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Navigating virtual spaces: Understanding user adaptation in online meetings during the pandemic 虚拟空间导航:了解大流行病期间在线会议中用户的适应情况
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-15 DOI: 10.1016/j.ijhcs.2024.103274
Ana Cristina B. Garcia , Adriana S. Vivacqua

The sudden outbreak of the COVID-19 pandemic forced organizations worldwide to switch to remote work paradigms. This paper examines how users adapted to online meeting environments, specifically in the context of official council meetings at a Brazilian university. Transitioning from traditional in-person to virtual meeting platforms required re-evaluating participation dynamics, including how council members and the public interact in these spaces. We interviewed 19 council members who were used to participating in in-person deliberative public meetings, aiming to delve into their adaptation process, examining how individuals adjusted to the virtual meeting format and related challenges. Our findings show that online meetings broadened attendance and engagement but also introduced complexities with meeting protocols and personal attention. We discuss how participants navigated the nuances of online meeting formats, from managing technical issues to redefining public and private meeting boundaries. Our analysis suggests that user adaptation is multifaceted, encompassing the adoption of new technologies and modifications in communication strategies and meeting etiquette. Through this lens, we reflect on the essential role of user-centric approaches in designing and facilitating online meetings to enhance collaborative outcomes and mitigate the potential for breakdowns. This research contributes to a deeper understanding of the resilience and flexibility of meeting cultures in response to unforeseen global changes.

COVID-19 大流行病的突然爆发迫使世界各地的组织转向远程工作模式。本文研究了用户如何适应在线会议环境,特别是巴西一所大学的官方理事会会议。从传统的面对面会议平台过渡到虚拟会议平台需要重新评估参与动态,包括理事会成员和公众如何在这些空间中互动。我们采访了 19 名习惯于参加面对面公共审议会议的理事会成员,旨在深入了解他们的适应过程,研究个人如何适应虚拟会议形式以及相关挑战。我们的研究结果表明,在线会议扩大了出席人数和参与度,但也带来了会议规程和个人关注的复杂性。我们讨论了与会者如何驾驭在线会议形式的细微差别,从管理技术问题到重新定义公共和私人会议的界限。我们的分析表明,用户的适应是多方面的,包括采用新技术、修改交流策略和会议礼仪。通过这一视角,我们反思了以用户为中心的方法在设计和促进在线会议中的重要作用,以提高合作成果并减少可能出现的故障。这项研究有助于更深入地了解会议文化在应对不可预见的全球变化时的应变能力和灵活性。
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引用次数: 0
Does the avatar embodiment moderate the Proteus effect? 化身是否能缓和普洛特斯效应?
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-03 DOI: 10.1016/j.ijhcs.2024.103272
Louise Dupraz , Marine Beaudoin , Michel Guerraz , Julien Barra

The Proteus effect refers to the tendency for individuals to conform to the stereotypes related to the visual characteristics of the avatar used in a virtual environment. If the phenomenon has been widely observed, underlying mechanisms (e.g., self-perception, priming) and moderation factors, such as avatar embodiment, need confirmation. The sense of embodiment emerges when the properties of the avatar are processed in the same way as the properties of the biological body. The objective of the present study was, first, to investigate the effect of avatar embodiment on the Proteus effect related to the influence of an elderly avatar on motor imagery, and second, to examine the extent to which this relationship is explained by a change in self-perception. In two virtual reality studies, the agency and the self-location components of embodiment were manipulated through visuo-motor synchronization and visual perspective respectively. The time required to perform motor imagery displacements while being embodied (visuo-motor synchrony and first-person perspective) or not (visuo-motor asynchrony and/or third-person perspective) in an elderly avatar was measured. The results showed that the Proteus effect was not stronger the more participants embodied the elderly avatar, which does not support that embodiment moderates the Proteus effect. Moreover, analyses did not confirm that change in explicit self-perception mediates the relationship between embodiment and the Proteus effect. The Proteus effect is discussed in the light of the avatar identification process and the active-self account: crossover between these mechanisms could offer new insights into understanding the influence of avatars on individuals’ behavior.

普洛特斯效应是指个人倾向于遵从与虚拟环境中使用的化身的视觉特征相关的刻板印象。如果这一现象已被广泛观察到,那么其背后的机制(如自我感知、诱导)和调节因素(如化身的体现)就需要得到证实。当虚拟化身的属性与生物身体的属性以同样的方式被处理时,就会产生 "化身感"。本研究的目的首先是调查虚拟化身对与老年虚拟化身对运动意象的影响有关的普罗蒂斯效应的影响,其次是研究这种关系在多大程度上可以用自我感知的变化来解释。在两项虚拟现实研究中,分别通过视觉-运动同步和视觉视角操纵了化身的代理和自我定位部分。研究测量了在一个老年化身中进行运动图像位移(视觉-运动同步和第一人称视角)或不进行运动图像位移(视觉-运动不同步和/或第三人称视角)所需的时间。结果表明,普洛特斯效应并不是参与者越多地化身为老人,普洛特斯效应就越强,这并不证明化身会调节普洛特斯效应。此外,分析结果也没有证实显性自我认知的变化是体现与普洛特斯效应之间关系的中介。我们将根据化身识别过程和主动自我账户对普洛特斯效应进行讨论:这些机制之间的交叉可以为理解化身对个人行为的影响提供新的见解。
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引用次数: 0
Law and order: Investigating the effects of conflictual situations in manual and automated driving in a German sample 法律与秩序:在德国样本中调查手动和自动驾驶中冲突情况的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-24 DOI: 10.1016/j.ijhcs.2024.103260
Annika Stampf, Ann-Kathrin Knuth, Mark Colley, Enrico Rukzio

Minor violations of traffic regulations are common today and partially socially accepted. Automated vehicles (AVs), however, will be obliged to keep to the letter of the law. This can lead to situations where user requests cause the AV to reach its legal boundaries, creating novel user-vehicle conflicts. To investigate whether traffic-violating driver interests are transferred to the automated context, we conducted an online survey with three conflict-prone scenarios (N=49). The results indicate that legally compliant AV behavior is desired but that users would intervene in the vehicle’s behavior to enforce interests. In a subsequent Virtual Reality study (N=30), we evaluated the effect of legal boundary-handling strategies (Responsibility and Control Shift, Responsibility Shift, No Shift) and other traffic participants’ violating traffic regulations on behavior, conflict, and trust in a legally conflict-prone parking scenario. Results show that conflict is perceived significantly higher in all strategies compared to the manual baseline, while situational trust in the vehicle is higher in the automated conditions but independent of the handling strategy.

如今,轻微违反交通法规的现象屡见不鲜,而且部分已被社会所接受。然而,自动驾驶汽车(AV)必须遵守法律条文。这可能会导致用户的要求使自动驾驶汽车达到其法律界限,从而产生新的用户-车辆冲突。为了研究违反交通规则的驾驶员利益是否会转移到自动驾驶环境中,我们进行了一项在线调查,调查了三种容易发生冲突的场景(N=49)。结果表明,人们希望自动驾驶汽车的行为符合法律规定,但用户会干预车辆的行为以维护自身利益。在随后的虚拟现实研究中(N=30),我们评估了法律边界处理策略(责任和控制转移、责任转移、不转移)和其他交通参与者违反交通法规对法律冲突易发停车场景中的行为、冲突和信任的影响。结果表明,与手动基线相比,所有策略下的冲突感都明显较高,而自动驾驶条件下对车辆的情景信任度较高,但与处理策略无关。
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引用次数: 0
Designing an age-friendly conversational AI agent for mobile banking: the effects of voice modality and lip movement 为移动银行设计一个对老年人友好的人工智能对话代理:语音模式和嘴唇运动的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-21 DOI: 10.1016/j.ijhcs.2024.103262
Doha Kim , Hayeon Song

Age factor is a significant barrier in adopting mobile banking mainly due to low competence in using the system and security concerns. Thus, this study presents a conversational artificial intelligence agent-based mobile banking app that is specially designed for seniors considering their needs and physical characteristics. Voice modality and lip-movement were identified as the important factors to improve seniors’ mobile banking service experience and the effect of them were empirically tested by conducting a controlled experiment with between-subject design. In total, 91 participants who were 55 years or older used the app to complete the given tasks of online banking. Results showed that those in the two voice modality conditions, compared to text agent condition, reported higher levels of trust, perceived ease of use, and social presence. The effect of lip movement of the agent also showed significant results in those three dependant variables. The result of mediation analysis revealed that agent's lip movement increased social presence and perceived ease of use, which further increased trust toward the agent. The results are meaningful especially because trust and perceived ease of use were listed as the main reason for not using online banking services among non-users. The implications of the study were discussed.

年龄因素是使用手机银行的一个重要障碍,主要原因是使用系统的能力较低和安全问题。因此,本研究提出了一种基于人工智能代理的会话式移动银行应用程序,该应用程序专门针对老年人的需求和身体特征而设计。语音模式和唇部动作被认为是改善老年人手机银行服务体验的重要因素,并通过主体间设计的对照实验对其效果进行了实证检验。共有 91 名 55 岁及以上的参与者使用该应用程序完成了给定的网上银行任务。结果表明,与文字代理条件相比,两种语音模式条件下的参与者报告的信任度、感知易用性和社交存在感水平更高。在这三个因变量中,语音代理的唇部动作也有显著影响。中介分析的结果显示,代理的唇部动作增加了社交存在感和感知易用性,从而进一步增加了对代理的信任。这些结果非常有意义,尤其是因为信任和感知易用性被列为非用户不使用网上银行服务的主要原因。我们还讨论了这项研究的意义。
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引用次数: 0
Congruent Indirect Touch vs. mouse pointing performance 一致性间接触摸与鼠标指向性能的对比
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-21 DOI: 10.1016/j.ijhcs.2024.103261
François Bérard

We study Congruent Indirect Touch (CIT) interaction in a desktop context. CIT only differs from direct touch in that the motor and display spaces are separated: touch occurs on the horizontal desk; while users’ visual focus is on a vertical display where small pointers show the position of the fingers. We introduce an accurate fingertip tracking approach based on optical tracking and fingertip modeling as a sphere. This allows updating the pointer when the finger is hovering above the surface and implementing an efficient CIT interaction. This interaction was evaluated in a longitudinal user study. Six participants with no experience with CIT performed target acquisitions on eight different days. Throughput was measured with CIT and mouse. In the last session, two participants had similar throughput with both interactions; the four others were notably more efficient with CIT. Averaged across all participants, throughput improved by 14%. This study promotes the study of CIT as a potential efficient replacement for the mouse on the desktop.

我们研究的是桌面环境下的一致间接触摸(CIT)交互。CIT 与直接触摸的唯一不同之处在于运动空间和显示空间是分开的:触摸发生在水平桌面上;而用户的视觉焦点则集中在垂直显示屏上,显示屏上的小指针显示手指的位置。我们引入了一种基于光学跟踪和指尖球体建模的精确指尖跟踪方法。这样就能在手指悬停在表面上方时更新指针,实现高效的 CIT 交互。在一项纵向用户研究中对这种交互方式进行了评估。六名没有 CIT 使用经验的参与者在八个不同的日子里进行了目标采集。使用 CIT 和鼠标测量了吞吐量。在最后一个环节中,两名参与者使用两种交互方式的吞吐量相近;其他四名参与者使用 CIT 的效率明显更高。所有参与者的平均吞吐量提高了 14%。这项研究推动了将 CIT 作为桌面鼠标的潜在高效替代品的研究。
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引用次数: 0
Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality 第一人称视角与第三人称视角、自我虚拟形象与他人虚拟形象对虚拟现实中用户动作的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-17 DOI: 10.1016/j.ijhcs.2024.103259
Andrea Stevenson Won , Shuo Zhou

Social science experiments in virtual reality (VR) frequently manipulate the perspective from which a user views an avatar and the identity of an avatar to change participant perceptions and attitudes. However, avatar embodiment may also influence physical behaviors—i.e., the way participants move—during the VR experience. For example, users may shift their position to align with avatars they see from a first-person perspective, a phenomenon known as the self-follower effect. We conducted a between-subjects, pre-registered study to understand how common techniques such as manipulating perspective and appearance might affect participant movements while in VR. We demonstrate that even when participants do not have agency over their avatars' movements, viewing avatar movements influences their own actions, whether these are viewed from the first or the third-person perspective. These phenomena hold potential as interventions to prompt participant movements in other contexts.

虚拟现实(VR)中的社会科学实验经常操纵用户观看化身的视角和化身的身份,以改变参与者的看法和态度。然而,化身也可能影响参与者在 VR 体验中的身体行为,即移动方式。例如,用户可能会移动自己的位置,以便与他们从第一人称视角看到的化身保持一致,这种现象被称为自我追随效应。我们进行了一项主体间预注册研究,以了解操纵视角和外观等常见技术会如何影响体验者在 VR 中的动作。我们证明,即使参与者对自己化身的动作没有控制权,观看化身的动作也会影响他们自己的动作,无论这些动作是从第一人称视角还是第三人称视角观看的。这些现象有可能成为在其他情境中促使参与者行动的干预手段。
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引用次数: 0
Using animation to develop a usability questionnaire: Scale development and psychological measurements 利用动画制作可用性问卷:量表开发和心理测量
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-15 DOI: 10.1016/j.ijhcs.2024.103258
Wang Yuhui , Zhang Yiyang , Chen Yanying

This paper describes the development of a cartoon animation system usability scale (A-SUS) based on the established text-based SUS questionnaire. We propose a methodology and design a short graphic interchange format (.GIF) animation for each SUS item. Experimental evaluations confirm that the scale has satisfactory psychometric properties (e.g., structural validity, reliability factor structure, concurrent validity, and sensitivity). A second experiment is used to evaluate and compare the questionnaire experiences associated with the SUS, a pictorial SUS (P-SUS), and the developed A-SUS. The results indicate that A-SUS performs well in terms of recommendations, aesthetics, motivations, and completion time. Compared with the SUS and P-SUS, the animated version is more interesting, and the overall questionnaire experience is better.

本文介绍了在已有的基于文本的 SUS 问卷基础上开发的卡通动画系统可用性量表(A-SUS)。我们提出了一种方法,并为每个 SUS 项目设计了一个简短的图形交换格式(.GIF)动画。实验评估证实,该量表具有令人满意的心理测量特性(如结构效度、信度因子结构、并发效度和灵敏度)。第二个实验用于评估和比较与 SUS、图形 SUS(P-SUS)和开发的 A-SUS 相关的问卷体验。结果表明,A-SUS 在建议、美学、动机和完成时间方面表现出色。与 SUS 和 P-SUS 相比,动画版本更有趣,整体问卷体验更好。
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引用次数: 0
In pursuit of thermal comfort: An exploration of smart heating in everyday life 追求热舒适:探索日常生活中的智能供暖
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-09 DOI: 10.1016/j.ijhcs.2024.103245
Asimina Vasalou , Andrea Gauthier , Ana Luisa Serta , Ceylan Beşevli , Sarah Turner , Racheal Payler , Rea Gill , Kevin McAreavey , George Loukas , Weiru Liu , Roser Beneito-Montagut

Smart Home Heating Technologies (SHHT) have been designed to improve demand flexibility and energy conservation. SHHT rely on rational theories of energy use postulating that people will use less energy when the energy cost is higher. The inclusion of AI within SHHT is poised to optimise energy use in the future as the introduction of lower carbon energy sources place new demands on the grid. When SHHT is introduced in the home, however, they become situated in temporal heating practices that are shaped by an interplay of materiality, meanings, and competencies. We report findings from a mixed methods field study involving eleven households utilising an AI-enabled SHHT probe ‘Squid’. Taking a temporal focus throughout, our study contributes a new lens as to why households may not fully engage with SHHT's rational design, given that energy conversation is already embedded in their ongoing socio-material practices with heating. Focusing on the AI-human relation, we articulate the necessity for human agency where heating is involved, whilst also advancing an understanding of the new forms of hidden labour that households incur before they can engage with the AI. Crucially, our research informs the ongoing HCI concern over how humans understand AI, raising the question of who is responsible to assess the appropriateness of AI when the effects of human-AI performance remain opaque. Our findings contribute a new theoretical perspective into the intricate relationship between individuals and AI in the home and raise several new design implications for SHHT.

智能家居供暖技术(SHT)旨在提高需求灵活性和节约能源。智能家庭供暖技术依赖于合理的能源使用理论,即当能源成本较高时,人们会减少使用能源。随着低碳能源的引入,对电网提出了新的要求,将人工智能纳入家庭供暖技术有望在未来优化能源使用。然而,当家庭引入太阳能热水器时,它们就会被置于由物质性、意义和能力相互作用而形成的时间性供暖实践中。我们报告了一项混合方法实地研究的结果,该研究涉及 11 个使用人工智能自助供暖系统探测器 "鱿鱼 "的家庭。我们的研究自始至终以时间为重点,从一个新的视角探讨了为什么家庭可能无法完全参与到SHT的合理设计中,因为能源对话已经融入到他们正在进行的取暖社会物质实践中。我们将重点放在人工智能与人类的关系上,阐明了在涉及供暖的情况下人类机构的必要性,同时也加深了对家庭在参与人工智能之前所承担的新形式隐性劳动的理解。最重要的是,我们的研究为当前人机交互领域对人类如何理解人工智能的关注提供了信息,提出了在人类与人工智能的表现效果仍不透明的情况下,由谁来负责评估人工智能是否合适的问题。我们的研究结果为家庭中个人与人工智能之间错综复杂的关系提供了一个新的理论视角,并为智能家居系统提出了一些新的设计含义。
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引用次数: 0
User perception of animation fluency: The effect of time duration in different phases of animated transitions during application usage 用户对动画流畅性的感知:应用程序使用过程中动画过渡不同阶段的时间长度的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-03-02 DOI: 10.1016/j.ijhcs.2024.103257
Yan Ge , Hongyu Chen , Yuchen Wang , Weina Qu , Yubo Zhang , Yanfang Liu

Animation fluency is an important factor of user experience in smartphone applications. The purpose of this study is to explore the effect of time duration in different sections of application usage on users’ perceived fluency. We manipulated the duration of different phases, including the click-response delay (CD), duration of animation (DA), and duration of loading completion (DL), in an open app task and an in-app page switching task. The participants evaluated the perceived fluency during their smartphone use. The results showed that the CD and DL had a significant effect on perceived fluency and that the CD, DA and DL showed significant interactions in some situations. These results could supply detailed parameters for smartphone design and could be used to build a model to guide manufacturers to provide a better user experience.

动画流畅度是智能手机应用程序用户体验的一个重要因素。本研究的目的是探讨应用程序使用过程中不同部分的时间长度对用户感知流畅度的影响。我们在打开应用任务和应用内页面切换任务中对不同阶段的持续时间进行了操作,包括点击响应延迟(CD)、动画持续时间(DA)和加载完成持续时间(DL)。参与者在使用智能手机的过程中对感知流畅度进行了评估。结果表明,CD 和 DL 对感知流畅度有显著影响,而且在某些情况下,CD、DA 和 DL 显示出显著的交互作用。这些结果可为智能手机设计提供详细参数,并可用于建立一个模型,指导制造商提供更好的用户体验。
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引用次数: 0
Adaptable automation for a more human-centered work design? Effects on human perception and behavior 适应性强的自动化系统如何实现更加以人为本的工作设计?对人类感知和行为的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-02-21 DOI: 10.1016/j.ijhcs.2024.103246
Michèle Rieth , Linda Onnasch , Vera Hagemann

This experiment systematically examines whether, in safety-critical environments such as Air Traffic Control, the negative effects of increasing automation associated with static automation concepts can be mitigated by adaptable automation. Adaptable automation is a form of flexible automation in which the human operator (rather than the system as in adaptive automation) can decide when and to what extent to delegate tasks. A special focus is on its effects on human perception in terms of perceived autonomy and competence, satisfaction, and human role perception. We conducted two online studies using the same dual-task paradigm. Study 1 was conducted with a novice sample via Prolific (N = 93) and study 2 with an expert sample of Air Traffic Controllers (N = 126). Participants were either supported by static information automation, static decision automation, or an adaptable solution that allowed them to switch between the two automation stages. The findings of both studies are similar. Results indicated that, even when humans rarely switched, adaptable automation could increase perceived autonomy, led to high satisfaction, and had positive effects on role perceptions without impairing performance or workload. Furthermore, satisfaction was found to correlate with performance. From a human-centered perspective, flexible concepts seem to be particularly suitable when automation increasingly takes over parts of a job task not only at the stage of information analysis but also at the stage of decision-making.

本实验系统地研究了在空中交通管制等对安全至关重要的环境中,能否通过适应性自动化来减轻静态自动化概念所带来的日益自动化的负面影响。适应性自动化是一种灵活的自动化形式,其中人类操作员(而不是适应性自动化中的系统)可以决定何时以及在多大程度上委派任务。我们特别关注它在自主感知和能力、满意度以及人类角色感知方面对人类感知的影响。我们使用相同的双任务范式进行了两项在线研究。研究 1 是通过 Prolific 对新手样本(93 人)进行的,研究 2 是对空中交通管制员专家样本(126 人)进行的。参加者要么得到静态信息自动化、静态决策自动化的支持,要么得到可在两个自动化阶段之间切换的适应性解决方案的支持。两项研究的结果相似。结果表明,即使人类很少切换,适应性自动化也能提高自主感知,带来高满意度,并在不影响绩效或工作量的情况下对角色感知产生积极影响。此外,研究还发现满意度与绩效相关。从以人为本的角度来看,当自动化不仅在信息分析阶段,而且在决策阶段越来越多地接管部分工作任务时,灵活的概念似乎尤其适用。
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引用次数: 0
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International Journal of Human-Computer Studies
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