Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems最新文献

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Connect-to-Connected Worlds: Piloting a Mobile, Data-Driven Reflection Tool for an Open-Ended Simulation at a Museum 连接到连接的世界:试点移动,数据驱动的反思工具在一个博物馆的开放式模拟
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300237
Aditi Mallavarapu, L. Lyons, S. Uzzo, Wren Thompson, Rinat Levy-Cohen, B. Slattery
{"title":"Connect-to-Connected Worlds: Piloting a Mobile, Data-Driven Reflection Tool for an Open-Ended Simulation at a Museum","authors":"Aditi Mallavarapu, L. Lyons, S. Uzzo, Wren Thompson, Rinat Levy-Cohen, B. Slattery","doi":"10.1145/3290605.3300237","DOIUrl":"https://doi.org/10.1145/3290605.3300237","url":null,"abstract":"Immersive open-ended museum exhibits promote ludic engagement and can be a powerful draw for visitors, but these qualities may also make learning more challenging. We describe our efforts to help visitors engage more deeply with an interactive exhibit's content by giving them access to visualizations of data skimmed from their use of the exhibit. We report on the motivations and challenges in designing this reflective tool, which positions visitors as a \"human in the loop\" to understand and manage their engagement with the exhibit. We used an iterative design process and qualitative methods to explore how and if visitors could (1) access and (2) comprehend the data visualizations, (3) reflect on their prior engagement with the exhibit, (4)plan their future engagement with the exhibit, and (5) act on their plans. We further discuss the essential design challenges and the opportunities made possible for visitors through data-driven reflection tools.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75238604","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
TabletInVR TabletInVR
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300243
Hemant Bhaskar Surale, Aakar Gupta, M. Hancock, Daniel Vogel
{"title":"TabletInVR","authors":"Hemant Bhaskar Surale, Aakar Gupta, M. Hancock, Daniel Vogel","doi":"10.1145/3290605.3300243","DOIUrl":"https://doi.org/10.1145/3290605.3300243","url":null,"abstract":"Complex virtual reality (VR) tasks, like 3D solid modelling, are challenging with standard input controllers. We propose exploiting the affordances and input capabilities when using a 3D-tracked multi-touch tablet in an immersive VR environment. Observations gained during semi-structured interviews with general users, and those experienced with 3D software, are used to define a set of design dimensions and guidelines. These are used to develop a vocabulary of interaction techniques to demonstrate how a tablet's precise touch input capability, physical shape, metaphorical associations, and natural compatibility with barehand mid-air input can be used in VR. For example, transforming objects with touch input, \"cutting\" objects by using the tablet as a physical \"knife\", navigating in 3D by using the tablet as a viewport, and triggering commands by interleaving bare-hand input around the tablet. Key aspects of the vocabulary are evaluated with users, with results validating the approach.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72908273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 75
On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible Interaction 站在巨人的肩膀上:360度视频共享和有形交互的多尺度混合现实协作
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300458
Thammathip Piumsomboon, Gun A. Lee, Andrew Irlitti, Barrett Ens, B. Thomas, M. Billinghurst
{"title":"On the Shoulder of the Giant: A Multi-Scale Mixed Reality Collaboration with 360 Video Sharing and Tangible Interaction","authors":"Thammathip Piumsomboon, Gun A. Lee, Andrew Irlitti, Barrett Ens, B. Thomas, M. Billinghurst","doi":"10.1145/3290605.3300458","DOIUrl":"https://doi.org/10.1145/3290605.3300458","url":null,"abstract":"We propose a multi-scale Mixed Reality (MR) collaboration between the Giant, a local Augmented Reality user, and the Miniature, a remote Virtual Reality user, in Giant-Miniature Collaboration (GMC). The Miniature is immersed in a 360-video shared by the Giant who can physically manipulate the Miniature through a tangible interface, a combined 360-camera with a 6 DOF tracker. We implemented a prototype system as a proof of concept and conducted a user study (n=24) comprising of four parts comparing: A) two types of virtual representations, B) three levels of Miniature control, C) three levels of 360-video view dependencies, and D) four 360-camera placement positions on the Giant. The results show users prefer a shoulder mounted camera view, while a view frustum with a complimentary avatar is a good visualization for the Miniature virtual representation. From the results, we give design recommendations and demonstrate an example Giant-Miniature Interaction.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73023100","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 93
"When the Elephant Trumps": A Comparative Study on Spatial Audio for Orientation in 360º Videos “当大象胜过”:360º视频中定位空间音频的比较研究
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300925
Paulo Bala, Raul Masu, Valentina Nisi, N. Nunes
{"title":"\"When the Elephant Trumps\": A Comparative Study on Spatial Audio for Orientation in 360º Videos","authors":"Paulo Bala, Raul Masu, Valentina Nisi, N. Nunes","doi":"10.1145/3290605.3300925","DOIUrl":"https://doi.org/10.1145/3290605.3300925","url":null,"abstract":"Orientation is an emerging issue in cinematic Virtual Reality (VR), as viewers may fail in locating points of interest. Recent strategies to tackle this research problem have investigated the role of cues, specifically diegetic sound effects. In this paper, we examine the use of sound spatialization for orientation purposes, namely by studying different spatialization conditions (\"none\", \"partial\", and \"full\" spatial manipulation) of multitrack soundtracks. We performed a between-subject mixed-methods study with 36 participants, aided by Cue Control, a tool we developed for dynamic spatial sound editing and data collection/analysis. Based on existing literature on orientation cues in 360º and theories on human listening, we discuss situations in which the spatialization was more effective (namely, \"full\" spatial manipulation both when using only music and when combining music and diegetic effects), and how this can be used by creators of 360º videos.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74469697","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Crowdworker Economics in the Gig Economy 零工经济中的众工经济
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300621
Jason T. Jacques, P. Kristensson
{"title":"Crowdworker Economics in the Gig Economy","authors":"Jason T. Jacques, P. Kristensson","doi":"10.1145/3290605.3300621","DOIUrl":"https://doi.org/10.1145/3290605.3300621","url":null,"abstract":"The nature of work is changing. As labor increasingly trends to casual work in the emerging gig economy, understanding the broader economic context is crucial to effective engagement with a contingent workforce. Crowdsourcing represents an early manifestation of this fluid, laisser-faire, on-demand workforce. This work analyzes the results of four large-scale surveys of US-based Amazon Mechanical Turk workers recorded over a six-year period, providing comparable measures to national statistics. Our results show that despite unemployment far higher than national levels, crowdworkers are seeing positive shifts in employment status and household income. Our most recent surveys indicate a trend away from full-time-equivalent crowdwork, coupled with a reduction in estimated poverty levels to below national figures. These trends are indicative of an increasingly flexible workforce, able to maximize their opportunities in a rapidly changing national labor market, which may have material impacts on existing models of crowdworker behavior.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72723195","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
Virtual Performance Augmentation in an Immersive Jump & Run Exergame 沉浸式跳跑游戏中的虚拟性能增强
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300388
Christos Ioannou, Patrick Archard, E. O'Neill, C. Lutteroth
{"title":"Virtual Performance Augmentation in an Immersive Jump & Run Exergame","authors":"Christos Ioannou, Patrick Archard, E. O'Neill, C. Lutteroth","doi":"10.1145/3290605.3300388","DOIUrl":"https://doi.org/10.1145/3290605.3300388","url":null,"abstract":"Human performance augmentation through technology has been a recurring theme in science and culture, aiming to increase human capabilities and accessibility. We investigate a related concept: virtual performance augmentation (VPA), using VR to give users the illusion of greater capabilities than they actually have. We propose a method for VPA of running and jumping, based on in place movements, and studied its effects in a VR exergame. We found that in place running and jumping in VR can be used to create a somewhat natural experience and can elicit medium to high physical exertion in an immersive and intrinsically motivating manner. We also found that virtually augmenting running and jumping can increase intrinsic motivation, perceived competence and flow, and may also increase motivation for physical activity in general. We discuss implications of VPA for safety and accessibility, with initial evidence suggesting that VPA may help users with physical impairments enjoy the benefits of exergaming.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73377237","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 48
Why Do You Need This?: Selective Disclosure of Data Among Citizen Scientists 你为什么需要这个?:公民科学家的选择性数据披露
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300622
A. Rudnicka, A. Cox, Sandy J. J. Gould
{"title":"Why Do You Need This?: Selective Disclosure of Data Among Citizen Scientists","authors":"A. Rudnicka, A. Cox, Sandy J. J. Gould","doi":"10.1145/3290605.3300622","DOIUrl":"https://doi.org/10.1145/3290605.3300622","url":null,"abstract":"Recent scandals involving data from participatory research have contributed to broader public concern about online privacy. Such concerns might make people more reluctant to participate in research that asks them to volunteer personal data, compromising many researchers' data collection. We tested several motivational messages that encouraged participation in a citizen science project. We measured people's willingness to disclose personal information. While participants were less likely to share sensitive data than neutral data, disclosure behaviour was not affected by attitudes to privacy. Importantly, we found that citizen scientists who were exposed to a motivational message that emphasised 'learning' were more likely to share sensitive information than those presented with other types of motivational cues. Our results suggest that priming individuals with motivational messages can increase their willingness to contribute personal data to a project, even if the request pertains to sensitive information.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73804105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Who Would You Like to Work With? 你想和谁一起工作?
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300889
Diego Gómez-Zará, Matthew Paras, Marlon Twyman, Jacqueline N. Lane, Leslie A. DeChurch, N. Contractor
{"title":"Who Would You Like to Work With?","authors":"Diego Gómez-Zará, Matthew Paras, Marlon Twyman, Jacqueline N. Lane, Leslie A. DeChurch, N. Contractor","doi":"10.1145/3290605.3300889","DOIUrl":"https://doi.org/10.1145/3290605.3300889","url":null,"abstract":"People and organizations are increasingly using online platforms to assemble teams. In response, HCI researchers have theorized frameworks and created systems to support team assembly. However, little is known about how users search for and choose teammates on these platforms. We conducted a field study where 530 participants used a team formation system to assemble project teams. We describe how users' traits and social networks influence their teammate searches, teammate choices, and team composition. Our results show that (a) what users initially search for differs from what they finally choose: initially they search for experts and sociable users, but they are ultimately more likely to choose their prior social connections as their teammates; (b) users' decisions lead to non-diverse and segregated teams, where most of the expertise and social capital are concentrated in a few teams. We discuss the implications of these results for designing team formation systems than promote users' agency.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79265262","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 28
From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it 从导演剪辑到用户剪辑:观看一部大脑控制的电影就是编辑它
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300378
Richard Ramchurn, S. Martindale, Max L. Wilson, S. Benford
{"title":"From Director's Cut to User's Cut: to Watch a Brain-Controlled Film is to Edit it","authors":"Richard Ramchurn, S. Martindale, Max L. Wilson, S. Benford","doi":"10.1145/3290605.3300378","DOIUrl":"https://doi.org/10.1145/3290605.3300378","url":null,"abstract":"Introducing interactivity to films has proven a longstanding and difficult challenge due to their narrative-driven, linear and theatre-based nature. Previous research has suggested that Brain-Computer Interfaces (BCI) may be a promising approach but also revealed a tension between being immersed in the film and thinking about control. We report a performance-led and in-the-wild study of a BCI film called The MOMENT covering its design rationale and how it was experienced by the public as controllers, non-controllers and repeat viewers. Our findings suggest that BCI movies should be designed to be credibly controllable, generate personal versions, be watchable as linear films, encourage repeat viewing and fit the medium of cinema. They also reveal how viewers appreciated the sense of editing their own personal cuts, suggesting a new stance on introducing interactivity into lean-back media in which filmmakers release editorial control to users to make their own versions.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84475027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Slow Robots for Unobtrusive Posture Correction 用于不显眼姿势矫正的慢速机器人
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300843
J. Shin, Eiji Onchi, Maria Jose Reyes, Junbong Song, Uichin Lee, Seung-Hee Lee, D. Saakes
{"title":"Slow Robots for Unobtrusive Posture Correction","authors":"J. Shin, Eiji Onchi, Maria Jose Reyes, Junbong Song, Uichin Lee, Seung-Hee Lee, D. Saakes","doi":"10.1145/3290605.3300843","DOIUrl":"https://doi.org/10.1145/3290605.3300843","url":null,"abstract":"Prolonged static and unbalanced sitting postures during computer usage contribute to musculoskeletal discomfort. In this paper, we investigated the use of a very slow moving monitor for unobtrusive posture correction. In a first study, we identified display velocities below the perception threshold and observed how users (without being aware) responded by gradually following the monitor's motion. From the result, we designed a robotic monitor that moves imperceptible to counterbalance unbalanced sitting postures and induces posture correction. In an evaluation study (n=12), we had participants work for four hours without and with our prototype (8 in total). Results showed that actuation increased the frequency of non-disruptive swift posture corrections and significantly reduced the duration of unbalanced sitting. Most users appreciated the monitor correcting their posture and reported less physical fatigue. With slow robots, we make the first step toward using actuated objects for unobtrusive behavioral changes.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84985448","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
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