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

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Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory 使用玩家体验清单通过远程实验调查VR游戏玩家体验
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520505
Ivan Ip, P. Sweetser
{"title":"Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory","authors":"Ivan Ip, P. Sweetser","doi":"10.1145/3520495.3520505","DOIUrl":"https://doi.org/10.1145/3520495.3520505","url":null,"abstract":"This research explores player experience of virtual reality (VR) games through two stages of study. In both stages, we employed the Player Experience Inventory (PXI), a validated tool designed to evaluate player experience. In Stage 1, player experience of VR games was investigated via an online survey with 100 participants. We found that Audio-Visual Appeal, Immersion, and Ease of Control contributed most to player experience in VR games. We found no relationship between player experience and age, time spent playing, VR experience, or VR headset. Stage 2 used remote experimentation to compare VR and non-VR games with 10 participants. We found that differences in player experience can be explained by the Immersion, Progress Feedback, and Curiosity constructs of the PXI.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 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":"129291272","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
Beyond Immersion: Designing for Reflection in Virtual Reality 超越沉浸:虚拟现实中的反射设计
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520501
Jade Jiang, N. Ahmadpour
{"title":"Beyond Immersion: Designing for Reflection in Virtual Reality","authors":"Jade Jiang, N. Ahmadpour","doi":"10.1145/3520495.3520501","DOIUrl":"https://doi.org/10.1145/3520495.3520501","url":null,"abstract":"Access to immersive virtual reality (VR) technology is increasingly becoming available to the general population. However, the ability of VR to incite a state of high immersion and flow creates a paradox where immersion limits opportunities for self-awareness and critical reflection. In this work, we address this paradox and scaffold opportunities for reflection in VR by drawing upon practices from the theatre. We conduct a scoping review of 12 research papers designed to support reflection and discuss our findings regarding a proposed conceptual model. Based on these findings and practices from the Brechtian theatre, we propose a “RIOR” conceptual model (Readiness for reflection, Immersive estrangement, Observation and re-examination, Repatterning of knowledge) to create opportunities in VR for reflection. This model contributes a unified lens on how to design immersive technology for reflection and may create positive impacts in fields of mental health, wellbeing, self-care, education, and professional and personal development.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"69 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":"126313063","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: 5
Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday Life: Case children and public displays 介绍理解和塑造儿童数字化日常生活的实践工具包:案例儿童和公共展示
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520507
Leena Ventä-Olkkonen, N. Iivari
{"title":"Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday Life: Case children and public displays","authors":"Leena Ventä-Olkkonen, N. Iivari","doi":"10.1145/3520495.3520507","DOIUrl":"https://doi.org/10.1145/3520495.3520507","url":null,"abstract":"Children of today live increasingly digitalized lives. Child computer interaction (CCI) research has a strong agenda to empower children in the digital age through participation in new digital technology design. While children's role in digital technology design has been studied from various perspectives, existing research is limited in understanding and approaching children's continuously evolving digital lives and practices. In this paper, we scrutinize a practice toolkit method for making sense and shaping children's digitalized everyday life and practice. We concretize its use through an analysis of children's and their families’ engagement with an interactive public display infrastructure, providing zoom-in and zoom-out analyses of emergent practices around the infrastructure. We show various kinds of creative and collaborative accomplishments, the importance of the material world and the relationship of the practices to media discourses and discuss how these practices can be used to inspire and shape further digital technology development. We demonstrate the value of the practice toolkit and emergent practices for CCI research and practice.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"57 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":"122464679","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 Trustworthy User Interfaces 设计可信赖的用户界面
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520525
Valentin Zieglmeier, Antonia Maria Lehene
{"title":"Designing Trustworthy User Interfaces","authors":"Valentin Zieglmeier, Antonia Maria Lehene","doi":"10.1145/3520495.3520525","DOIUrl":"https://doi.org/10.1145/3520495.3520525","url":null,"abstract":"Interface design can directly influence trustworthiness of a software. Thereby, it affects users’ intention to use a tool. Previous research on user trust has not comprehensively addressed user interface design, though. We lack an understanding of what makes interfaces trustworthy (1), as well as actionable measures to improve trustworthiness (2). We contribute to this by addressing both gaps. Based on a systematic literature review, we give a thorough overview over the theory on user trust and provide a taxonomy of factors influencing user interface trustworthiness. Then, we derive concrete measures to address these factors in interface design. We use the results to create a proof of concept interface. In a preliminary evaluation, we compare a variant designed to elicit trust with one designed to reduce it. Our results show that the measures we apply can be effective in fostering trust in users.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 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":"129122941","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
Gaze-Based Authentication Method Using Graphical Passwords Featuring Keypoints 使用具有关键点的图形密码的基于注视的身份验证方法
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520527
Yuki Yamato, Shin Takahashi
{"title":"Gaze-Based Authentication Method Using Graphical Passwords Featuring Keypoints","authors":"Yuki Yamato, Shin Takahashi","doi":"10.1145/3520495.3520527","DOIUrl":"https://doi.org/10.1145/3520495.3520527","url":null,"abstract":"We propose a gaze-based authentication method using a new type of graphical password. After registering keypoints in an image as a secret, the user can unlock the device by gazing at them in the registered order on a randomly displayed image. We present the design and implementation of our authentication method and report the results of a feasibility study utilizing mobile devices. Our prototype implementation achieved an acceptance rate of 86.0%.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 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":"134336210","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
Development and Initial Evaluation of an Assisting Display Concept for Driving Wizards 驾驶向导辅助显示概念的开发与初步评价
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520508
A. I. Scheiter, Tobias Fahmüller, U. Herbst, K. Bengler
{"title":"Development and Initial Evaluation of an Assisting Display Concept for Driving Wizards","authors":"A. I. Scheiter, Tobias Fahmüller, U. Herbst, K. Bengler","doi":"10.1145/3520495.3520508","DOIUrl":"https://doi.org/10.1145/3520495.3520508","url":null,"abstract":"To realize the full potential of automated vehicles (AVs), human-vehicle interaction needs to be modified to enable extended use cases, such as working or resting during the ride. The majority of required user studies are conducted in a driving simulator, but the usage of Wizard of Oz (WoOz) vehicles is becoming more common among researchers. To assure scientific quality of such studies, driving wizards must be able to successfully mimic the driving behavior of an AV. Yet, as far as we know, no detailed quantitative description of how driving wizards should drive and few techniques to assist driving wizards with their task exist in the literature. This work contributes to the standardization of WoOz studies by describing a potential AV-like driving behavior. Furthermore, using heuristic evaluation, three prototypical assisting display concepts for driving wizards are presented and assessed. Building on this, guidance toward an improved concept is provided.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"19 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":"133403812","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
An Exploratory Analysis of Human-centric Issues in Parking Solutions Using Surveys and Mobile Parking App Reviews 使用调查和移动停车应用程序评论对停车解决方案中以人为中心的问题进行探索性分析
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520496
Ruyi Li, Humphrey O. Obie, Hourieh Khalajzadeh
{"title":"An Exploratory Analysis of Human-centric Issues in Parking Solutions Using Surveys and Mobile Parking App Reviews","authors":"Ruyi Li, Humphrey O. Obie, Hourieh Khalajzadeh","doi":"10.1145/3520495.3520496","DOIUrl":"https://doi.org/10.1145/3520495.3520496","url":null,"abstract":"Due to the imbalance between the supply and demand of parking spaces, parking has become difficult, and therefore significantly impacts people’s daily lives. Although some parking solutions have been developed to alleviate parking difficulties, few studies focus on exploring the human-centric aspects that affect parking difficulties. In order to determine the differences in parking difficulties faced by people with different human-centric characteristics, we conducted an online survey to collect information about different people’s human-centric aspects (age, gender, emotion, etc.), parking experiences, and parking preferences. Based on the responses from 189 car users, we found a significant relationship between car users’ emotions and their overall perception of parking difficulties. Also, other human-centric attributes, including gender, age, country, and parking preferences, are significantly related to the time spent in searching for available parking spaces. Additionally, we collected and manually categorized 1,192 user reviews of five parking apps available on the Google Play store. As a result, seven human-centric issue categories from the reviews were identified, including Parking Preferences & Habits, Autonomy, Emotion, Compatibility, Inclusiveness, Privacy & Reliability, and Socio-economic Aspect. Moreover, eight functionality issues are mainly discussed by users in the app reviews, including App Pre-Operation, Searching & Online Booking Function, Payment Function, UI & UX, App Workflow, App Information & Notification, App Operation Efficiency, and Feature Request. Based on a manual analysis of the reviews, we also found that different human-centric issues are often discussed together with particular functionality issues. Thus, we suggest that developers need to consider the importance of human-centric aspects by getting users involved in the process of app development to explore different requirements for diverse users. Moreover, exploring more user reviews on various platforms can serve to understand the human-centric challenges and needs in parking apps in order to improve user experiences.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"10 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":"132265694","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
Do I Belong Here?: An exploration of meeting structure and language, alongside gender and a sense of belonging. 我属于这里吗?:对会议结构和语言的探索,以及性别和归属感。
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520514
A. Ashcroft
{"title":"Do I Belong Here?: An exploration of meeting structure and language, alongside gender and a sense of belonging.","authors":"A. Ashcroft","doi":"10.1145/3520495.3520514","DOIUrl":"https://doi.org/10.1145/3520495.3520514","url":null,"abstract":"This paper discusses to what extent the productivity and creativity of a design meeting can be attributed to meeting structure and various, related, aspects of social interaction including gender, and participants’ sense of belonging. This paper examines the literature on meeting structure, language, gender and sense of belonging and analyses them for overlaps and potential areas of future research. Following a discussion, this paper then considers ‘implications for design’ presenting three possible areas of further research and development; how can meeting structure be designed for equal opportunity, how can a sense of belonging be created in design meetings and what can be done to encourage empathy in design?","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 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":"131159835","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
Exploration of Electrochromics for Calm Reminder: A Customizable Bracelet 探索电致变色的平静提醒:一个可定制的手镯
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520509
D. Brun, Jonna Häkkilä
{"title":"Exploration of Electrochromics for Calm Reminder: A Customizable Bracelet","authors":"D. Brun, Jonna Häkkilä","doi":"10.1145/3520495.3520509","DOIUrl":"https://doi.org/10.1145/3520495.3520509","url":null,"abstract":"At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two graphical states, only reminding personal values or actions to the user when fortuitously noticed. Switching and customization of the graphical states increases the reminding personal signification, aesthetics, and noticeability by providing a visual change to the user’s periphery. We report on building an actual prototype as well as a survey study (n = 62) and a workshop inspired by co-design practices (n = 17) to understand why and how this concept of calm reminder could be used.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"14 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":"115452506","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
Early Implementation of VR Stuffed Toy System with Virtual Softness 虚拟柔软度VR毛绒玩具系统的初步实现
Proceedings of the 33rd Australian Conference on Human-Computer Interaction Pub Date : 2021-11-30 DOI: 10.1145/3520495.3520499
Kaito Ootsubo, A. Inoue
{"title":"Early Implementation of VR Stuffed Toy System with Virtual Softness","authors":"Kaito Ootsubo, A. Inoue","doi":"10.1145/3520495.3520499","DOIUrl":"https://doi.org/10.1145/3520495.3520499","url":null,"abstract":"VR stuffed toy is an entertainment system based on virtual reality technology. Such systems can make a stuffed toy interactive in the virtual world while the corresponding stuffed toy in the real world stays still. This paper describes the early implementation of the VR stuffed toy system with \"virtual softness.\" This system makes a stuffed toy in the virtual world react to the user's haptic interventions with animations. These animations control the user's perception of the softness of the stuffed toy they are touching in the real world. The prototype provides two animations; (1) exaggerated elongation based on the Poisson effect against the user's pushing and (2) jiggling reaction against the user's touch and stroke. Our approach to controlling the shape deformation in the virtual world suggests new design directions for stuffed toys in the future.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"6 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":"129802849","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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