Proceedings of the 33rd Australian Conference on Human-Computer Interaction最新文献

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Towards Designing Immersive Geovisualisations: Literature Review and Recommendations for Future Research 设计沉浸式地理可视化:文献综述和对未来研究的建议
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520511
C. Gallagher, Selen Turkay, R. Brown
{"title":"Towards Designing Immersive Geovisualisations: Literature Review and Recommendations for Future Research","authors":"C. Gallagher, Selen Turkay, R. Brown","doi":"10.1145/3520495.3520511","DOIUrl":"https://doi.org/10.1145/3520495.3520511","url":null,"abstract":"Geological fieldwork forms an integral part of science discovery, exploration, and learning in many geoscientific domains. Yet, there are barriers that can hinder its practice. To address this, prior research has investigated immersive geovisualisations, however, there is no consensus on the types of interaction tools and techniques that should be used. We have conducted a literature review of 31 papers and present the visualisation environments, interaction tools and techniques, and evaluation methods from this last decade. We found a lack of established taxonomy for visualisation environments; an absence of thorough reports on interaction tools and techniques; and a lack of use of relevant human-computer interaction (HCI) theories and user-centered approaches. This review contributes towards the development of a design framework as we propose a basic taxonomy; demonstrate the need for holistic records of user interactions; and highlight the need for HCI evaluation methods. Addressing these gaps will facilitate future innovation in the emerging field of immersive geovisualisations.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117224197","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
Conversational Agents Replying with a Manzai-style Joke 会话代理回复满仔式笑话
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520517
Kenro Go, Toshiki Onishi, Asahi Ogushi, Akihiro Miyata
{"title":"Conversational Agents Replying with a Manzai-style Joke","authors":"Kenro Go, Toshiki Onishi, Asahi Ogushi, Akihiro Miyata","doi":"10.1145/3520495.3520517","DOIUrl":"https://doi.org/10.1145/3520495.3520517","url":null,"abstract":"Automated conversational agents are becoming popular in various everyday contexts. In order to fulfill a more important role in human society, people would need to feel a sense of familiarity with such agents. To achieve this, we focus on humor, which enables familiar relationships between people and agents. In this study, we propose an interaction style of a pair of conversational agents that make humorous statements in conversation with users in real time, referring to the Japanese Manzai. In this method, a pair of agents, one making the joke and the other serving as the butt of the joke, perform humor in real time. The results of the experiment using the prototype system showed that when the agents performed humorous statements during conversations with users, the humans perceived that agent as expressing a sense of humor, and their motivation to continue the conversation increased.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125129450","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
Family Technology Use: Sources of Conflict In Parents’ Relationships 家庭科技使用:父母关系中冲突的根源
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520515
Eleanor Chin Derix, T. Leong, Julia Prior
{"title":"Family Technology Use: Sources of Conflict In Parents’ Relationships","authors":"Eleanor Chin Derix, T. Leong, Julia Prior","doi":"10.1145/3520495.3520515","DOIUrl":"https://doi.org/10.1145/3520495.3520515","url":null,"abstract":"The use of digital technologies, particularly mobile devices, play an increasingly critical role within everyday family life. However, recent research indicates that family technology use can create conflict in parents’ relationships. In this paper, we present four sources of this conflict, discovered by conducting a probe and interview study with eight parent dyads. By providing an understanding of how family technology use can create conflict between parents, this research complements existing work that primarily focuses on parent-child relationships. Thus, we contribute to a more complete understanding of how technology use can affect family dynamics. Finally, we consider how designers might address these sources of conflict between parents, when creating future technologies that are destined for use in domestic settings.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125908617","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
Exploring the Usage of Digital Technology for Active Play During the COVID-19 Pandemic Among Families with Young Children 探索在COVID-19大流行期间,在有幼儿的家庭中使用数字技术进行积极游戏
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520506
Razan U'wais, Bernd Ploderer, Nicole E M Vickery
{"title":"Exploring the Usage of Digital Technology for Active Play During the COVID-19 Pandemic Among Families with Young Children","authors":"Razan U'wais, Bernd Ploderer, Nicole E M Vickery","doi":"10.1145/3520495.3520506","DOIUrl":"https://doi.org/10.1145/3520495.3520506","url":null,"abstract":"Lockdowns in response to the COVID-19 pandemic have disrupted how family live, play, and stay active. Based on interviews and activity diaries with 8 families with young children (three to five years of age), this study investigated how COVID-19 affected active play in families as well as how digital technologies have been used to keep children active and well. Key challenges reported by families were limited access to outdoor spaces, upheaval of routines, increased screen-time, and struggles with the lack of boundaries between work and family lives. These challenges in turn led parents to invent new ways to keep their children to active. Parents used digital technologies to promote music and dance, imaginative play, and parent-facilitated play. Based on these findings, we discuss design opportunities to reframe the home context into an environment for active play.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"280 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114488435","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
Embodied Interaction Design for Active Play with Young Children: A Scoping Review 幼儿主动游戏的具身交互设计:范围回顾
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3522701
Nicole E M Vickery, Yuehao Wang, Dannielle Tarlinton, A. Blackler, Bernd Ploderer, Peta Wyeth, Linda Knight
{"title":"Embodied Interaction Design for Active Play with Young Children: A Scoping Review","authors":"Nicole E M Vickery, Yuehao Wang, Dannielle Tarlinton, A. Blackler, Bernd Ploderer, Peta Wyeth, Linda Knight","doi":"10.1145/3520495.3522701","DOIUrl":"https://doi.org/10.1145/3520495.3522701","url":null,"abstract":"Our research aims to explore the potential that Tangible, Embodied and Embedded Interactive technologies (TEIs) have as a means of engaging young children in physically active play. This paper describes a scoping review of existing research that designs, develops or tests TEIs, where we identify 32 papers that discuss TEIs with the potential to get children active. Our review found that educational objectives are common in the design of TEIs, and that screen-based technologies are still prevalent in tangible and embodied literature. The outcomes of this paper contribute to understanding of the types of TEIs already proposed for young children and will help provide direction for future research.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":" 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113949314","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
Shaping Romance: Mediating Intimacy for Co-located Couples 塑造浪漫:为同居伴侣调解亲密关系
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520502
Anne Ellegaard Christensen, M. Magnussen, Tobias S. Seindal, Dimitris Raptis
{"title":"Shaping Romance: Mediating Intimacy for Co-located Couples","authors":"Anne Ellegaard Christensen, M. Magnussen, Tobias S. Seindal, Dimitris Raptis","doi":"10.1145/3520495.3520502","DOIUrl":"https://doi.org/10.1145/3520495.3520502","url":null,"abstract":"During recent years multiple studies focused on how to mediate the intimacy of couples over distance by researching various intimacy aspects, such as physical contact and disclosure. At the same time, mediating intimacy for co-located couples remains relatively unexplored. Our paper focuses on this and presents an empirical field study involving 13 co-located couples that interacted with a technology probe titled ‘Shaping Romance’. In short, our qualitative findings show that technology can mediate intimacy by allowing partners to look inwards and reflect on their own desires, look outwards and reflect on the desires of their partner, and look at the whole by remembering, acting and validating. Our contributions to HCI are the technological intervention itself, our findings which highlight limitations and opportunities technology has for mediating the intimacy of co-located couples, and a design space full of dilemmas that we present for future researchers and designers.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"171 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132130981","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
Investigating External Airflow and Reduced Room Temperature to Reduce Virtual Reality Sickness 研究外部气流和降低室温以减少虚拟现实疾病
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520518
Andrew W. L. Paroz, L. Potter
{"title":"Investigating External Airflow and Reduced Room Temperature to Reduce Virtual Reality Sickness","authors":"Andrew W. L. Paroz, L. Potter","doi":"10.1145/3520495.3520518","DOIUrl":"https://doi.org/10.1145/3520495.3520518","url":null,"abstract":"Virtual Reality (VR) provides a new way for people to interact with technology, but it comes with its own challenges that can restrict its accessibility for the general public. Not everyone is able to use VR due to a phenomenon known as VR sickness, where users experience motion sickness like symptoms when using VR. This paper presents two studies that investigates the impact of introducing an external airflow and reducing room temperature on people during a VR experience. 33 participants were used across these studies who played the same VR game in each condition, a control, an airflow and a reduced room temperature. Our results show participants had a 28% reduction in average VR sickness with the external airflow, as compared against the control and reduced room temperature. Most participants also responded that they preferred the airflow condition the most, citing that it made them less sick and more comfortable.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133420893","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
Evaluating Virtual Reality as a Tool for Empathic Modelling of Vision Impairment: Insights from a simulated public interactive display experience 评估虚拟现实作为视觉障碍共情建模的工具:来自模拟公共互动展示体验的见解
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520519
Tina Yao, Soojeong Yoo, Callum Parker
{"title":"Evaluating Virtual Reality as a Tool for Empathic Modelling of Vision Impairment: Insights from a simulated public interactive display experience","authors":"Tina Yao, Soojeong Yoo, Callum Parker","doi":"10.1145/3520495.3520519","DOIUrl":"https://doi.org/10.1145/3520495.3520519","url":null,"abstract":"Despite being situated in public spaces, public interactive displays (PIDs) are not always designed to be fully inclusive, particularly for people with vision impairments. Prototyping physical PIDs with accessible features can be time-consuming and there are ethical and safety barriers to navigate when recruiting appropriate participants for studies. While it is still important to represent this user group in the design process, empathic modelling can also be used to rapidly simulate some challenges people with disability might face when interacting with a system. Traditionally this method has been performed using physical props, however Virtual reality (VR) is a promising way to help amplify it due to its immersive nature. Despite this, its use as a tool for empathic design remains unexplored. Therefore, our work is aimed towards filling this gap through the evaluation of a VR prototype which simulates the experience of a visually impaired person interacting with a public interactive display. This work contributes design considerations for VR simulations to generate empathy towards people with vision impairment.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"110 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132682623","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: 2
The Effect of Embodied Anthropomorphism of Personal Assistants on User Perceptions 个人助理拟人化对用户感知的影响
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520503
Eike Schneiders, Eleftherios Papachristos, N. V. Berkel
{"title":"The Effect of Embodied Anthropomorphism of Personal Assistants on User Perceptions","authors":"Eike Schneiders, Eleftherios Papachristos, N. V. Berkel","doi":"10.1145/3520495.3520503","DOIUrl":"https://doi.org/10.1145/3520495.3520503","url":null,"abstract":"We investigate the impact of anthropomorphism on embodied AI through a study of personal assistants (PA). The effects of physical embodiment remain underexplored while the consumer market for PAs shows an increase in the diversity of physical appearances of these products. We designed three fictional personal assistants with varying levels of embodied anthropomorphism. We validated that our prototypes differed significantly in levels of anthropomorphism (N = 26). We developed a set of identical videos for each device, demonstrating realistic end-user interaction across six scenarios. Using a between-subject video survey study (N = 150), we evaluate the impact of different levels of embodied anthropomorphism on the perception of personal assistants. Our results show that while anthropomorphism did not significantly affect the perception of Overall Goodness, it affected perceptions of Perceived Intelligence, Likeability, and the device’s Pragmatic Qualities. Finally, we discuss the implications of the identified relationships between anthropomorphism and user confidence in embodied AI systems.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123986760","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: 4
Fostering Children's Stewardship of Local Nature Through Game Co-design 通过游戏协同设计培养儿童对当地自然的管理能力
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3522702
Kellie Vella, Tshering Dema, A. Soro, M. Brereton
{"title":"Fostering Children's Stewardship of Local Nature Through Game Co-design","authors":"Kellie Vella, Tshering Dema, A. Soro, M. Brereton","doi":"10.1145/3520495.3522702","DOIUrl":"https://doi.org/10.1145/3520495.3522702","url":null,"abstract":"In a world of increasing environmental degradation there is an urgency to promote younger generations’ care for nature. However, the process of technology design is often overlooked as a means of enhancing this care and understanding. We explored how the co-design of games with children might support their nature affinity through two case studies of game co-design workshops carried out across schools in Australia and Bhutan. Four key themes highlight the usefulness and challenges of this method: i) expressing care and stewardship; ii) choice of prompts in co-design; iii) experience of play; iv) group dynamics. We discuss how game co-design facilitates children's creative expression by harnessing their expertise through iteration, discussion, and playfulness. This research shifts the focus of environmental games for children from output evaluation to process engagement and in so doing presents insights of use to designers, educators, and children-computer interaction researchers.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124624967","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
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