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SnapSound: Empowering everyone to customize sound experience with Generative AI SnapSound:让每个人都能通过生成式AI定制声音体验
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-06 DOI: 10.1016/j.ijhcs.2025.103673
Jiyeon Oh, Jin-Woo Jeong
The rise of user-centric experiences in the digital landscape has led to a surge in demand for personalized multimedia content. Users now seek to customize not only visual but also auditory components to suit their preferences. In this context, sound design plays a crucial role, enabling users to tailor audio experiences accordingly. However, its inherent complexity poses various challenges, particularly for non-expert users. To address this challenge, we introduce SnapSound, a novel assistive system designed specifically for non-experts in sound design for video content. Our system leverages generative AI to streamline the sound design process and offers intuitive tools for sound selection, synchronization, and seamless integration with visuals. Through a user study, we evaluate SnapSound’s usability and effectiveness compared to manual editing. Furthermore, our study provides valuable insights and design recommendations for enhancing user experience of future AI-based sound design systems. This work represents a significant step forward in empowering non-experts to easily customize their auditory experiences.
以用户为中心的体验在数字领域的兴起导致了对个性化多媒体内容需求的激增。用户现在不仅寻求自定义视觉组件,还寻求自定义听觉组件,以满足他们的偏好。在这种情况下,声音设计起着至关重要的作用,使用户能够相应地定制音频体验。然而,其固有的复杂性带来了各种挑战,特别是对于非专业用户。为了应对这一挑战,我们引入了SnapSound,这是一种专门为非视频内容声音设计专家设计的新型辅助系统。我们的系统利用生成式人工智能来简化声音设计过程,并为声音选择、同步和视觉无缝集成提供直观的工具。通过用户研究,我们评估了SnapSound的可用性和有效性,与手动编辑相比。此外,我们的研究为增强未来基于人工智能的声音设计系统的用户体验提供了宝贵的见解和设计建议。这项工作代表了一个重要的一步,使非专家能够轻松地定制他们的听觉体验。
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引用次数: 0
3D timelines in VR: Adaptive speed for 3D data navigation on a concave timeline VR中的3D时间轴:凹时间轴上3D数据导航的自适应速度
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-06 DOI: 10.1016/j.ijhcs.2025.103672
Gary Perelman, Marcos Serrano, Aurélien Marchal, Emmanuel Dubois
Timelines involving 3D objects can be rendered in VR to facilitate their visualization and various forms of data analysis, such as object location or pattern detection. While different timeline shapes have been proposed in 3D, such as convex or linear, the input interaction is usually based on inherited UIs (e.g. sliders), leaving the rich VR controllers unexploited. Hence, there is still room for more efficient interaction with 3D timelines in VR. Our first contribution is the experimental comparison of a concave timeline shape against other existing shapes. We demonstrate that users prefer the concave shape, which allows for faster object selection and pattern detection. Our second contribution is the design of four controller-based navigation techniques using adaptive speed, i.e. allowing the users to instantly adjust the panning speed in the timeline. We experimentally compared their performance to two baselines: a slider widget and a dual-speed navigation technique. We demonstrate that users prefer the techniques based on adaptive speed, which allow for faster object selection and pattern detection. Finally, in a third experiment we assess the scalability of the best techniques with a timeline containing a large number of elements. Our results show that the adaptive speed technique remains the most efficient with timelines containing thousands of elements.
CCS CONCEPTS • Human-centered computing ∼ Human computer interaction (HCI) ∼ Interaction techniques
涉及3D对象的时间轴可以在VR中渲染,以方便其可视化和各种形式的数据分析,例如对象定位或模式检测。虽然在3D中提出了不同的时间线形状,如凸形或线性,但输入交互通常基于继承的ui(如滑块),使丰富的VR控制器未被利用。因此,在VR中与3D时间轴进行更有效的交互仍然有空间。我们的第一个贡献是凹时间线形状与其他现有形状的实验比较。我们证明了用户更喜欢凹形,这允许更快的对象选择和模式检测。我们的第二个贡献是使用自适应速度的四种基于控制器的导航技术的设计,即允许用户在时间轴上立即调整平移速度。我们通过实验将它们的性能与两个基线进行了比较:一个滑块部件和双速导航技术。我们证明了用户更喜欢基于自适应速度的技术,它允许更快的对象选择和模式检测。最后,在第三个实验中,我们用包含大量元素的时间轴来评估最佳技术的可扩展性。结果表明,对于包含数千个元素的时间线,自适应速度技术仍然是最有效的。CCS概念•以人为中心的计算~人机交互(HCI) ~交互技术
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引用次数: 0
Toward AI-driven UI transition intuitiveness inspection for smartphone apps 面向智能手机应用的ai驱动UI过渡直观性检查
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-01 DOI: 10.1016/j.ijhcs.2025.103661
Xiaozhu Hu , Xiaoyu Mo , Xiaofu Jin , Yuan Chai , Yongquan Hu , Mingming Fan , Tristan Braud
Participant-involved formative evaluations is necessary to ensure the intuitiveness of UI transition in mobile apps, but they are neither scalable nor immediate. Recent advances in AI-driven user simulation show promise, but they have not specifically targeted this scenario. This work introduces UTP (UI Transition Predictor), a tool designed to facilitate formative evaluations of UI transitions through two key user simulation models: 1. Predicting and explaining potential user uncertainty during navigation. 2. Predicting the UI element users would most likely select to transition between screens and explaining the corresponding reasons. These models are built on a human-annotated dataset of UI transitions, comprising 140 UI screen pairs and encompassing both high-fidelity and low-fidelity counterparts of UI screen pairs. Technical evaluation indicates that the models outperform GPT-4o in predicting user uncertainty and achieve comparable performance in predicting users’ selection of UI elements for transitions using a lighter, open-weight model. The tool has been validated to support the rapid screening of design flaws, and the confirmation of UI transitions appears to be intuitive.
参与者参与的形成性评估对于确保移动应用中UI转换的直观性是必要的,但它们既不具有可扩展性,也不具有即时性。人工智能驱动的用户模拟的最新进展显示出了希望,但它们并没有专门针对这种情况。这项工作介绍了UTP (UI过渡预测器),这是一个工具,旨在通过两个关键的用户模拟模型促进UI过渡的形成性评估:1。预测和解释导航过程中潜在的用户不确定性。2. 预测用户最有可能在屏幕之间切换时选择的UI元素,并解释相应的原因。这些模型建立在一个人工注释的UI转换数据集上,包括140个UI屏幕对,包括UI屏幕对的高保真和低保真对应。技术评估表明,该模型在预测用户不确定性方面优于gpt - 40,并在使用更轻的开放权重模型预测用户选择UI元素进行过渡方面取得了相当的性能。该工具已被验证支持快速筛选设计缺陷,并且UI转换的确认似乎是直观的。
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引用次数: 0
Does the peak-end rule apply to judgments of body ownership in virtual reality? 在虚拟现实中,对身体所有权的判断是否也适用“峰端规则”?
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-01 DOI: 10.1016/j.ijhcs.2025.103662
Wen-Jie Tseng , Kasper Hornbæk
While body ownership is central to research in virtual reality (VR), it remains unclear how experiencing an avatar over time shapes a person’s summary judgment of it. Such a judgment could be a simple average of the bodily experience, or it could follow the peak-end rule, which suggests that people’s retrospective judgment correlates with the most intense and recent moments in their experiencing. We systematically manipulate body ownership over a three-minute avatar embodiment using visuomotor asynchrony. Asynchrony here serves to negatively influence body ownership. We conducted one lab study (N=28) and two online studies (pilot: N=97 and formal: N=128) to investigate the influence of visuomotor asynchrony given (1) order, meaning early or late, (2) duration and magnitude while controlling the order, and (3) the interaction between order and magnitude. Our results indicate a significant order effect — later visuomotor asynchrony decreased the rating of body-ownership judgments more — but no convergent evidence on magnitude. We discuss how body-ownership judgments may be formed sensorily or affectively.
虽然身体所有权是虚拟现实(VR)研究的核心,但人们仍不清楚随着时间的推移,对虚拟形象的体验是如何影响一个人对它的总体性判断的。这样的判断可以是对身体体验的简单平均,也可以遵循峰值结束规则,这表明人们的回顾性判断与他们经历中最激烈和最近的时刻相关。我们系统地操纵身体所有权超过三分钟的化身使用视觉运动异步。这里的异步会对身体所有权产生负面影响。我们进行了一项实验室研究(N=28)和两项在线研究(先导研究:N=97和正式研究:N=128),以研究在以下条件下视觉运动异步的影响:(1)顺序,即早或晚,(2)控制顺序时的持续时间和大小,以及(3)顺序和大小之间的相互作用。我们的研究结果显示了显著的顺序效应——后期的视觉运动不同步更能降低身体所有权判断的评级——但在量级上没有趋同的证据。我们讨论如何身体所有权判断可能形成感官或情感。
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引用次数: 0
Designwise: Design principles for multimodal interfaces with augmented reality in internet of things-enabled smart regions Designwise:在支持物联网的智能区域中具有增强现实的多模式界面的设计原则
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-30 DOI: 10.1016/j.ijhcs.2025.103663
Joo Chan Kim , Karan Mitra , Saguna Saguna , Christer Åhlund , Teemu H. Laine
Technological developments, such as mobile augmented reality (MAR) and Internet of Things (IoT) devices, have expanded available data and interaction modalities for mobile applications. This development enables intuitive data presentation and provides real-time insights into the user’s context. Due to the proliferation of available IoT data sources, user interfaces (UIs) have become complex and diversified, while mobile devices have limited screen spaces. This state increases the necessity of design principles that help to secure sufficient user experience (UX). We found that studies of design principles for IoT-enabled MAR applications are limited. Therefore, we conducted a systematic literature review to identify existing design principles applicable to IoT-enabled MAR applications. From the state-of-the-art research, we compiled and categorized 26 existing design principles into seven categories. We analyzed the UIs of three IoT-enabled MAR applications with the identified design principles and user feedback gathered from each application’s evaluation to understand what design principles can be considered in designing these applications. Among the 26 principles, we find eight principles that are commonly identified as possible improvements for the applications based on their purposes. We demonstrate the practical use of the identified principles by redesigning the UIs, and we propose five new design principles derived from the application analysis. As a result, we summarized a total of 31 design principles, including the five new ones. We expect that our findings will give insight into the UX/UI design of IoT-enabled MAR applications for researchers, educators, and practitioners interested in UX/UI development.
移动增强现实(MAR)和物联网(IoT)设备等技术发展,扩大了移动应用程序的可用数据和交互方式。这种开发支持直观的数据表示,并提供对用户上下文的实时洞察。由于可用物联网数据源的激增,用户界面(ui)变得复杂和多样化,而移动设备的屏幕空间有限。这种状态增加了帮助确保足够的用户体验(UX)的设计原则的必要性。我们发现,对支持物联网的MAR应用的设计原则的研究是有限的。因此,我们进行了系统的文献综述,以确定适用于支持物联网的MAR应用的现有设计原则。根据最先进的研究,我们将现有的26条设计原则整理为7类。我们分析了三个支持物联网的MAR应用程序的ui,并根据确定的设计原则和从每个应用程序的评估中收集的用户反馈,以了解在设计这些应用程序时可以考虑哪些设计原则。在这26条原则中,我们发现有8条原则通常被认为是基于应用程序目的的可能改进。我们通过重新设计ui来演示确定的原则的实际应用,并从应用程序分析中提出了五个新的设计原则。因此,我们总结了31个设计原则,其中包括5个新的设计原则。我们希望我们的研究结果能够为对UX/UI开发感兴趣的研究人员、教育工作者和从业人员提供对物联网支持的MAR应用程序的UX/UI设计的见解。
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引用次数: 0
Oh no! She is Flying! Interaction Analysis of Therapist-Robot Collaboration in Gait Rehabilitation 噢,不!她在飞!步态康复中治疗师-机器人协作的交互分析
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-27 DOI: 10.1016/j.ijhcs.2025.103620
Jose Pablo De la Rosa Gutierrez , Thiago Rocha Silva , Anders Stengaard Sørensen , Gitte Rasmussen
Strokes are a leading cause of disability, with many survivors experiencing significant mobility impairments. While robot-assisted rehabilitation offers a promising solution, its adoption seems challenged by high upfront costs, low flexibility and complex configuration workflows. To address these challenges, this study conducts an interaction analysis to identify key requirements for empowering therapists to self-configure and adapt a flexible, cost-effective robot during gait rehabilitation tasks. Our analysis is based on 20 training sequences from a 60-hour video dataset collected across three experimental setups, involving young adults with motor impairments training with the assistance of the robot. Drawing methods from Ethnomethodology and Conversation Analysis (EMCA), we examined the sequential organization of actions between technology, therapist and participant, identifying three main stages: setup, training, and completion. During setup, coordinated actions prepare the participant and the robot for the main training task; during training, participant and robot engage in movement while the therapist iterates adjustments; and in completion, coordinated actions prepare the participant for transitioning back to their conventional support system. Our analysis highlights some requirements and strategies for developing End-User Development (EUD) environments for robot-assisted physiotherapy, emphasizing user-driven workflows, multimodal transitions between robot’s assistance modes, and real-time robotic feedback that maintains coherence with therapists’ practices.
中风是致残的主要原因,许多幸存者经历了严重的行动障碍。虽然机器人辅助康复提供了一个很有前途的解决方案,但它的采用似乎面临着前期成本高、灵活性低和配置工作流程复杂的挑战。为了解决这些挑战,本研究进行了交互分析,以确定使治疗师能够在步态康复任务中自我配置和适应灵活、经济高效的机器人的关键要求。我们的分析基于从三个实验设置中收集的60小时视频数据集中的20个训练序列,涉及运动障碍的年轻人在机器人的帮助下进行训练。借鉴民族方法学和对话分析(EMCA)的方法,我们检查了技术、治疗师和参与者之间的行动顺序组织,确定了三个主要阶段:设置、培训和完成。在设置过程中,协调动作为参与者和机器人的主要训练任务做好准备;在训练期间,参与者和机器人进行运动,而治疗师反复调整;最后,协调一致的行动使参与者准备好过渡回他们传统的支持系统。我们的分析强调了开发机器人辅助物理治疗的终端用户开发(EUD)环境的一些要求和策略,强调用户驱动的工作流程,机器人辅助模式之间的多模式转换,以及与治疗师实践保持一致的实时机器人反馈。
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引用次数: 0
Mimicking fruit textures with low-cost stylus interfaces for accessible sensory interaction 用低成本的触控笔界面模拟水果纹理,实现感官互动
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-27 DOI: 10.1016/j.ijhcs.2025.103659
Christian Gonzalez , Luis M. Zamudio , Jesus Favela , Monica Tentori
Replicating real-world textures using haptic technology poses significant challenges, particularly in accurately capturing complex tactile qualities such as smoothness, roughness, and sharpness through vibration-based information. This research investigates how vibration parameters, intensity, duration, and off-time, can be manipulated to simulate textures inspired by fruit skins, including smooth-apple, rough-melon, bumpy-corn, sharp-pineapple, and adhesive-banana. Using a user-centered design methodology, we developed five vibrotactile patterns and implemented them within the Cactus Mobile Haptic Interface. The patterns were delivered via two interaction devices, a thimble and a stylus pen, designed to enable touch-based activities and tactile experiences. An empirical study with 36 participants evaluated those devices within three tasks: Tolerance to 10-second exposures, change perception, and the ability to associate patterns with real-world textures. Results showed that most patterns were accurately classified (76% with the thimble and 78% the stylus), although the adhesive texture proved more difficult to identify. Rough and sharp textures received slightly lower comfort ratings. While there were notable confusions between similar patterns, such as the sharp–bumpy pair, the type of interaction device did not significantly affect classification accuracy. These findings highlight the potential of low-cost haptic interfaces to mimic sensations from natural, realistic textures and emphasize the importance of refining vibration design for improved perceptual clarity. This work contributes to the development of accessible, portable, and customizable haptic systems designed for sensory interaction in therapeutic, educational, and interactive environments. Future research will focus on refining ambiguous patterns and exploring sensory integration to expand the system’s usability in tactile therapy.
使用触觉技术复制真实世界的纹理提出了重大挑战,特别是通过基于振动的信息准确捕获复杂的触觉质量,如平滑度,粗糙度和锐度。这项研究探讨了振动参数、强度、持续时间和关闭时间如何被操纵来模拟水果表皮的纹理,包括光滑的苹果、粗糙的甜瓜、凹凸的玉米、尖锐的菠萝和粘连的香蕉。使用以用户为中心的设计方法,我们开发了五种振动触觉模式,并在Cactus移动触觉界面中实现了它们。图案通过两个交互设备,一个顶针和一个触控笔传递,旨在实现基于触摸的活动和触觉体验。一项有36名参与者的实证研究在三个任务中评估了这些设备:对10秒曝光的耐受性,改变感知,以及将图案与现实世界纹理联系起来的能力。结果显示,大多数图案被准确地分类(76%的顶针和78%的触针),尽管粘接剂纹理证明更难识别。粗糙和尖锐纹理的舒适度评分略低。虽然相似模式之间存在明显的混淆,例如尖锐-凹凸对,但交互装置的类型对分类准确性没有显著影响。这些发现强调了低成本触觉界面模仿自然、真实纹理的潜力,并强调了改进振动设计以提高感知清晰度的重要性。这项工作有助于开发可访问、便携式和可定制的触觉系统,用于治疗、教育和互动环境中的感觉交互。未来的研究将集中在细化模糊模式和探索感觉整合,以扩大系统在触觉治疗中的可用性。
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引用次数: 0
How do young users perceive and respond to AI-generated short-form videos? An exploration of Generation Z’s perceptions, emotional responses, and trust in AI-created video on social media platforms 年轻用户如何看待和回应人工智能生成的短视频?探索Z世代对社交媒体平台上人工智能制作的视频的看法、情绪反应和信任
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-24 DOI: 10.1016/j.ijhcs.2025.103660
Hoai Lan Duong, Thi Kim Oanh Vo
As artificial intelligence (AI) becomes more prominent in shaping media experiences, short form video platforms such as TikTok, Instagram Reels, and YouTube Shorts have emerged as dynamic environments for complex interaction between humans and AI. While most research in human computer interaction has focused on AI in practical or task based roles, there is still limited understanding of how young people perceive and respond to AI-generated short-form videos in everyday digital contexts. This study helps fill that gap by focusing on Generation Z, the most active and influential demographic on social media, and the first to encounter generative AI as an integrated part of everyday digital life. Drawing on the Stimulus Organism Response model and Uncanny Valley Theory, and based on in-depth interviews, this study explores (1) how Gen Z perceives the human likeness and emotional authenticity of AI generated short form videos, and (2) what interactional and design features shape their trust and engagement. The findings reveal a mix of admiration and unease. Key design elements such as visuals, voice, storytelling, and transparency about authorship play a critical role in how young users assess authenticity and build trust. The study expands the scope of Human-Computer Interaction by treating AI as a social and creative presence. It introduces the Perceptual Response Zone to explain how emotional realism shapes user trust and proposes a new framework for understanding how design stimuli influence engagement behaviors. These insights offer practical guidance for creating emotionally resonant AI content for youth audiences.
随着人工智能(AI)在塑造媒体体验方面的作用越来越突出,TikTok、Instagram Reels、YouTube Shorts等短视频平台已经成为人类与人工智能复杂互动的动态环境。虽然大多数人机交互研究都集中在人工智能在实际或基于任务的角色上,但对于年轻人如何在日常数字环境中感知和回应人工智能生成的短视频,人们的理解仍然有限。这项研究通过关注Z世代来填补这一空白。Z世代是社交媒体上最活跃、最具影响力的人群,也是第一批将生成式人工智能作为日常数字生活不可或缺的一部分的人。本研究借鉴刺激有机体反应模型和恐怖谷理论,基于深度访谈,探讨(1)Z世代如何感知人工智能生成的短视频的人类相似性和情感真实性;(2)哪些交互和设计特征塑造了他们的信任和参与度。调查结果显示,人们既有钦佩,也有不安。关键的设计元素,如视觉、声音、故事和作者的透明度,在年轻用户如何评估真实性和建立信任方面发挥着关键作用。该研究将人工智能视为一种社交和创造性的存在,扩大了人机交互的范围。它引入了感知反应区来解释情感现实主义如何塑造用户信任,并提出了一个新的框架来理解设计刺激如何影响参与行为。这些见解为为年轻观众创造情感共鸣的人工智能内容提供了实用指导。
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引用次数: 0
Older adults co-creating and experiencing VR garden tours: Developing a participatory VR storytelling framework 老年人共同创造和体验VR花园之旅:开发参与式VR叙事框架
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-17 DOI: 10.1016/j.ijhcs.2025.103656
Wei Zhao , Ryan M. Kelly , Melissa J. Rogerson , Jenny Waycott
Virtual reality (VR) technology is being used in diverse ways to enable older adults to reminisce and connect. An underexplored area is the use of VR for creating and sharing personally meaningful stories. This paper examines the use of VR technology to help nine older adults share and experience others’ stories about their gardens. Through a co-design approach involving home visits, interviews, and a workshop, we examined older gardeners’ perceptions and experiences of co-creating, sharing, and viewing narrated 3D garden tours captured with a VR camera. Our findings demonstrate that participants showcased the meaning, creativity, and expertise associated with their gardens and gardening practices through the VR garden tours. Viewing the garden tours created by others fostered a sense of connection among participants through shared passions and interests. Participants valued the authenticity and individuality of the tours, perceiving them as avenues for learning, inspiration, and motivation. Viewers experienced a strong sense of presence in the garden tours, particularly due to the spatial immersion, holistic perspectives, the first-person view, and the ability to exert control in the VR system. The study reveals opportunities to enhance the VR garden tour experience, including increasing sociality, improving usability and guidance, and building communities around the tours. Drawing from these insights, we develop a framework to guide future practices of conducting participatory VR storytelling with older adults. The framework outlines three critical roles involved in the process: Storyteller, Facilitator, and Audience. It also discusses five key elements that need to be considered: Intention, Narrative, Medium, Context, and Engagement.
虚拟现实(VR)技术正以多种方式被用于老年人的回忆和联系。一个未被充分开发的领域是使用VR来创造和分享个人有意义的故事。本文研究了使用VR技术来帮助九位老年人分享和体验他人关于他们花园的故事。通过包括家访、访谈和研讨会在内的共同设计方法,我们研究了老年园丁对共同创造、分享和观看用VR相机拍摄的3D花园之旅的看法和经验。我们的研究结果表明,参与者通过VR花园之旅展示了与他们的花园和园艺实践相关的意义、创造力和专业知识。观看由其他人创建的花园之旅,通过分享激情和兴趣,培养了参与者之间的联系感。参与者重视旅游的真实性和个性,将其视为学习、灵感和动力的途径。观众在花园之旅中体验到强烈的存在感,特别是由于空间沉浸,整体视角,第一人称视角以及VR系统中施加控制的能力。该研究揭示了增强VR花园旅游体验的机会,包括增加社交性,改善可用性和指导,以及围绕旅游建立社区。根据这些见解,我们开发了一个框架,以指导未来与老年人进行参与式VR讲故事的实践。该框架概述了过程中涉及的三个关键角色:说书人、推动者和听众。它还讨论了需要考虑的5个关键元素:意图、叙述、媒介、背景和粘性。
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引用次数: 0
Generative AI personas considered harmful? Putting forth twenty challenges of algorithmic user representation in human-computer interaction 生成人工智能角色被认为是有害的?提出了人机交互中算法用户表示的二十个挑战
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-17 DOI: 10.1016/j.ijhcs.2025.103657
Danial Amin , Joni Salminen , Bernard J. Jansen , Joongi Shin , Dae Hyun Kim
Generative AI personas (GenAIPs) promise user-centred design efficiency, but their impact on different persona challenges remains unexplored. Inspired by Dijkstra’s classic essay on harmful programming constructs, we analyze twenty challenges in persona development using Human-Centered AI principles. Through literature review and expert survey (n = 17), we find that GenAIPs transform rather than eliminate traditional persona challenges. Experts rated all challenges as problematic for GenAIPs (M > 4.0), with the highest concerns for hallucinations (M = 5.94), over-sanitization (M = 5.82), and lack of standardization (M = 5.59). 12 out of 20 challenges are considered more problematic for GenAIPs than conventional personas, particularly bias amplification, validation challenges, and accessibility without expertise. We provide HCAI-grounded guidelines demonstrating that effective GenAIP implementation requires human-AI collaboration rather than automation and prioritizing user welfare over technical efficiency.
生成式人工智能人物角色(GenAIPs)承诺以用户为中心的设计效率,但它们对不同人物角色挑战的影响仍未被探索。受Dijkstra关于有害编程结构的经典文章的启发,我们使用以人为中心的AI原则分析了人物角色开发中的20个挑战。通过文献回顾和专家调查(n = 17),我们发现GenAIPs改变了而不是消除了传统的角色挑战。专家们对GenAIPs的所有挑战进行了评分(M > 4.0),其中幻觉(M = 5.94)、过度消毒(M = 5.82)、缺乏标准化(M = 5.59)是最令人担忧的问题。对于genaip来说,20个挑战中有12个被认为比传统人物角色更有问题,特别是偏见放大、验证挑战和没有专业知识的可访问性。我们提供了基于人工智能的指导方针,表明有效的GenAIP实施需要人类与人工智能的协作,而不是自动化,并优先考虑用户福利而不是技术效率。
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引用次数: 0
期刊
International Journal of Human-Computer Studies
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