Proceedings of the 8th Mexican Conference on Human-Computer Interaction最新文献

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Emotion4Down: A Serious Video Game for Supporting Emotional Awareness of People with Down Syndrome Emotion4Down:一个严肃的视频游戏,支持唐氏综合症患者的情感意识
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492729
Marisela Hernández Lara, A. I. Martínez-García, Karina Caro
{"title":"Emotion4Down: A Serious Video Game for Supporting Emotional Awareness of People with Down Syndrome","authors":"Marisela Hernández Lara, A. I. Martínez-García, Karina Caro","doi":"10.1145/3492724.3492729","DOIUrl":"https://doi.org/10.1145/3492724.3492729","url":null,"abstract":"People with Down syndrome might experience difficulties identifying and expressing their emotions. These skills are part of their emotional awareness. Having problems with the development of the emotional awareness can cause anxiety and depression, and in some cases, behaviors that affect the physical and mental health and the social and labor inclusion. Some interventions for supporting emotional awareness in other populations have been adapted for people with Down syndrome. Also different video games have been suggested to complement these interventions. The literature proposes using serious video games to support developmental skills in children with Down syndrome, which have shown to help them maintain their attention and motivation. However, there is still little work related to supporting people with Down syndrome’s emotional awareness through interactive technology. This paper presents the design process, validation, and implementation of Emotion4Down, a serious video game to support the emotional awareness of people with Down syndrome.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126328001","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: 1
A Comparative Study Between Different Treatments for Spider Phobia 蜘蛛恐惧症不同治疗方法的比较研究
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492726
Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo
{"title":"A Comparative Study Between Different Treatments for Spider Phobia","authors":"Cristina Ramírez-Fernández, A. Morán, V. Meza-Kubo","doi":"10.1145/3492724.3492726","DOIUrl":"https://doi.org/10.1145/3492724.3492726","url":null,"abstract":"The use of augmented reality (AR) environments to treat small animals phobia is an alternative that allows supporting therapy through the virtual, gradual and controlled exposure of the patient to the animal to which s/he is afraid. In this paper we compare four different treatments used in exposure therapy for spider phobia with thirty users, namely, a mobile haptic augmented reality system, an immersive and non-immersive augmented reality environment, and in-vivo direct interaction with a real spider. To compare these four conditions, all participants received a one-session treatment with all of them. The Fear of Spiders Questionnaire (FSQ) was applied at the beginning and end of the study to determine the impact of the treatments on participant´s arachnophobia, whereas the perception of usefulness and experience of use of each of the treatments were evaluated with a TAM-like on-exit questionnaire. The results showed that there is no significant difference with respect to the perception of usefulness among the three applications, while the haptic augmented reality system generated the least discomforting experience of use and helped to improve the performance of participants.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122877667","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: 1
Designing a Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition 设计一个严肃的游戏,提高参观者对科学馆展览的参与度
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492732
Jessica Cordova-Rangel, Karina Caro
{"title":"Designing a Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition","authors":"Jessica Cordova-Rangel, Karina Caro","doi":"10.1145/3492724.3492732","DOIUrl":"https://doi.org/10.1145/3492724.3492732","url":null,"abstract":"The search of museums to find better ways to engage with their public, particularly younger people, has led them to employ technology in their exhibitions to foster the participation and learning process of visitors. A technology that literature has proven to benefit museums are video games as they can encompass both entertainment and learning. In this work, we present the design process of Aventura Marina, a serious video game, inspired by escape room game mechanics, which aims to promote engagement of visitors with the new exhibition Sea Hall of the Caracol Museo de Ciencias, a Mexican Museum at northwest Mexico. The design was conducted following a user-centered design approach, and the future work involves validating the prototypes presented here.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128067711","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: 3
Modeling Interactions for a Tangible System to Support Collaborative Learning through Social Regulation 通过社会调节为支持协作学习的有形系统建模
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492728
Itzel Alessandra Reyes Flores, Carmen Mezura-Godoy, E. Benítez-Guerrero
{"title":"Modeling Interactions for a Tangible System to Support Collaborative Learning through Social Regulation","authors":"Itzel Alessandra Reyes Flores, Carmen Mezura-Godoy, E. Benítez-Guerrero","doi":"10.1145/3492724.3492728","DOIUrl":"https://doi.org/10.1145/3492724.3492728","url":null,"abstract":"To support collaborative learning activities, Social Regulation is especially important in the domain of Computer- Supported Collaborative Learning (CSCL). Social Regulation includes establishing work rules and interacting under the rules defined by the group. In a collaborative learning activity the interactions can be between students or between students and teacher. In order to study Collaborative Interactions in a learning environment, an observational study of groups of students interacting at a table with tangibles was carried out. The study made it possible to identify and model interactions that support students’ collaborative learning activity, which are called Intervention Interactions. All this in the context of developing Tangible Systems to support Collaborative Learning.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"509 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133532110","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: 1
An Exploratory Study on Academic Reading Contexts, Technology, and Strategies 学术阅读语境、技术与策略的探索性研究
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492727
M. A. M. Rocha, Miguel A. Nacenta, Juan Ye
{"title":"An Exploratory Study on Academic Reading Contexts, Technology, and Strategies","authors":"M. A. M. Rocha, Miguel A. Nacenta, Juan Ye","doi":"10.1145/3492724.3492727","DOIUrl":"https://doi.org/10.1145/3492724.3492727","url":null,"abstract":"Reading is a fundamental activity to academic performance at all levels. People’s ability to read efficiently in academic contexts is affected by many factors, including their environment and the technology that they use. In past decades the media that people use to read as well as their reading environments have changed substantially; e.g., people now can use smart phones to read academic material and they are often distracted by notifications. Better reading can potentially be supported through new technologies and the re-design of existing technologies which play a role in the process, but to embark on such design improvements we firstly need to understand the current practices, technologies, preferences, and environments that people use for reading. We present an exploratory study from a survey of 110 participants, offering an updated picture of their reading technology use, environments and strategies. Amongst our main contribution are the results of our analysis, which show that despite a generally negative attitude towards the ability of digital technologies to support focus, there is a pervasive use of technologies in many forms. We also identified that there is a relation between people’s awareness of internal interruptions and their understanding of the negative effect of digital technologies in their attention span. We believe that these results are informative for the design and introduction of new technologies that will support future academic reading endeavours.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130653597","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: 0
Co-designing a Learning Environment for Written Representations of a Second Language for and with D/deaf Learners 与聋哑学习者共同设计第二语言书面表达学习环境
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492725
P. Paim, S. Prietch, J. A. Sánchez
{"title":"Co-designing a Learning Environment for Written Representations of a Second Language for and with D/deaf Learners","authors":"P. Paim, S. Prietch, J. A. Sánchez","doi":"10.1145/3492724.3492725","DOIUrl":"https://doi.org/10.1145/3492724.3492725","url":null,"abstract":"Many members of the D/deaf community in Brazil use Libras, the country’s official sign language. For most of them, learning Portuguese, the official language of the country’s hearing majority, is a huge challenge. Difficulties related to this challenge appear in such diverse situations as reading open calls for projects or scholarships, or writing an essay for college admission. In this paper, we present the codesign and evaluation of an environment to support the teaching-learning process of written Portuguese as a second language for and with Brazilian citizens who are sign language users. The codesign process allowed the stakeholders to freely explore ideas and scenarios by embodying their personal experiences. The main contribution of this paper is providing evidence of the need to adapt techniques and artifacts to the project’s diverse stakeholders. Experiences from a workshop where D/deaf and hearing participants collaboratively prototyped ideas were documented, as well as the use of the video prototyping technique to produce and evaluate a conceptual proposal. By including various types of interested parties in the entire process –including the prototyping phase–important values can be reinforced, such as ownership of the learning environment and self-determination.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"236 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116057867","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: 3
Stress management training in athletes: Design considerations for VR biofeedback systems 运动员的压力管理训练:VR生物反馈系统的设计考虑
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492730
Arturo Morales-Tellez, M. Tentori, Luís A. Castro
{"title":"Stress management training in athletes: Design considerations for VR biofeedback systems","authors":"Arturo Morales-Tellez, M. Tentori, Luís A. Castro","doi":"10.1145/3492724.3492730","DOIUrl":"https://doi.org/10.1145/3492724.3492730","url":null,"abstract":"Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stressors that affect the athlete’s performance. Lack of mechanisms for stress regulation can be detrimental to athletes’ individual and collective performance. Biofeedback systems have shown promising clinical results in stress regulation of athletes for sport competitions. In this article, we present the design process of VANS, a virtual reality biofeedback system that supports stress management training in athletes. The results of this study provide a set of design considerations for the development of biofeedback systems for athletes.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133796987","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: 1
Designing an information visualization dashboard to proctor test-takers during language certification online testing 设计一个信息可视化仪表板,在语言认证在线考试期间监考考生
Proceedings of the 8th Mexican Conference on Human-Computer Interaction Pub Date : 2021-12-01 DOI: 10.1145/3492724.3492731
José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo
{"title":"Designing an information visualization dashboard to proctor test-takers during language certification online testing","authors":"José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo","doi":"10.1145/3492724.3492731","DOIUrl":"https://doi.org/10.1145/3492724.3492731","url":null,"abstract":"The learning mechanisms and the evaluation process have been moved to an online mode in order to maintain social distancing and reduce the spread of the COVID-19. E-learning initiatives (including assessment and proctoring) produce a large amount of data, so visualization mechanisms are required to support the decision-making process. This problem is addressed from a practical context of study: the English Language Certification Tests of a University in the southeast of Mexico. The conceptual design of four conceptual dashboards are presented using a mixed methodology: the UCD process and a conceptual model for a dashboard generator process. The four conceptual dashboards were evaluated by five experts. Although the design proposals were simple and reflected most initial user requirements, the experts suggested to include more elements in all the dashboards to provide the information needed for the intended users and improve the decision-making process.","PeriodicalId":268339,"journal":{"name":"Proceedings of the 8th Mexican Conference on Human-Computer Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132916685","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: 0
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