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Bridging social distance during social distancing: exploring social talk and remote collegiality in video conferencing 在社交距离中弥合社交距离:探索视频会议中的社交谈话和远程合作
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-09-30 DOI: 10.1080/07370024.2021.1994859
Anna Bleakley, D. Rough, Justin Edwards, Philip R. Doyle, Odile Dumbleton, L. Clark, S. Rintel, Vincent P. Wade, Benjamin R. Cowan
Video conferencing systems have long facilitated work-related conversations among remote teams. However, social distancing due to the COVID-19 pandemic has forced colleagues to use video conferencing platforms to additionally fulfil social needs. Social talk, or informal talk, is an important workplace practice that is used to build and maintain bonds in everyday interactions among colleagues. Currently, there is a limited understanding of how video conferencing facilitates multiparty social interactions among colleagues. In our paper, we examine social talk practices during the COVID-19 pandemic among remote colleagues through semi-structured interviews. We uncovered three key themes in our interviews, discussing 1) the changing purposes and opportunities afforded by using video conferencing for social talk with colleagues, 2) how the nature of existing relationships and status of colleagues influences social conversations and 3) the challenges and changing conversational norms around politeness and etiquette when using video conferencing to hold social conversations. We discuss these results in relation to the impact that video conferencing tools have on remote social talk between colleagues and outline design and best practice considerations for multiparty videoconferencing social talk in the workplace.
长期以来,视频会议系统促进了远程团队之间与工作相关的对话。然而,由于COVID-19大流行导致的社交距离迫使同事使用视频会议平台来额外满足社交需求。社交谈话或非正式谈话是一种重要的职场实践,用于在同事之间的日常互动中建立和保持联系。目前,人们对视频会议如何促进同事之间的多方社交互动的理解有限。在我们的论文中,我们通过半结构化访谈研究了COVID-19大流行期间远程同事的社交谈话实践。我们在采访中发现了三个关键主题,讨论1)使用视频会议与同事进行社交对话所带来的不断变化的目的和机会,2)现有关系的性质和同事的地位如何影响社交对话,以及3)使用视频会议进行社交对话时围绕礼貌和礼仪的对话规范的挑战和变化。我们讨论了这些结果与视频会议工具对同事之间远程社交谈话的影响有关,并概述了工作场所多方视频会议社交谈话的设计和最佳实践考虑因素。
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引用次数: 25
The new normals of work: a framework for understanding responses to disruptions created by new futures of work 工作新常态:一个理解如何应对工作新未来带来的破坏的框架
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-09-15 DOI: 10.1080/07370024.2021.1982391
Joseph W. Newbold, A. Rudnicka, Dave Cook, Marta E. Cecchinato, Sandy J. J. Gould, A. Cox
Computer and Information Sciences Department, Northumbria University, Newcastle-upon-Tyne, UK; UCLIC, University College London, London, UK; Anthropology, University College London, London, UK; Computer and Information Sciences Department, Northumbria University, CIS, Newcastle upon Tyne, UK; School Of Computer Science And Informatics, Cardiff University, Cardiff, UK; UCL Interaction Centre, University College London, London, UK
诺森比亚大学计算机与信息科学系,英国泰恩河畔纽卡斯尔;伦敦大学学院,伦敦,英国;伦敦大学学院人类学,伦敦,英国;诺森比亚大学计算机与信息科学系,英国泰恩河畔纽卡斯尔;卡迪夫大学计算机科学与信息学院,英国卡迪夫;伦敦大学学院互动中心,伦敦,英国
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引用次数: 16
Envisioning, designing, and rapid prototyping heritage installations with a tangible interaction toolkit 使用有形的交互工具包设想、设计和快速原型化传统装置
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-09-06 DOI: 10.1080/07370024.2021.1946398
Daniela Petrelli, L. Ciolfi, G. Avram
This paper discusses an empirical study on the use and appropriation of a toolkit for cultural heritage professionals and other non-technical experts (such as exhibition designers) to envision, design and prototype tangible interactive installations for visitor engagement. The Toolkit is composed of an online editor (the software) and a set of interconnected physical components and devices (the hardware). The software enables creating, adapting, deploying and testing installations together with the digital content populating them, while the hardware underpins their hands-on interactivity. The Toolkit was evaluated holistically in workshops with participants from the cultural sector. We detail aspects of the Toolkit design and how it was used in practice by collaborating teams. We discuss results showing how the Toolkit supported three phases of development of tangible heritage installations: envisioning, designing, and rapid prototyping. This paper contributes new research in HCI on digital interaction in the heritage domain, and on designing and assessing tools supporting user-driven development of novel technologies.
本文讨论了一项关于文化遗产专业人士和其他非技术专家(如展览设计师)使用和使用工具包的实证研究,以设想、设计和原型有形的互动装置,以吸引游客。Toolkit由在线编辑器(软件)和一组相互连接的物理组件和设备(硬件)组成。软件可以创建、调整、部署和测试安装以及填充其中的数字内容,而硬件则支持它们的动手交互性。在文化界参与者参加的讲习班上,对该工具包进行了全面评估。我们详细介绍了Toolkit设计的各个方面,以及协作团队如何在实践中使用它。我们讨论的结果显示了工具包如何支持有形遗产装置开发的三个阶段:设想、设计和快速原型。本文对遗产领域的数字交互以及支持用户驱动的新技术开发的设计和评估工具的HCI进行了新的研究。
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引用次数: 4
Cats, Kids, and video calls: how working from home affects media self-presentation 猫、孩子和视频电话:在家工作如何影响媒体自我表现
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-08-31 DOI: 10.1080/07370024.2021.1970557
Lee Taber, Sonia Dominguez, S. Whittaker
ABSTRACT Working from home (WFH) in response to COVID has reduced boundaries between home and work roles. It has also reduced in-person interaction, replacing it with digital communication including Video and text. We use personality theory to compare self-presentation on these media versus in-person communication. We use surveys and interviews to examine media self-presentation before and during COVID, as well as between different groups of students and office workers. Pre-COVID students presented themselves as more Extraverted, more Agreeable, less Open, and less Neurotic on Video. On Texting they are less Open and Neurotic. During WFH, students are more Agreeable and less Neurotic on Video while still less Neurotic on Texting. The office worker WFH sample is more Agreeable and less Neurotic on Video. We discuss practical and theoretical implications of results, and future research directions. Keywords personality, self-presentation, Video, Texting, media theory, affordances, COVID, students, office workers ABOUT THE AUTHOR/S Lee Taber University of California, Santa Cruz ltaber@ucsc.edu I’m a graduate student at UCSC, interested in how people communicate using technology and how those communications affect us. I look at how people present themselves differently on Facebook and Snapchat, and why. I’ve examined self-presentation differences on main Instagram accounts as well as Finstas, or “fake” Instagram accounts. I’m also interested in parasocial relationships with lo-fi hip hop beats and how to make a more readable ToS. More here: http://leetaber.com/ Steve Whittaker University of California, Santa Cruz swhittak@ucsc.edu Technology is transforming our everyday lives, how we think, interact and feel. I work at the intersection of Social and Computer Science. I study how technology is affecting fundamental aspects of our everyday lives, and use insights from Social Science to design new digital tools to support memory and collaboration and to help manage personal information. My main current interest is in designing new technologies to promote well-being. Research Areas: Human-computer interaction, digital well-being, computational social science New Future of Work 2020, August 3–5, 2020 © 2020 Copyright held by the owner/author(s).
应对COVID的在家工作(WFH)减少了家庭和工作角色之间的界限。它还减少了面对面的交流,取而代之的是包括视频和文字在内的数字交流。我们运用人格理论来比较这些媒体上的自我表现和面对面的交流。我们使用调查和访谈来检查在COVID之前和期间以及不同群体的学生和办公室工作人员之间的媒体自我表现。新冠肺炎前的学生在视频中表现得更外向、更随和、不那么开放、不那么神经质。在发短信时,他们不那么开放和神经质。在WFH期间,学生在视频上更随和,更不神经质,而在短信上更不神经质。在视频中,办公室职员WFH样本更随和,不那么神经质。讨论了研究结果的现实意义和理论意义,并展望了未来的研究方向。关键词个性,自我表现,视频,短信,媒体理论,启示,COVID,学生,办公室工作人员关于作者/S Lee Taber加州大学圣克鲁斯分校ltaber@ucsc.edu我是UCSC的一名研究生,对人们如何使用技术进行交流以及这些交流如何影响我们感兴趣。我研究人们在Facebook和Snapchat上如何以不同的方式展示自己,以及原因。我研究了主要Instagram账户和“假”Instagram账户上的自我表现差异。我还对低保真嘻哈节拍的准社会关系以及如何制作更可读的ToS感兴趣。更多信息请访问:http://leetaber.com/史蒂夫·惠特克加州大学圣克鲁斯分校swhittak@ucsc.edu科技正在改变我们的日常生活,改变我们思考、互动和感受的方式。我从事社会科学和计算机科学的交叉研究。我研究技术如何影响我们日常生活的基本方面,并利用社会科学的见解来设计新的数字工具,以支持记忆和协作,并帮助管理个人信息。我目前的主要兴趣是设计新技术来促进福祉。研究方向:人机交互、数字福祉、计算社会科学《工作的新未来2020》,2020年8月3-5日©2020版权所有人/作者所有。
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引用次数: 6
Human Teleoperation - A Haptically Enabled Mixed Reality System for Teleultrasound 人类远程操作-触觉启用的远程超声混合现实系统
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-08-19 DOI: 10.36227/techrxiv.15175869
David G. Black, Y. Yazdi, Amir Hossein Hadi Hosseinabadi, S. Salcudean
Current teleguidance methods include verbal guidance and robotic teleoperation, which present tradeoffs betweenprecision and latency versus flexibility and cost. We presenta novel concept of "human teleoperation" which bridges thegap between these two methods. A prototype teleultrasoundsystem was implemented which shows the concept’s efficacy. Anexpert remotely "teloperates" a person (the follower) wearing amixed reality headset by controlling a virtual ultrasound probeprojected into the person’s scene. The follower matches the poseand force of the virtual device with a real probe. The pose,force, video, ultrasound images, and 3-dimensional mesh of thescene are fed back to the expert. In this control framework,the input and the actuation are carried out by people, but withnear robot-like latency and precision. This allows teleguidancethat is more precise and fast than verbal guidance, yet moreflexible and inexpensive than robotic teleoperation. The systemwas subjected to tests that show its effectiveness, including meanteleoperation latencies of 0.27 seconds and errors of 7 mm and6◦ in pose tracking. The system was also tested with an expertultrasonographer and four patients and was found to improvethe precision and speed of two teleultrasound procedures.
目前的远程制导方法包括口头制导和机器人远程操作,它们在精度和延迟与灵活性和成本之间存在权衡。我们提出了“人类远程操作”的新概念,它弥补了这两种方法之间的差距。实现了一个原型远程超声系统,验证了该概念的有效性。专家通过控制投射到人的场景中的虚拟超声探头,远程“遥控”一个戴着混合现实耳机的人(追随者)。跟踪器将虚拟设备的姿态和力与真实探头相匹配。将场景的姿态、力、视频、超声图像和三维网格反馈给专家。在这个控制框架中,输入和驱动是由人来完成的,但具有接近机器人的延迟和精度。这使得远程指导比口头指导更精确和快速,但比机器人远程操作更灵活和便宜。该系统经过了测试,显示了其有效性,包括0.27秒的平均操作延迟和7毫米的误差和6◦的姿态跟踪。该系统还与一名超声专家和四名患者进行了测试,发现该系统提高了两个远程超声程序的精度和速度。
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引用次数: 3
Introduction to the special issue on time and HCI 介绍专刊的时间和HCI
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-07-28 DOI: 10.1080/07370024.2021.1955681
Amon Rapp, William Odom, Larissa Pschetz, Daniela Petrelli
ABSTRACT This special issue focuses on new perspectives of time within HCI research. We begin by explicating how HCI’s views of time have broadened over the years, going beyond the traditional subjective-objective dichotomy. We describe how the HCI community was originally anchored to clock time, but more recently the field has begun to incorporate the existential, social, and cultural dimensions of time. We introduce the papers in this special issue by contextualizing them according to different research areas. We conclude by identifying open issues and opportunities that should be explored in future HCI research and practice.
本期特刊聚焦于HCI研究中时间的新视角。我们首先解释HCI的时间观是如何在过去的几年里不断扩大的,超越了传统的主客观二分法。我们描述了HCI社区最初是如何锚定时钟时间的,但最近该领域已经开始纳入时间的存在、社会和文化维度。我们根据不同的研究领域,对本期特刊中的论文进行了背景介绍。最后,我们确定了未来HCI研究和实践中应该探索的开放性问题和机会。
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引用次数: 17
Wearable technologies as extensions: a postphenomenological framework and its design implications 作为延伸的可穿戴技术:后现象学框架及其设计含义
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-07-15 DOI: 10.1080/07370024.2021.1927039
A. Rapp
ABSTRACT Wearable technologies are increasing both in number and variety enabling new ways for collecting personal data, as well as novel interaction modalities. Even though the Human-Computer Interaction (HCI) community has widely explored the potential applications of wearables, its theoretical contribution on this research field has been far from impressive. Most scholars and designers seem to rely on a series of dominant assumptions that look at wearables “from the outside” by focusing on their “external properties.” When these assumptions are fully embraced at design-time, however, they may cloud opportunities for designing for the “internal aspects” of our everyday experience. In this article, I propose a theory that looks at wearables “from the inside,”giving a theoretical backdrop to all those wearable designs that pay attention to the internal aspects of interaction. By adopting a postphenomenological approach, I conceptualize wearable devices as “extensions” of our intentionality and introduce the “extension relation” to explain how wearables may alter how we relate to the world. In doing so, I propose a series of design considerations that aim to trace future research lines for all those wearables that are currently designed from an “externalistic” perspective.
可穿戴技术在数量和种类上都在不断增加,为收集个人数据提供了新的方式,以及新的交互方式。尽管人机交互(HCI)社区已经广泛探索了可穿戴设备的潜在应用,但其在这一研究领域的理论贡献还远远不够令人印象深刻。大多数学者和设计师似乎都依赖于一系列主流假设,即通过关注可穿戴设备的“外部属性”,“从外部”看待可穿戴设备。然而,当这些假设在设计时被完全接受时,它们可能会为我们日常体验的“内部方面”设计提供机会。在这篇文章中,我提出了一个“从内部”看待可穿戴设备的理论,为所有关注交互内部方面的可穿戴设计提供了理论背景。通过采用后现象学的方法,我将可穿戴设备概念化为我们意向性的“延伸”,并引入“延伸关系”来解释可穿戴设备如何改变我们与世界的关系。在此过程中,我提出了一系列设计考虑,旨在为目前从“外部主义”角度设计的所有可穿戴设备追踪未来的研究路线。
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引用次数: 13
Gifting in Museums: Using Multiple Time Orientations to Heighten Present-Moment Engagement 博物馆赠送礼物:利用多重时间取向提高现在时参与度
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-07-10 DOI: 10.1080/07370024.2021.1923496
J. Spence, Dimitrios Paris Darzentas, Harriet R. Cameron, Yitong Huang, M. Adams, Ju Row-Farr, Nick Tandavanitj, Steve Benford
ABSTRACT HCI has recently increased its interest in the domains of museums and gifting. The former is often oriented primarily towards the past, while the latter is often oriented towards the future, in terms of anticipating the receiver’s reactions. Our article provides a sustained and well-evidenced new theoretical framework on the role of time-orientation on the design of forward-oriented (gifting) experiences in past-oriented (museum) settings. This Temporal Experience Design Framework develops from the analysis of two such studies, one smartphone app and one VR experience using passive haptics. Both interventions prompted the user to reflect on the past while planning a gift or donation for future consumption. We apply a novel combination of analyses to both projects using the lenses of conversational storytelling, performance, and human geography. Our analyses reveal the power of orienting users towards the past and the future – simultaneously – to enhance the present moment of a performative engagement. Our aim is to provide a conceptual framework that can help design researchers to identify, name, and understand how time-orientation can be used to enhance user and visitor experience. We also extrapolate design guidelines that we expect may be fruitful outside these contexts.
HCI最近增加了对博物馆和礼品领域的兴趣。前者通常主要针对过去,而后者通常针对未来,以预测接收者的反应。我们的文章提供了一个持续的、证据充分的新理论框架,说明时间导向在过去导向(博物馆)环境中设计面向未来(赠送)体验中的作用。这个时间体验设计框架是从两个这样的研究,一个智能手机应用程序和一个使用被动触觉的VR体验的分析发展而来的。这两种干预都促使用户在为未来消费计划礼物或捐赠时反思过去。我们采用了一种新颖的分析组合,使用对话式故事叙述、表演和人文地理的镜头来分析这两个项目。我们的分析揭示了将用户导向过去和未来的力量——同时——增强表演参与的当下时刻。我们的目标是提供一个概念性框架,帮助设计研究人员识别、命名和理解如何使用时间导向来增强用户和访客体验。我们还推断出我们期望在这些环境之外可能富有成效的设计指南。
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引用次数: 3
Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiology 共享生物信号:人际心理生理学的经验和传播特性分析
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-07-05 DOI: 10.1080/07370024.2021.1913164
Milou A Feijt, J. Westerink, Y. D. Kort, W. Ijsselsteijn
What is it like to hear another person’s heartbeat during communication? How would direct access to a person’s skin conductance influence our sense of interpersonal intimacy or trust? Can biosignal...
在交流中听到另一个人的心跳是什么感觉?直接接触一个人的皮肤电导会如何影响我们的人际亲密感或信任感?可以biosignal…
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引用次数: 18
Eye-Mind reader: an intelligent reading interface that promotes long-term comprehension by detecting and responding to mind wandering 眼心阅读器:一种智能阅读界面,通过检测和响应走神来促进长期理解
IF 5.3 2区 工程技术 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2021-07-04 DOI: 10.1080/07370024.2020.1716762
Caitlin Mills, Julie M. Gregg, R. Bixler, S. D’Mello
ABSTRACT We zone out roughly 20-40% of the time during reading – a rate that is concerning given the negative relationship between mind-wandering and comprehension. We tested if Eye-Mind Reader – an intelligent interface that targeted mind-wandering as it occurred – could mitigate its negative impact on reading comprehension. When an eye-gaze-based classifier indicated that a reader was mind-wandering, those in a MW-Intervention condition were asked to self-explain the concept they were reading about. If the self-explanation quality was deemed subpar by an automated scoring mechanism, readers were asked to re-read parts of the text in order to correct their comprehension deficits and improve their self-explanation. Each participant in the MW-Intervention condition was paired with a Yoked-Control counterpart who received the exact same interventions regardless of whether they were mind-wandering. Results indicate that re-reading improved self-explanation quality for the MW-Intervention group, but not the control group. The two conditions performed equally well on textbase (i.e. fact-based) and inference-level comprehension questions immediately after reading. However, after a week-long delay, the MW-Intervention condition significantly outperformed the yoked-control condition on both comprehension assessments (ds = .352 and .307). Our findings suggest that real-time interventions during critical periods of mind-wandering can promote long-term retention and comprehension.
我们在阅读过程中大约有20-40%的时间是走神的——考虑到走神与理解能力之间的负相关关系,这一比例令人担忧。我们测试了眼心术阅读器——一种智能界面,可以在走神发生时针对走神——是否能减轻其对阅读理解的负面影响。当基于眼睛注视的分类器显示读者在走神时,那些在mw干预条件下的人被要求自我解释他们正在阅读的概念。如果自动评分机制认为自我解释的质量低于标准,读者被要求重读部分文本,以纠正他们的理解缺陷,提高他们的自我解释能力。每一个mw干预组的参与者都与一个轭控组的参与者配对,不管他们是否走神,他们都接受了完全相同的干预。结果表明,重读提高了mw干预组的自我解释质量,而对照组没有。这两种情况在文本基础(即基于事实的)和阅读后立即推理级理解问题上的表现一样好。然而,在一周的延迟后,mw -干预条件在两项理解评估上都显著优于联合对照条件(ds = 0.352和0.307)。我们的研究结果表明,在走神的关键时期进行实时干预可以促进长期记忆和理解。
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引用次数: 35
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Human-Computer Interaction
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