首页 > 最新文献

International Journal of Human-Computer Studies最新文献

英文 中文
VResin: Externalizing spatial memory into 3D sketch maps VResin:将空间记忆外化为三维草图
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-19 DOI: 10.1016/j.ijhcs.2024.103322
Tianyi Xiao , Kevin Gonyop Kim , Jakub Krukar , Rajasirpi Subramaniyan , Peter Kiefer , Angela Schwering , Martin Raubal

An intuitive way to externalize spatial memory is to sketch it. Compared to traditional paper-based sketches, virtual reality (VR) creates new opportunities to investigate the 3D aspect of spatial memory as it empowers users to express 3D information on a 3D interface directly. The goal of this study is to design a 3D sketch mapping tool for researchers and non-expert users without sketching expertise that enables externalizing memories of spatial information after some 3D-critical tasks. There exist 3D sketching tools using VR, but there are two issues with the current mid-air 3D sketching approach: (1) distortion of sketches due to depth perception errors and (2) increased cognitive and sensorimotor demands due to an increased degree of freedom and absence of physical support. To address these problems, we implemented VResin, a novel sketching interface that synergizes 3D mid-air sketching with 2D surface sketching to scaffold 3D sketching into a layer-by-layer process. An experimental study with 48 participants on multi-layer building scenarios showed that VResin supports users in creating less distorted sketches while maintaining the level of completeness and generalization compared to mid-air sketching in VR. We also demonstrate the potential applications that can benefit from 3D sketch maps and the suitability of VResin for a variety of building shapes.

将空间记忆外化的一种直观方式是绘制草图。与传统的纸质草图相比,虚拟现实(VR)为研究空间记忆的三维方面创造了新的机会,因为它使用户能够直接在三维界面上表达三维信息。本研究的目标是为研究人员和不具备草图绘制专业知识的非专业用户设计一款三维草图绘制工具,使他们在完成一些三维关键任务后能够将空间信息记忆外化。目前已有使用虚拟现实技术的三维草图绘制工具,但目前的半空三维草图绘制方法存在两个问题:(1) 深度知觉错误导致草图失真;(2) 由于自由度增加和缺乏物理支持,对认知和感觉运动的要求提高。为了解决这些问题,我们开发了一种新颖的草图界面 VResin,它将三维半空草图与二维表面草图协同使用,将三维草图构建成一个逐层绘制的过程。一项由 48 名参与者参与的多层建筑场景实验研究表明,与在 VR 中进行空中草图绘制相比,VResin 支持用户绘制变形较小的草图,同时保持了草图的完整性和概括性。我们还展示了可从三维草图中获益的潜在应用,以及 VResin 对各种建筑形状的适用性。
{"title":"VResin: Externalizing spatial memory into 3D sketch maps","authors":"Tianyi Xiao ,&nbsp;Kevin Gonyop Kim ,&nbsp;Jakub Krukar ,&nbsp;Rajasirpi Subramaniyan ,&nbsp;Peter Kiefer ,&nbsp;Angela Schwering ,&nbsp;Martin Raubal","doi":"10.1016/j.ijhcs.2024.103322","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103322","url":null,"abstract":"<div><p>An intuitive way to externalize spatial memory is to sketch it. Compared to traditional paper-based sketches, virtual reality (VR) creates new opportunities to investigate the 3D aspect of spatial memory as it empowers users to express 3D information on a 3D interface directly. The goal of this study is to design a 3D sketch mapping tool for researchers and non-expert users without sketching expertise that enables externalizing memories of spatial information after some 3D-critical tasks. There exist 3D sketching tools using VR, but there are two issues with the current mid-air 3D sketching approach: (1) distortion of sketches due to depth perception errors and (2) increased cognitive and sensorimotor demands due to an increased degree of freedom and absence of physical support. To address these problems, we implemented VResin, a novel sketching interface that synergizes 3D mid-air sketching with 2D surface sketching to scaffold 3D sketching into a layer-by-layer process. An experimental study with 48 participants on multi-layer building scenarios showed that VResin supports users in creating less distorted sketches while maintaining the level of completeness and generalization compared to mid-air sketching in VR. We also demonstrate the potential applications that can benefit from 3D sketch maps and the suitability of VResin for a variety of building shapes.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S107158192400106X/pdfft?md5=c7b98f3783f62575f93cd1ebb3ae5516&pid=1-s2.0-S107158192400106X-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141480308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Corrigendum to ‘“Should I Introduce myself?”: Asynchronous Semi-Guided Professional Introductions for Enhanced Perceived Team Effectiveness in New Virtual Dyadic Teams’ [International Journal of Human - Computer Studies, Vol. 188 (2024) 103279] 我应该自我介绍吗?异步半引导式专业介绍可提高新的虚拟二元团队中的团队效率》[《国际人机研究杂志》,第 188 卷(2024 年),第 103279 期]。
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-19 DOI: 10.1016/j.ijhcs.2024.103313
George Catalin Muresan, Sebastian Mititelu, Josh Andres, m.c. schraefel
{"title":"Corrigendum to ‘“Should I Introduce myself?”: Asynchronous Semi-Guided Professional Introductions for Enhanced Perceived Team Effectiveness in New Virtual Dyadic Teams’ [International Journal of Human - Computer Studies, Vol. 188 (2024) 103279]","authors":"George Catalin Muresan,&nbsp;Sebastian Mititelu,&nbsp;Josh Andres,&nbsp;m.c. schraefel","doi":"10.1016/j.ijhcs.2024.103313","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103313","url":null,"abstract":"","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000971/pdfft?md5=1e28a0f152364356ee5d36f4b4350998&pid=1-s2.0-S1071581924000971-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141429766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mapping in harmony: Co-designing user interfaces for conflict management on OSM 和谐绘图:共同设计用户界面,促进 OSM 上的冲突管理
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-15 DOI: 10.1016/j.ijhcs.2024.103316
Youjin Choe , Senuri Wijenayake , Martin Tomko , Mohsen Kalantari

Online peer-production communities (OPPCs) have witnessed producer conflicts that negatively impact their project quality and producer morale. In response to such issues, OPPCs have supported producers to self-manage conflict as its frequency is exceeding the capacity of volunteer moderators. In this paper, we solicit design guidelines reflecting producers’ requirements and perspectives for self-conflict management in an OPPC called OpenStreetMap (OSM). We use the OSM Changeset Discussions user interface – one of OSM’s tools designed to facilitate conflict management – as our target interface. We conduct co-design workshops to collect OSM mappers’ perspectives on the existing conflict management user interface (UI) and re-design alternatives based on mappers’ suggestions. We collect rich reflections on four design prompts covering the User Experience (UX) criteria of utility, usability, desirability, and adoptability, contrasting the current and alternative Changeset Discussion UI designs. Our results lead to two design guidelines: (1) provide gentle and non-intrusive reminders customized based on OSM’s mapper profile and (2) provide customizable mapper profile information displayed during online discussion. We discuss challenges associated with the co-designing process in an OPPC as OSM and how future studies should focus on making incremental changes based on user-participatory methods to minimize any user resistance.

在线同侪生产社区(OPPCs)目睹了生产者冲突对项目质量和生产者士气造成的负面影响。为了应对这些问题,OPPC 支持制作者自我管理冲突,因为冲突的频率已经超出了志愿主持人的能力范围。在本文中,我们将征求设计指南,以反映制作者对开放街图(OSM)中自我冲突管理的要求和观点。我们将OSM变更集讨论用户界面--OSM旨在促进冲突管理的工具之一--作为我们的目标界面。我们举办共同设计研讨会,收集 OSM 制图者对现有冲突管理用户界面(UI)的看法,并根据制图者的建议重新设计替代界面。我们就四个设计提示收集了丰富的反思,这四个提示涵盖了用户体验(UX)标准,即实用性、可用性、可取性和可采用性,并对比了当前和备选的 "变更集讨论 "用户界面设计。我们的研究结果提出了两条设计准则:(1) 提供基于 OSM 制图人员配置文件定制的温和、非侵入式提醒;(2) 在在线讨论期间提供可定制的制图人员配置文件信息。我们讨论了在像 OSM 这样的 OPPC 中共同设计过程所面临的挑战,以及未来的研究应如何将重点放在基于用户参与方法的渐进式改变上,以尽量减少用户的抵触情绪。
{"title":"Mapping in harmony: Co-designing user interfaces for conflict management on OSM","authors":"Youjin Choe ,&nbsp;Senuri Wijenayake ,&nbsp;Martin Tomko ,&nbsp;Mohsen Kalantari","doi":"10.1016/j.ijhcs.2024.103316","DOIUrl":"10.1016/j.ijhcs.2024.103316","url":null,"abstract":"<div><p>Online peer-production communities (OPPCs) have witnessed producer conflicts that negatively impact their project quality and producer morale. In response to such issues, OPPCs have supported producers to self-manage conflict as its frequency is exceeding the capacity of volunteer moderators. In this paper, we solicit design guidelines reflecting producers’ requirements and perspectives for self-conflict management in an OPPC called OpenStreetMap (OSM). We use the OSM Changeset Discussions user interface – one of OSM’s tools designed to facilitate conflict management – as our target interface. We conduct co-design workshops to collect OSM mappers’ perspectives on the existing conflict management user interface (UI) and re-design alternatives based on mappers’ suggestions. We collect rich reflections on four design prompts covering the User Experience (UX) criteria of utility, usability, desirability, and adoptability, contrasting the current and alternative Changeset Discussion UI designs. Our results lead to two design guidelines: (1) provide gentle and non-intrusive reminders customized based on OSM’s mapper profile and (2) provide customizable mapper profile information displayed during online discussion. We discuss challenges associated with the co-designing process in an OPPC as OSM and how future studies should focus on making incremental changes based on user-participatory methods to minimize any user resistance.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Different dimensions of anthropomorphic design cues: How visual appearance and conversational style influence users’ information disclosure tendency towards chatbots 拟人化设计线索的不同维度:视觉外观和对话风格如何影响用户对聊天机器人的信息披露倾向
IF 5.3 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-15 DOI: 10.1016/j.ijhcs.2024.103320
Jiahao Chen , Mingming Li , Jaap Ham

Text-based chatbots are widely used to deliver personalized services by leveraging user-provided information, and anthropomorphic design is crucial for their effectiveness. However, most earlier studies investigated the effects of anthropomorphic design of chatbots while manipulating only one dimension of anthropomorphic cues. The current research investigated how different dimensions of anthropomorphic design cues affect users’ information disclosure tendency towards chatbots. That is, the present study examined the effects of visual appearance (high anthropomorphism vs. low anthropomorphism), manipulating the visual cues dimension, and conversational style (human-like vs. mechanical), manipulating the verbal cues dimension, on users’ information disclosure tendency towards chatbots. Results showed positive effects of human-like conversational style on users’ information disclosure tendency. Of particular significance, an interaction effect between visual appearance and conversational style on users’ information disclosure tendency was found. Users reported a higher information disclosure tendency when the chatbot was designed with anthropomorphic cues consistent over dimensions. This finding suggested that an expectancy violation effect occurs when a chatbot exhibits inconsistent anthropomorphic design cues on two different dimensions. Besides, perceived security was identified as a positive mediating factor in the relationship between conversational style and users’ information disclosure tendency. This study advances research on users’ information disclosure tendency towards anthropomorphic chatbots and highlights the importance of different dimensions of anthropomorphic cues in chatbot design. Additionally, practical guidance for chatbot designers was also provided.

基于文本的聊天机器人被广泛用于利用用户提供的信息提供个性化服务,而拟人化设计对其有效性至关重要。然而,大多数早期研究在研究聊天机器人拟人化设计的效果时,只对拟人化线索的一个维度进行了操作。本研究调查了拟人化设计线索的不同维度如何影响用户对聊天机器人的信息披露倾向。也就是说,本研究考察了操纵视觉线索维度的视觉外观(高拟人化与低拟人化)和操纵语言线索维度的对话风格(类人与机械)对用户对聊天机器人的信息披露倾向的影响。结果显示,类人对话风格对用户的信息披露倾向有积极影响。尤其重要的是,视觉外观和对话风格对用户信息披露倾向的交互效应被发现。当聊天机器人的拟人化线索在各个维度上保持一致时,用户会报告更高的信息披露倾向。这一发现表明,当聊天机器人在两个不同的维度上表现出不一致的拟人化设计线索时,就会出现期望违背效应。此外,在对话风格与用户信息披露倾向之间的关系中,感知到的安全性被认为是一个积极的中介因素。本研究推进了有关用户对拟人化聊天机器人的信息披露倾向的研究,并强调了拟人化线索的不同维度在聊天机器人设计中的重要性。此外,研究还为聊天机器人设计者提供了实用指导。
{"title":"Different dimensions of anthropomorphic design cues: How visual appearance and conversational style influence users’ information disclosure tendency towards chatbots","authors":"Jiahao Chen ,&nbsp;Mingming Li ,&nbsp;Jaap Ham","doi":"10.1016/j.ijhcs.2024.103320","DOIUrl":"10.1016/j.ijhcs.2024.103320","url":null,"abstract":"<div><p>Text-based chatbots are widely used to deliver personalized services by leveraging user-provided information, and anthropomorphic design is crucial for their effectiveness. However, most earlier studies investigated the effects of anthropomorphic design of chatbots while manipulating only one dimension of anthropomorphic cues. The current research investigated how different dimensions of anthropomorphic design cues affect users’ information disclosure tendency towards chatbots. That is, the present study examined the effects of visual appearance (high anthropomorphism vs. low anthropomorphism), manipulating the visual cues dimension, and conversational style (human-like vs. mechanical), manipulating the verbal cues dimension, on users’ information disclosure tendency towards chatbots. Results showed positive effects of human-like conversational style on users’ information disclosure tendency. Of particular significance, an interaction effect between visual appearance and conversational style on users’ information disclosure tendency was found. Users reported a higher information disclosure tendency when the chatbot was designed with anthropomorphic cues consistent over dimensions. This finding suggested that an expectancy violation effect occurs when a chatbot exhibits inconsistent anthropomorphic design cues on two different dimensions. Besides, perceived security was identified as a positive mediating factor in the relationship between conversational style and users’ information disclosure tendency. This study advances research on users’ information disclosure tendency towards anthropomorphic chatbots and highlights the importance of different dimensions of anthropomorphic cues in chatbot design. Additionally, practical guidance for chatbot designers was also provided.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141409574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Articulation work for supporting the values of students attending class via telepresence robots 为支持学生通过远程呈现机器人上课的价值观而开展的衔接工作
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-15 DOI: 10.1016/j.ijhcs.2024.103318
Houda Elmimouni , Jennifer A. Rode , Selma Šabanović

Robotic Telepresence (TR) is a promising medium for providing classroom access for students who are unable to attend classes in-person. While existing research has focused on TR’s usability, adoption, and embodiment, there is a need for research focusing on how TR supports key user values — like identity, privacy, and courtesy — in educational contexts. To bridge this gap, we engaged 22 university students in a field study using Beam telepresence robots, which enabled us to discern the key manifestations of these three values in classroom human–robot interactions. We also identified articulation work improvised by remote students to maintain these values. Based on our findings, we propose recommendations for use that can support these values and offer design recommendations for future telepresence robots. Our insights offer valuable guidance to educational institutions intending to integrate telepresence robots, as well as to their designers.

机器人网真(TR)是一种前景广阔的媒介,可为无法亲自到校上课的学生提供课堂教学机会。现有的研究主要集中在远程呈现的可用性、采用和体现方面,而对于远程呈现如何在教育环境中支持用户的关键价值(如身份、隐私和礼貌),还需要进行研究。为了弥补这一差距,我们让 22 名大学生参与了一项使用 Beam 远程呈现机器人的实地研究,这使我们能够在课堂人机互动中发现这三种价值观的主要表现形式。我们还发现了远程学生为维护这些价值观而即兴进行的衔接工作。基于我们的发现,我们提出了能够支持这些价值观的使用建议,并为未来的远程呈现机器人提供了设计建议。我们的见解为有意整合远程呈现机器人的教育机构及其设计者提供了宝贵的指导。
{"title":"Articulation work for supporting the values of students attending class via telepresence robots","authors":"Houda Elmimouni ,&nbsp;Jennifer A. Rode ,&nbsp;Selma Šabanović","doi":"10.1016/j.ijhcs.2024.103318","DOIUrl":"10.1016/j.ijhcs.2024.103318","url":null,"abstract":"<div><p>Robotic Telepresence (TR) is a promising medium for providing classroom access for students who are unable to attend classes in-person. While existing research has focused on TR’s usability, adoption, and embodiment, there is a need for research focusing on how TR supports key user values — like identity, privacy, and courtesy — in educational contexts. To bridge this gap, we engaged 22 university students in a field study using Beam telepresence robots, which enabled us to discern the key manifestations of these three values in classroom human–robot interactions. We also identified articulation work improvised by remote students to maintain these values. Based on our findings, we propose recommendations for use that can support these values and offer design recommendations for future telepresence robots. Our insights offer valuable guidance to educational institutions intending to integrate telepresence robots, as well as to their designers.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141416149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Designing personalized mental health interventions for anxiety: CBT therapists’ perspective 设计个性化的焦虑症心理健康干预措施:CBT 治疗师的观点
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-14 DOI: 10.1016/j.ijhcs.2024.103319
Andreas Balaskas , Stephen M. Schueller , Kevin Doherty , Anna L. Cox , Gavin Doherty

Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, major challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for such personalization. This study aims to understand therapist practices and identify new possibilities for delivering intervention content between face-to-face CBT therapy sessions. It comprised semi-structured interviews, followed by a series of ideation activities, and thematic analysis of the data. The results showed the central role of clients in shaping the content of therapy sessions, their challenges with homework practice, and therapists’ diverse practices. Analysis of the ideation activities elaborated the potential role of therapists in the personalization of apps for anxiety. We conclude with takeaways for designers of personalized mental health mobile applications.

焦虑症是最常见的心理健康问题,而认知行为疗法是应用最广泛的循证治疗方法之一。虽然目前有几款治疗焦虑症的手机应用整合了认知行为疗法(CBT)技术,但在使用率和参与度方面仍存在重大挑战。个性化是提高客户参与度的一种策略,而整合治疗师的意见则是这种个性化的一种机制。本研究旨在了解治疗师的做法,并确定在面对面的 CBT 治疗过程中提供干预内容的新可能性。研究包括半结构式访谈、一系列构思活动和数据专题分析。结果表明,客户在形成治疗课程内容方面发挥着核心作用,他们在家庭作业实践中面临挑战,治疗师的实践也多种多样。对构思活动的分析阐述了治疗师在个性化焦虑症应用程序中的潜在作用。最后,我们为个性化心理健康移动应用程序的设计者提供了一些启示。
{"title":"Designing personalized mental health interventions for anxiety: CBT therapists’ perspective","authors":"Andreas Balaskas ,&nbsp;Stephen M. Schueller ,&nbsp;Kevin Doherty ,&nbsp;Anna L. Cox ,&nbsp;Gavin Doherty","doi":"10.1016/j.ijhcs.2024.103319","DOIUrl":"10.1016/j.ijhcs.2024.103319","url":null,"abstract":"<div><p>Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, major challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for such personalization. This study aims to understand therapist practices and identify new possibilities for delivering intervention content between face-to-face CBT therapy sessions. It comprised semi-structured interviews, followed by a series of ideation activities, and thematic analysis of the data. The results showed the central role of clients in shaping the content of therapy sessions, their challenges with homework practice, and therapists’ diverse practices. Analysis of the ideation activities elaborated the potential role of therapists in the personalization of apps for anxiety. We conclude with takeaways for designers of personalized mental health mobile applications.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924001034/pdfft?md5=36746f218e488e7d69c0dd7ba0a1bf52&pid=1-s2.0-S1071581924001034-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410434","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Guided Evaluation Method: An easier way to empirically estimate trained user performance for unfamiliar keyboard layouts 引导式评估方法:一种更简便的方法,可根据经验估算训练有素的用户在使用不熟悉的键盘布局时的表现
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-13 DOI: 10.1016/j.ijhcs.2024.103317
Aunnoy K Mutasim , Anil Ufuk Batmaz , Moaaz Hudhud Mughrabi , Wolfgang Stuerzlinger

To determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to quickly estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study — OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.

要在用户研究中确定所建议的键盘布局(如 OPTI)是否能在性能上超越 QWERTY,通过纵向研究进行扩展培训至关重要。然而,如何培养训练有素的用户是一个后勤瓶颈。一种常见的替代方法是让参与者重复键入相同的单词或短语。我们分别进行了两项研究来探讨这种替代方法。研究结果表明,重复键入单词或短语这两种方法在准确估计训练有素的用户性能方面都存在局限性。因此,我们提出了 "引导评估法"(GEM),这是一种通过新手快速估算受训用户性能的新方法。我们的结果表明,在短短几分钟内,参与者就表现出了与现有纵向研究类似的性能--OPTI 优于 QWERTY。由于无需进行资源密集型的纵向研究,我们的新 GEM 能够更快地估算受训用户的性能。这一成果有可能重新激发对更好的文本输入方法的研究。
{"title":"The Guided Evaluation Method: An easier way to empirically estimate trained user performance for unfamiliar keyboard layouts","authors":"Aunnoy K Mutasim ,&nbsp;Anil Ufuk Batmaz ,&nbsp;Moaaz Hudhud Mughrabi ,&nbsp;Wolfgang Stuerzlinger","doi":"10.1016/j.ijhcs.2024.103317","DOIUrl":"10.1016/j.ijhcs.2024.103317","url":null,"abstract":"<div><p>To determine in a user study whether proposed keyboard layouts, such as OPTI, can surpass QWERTY in performance, extended training through longitudinal studies is crucial. However, addressing the challenge of creating trained users presents a logistical bottleneck. A common alternative involves having participants type the same word or phrase repeatedly. We conducted two separate studies to investigate this alternative. The findings reveal that both approaches, repeatedly typing words or phrases, have limitations in accurately estimating trained user performance. Thus, we propose the Guided Evaluation Method (GEM), a novel approach to <em>quickly</em> estimate trained user performance with novices. Our results reveal that in a matter of minutes, participants exhibited performance similar to an existing longitudinal study — OPTI outperforms QWERTY. As it eliminates the need for resource-intensive longitudinal studies, our new GEM thus enables much faster estimation of trained user performance. This outcome will potentially reignite research on better text entry methods.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.3,"publicationDate":"2024-06-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141410239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Efficient VR-AR communication method using virtual replicas in XR remote collaboration 在 XR 远程协作中使用虚拟副本的高效 VRAR 通信方法
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-11 DOI: 10.1016/j.ijhcs.2024.103304
Eunhee Chang , Yongjae Lee , Mark Billinghurst , Byounghyun Yoo

When using Virtual Reality (VR) and Augmented Reality (AR) to support remote collaboration, effective communication between a remote expert in VR and a local worker in AR is important for guiding and following task instructions. This is especially crucial for assembly tasks, which require precise identification of parts and clear directions for their combination. Despite the increasing interest in efficient VR-AR communication methods, previous studies have been limited to complex hardware setups and simplified assembly tasks. In this research, we introduce a communication approach for remote collaboration in complex assembly tasks, utilizing simplified hardware configurations. We conducted a user study (n=30) and compared three interaction interfaces (hand gestures, 3D drawing, and virtual replicas) in task completion time, subjective questionnaires, and preference rank. The results showed that the use of virtual replicas not only enhances task efficiency but also receives strong preference by users. These findings indicate that virtual replicas can provide intuitive instructions to local workers, resulting in a clearer understanding of the expert’s guidance.

在使用虚拟现实(VR)和增强现实(AR)支持远程协作时,VR 中的远程专家和 AR 中的本地工人之间的有效沟通对于指导和遵循任务指示非常重要。这一点对于装配任务尤为重要,因为装配任务需要精确识别部件并提供清晰的组合指示。尽管人们对高效的 VR-AR 通信方法越来越感兴趣,但以往的研究仅限于复杂的硬件设置和简化的装配任务。在本研究中,我们利用简化的硬件配置,为复杂装配任务中的远程协作引入了一种通信方法。我们进行了一项用户研究(n=30),比较了三种交互界面(手势、三维绘图和虚拟复制品)的任务完成时间、主观问卷和偏好等级。结果表明,使用虚拟复制品不仅能提高任务效率,还能获得用户的强烈偏好。这些研究结果表明,虚拟复制品可以为当地工人提供直观的指示,使他们更清楚地理解专家的指导。
{"title":"Efficient VR-AR communication method using virtual replicas in XR remote collaboration","authors":"Eunhee Chang ,&nbsp;Yongjae Lee ,&nbsp;Mark Billinghurst ,&nbsp;Byounghyun Yoo","doi":"10.1016/j.ijhcs.2024.103304","DOIUrl":"10.1016/j.ijhcs.2024.103304","url":null,"abstract":"<div><p>When using Virtual Reality (VR) and Augmented Reality (AR) to support remote collaboration, effective communication between a remote expert in VR and a local worker in AR is important for guiding and following task instructions. This is especially crucial for assembly tasks, which require precise identification of parts and clear directions for their combination. Despite the increasing interest in efficient VR-AR communication methods, previous studies have been limited to complex hardware setups and simplified assembly tasks. In this research, we introduce a communication approach for remote collaboration in complex assembly tasks, utilizing simplified hardware configurations. We conducted a user study (<span><math><mrow><mi>n</mi><mo>=</mo><mn>30</mn></mrow></math></span>) and compared three interaction interfaces (hand gestures, 3D drawing, and virtual replicas) in task completion time, subjective questionnaires, and preference rank. The results showed that the use of virtual replicas not only enhances task efficiency but also receives strong preference by users. These findings indicate that virtual replicas can provide intuitive instructions to local workers, resulting in a clearer understanding of the expert’s guidance.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000880/pdfft?md5=41b9a30018bd997a2842345c45578261&pid=1-s2.0-S1071581924000880-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141405586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design 揭示用户类型的理论基础:对定制游戏设计研究中的用户类型进行实证分析和批判性讨论
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-10 DOI: 10.1016/j.ijhcs.2024.103314
Jeanine Kirchner-Krath , Maximilian Altmeyer , Linda Schürmann , Bastian Kordyaka , Benedikt Morschheuser , Ana Carolina Tomé Klock , Lennart Nacke , Juho Hamari , Harald F.O. von Korflesch

Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (n=877) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.

游戏化已成为信息系统和人机交互研究中与用户动机和行为相关的主要领域之一。在这一背景下,一个重要的研究空白是缺乏对用户特征的理解,尤其是他们对游戏互动的偏好(即用户类型学),以及如何根据个人需求定制游戏化。尽管用户类型学在用户分类中占有重要地位,但目前的用户类型学及其在研究和实践中的应用在有效性、可靠性以及结果的应用和解释方面都受到了严厉的批评。因此,有必要重新考虑常见用户类型学的关系和基础,并建立健全的实证基础,以批判性地讨论它们对个性化游戏化的价值和限制。为了填补这一研究空白,本研究通过一项调查研究(n=877),使用各自的测量工具,调查了量身定制的游戏化文献中最流行的玩家类型(即 Bartle 的玩家类型、Yee 的游戏动机、BrainHex 和 HEXAD)的心理测量属性,随后进行了相关分析以了解它们之间的经验关系,并进行了探索性因素分析以确定潜在因素。研究结果证实,尽管用户类型学的起源不同,但它们之间存在相当大的重叠,其中一些类型学是一致的,而另一些类型学则与理论上假设的关系相矛盾。此外,我们还发现这四种用户类型总体上分为五个基本的基本维度,即社交、逃避、成就、奖励追求和独立,这五个维度可被视为共同的概念,从根本上反映了游戏化中用户动机的关键决定因素。我们的研究结果表明,未来在量身定制游戏化设计方面的研究和实践应该把重点从开发和应用更加细致的类型学转移到理解和测量游戏化系统中用户动机的关键决定因素上来。此外,鉴于这些决定因素之间存在相当大的相互关系,我们还认为,研究人员应倾向于连续呈现用户在特定情境中的动机,而不是将用户类型作为其偏好的静态表现进行二分法操作。
{"title":"Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design","authors":"Jeanine Kirchner-Krath ,&nbsp;Maximilian Altmeyer ,&nbsp;Linda Schürmann ,&nbsp;Bastian Kordyaka ,&nbsp;Benedikt Morschheuser ,&nbsp;Ana Carolina Tomé Klock ,&nbsp;Lennart Nacke ,&nbsp;Juho Hamari ,&nbsp;Harald F.O. von Korflesch","doi":"10.1016/j.ijhcs.2024.103314","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103314","url":null,"abstract":"<div><p>Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (<span><math><mrow><mi>n</mi><mo>=</mo><mn>877</mn></mrow></math></span>) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of <em>Socialization, Escapism, Achievement, Reward Pursuit, and Independence</em>, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000983/pdfft?md5=87b79cafe0b8b5075108d0b59d2035dc&pid=1-s2.0-S1071581924000983-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141324508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
New-user experience evaluation in a semi-immersive and haptic-enabled virtual reality system for assembly operations 装配作业半沉浸式触觉虚拟现实系统的新用户体验评估
IF 5.4 2区 计算机科学 Q1 Social Sciences Pub Date : 2024-06-05 DOI: 10.1016/j.ijhcs.2024.103312
Sharon Macias-Velasquez , Hugo I. Medellin-Castillo , Abel Garcia-Barrientos

Virtual reality (VR) systems have been developed to enhance the conventional industrial design and manufacturing process, including worker training and factory planning. However, research studies have shown that the prolonged use of VR systems can result in certain discomforts among users. This research evaluates the user experience (UX) during the first interaction in a semi-immersive and haptic-enabled virtual assembly system. The aim is to evaluate the UX by considering variations in task duration in order to determine whether the length of the time spent on a virtual assembly task has an effect on the improvement or deterioration of the UX during the initial interactions of new users. The UX evaluation is based on key elements that characterize the user experience, such as perceptions of the product, emotions, consequences to use, realism, and physiological factors. In particular, the interest is to investigate whether these factors vary when performing a virtual assembly task along different time frames. The results have revealed significant differences in some dimensions of the user experience, physiological factors, and realism. This information encourages the formulation of guidelines to enhance the user experience of new operators of haptic-enabled virtual assembly systems.

虚拟现实(VR)系统的开发旨在增强传统的工业设计和制造流程,包括工人培训和工厂规划。然而,研究表明,长时间使用虚拟现实系统会导致用户产生某些不适。本研究评估了半沉浸式触觉虚拟装配系统首次交互期间的用户体验(UX)。目的是通过考虑任务持续时间的变化来评估用户体验,以确定在虚拟装配任务上花费的时间长短是否会影响新用户初次交互期间用户体验的改善或恶化。用户体验评估基于用户体验的关键要素,如对产品的感知、情感、使用后果、逼真度和生理因素。特别是,研究这些因素在不同时间段执行虚拟装配任务时是否会发生变化。研究结果表明,在用户体验、生理因素和逼真度的某些方面存在明显差异。这些信息有助于制定指导方针,以增强触觉虚拟装配系统新操作员的用户体验。
{"title":"New-user experience evaluation in a semi-immersive and haptic-enabled virtual reality system for assembly operations","authors":"Sharon Macias-Velasquez ,&nbsp;Hugo I. Medellin-Castillo ,&nbsp;Abel Garcia-Barrientos","doi":"10.1016/j.ijhcs.2024.103312","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103312","url":null,"abstract":"<div><p>Virtual reality (VR) systems have been developed to enhance the conventional industrial design and manufacturing process, including worker training and factory planning. However, research studies have shown that the prolonged use of VR systems can result in certain discomforts among users. This research evaluates the user experience (UX) during the first interaction in a semi-immersive and haptic-enabled virtual assembly system. The aim is to evaluate the UX by considering variations in task duration in order to determine whether the length of the time spent on a virtual assembly task has an effect on the improvement or deterioration of the UX during the initial interactions of new users. The UX evaluation is based on key elements that characterize the user experience, such as perceptions of the product, emotions, consequences to use, realism, and physiological factors. In particular, the interest is to investigate whether these factors vary when performing a virtual assembly task along different time frames. The results have revealed significant differences in some dimensions of the user experience, physiological factors, and realism. This information encourages the formulation of guidelines to enhance the user experience of new operators of haptic-enabled virtual assembly systems.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141290755","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
International Journal of Human-Computer Studies
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1