Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems最新文献

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Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives 理解用户在混合现实和虚拟现实之间传递信息的能力:跨模态和视角的位置估计
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173937
J. Roo, J. Basset, Pierre-Antoine Cinquin, M. Hachet
{"title":"Understanding Users' Capability to Transfer Information between Mixed and Virtual Reality: Position Estimation across Modalities and Perspectives","authors":"J. Roo, J. Basset, Pierre-Antoine Cinquin, M. Hachet","doi":"10.1145/3173574.3173937","DOIUrl":"https://doi.org/10.1145/3173574.3173937","url":null,"abstract":"Mixed Reality systems combine physical and digital worlds, with great potential for the future of HCI. It is possible to design systems that support flexible degrees of virtuality by combining complementary technologies. In order for such systems to succeed, users must be able to create unified mental models out of heterogeneous representations. In this paper, we present two studies focusing on the users' accuracy on heterogeneous systems using Spatial Augmented Reality (SAR) and immersive Virtual Reality (VR) displays, and combining viewpoints (egocentric and exocentric). The results show robust estimation capabilities across conditions and viewpoints.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86933057","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: 11
Knowing You, Seeing Me: Investigating User Preferences in Drone-Human Acknowledgement 了解你,看到我:调查无人机-人类识别中的用户偏好
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173939
Walther Jensen, Simon Hansen, H. Knoche
{"title":"Knowing You, Seeing Me: Investigating User Preferences in Drone-Human Acknowledgement","authors":"Walther Jensen, Simon Hansen, H. Knoche","doi":"10.1145/3173574.3173939","DOIUrl":"https://doi.org/10.1145/3173574.3173939","url":null,"abstract":"In the past, human proxemics research has poorly predicted human robot interaction distances. This paper presents three studies on drone gestures to acknowledge human presence and clarify suitable acknowledging distances. We evaluated four drone gestures based on non-verbal human greetings. The gestures included orienting towards the counterpart and salutation gestures. We tested these individually and in combination to create a feeling of acknowledgement in people. Our users preferred being acknowledged from two meters away but gestures were also effective from four meters. Rotating the drone towards the user elicited a higher degree of acknowledgement than without. We conclude with a set design guidelines for drone gestures.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90391954","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: 32
Toward Health Information Technology that Supports Overweight/Obese Women in Addressing Emotion- and Stress-Related Eating 支持超重/肥胖妇女处理与情绪和压力有关的饮食的健康信息技术
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173895
A. Barbarin, Laura R. Saslow, M. Ackerman, T. Veinot
{"title":"Toward Health Information Technology that Supports Overweight/Obese Women in Addressing Emotion- and Stress-Related Eating","authors":"A. Barbarin, Laura R. Saslow, M. Ackerman, T. Veinot","doi":"10.1145/3173574.3173895","DOIUrl":"https://doi.org/10.1145/3173574.3173895","url":null,"abstract":"Emotion- and stressed-related eating (ESRE) is associated with weight management difficulties and is more likely to affect women than men. Additionally, health information technology (HIT) for weight management tends to be less effective for women than it is for men, and less effective for people who engage in ESRE. Therefore, this study explores how HIT can support overweight/obese women curb ESRE behavior. Study participants, all adult overweight/obese women (BMI ' 25), logged dietary intake for 10 days with the Lose It! smartphone app as an elicitation exercise. Cross sectional, semi-structured interviews (N = 22) were then conducted to explore technology support needs concerning ESRE behavior. Findings revealed participants had the following needs: holistic health goal development, building motivation to achieve goals, and assistance with handling stress. Resulting HIT guidelines include supporting holistic health goals, developing and sustaining motivation, exchange of emotional support, understanding of behavior, and change in ESRE mindset.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88995286","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
Passenger Trip Planning using Ride-Sharing Services 利用拼车服务规划乘客行程
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174054
M. K. Svangren, M. Skov, J. Kjeldskov
{"title":"Passenger Trip Planning using Ride-Sharing Services","authors":"M. K. Svangren, M. Skov, J. Kjeldskov","doi":"10.1145/3173574.3174054","DOIUrl":"https://doi.org/10.1145/3173574.3174054","url":null,"abstract":"Ride-sharing can potentially address transportation challenges such as traffic congestion and air pollution by letting drivers share their cars unused capacity with a number of passengers. However, even though multiple ride-sharing services exist and HCI research has investigated various aspects of their use, we still have limited knowledge on how passengers use ride-sharing services to plan their trips. In this paper, we study how passengers use existing services to support the activity of planning a trip. We report from a qualitative study where we participated in 5 rides and conducted interviews with 19 passengers about their use and opinions towards ride-sharing services. We found that planning a ride involves comparing individual preferences across a number of services which enabled participants to support finding a trip and handle challenges such as privacy and trust. Further, we discuss these findings and their implications for future HCI research in ride-sharing.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90652966","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
Tangible Landscape: A Hands-on Method for Teaching Terrain Analysis 有形景观:地形分析教学的实践方法
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173954
Garrett C. Millar, Payam Tabrizian, A. Petrasova, V. Petras, B. Harmon, H. Mitásová, R. Meentemeyer
{"title":"Tangible Landscape: A Hands-on Method for Teaching Terrain Analysis","authors":"Garrett C. Millar, Payam Tabrizian, A. Petrasova, V. Petras, B. Harmon, H. Mitásová, R. Meentemeyer","doi":"10.1145/3173574.3173954","DOIUrl":"https://doi.org/10.1145/3173574.3173954","url":null,"abstract":"This paper presents novel and effective methods for teaching about topography--or shape of terrain--and assessing 3-dimensional spatial learning using tangibles. We used Tangible Landscape--a tangible interface for geospatial modeling--to teach multiple hands-on tangible lessons on the concepts of grading (i.e., earthwork), geomorphology, and hydrology. We examined students' ratings of the system's usability and user experience and tested students' acquisition and transfer of knowledge. Our results suggest the physicality of the objects enabled the participants to effectively interact with the system and each other, positively impacting ratings of usability and task-specific knowledge building. These findings can potentially advance the design and implementation of tangible teaching methods for the topics of geography, design, architecture, and engineering.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90976608","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: 13
“That Really Pushes My Buttons”: Designing Bullying and Harassment Training for the Workplace “这真的让我很恼火”:为工作场所设计欺凌和骚扰培训
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173809
Rosanna Bellini, P. Olivier, R. Comber
{"title":"“That Really Pushes My Buttons”: Designing Bullying and Harassment Training for the Workplace","authors":"Rosanna Bellini, P. Olivier, R. Comber","doi":"10.1145/3173574.3173809","DOIUrl":"https://doi.org/10.1145/3173574.3173809","url":null,"abstract":"Workplace bullying and harassment have been identified as two of the most concerning silent and unseen occupational hazards of the 21st century. The design of bespoke training addressing domain-specific job roles and relations presents a particular challenge. Using the concept of data-in-place where data is understood as being bound and produced by a particular place, this paper describes how locally-situated accounts can be used to engage employees in workplace-specific training seminars. Using higher education as a case study, we describe a four-stage design process for future training efforts: (1) in-depth interviews for further understanding of bullying and harassment; (2) design of digital probes for capturing contextual data; (3) probe deployment and subsequent data analysis; (4) data-driven discussion-based seminars. We outline the potential for digital probes in promoting the denormalization of toxic workplace cultures, considerations for novel sensitive data governance models, and the discussion of data-in-place's temporal dimension.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87486006","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: 9
Speak Up: A Multi-Year Deployment of Games to Motivate Speech Therapy in India 畅所欲言:多年来游戏在印度的应用促进了语言治疗
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173892
Amal Nanavati, M. Bernardine Dias, Aaron Steinfeld
{"title":"Speak Up: A Multi-Year Deployment of Games to Motivate Speech Therapy in India","authors":"Amal Nanavati, M. Bernardine Dias, Aaron Steinfeld","doi":"10.1145/3173574.3173892","DOIUrl":"https://doi.org/10.1145/3173574.3173892","url":null,"abstract":"The ability to communicate is crucial to leading an independent life. Unfortunately, individuals from developing communities who are deaf and hard of hearing tend to encounter difficulty communicating, due to a lack of educational resources. We present findings from a two-year deployment of Speak Up, a suite of voice-powered games to motivate speech therapy, at a school for the deaf in India. Using ethnographic methods, we investigated the interplay between Speak Up and local educational practices. We found that teachers' speech therapy goals had evolved to differ from those encoded in the games, that the games influenced classroom dynamics, and that teachers had improved their computer literacy and developed creative uses for the games. We used these insights to further enhance Speak Up by creating an explicit teacher role in the games, making changes that encouraged teachers to build their computer literacy, and adding an embodied agent.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84427594","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: 9
Selection-based Text Entry in Virtual Reality 虚拟现实中基于选择的文本输入
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174221
M. Speicher, A. Feit, Pascal Ziegler, A. Krüger
{"title":"Selection-based Text Entry in Virtual Reality","authors":"M. Speicher, A. Feit, Pascal Ziegler, A. Krüger","doi":"10.1145/3173574.3174221","DOIUrl":"https://doi.org/10.1145/3173574.3174221","url":null,"abstract":"In recent years, Virtual Reality (VR) and 3D User Interfaces (3DUI) have seen a drastic increase in popularity, especially in terms of consumer-ready hardware and software. While the technology for input as well as output devices is market ready, only a few solutions for text input exist, and empirical knowledge about performance and user preferences is lacking. In this paper, we study text entry in VR by selecting characters on a virtual keyboard. We discuss the design space for assessing selection-based text entry in VR. Then, we implement six methods that span different parts of the design space and evaluate their performance and user preferences. Our results show that pointing using tracked hand-held controllers outperforms all other methods. Other methods such as head pointing can be viable alternatives depending on available resources. We summarize our findings by formulating guidelines for choosing optimal virtual keyboard text entry methods in VR.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87987390","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: 115
Investigating How Smartphone Movement is Affected by Body Posture 研究智能手机的移动如何受到身体姿势的影响
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3173776
R. Eardley, A. Roudaut, S. Gill, Stephen J. Thompson
{"title":"Investigating How Smartphone Movement is Affected by Body Posture","authors":"R. Eardley, A. Roudaut, S. Gill, Stephen J. Thompson","doi":"10.1145/3173574.3173776","DOIUrl":"https://doi.org/10.1145/3173574.3173776","url":null,"abstract":"We present an investigation into how hand usage is affected by different body postures (Sitting at a table, Lying down and Standing) when interacting with smartphones. We theorize a list of factors (smartphone support, body support and muscle usage) and explore their influence the tilt and rotation of the smartphone. From this we draw a list of hypotheses that we investigate in a quantitative study. We varied the body postures and grips (Symmetric bimanual, Asymmetric bimanual finger, Asymmetric bimanual thumb and Single-handed) studying the effects through a dual pointing task. Our results showed that the body posture Lying down had the most movement, followed by Sitting at a table and finally Standing. We additionally generate reports of motions performed using different grips. Our work extends previous research conducted with multiple grips in a sitting position by including other body postures, it is anticipated that UI designers will use our results to inform the development of mobile user interfaces.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88507852","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
Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends 在线游戏中的连胜:玩家如何看待《英雄联盟》中的输赢连胜
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems Pub Date : 2018-04-21 DOI: 10.1145/3173574.3174152
Yubo Kou, Yao Li, Xinning Gui, Eli Suzuki-Gill
{"title":"Playing with Streakiness in Online Games: How Players Perceive and React to Winning and Losing Streaks in League of Legends","authors":"Yubo Kou, Yao Li, Xinning Gui, Eli Suzuki-Gill","doi":"10.1145/3173574.3174152","DOIUrl":"https://doi.org/10.1145/3173574.3174152","url":null,"abstract":"Streakiness refers to observed tendency towards consecutive appearances of particular patterns. In video games, streakiness is oftentimes inevitable, where a player keeps winning or losing for a short period. However, the phenomenon remains understudied in present online game research. How do players perceive streakiness? How does it impact player experience (PX)? How should streakiness be taken into consideration for the design of PX? In this paper, we address these questions through a qualitative study of player discussions about streakiness in League of Legends. We found that players developed various ways to describe a streak. Both winning and losing streaks negatively impacted PX. Players devised numerous strategies to manage streakiness, among which disengagement was a primary means. We analyze streakiness as a social construct through which players coped with complex game systems. We discuss design implications for managing streakiness in online games.","PeriodicalId":20512,"journal":{"name":"Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2018-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86658903","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: 20
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