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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。
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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。
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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。
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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 COMPUTER SCIENCE, CYBERNETICS 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。
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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 COMPUTER SCIENCE, CYBERNETICS 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。
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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 COMPUTER SCIENCE, CYBERNETICS 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。
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引用次数: 0
Preventing users from going down rabbit holes of extreme video content: A study of the role played by different modes of autoplay 防止用户进入极端视频内容的兔子洞:不同自动播放模式的作用研究
IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-06-05 DOI: 10.1016/j.ijhcs.2024.103303
Cheng Chen , Jingshi Kang , Pejman Sajjadi , S. Shyam Sundar

The autoplay feature of video platforms is often blamed for users going down rabbit holes of binge-watching extreme content. However, autoplay is not necessarily a passive experience, because users can toggle the feature off if they want. While the automation aspect is passive, the toggle option signals interactivity, making it “interpassive,” which lies between completely passive autoplay and manual initiation of each video. We empirically compare these three modes of video viewing in a user study (N = 394), which exposed participants to either extreme or non-extreme content under conditions of manual play, interpassive autoplay, or completely passive autoplay. Results show that interpassive autoplay is favored over the other two. It triggers the control heuristic compared to passive autoplay, but leads to higher inattentiveness compared to manual play. Both the invoked control heuristic and inattentiveness result in higher rabbit hole perception. These findings have implications for socially responsible design of the autoplay feature.

视频平台的自动播放功能常常被指责为用户狂看极端内容的 "兔子洞"。然而,自动播放并不一定是一种被动体验,因为用户可以根据自己的需要关闭该功能。虽然自动播放是被动的,但切换选项则意味着互动性,使其成为介于完全被动的自动播放和手动启动每段视频之间的 "被动式"。我们在一项用户研究(N = 394)中对这三种视频观看模式进行了实证比较,让参与者在手动播放、被动式自动播放或完全被动式自动播放的条件下观看极端或非极端内容。结果显示,被动式自动播放比其他两种方式更受欢迎。与被动式自动播放相比,它能触发控制启发式,但与手动播放相比,会导致更高的注意力不集中。控制启发式和注意力不集中都会导致更高的兔子洞感知。这些发现对设计具有社会责任感的自动播放功能具有重要意义。
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引用次数: 0
Mixed-reality art as shared experience for cross-device users: Materialize, understand, and explore 混合现实艺术作为跨设备用户的共享体验:物化、理解和探索
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-31 DOI: 10.1016/j.ijhcs.2024.103291
Hayoun Moon , Mia Saade , Daniel Enriquez , Zachary Duer , Hye Sung Moon , Sang Won Lee , Myounghoon Jeon

Virtual reality (VR) has opened new possibilities for creative expression, while the 360-degree head-worn display (HWD) delivers a fully immersive experience in the world of art. The immersiveness, however, comes with the cost of blocking out the physical world, including bystanders without an HWD. Therefore, VR experiences in public (e.g., galleries, museums) often lack social interactivity, which plays an important role in forming aesthetic experiences. In the current study, we explored the application of a cross-device mixed reality (MR) platform in the domain of art to enable social and inclusive experiences with artworks that utilize VR technology. Our concept of interest features co-located audiences of HWD and mobile device users who interact across physical and virtual worlds. We conducted focus groups (N=22) and expert interviews (N=7) to identify the concept’s potential scenarios and fundamental components, as well as expected benefits and concerns. We also share our process of creating In-Between Spaces, an interactive artwork in MR that encourages social interactivity among cross-device audiences. Our exploration presents a prospective direction for future VR/MR aesthetic content, especially at public events and exhibitions targeting crowd audiences.

虚拟现实(VR)为创意表达提供了新的可能性,而 360 度头戴式显示器(HWD)则为艺术世界提供了完全身临其境的体验。然而,这种身临其境的体验是有代价的,那就是屏蔽了物理世界,包括没有 HWD 的旁观者。因此,公共场合(如美术馆、博物馆)的 VR 体验往往缺乏社交互动,而社交互动在形成审美体验方面发挥着重要作用。在当前的研究中,我们探索了跨设备混合现实(MR)平台在艺术领域的应用,以利用 VR 技术实现艺术作品的社交和包容性体验。我们感兴趣的概念是,在物理和虚拟世界中进行互动的高危人群和移动设备用户的共同受众。我们进行了焦点小组(22 人)和专家访谈(7 人),以确定该概念的潜在场景和基本组成部分,以及预期效益和关注点。我们还分享了我们创建 "空间之间"(In-Between Spaces)的过程,这是一个鼓励跨设备受众进行社交互动的 MR 互动艺术作品。我们的探索为未来的 VR/MR 美学内容提供了一个前瞻性方向,尤其是在针对人群的公共活动和展览中。
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引用次数: 0
DigCode—A generic mid-air gesture coding method on human-computer interaction DigCode - 人机交互中通用的空中手势编码方法
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-26 DOI: 10.1016/j.ijhcs.2024.103302
Xiaozhou Zhou , Lesong Jia , Ruidong Bai , Chengqi Xue

With high flexibility and rich semantic expressiveness, mid-air gesture interaction is an important part of natural human-computer interaction (HCI) and has broad application prospects. However, there is no unified representation frame for designing, recording, investigating and comparing HCI mid-air gestures. Therefore, this paper proposes an interpretable coding method, DigCode, for HCI mid-air gestures. DigCode converts the unstructured continuous actions into structured discrete string encoding. From the perspective of human cognition and expression, the research employed psychophysical methods to divide gesture actions into discrete intervals, defined the coding rules of representation in letters and numbers, and developed automated programs to enable encoding and decoding by using gesture sensors. The coding method can cover the existing representations of HCI mid-air gestures by considering human understanding and computer recognition and can be applied to HCI mid-air gesture design and gesture library construction.

空中手势交互具有高度灵活性和丰富的语义表达能力,是自然人机交互(HCI)的重要组成部分,具有广阔的应用前景。然而,目前还没有统一的表示框架用于设计、记录、研究和比较人机交互的中空手势。因此,本文提出了人机交互中空中手势的可解释编码方法--DigCode。DigCode 将非结构化的连续动作转换为结构化的离散字符串编码。该研究从人类认知和表达的角度出发,采用心理物理方法将手势动作划分为离散的区间,定义了用字母和数字表示的编码规则,并开发了自动程序,利用手势传感器实现编码和解码。考虑到人的理解和计算机的识别,该编码方法可以涵盖现有的人机交互中空中手势的表示方法,并可应用于人机交互中空中手势设计和手势库建设。
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引用次数: 0
From explainable to interactive AI: A literature review on current trends in human-AI interaction 从可解释人工智能到交互式人工智能:关于当前人机交互趋势的文献综述
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-23 DOI: 10.1016/j.ijhcs.2024.103301
Muhammad Raees , Inge Meijerink , Ioanna Lykourentzou , Vassilis-Javed Khan , Konstantinos Papangelis

AI systems are increasingly being adopted across various domains and application areas. With this surge, there is a growing research focus and societal concern for actively involving humans in developing, operating, and adopting these systems. Despite this concern, most existing literature on AI and Human–Computer Interaction (HCI) primarily focuses on explaining how AI systems operate and, at times, allowing users to contest AI decisions. Existing studies often overlook more impactful forms of user interaction with AI systems, such as giving users agency beyond contestability and enabling them to adapt and even co-design the AI’s internal mechanics. In this survey, we aim to bridge this gap by reviewing the state-of-the-art in Human-Centered AI literature, the domain where AI and HCI studies converge, extending past Explainable and Contestable AI, delving into the Interactive AI and beyond. Our analysis contributes to shaping the trajectory of future Interactive AI design and advocates for a more user-centric approach that provides users with greater agency, fostering not only their understanding of AI’s workings but also their active engagement in its development and evolution.

人工智能系统正被越来越多地应用于各个领域和应用领域。随着这一浪潮的兴起,让人类积极参与这些系统的开发、操作和采用成为越来越多的研究重点和社会关注的焦点。尽管存在这种担忧,但大多数关于人工智能和人机交互(HCI)的现有文献主要侧重于解释人工智能系统如何运行,有时还允许用户对人工智能的决策提出质疑。现有的研究往往忽略了用户与人工智能系统互动的更有影响力的形式,例如赋予用户超越质疑的代理权,使他们能够适应甚至共同设计人工智能的内部机制。在本调查报告中,我们旨在通过回顾以人为中心的人工智能文献的最新进展来弥补这一差距,这是人工智能和人机交互研究的交汇点,它超越了可解释人工智能和可竞争人工智能,深入到交互式人工智能及其他领域。我们的分析有助于塑造未来交互式人工智能设计的轨迹,并倡导一种更加以用户为中心的方法,为用户提供更大的能动性,不仅促进他们对人工智能工作原理的理解,而且促进他们积极参与人工智能的发展和演变。
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引用次数: 0
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International Journal of Human-Computer Studies
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