Proceedings of the 30th Australian Conference on Computer-Human Interaction最新文献

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Educational virtuality: cognitive benefits, design processes and new frontiers 教育虚拟:认知效益、设计过程和新领域
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3295498
R. Brown, S. Türkay, Laurianne Sitbon
{"title":"Educational virtuality: cognitive benefits, design processes and new frontiers","authors":"R. Brown, S. Türkay, Laurianne Sitbon","doi":"10.1145/3292147.3295498","DOIUrl":"https://doi.org/10.1145/3292147.3295498","url":null,"abstract":"Virtuality, often expressed via technologies such as Virtual Reality (VR) or Augmented Reality (AR) has become a staple of media news, cultural artefacts (e.g. Ready Player One) and much research in universities and IT companies. Since the inception of the Oculus Rift as an accessible head mounted display (HMD) for building VR applications the industry has exploded into a potentially $108 billion industry by 2021 [1]. Australia has industry and research communities as well performing research into the use of VR in entertainment, video, cultural heritage as well as low level hardware topics such as implementations of wireless VR HMDs. Various groups in Australia are collaborating and forming a robust presence in the research and startup spheres. We wish to establish with this workshop a focus for the research community in Australia in the direction of education, in particular, to deal with issues local to Australia in areas of inclusiveness and diversity. In particular, this workshop aims to draw together a group of VR/AR researchers to explore the boundaries of immersive virtuality in education and to push into new territories identified from the workshop.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126993094","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
Analysing micro-location beacon gamification: scenarios, types and characteristics 分析微定位信标游戏化:场景、类型和特征
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292210
Nikolche Vasilevski, Jeffrey E. Brand, James R. Birt
{"title":"Analysing micro-location beacon gamification: scenarios, types and characteristics","authors":"Nikolche Vasilevski, Jeffrey E. Brand, James R. Birt","doi":"10.1145/3292147.3292210","DOIUrl":"https://doi.org/10.1145/3292147.3292210","url":null,"abstract":"Gamification applied to service marketing is a growing area of research with an increasing focus on physical location and service. However, there are often accuracy issues with GPS implementations of location-based gamification. In this problem domain, micro-location has emerged. This paper proposes an analysis method to the theme and categorises micro-located gamification applications in an effort to understand the capabilities, advantages and shortcomings of the technology. Data were gathered from 30 micro-located gamification applications between the years of 2013 and 2018. The data were analysed through relational content analysis allowing categorisation and theme identification. Various scenarios are presented where micro-location plays a significant HCI role. Examples of existing services that implement gamification are also presented. Finally, factors that impact the micro-location method are explored. These findings contribute to HCI by providing guidance for present and perspective micro-location gamification implementations.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126568699","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
In search of perfect users: towards understanding the usability of converged multi-level secure user interfaces 寻找完美的用户:迈向理解融合多层次安全用户界面的可用性
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292231
Abdullah Issa, Toby C. Murray, G. Ernst
{"title":"In search of perfect users: towards understanding the usability of converged multi-level secure user interfaces","authors":"Abdullah Issa, Toby C. Murray, G. Ernst","doi":"10.1145/3292147.3292231","DOIUrl":"https://doi.org/10.1145/3292147.3292231","url":null,"abstract":"Converged Multi-Level Secure systems allow users to interact with and freely move between applications and data of varying sensitivity on a single user interface. They promise unprecedented usability and security, especially in security-critical environments like Defence. Yet these promises rely on hard assumptions about secure user behaviour. We present initial work to test the validity of these assumptions in the absence of deception by an adversary. We conducted a user study with 21 participants on the Cross Domain Desktop Compositor. Chief amongst our findings is that the vast majority of participants (19 of 21) behave securely, even when doing so requires more effort than to behave insecurely. Our findings suggest that there is large scope for further research on converged Multi-Level Secure systems, and highlight the value of user studies to complement formal security analyses of critical systems.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130136891","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
An interaction model for de-identification of human data held by external custodians 用于对外部保管人持有的人类数据进行去标识化的交互模型
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292207
Andrew J. Simmons, M. Curumsing, Rajesh Vasa
{"title":"An interaction model for de-identification of human data held by external custodians","authors":"Andrew J. Simmons, M. Curumsing, Rajesh Vasa","doi":"10.1145/3292147.3292207","DOIUrl":"https://doi.org/10.1145/3292147.3292207","url":null,"abstract":"Reuse of pre-existing industry datasets for research purposes requires a multi-stakeholder solution that balances the researcher's analysis objectives with the need to engage the industry data custodian, whilst respecting the privacy rights of human data subjects. Current methods place the burden on the data custodian, whom may not be sufficiently trained to fully appreciate the nuances of data de-identification. Through modelling of functional, quality, and emotional goals, we propose a de-identification in the cloud approach whereby the researcher proposes analyses along with the extraction and de-identification operations, while engaging the industry data custodian with secure control over authorising the proposed analyses. We demonstrate our approach through implementation of a de-identification portal for sports club data.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129952231","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
Three levels of perceiving affordance: possibility, specificity, and signification levels 感知能力的三个层次:可能性、特异性和意义水平
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292219
Sangyeon Kim, Sangwon Lee
{"title":"Three levels of perceiving affordance: possibility, specificity, and signification levels","authors":"Sangyeon Kim, Sangwon Lee","doi":"10.1145/3292147.3292219","DOIUrl":"https://doi.org/10.1145/3292147.3292219","url":null,"abstract":"In this paper, a new framework of perceiving affordance, based on the ecological approach and neuroscientific findings, is proposed. Although affordance has been one of the most famous concepts in the human-computer interaction (HCI) field, it has been somewhat inconsistent. In addition, the perceiving process of affordance has not been fully explained, while affordance itself has often been studied. Therefore, first, we review the original concept of affordance in the ecological approach. Second, neuroscientific findings on affordance are reviewed and associated with ecological psychology. As a result, affordance is related to three visual systems in the brain: dorso-dorsal, ventro-dorsal, and ventral systems. Based on the results, we propose three levels of perceiving affordance: possibility, specificity, and signification levels. We expect that the explanatory framework, called 'three levels of perceiving affordance,' contributes to clarifying both affordance and perceiving process. Additionally, it offers possibilities to be applied in the analysis and design of technologies in the context of HCI.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"128 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134595341","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
Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games 探讨非叙事元素和叙事元素对2D游戏沉浸感的影响
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292190
Linda A. Pfister, Sabiha Ghellal
{"title":"Exploring the influence of non-diegetic and diegetic elements on the immersion of 2D games","authors":"Linda A. Pfister, Sabiha Ghellal","doi":"10.1145/3292147.3292190","DOIUrl":"https://doi.org/10.1145/3292147.3292190","url":null,"abstract":"Previous research has investigated player immersion and how it may affect gameplay. However, there is little research discussing diegesis in games and how diegetic and non-diegetic elements might influence the level of immersion. Furthermore, it is still controversial to apply the concept of diegesis originating from film theory to games. Unlike the traditional world of film, games deal with players as interactive participants in narration. This research explores the effect of diegetic and non-diegetic elements on the immersion of 2D games with respect to Galloway's theory of diegesis in games using prototypes as research base. Applying the Immersive Experience Questionnaire (IEQ) we conclude that the participants perceived the non-diegetic prototype on a higher level of immersion, notably differences in cognitive involvement and real world dissociation can be inferred.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121360506","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
The challenges in adopting assistive technologies in the workplace for people with visual impairments 在工作场所为视障人士采用辅助技术所面临的挑战
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292175
Herman Wahidin, Jenny Waycott, Steven Baker
{"title":"The challenges in adopting assistive technologies in the workplace for people with visual impairments","authors":"Herman Wahidin, Jenny Waycott, Steven Baker","doi":"10.1145/3292147.3292175","DOIUrl":"https://doi.org/10.1145/3292147.3292175","url":null,"abstract":"There are many barriers to employment for people with visual impairments. Assistive technologies (ATs), such as computer screen readers and enlarging software, are commonly used to help overcome employment barriers and enable people with visual impairments to contribute to, and participate in, the workforce. However, recent research suggests it can be difficult for people with visual impairments to effectively adopt and implement ATs in the workplace. This paper reports insights from interviews with five professional workers with visual impairments. The interviews revealed that each participant had adopted different configurations of ATs, which they used in various ways to support their work. In addition, all participants followed a complex process to successfully select, learn, and integrate these tools into their work activities. During this process, they faced challenges, such as the need to educate colleagues to make shared documents more accessible. We conclude that despite progress in the development and use of ATs, there remains a need for future work that addresses these accessibility issues to support collaborative work between people with visual impairments and their sighted colleagues.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"139 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115408855","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: 19
Age differences in using Facebook: younger adults vs. older adults 使用Facebook的年龄差异:年轻人与老年人
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292227
E. Jung
{"title":"Age differences in using Facebook: younger adults vs. older adults","authors":"E. Jung","doi":"10.1145/3292147.3292227","DOIUrl":"https://doi.org/10.1145/3292147.3292227","url":null,"abstract":"The use of social networking sites (SNSs) is prevalent as part of daily social interaction. However, older adults' use of SNSs has not been extensively explored. For SNSs to offer a positive user experience to specific user groups, it is important to understand the age-related differences in using SNSs. Given the necessity to fill this gap in the literature, this study investigates how younger and older adults differently use Facebook and their levels of satisfaction with using Facebook. An online survey was conducted with 679 Facebook users. Data analysis reveals that age makes a significant difference in Facebook activities and levels of satisfaction with using Facebook. The findings of the present study provide insights into the role of age in using SNSs as well as implications for further research.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123322088","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
Understanding two graphical visualizations from observer's pupillary responses and neural network 从观察者的瞳孔反应和神经网络理解两种图形可视化
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292187
Md. Zakir Hossain, Tom Gedeon, Atiqul Islam
{"title":"Understanding two graphical visualizations from observer's pupillary responses and neural network","authors":"Md. Zakir Hossain, Tom Gedeon, Atiqul Islam","doi":"10.1145/3292147.3292187","DOIUrl":"https://doi.org/10.1145/3292147.3292187","url":null,"abstract":"This paper investigates observers' pupillary responses while they viewed two graphical visualizations (circular and organizational). The graphical visualizations are snapshots of the kind of data used in checking the degree of compliance with corporate governance best practice. Six very similar questions were asked from 24 observers for each visualization. In particular, we developed a neural network based classification model to understand these two visualizations from temporal features of observers' pupillary responses. We predicted that whether each observer is more accurate in understanding the two visualizations from their unconscious pupillary responses or conscious verbal responses, by answering relevant questions. We found that observers were physiologically 96.5% and 95.1% accurate, and verbally 80.6% and 81.3% accurate, for the circular and organizational visualizations, respectively.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121489285","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
Technologies to engage young children in physical activity: an online study of parenting practices 让幼儿参与体育活动的技术:一项关于育儿实践的在线研究
Proceedings of the 30th Australian Conference on Computer-Human Interaction Pub Date : 2018-12-04 DOI: 10.1145/3292147.3292180
Bernd Ploderer, Yaman Mazyed S. Alsahfi, S. Trost
{"title":"Technologies to engage young children in physical activity: an online study of parenting practices","authors":"Bernd Ploderer, Yaman Mazyed S. Alsahfi, S. Trost","doi":"10.1145/3292147.3292180","DOIUrl":"https://doi.org/10.1145/3292147.3292180","url":null,"abstract":"This paper explores how parents use interactive technologies to encourage young children (under the age of 5) to be physically active, as well as how technologies might undermine physical activity. Based on an analysis of 1528 posts made online on Reddit and Quora, we found that many parents regard time spent with technologies as time taken away from physical activity. However, we also identified how parents appropriated technology to promote physical activity, i.e., through rewarding, modelling, facilitating, participating, tracking and documenting. We hope these practices will inspire design work with families to create new exertion interfaces, games, and persuasive technologies. In framing our findings as practices, we hope to expand the focus of future design activities from narrow concerns with health, tracking, and competition, towards broader concerns with what families do in everyday life, how they socialize, and what resources and technologies they have available to flourish.","PeriodicalId":309502,"journal":{"name":"Proceedings of the 30th Australian Conference on Computer-Human Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124201080","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
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