results showed that even with groups of three pathologists, majority-voted decisions significantly increased both RAIR and RSR – by approximately 9% and 31%, respectively – compared to decisions made by one pathologist collaborating with AI. This increased appropriateness resulted in better precision and recall in the detection of mitoses. While our study is centered on pathology, we believe these insights can be extended to general high-stakes decision-making processes involving similar visual tasks.

随着人工智能(AI)在医疗决策方面取得进展,确保医生适当依赖人工智能以避免不良后果的需求与日俱增。然而,现有的方法在医疗领域应用时可能会遇到挑战。有鉴于此,本研究采用了另一种方法--多数投票法--并对其进行了验证,以促进在医疗决策中适当依赖人工智能。为此,我们开展了一项多机构用户研究,涉及 32 名具有不同背景的医学专业人员,研究重点是病理学任务,即在肿瘤图像中视觉检测有丝分裂模式。在这项研究中,在一组病理学医生(病理学家)的人工智能协助下,通过综合决策进行了多数票表决。评估人工智能依赖性的适当性使用了两个指标:相对人工智能依赖度 (RAIR) 和相对自我依赖度 (RSR)。结果显示,即使是由三名病理学家组成的小组,与一名病理学家与人工智能合作做出的决定相比,多数票通过的决定也显著提高了 RAIR 和 RSR,分别提高了约 9% 和 31%。适当性的提高提高了有丝分裂检测的精确度和召回率。虽然我们的研究以病理学为中心,但我们相信这些见解可以推广到涉及类似视觉任务的一般高风险决策过程中。
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引用次数: 0
Adaptive virtual agent: Design and evaluation for real-time human-agent interaction 自适应虚拟代理:实时人机交互的设计与评估
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-19 DOI: 10.1016/j.ijhcs.2024.103321
Jieyeon Woo , Kazuhiro Shidara , Catherine Achard , Hiroki Tanaka , Satoshi Nakamura , Catherine Pelachaud

When we converse, we adapt our behaviors to our interlocutors. The adaptation can serve to indicate our engagement which can also elicit enhancement of the involvement of others. Virtual agents (or socially interactive virtual agents) that play the role of interaction partners can improve the human users’ interaction experience by displaying continuous and adaptive behaviors in real time. Virtual agents have been used in multiple domains to improve user interaction and performance. The promising results of the endowment of adaptation to agents in increasing the agents’ perception and user experience were shown in previous studies. In this paper, we develop an adaptive virtual agent that renders real-time adaptive behaviors based on the behaviors shown by its human interlocutor. The ASAP model rendering reciprocally adaptive agent behavior was employed to realize the system. The system consists of four main parts: perception of social signals, agent adaptive behavior generation, agent visualization (i.e. rendering of the agent’s verbal and nonverbal behavior), and communication of signals. To showcase the usefulness of our adaptive agent, as a proof-of-concept we choose the e-health application of cognitive behavior therapy (CBT), which identifies and rectifies biased and irrational thoughts (or automatic thoughts). Through this study, we show the importance of giving the agent reciprocal adaptation capability notably in enhancing the user experience and the effectiveness of the CBT session. We validate the importance of endowing such adaptation capability by studying the difference between agents that are reciprocally adaptive, solely expressive (with mismatched behavior), and inexpressive (in a still posture) via questionnaires and measures related to the agent perception (naturalness, human-likeliness, synchrony, and engagement) for user experience and the CBT effectiveness (mood, anxiety, stress, and cognitive change). These results highlight the value of making virtual agents adapt in real time. This could lead to agents being capable of providing more personalized and interactive experiences for a wide range of applications. Also, we have collected a new human-agent interaction (HAI) database, HAI-CBT database, which is publicly available to the research community.

当我们交谈时,我们会根据对话者的情况调整自己的行为。这种适应可以表明我们的参与,也可以增强他人的参与。扮演互动伙伴角色的虚拟代理(或社交互动虚拟代理)可以通过实时显示连续的适应性行为来改善人类用户的互动体验。虚拟代理已被用于多个领域,以改善用户交互和性能。以往的研究表明,赋予代理自适应能力在提高代理感知和用户体验方面具有良好的效果。在本文中,我们开发了一种自适应虚拟代理,它能根据人类对话者的行为表现实时呈现自适应行为。该系统采用了呈现互适应代理行为的 ASAP 模型。该系统由四个主要部分组成:社会信号感知、代理自适应行为生成、代理可视化(即代理的语言和非语言行为渲染)以及信号交流。为了展示自适应代理的实用性,我们选择了认知行为疗法(CBT)的电子健康应用作为概念验证,该疗法可识别并纠正偏颇和不合理的想法(或自动想法)。通过这项研究,我们证明了赋予代理对等适应能力的重要性,尤其是在增强用户体验和 CBT 治疗效果方面。我们通过问卷调查以及与用户体验和 CBT 效果(情绪、焦虑、压力和认知变化)相关的代理感知(自然度、人性化、同步性和参与度)测量,研究了具有互惠适应能力的代理、仅有表达能力(行为不匹配)的代理和无表达能力(静止姿态)的代理之间的差异,从而验证了赋予这种适应能力的重要性。这些结果凸显了虚拟代理实时适应的价值。这将使虚拟代理能够为各种应用提供更加个性化的互动体验。此外,我们还收集了一个新的人机交互(HAI)数据库,即 HAI-CBT 数据库,该数据库已向研究界公开。
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引用次数: 0
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International Journal of Human-Computer Studies
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