Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction最新文献

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Exploring Trust in Bitcoin Technology: A Framework for HCI Research 探索比特币技术中的信任:HCI研究框架
C. Sas, Irni Eliana Khairuddin
{"title":"Exploring Trust in Bitcoin Technology: A Framework for HCI Research","authors":"C. Sas, Irni Eliana Khairuddin","doi":"10.1145/2838739.2838821","DOIUrl":"https://doi.org/10.1145/2838739.2838821","url":null,"abstract":"Bitcoin is a crypto-currency which differs in several ways from the traditional use of money. It does not require an individual name but digital wallet IDs, which makes it more private. Bitcoin technology currently lacks protection with respect to monetary transfers, and its structure is not endorsed by the governments. Yet, understanding the concept of trust is fundamental to Bitcoin technology and digital currency economy. This paper offers a review of relevant work on cryptocurrency and trust in HCI, and critically examines its value in understanding the issues of trust in Bitcoin technology. Several limitations of the current theories and models of trust are identified, and a research framework is proposed to explore the specific trust challenges raised by the Bitcoin technology.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117155223","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: 56
VibRein: An Engaging and Assistive Mobile Learning Companion for Students with Intellectual Disabilities VibRein:一个为智障学生提供的引人入胜的辅助移动学习伙伴
Shubham Toshniwal, Prasenjit Dey, Nitendra Rajput, Saurabh Srivastava
{"title":"VibRein: An Engaging and Assistive Mobile Learning Companion for Students with Intellectual Disabilities","authors":"Shubham Toshniwal, Prasenjit Dey, Nitendra Rajput, Saurabh Srivastava","doi":"10.1145/2838739.2838751","DOIUrl":"https://doi.org/10.1145/2838739.2838751","url":null,"abstract":"Massive Open Online Courses (MOOCs) have paved a new wave in the education world. Rich multimedia content coupled with mobile delivery mechanisms makes the content always available and engaging. This paper proposes VibRein to enrich the student interaction with multimedia learning content by making use of different sensors that are available on a mobile device to create an intelligent video consumption experience. VibRein as a companion is even more effective for students with intellectual disabilities who require some form of continuous supervision. It provides an assistive mechanism that keeps track of the user attention using the device camera (this can be particularly useful for students with attention disorder), and uses haptic feedback to recapture attention. In course of the video consumption, VibRein evaluates the learning by asking questions about the content in the video, and automatically force-rewinds to the location where the concept was explained if the user answers incorrectly. It uses tilt in four directions for response to questions, since touch, as a modality on mobile devices requires fine motor skills. An evaluation with 18 users with intellectual disabilities of various kind (autism, intellectual disability and attention deficit hyperactive disorder) suggests that VibRein can provide better learning with less intervention.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123276955","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: 10
Playful Card-Based Tools for Gamification Design 游戏化设计的有趣卡片工具
Marigo Raftopoulos
{"title":"Playful Card-Based Tools for Gamification Design","authors":"Marigo Raftopoulos","doi":"10.1145/2838739.2838797","DOIUrl":"https://doi.org/10.1145/2838739.2838797","url":null,"abstract":"This paper presents a card-based toolset to assist in the gamification design process for business processes, products and services. Grounded in the concepts of design games and design card methodologies, four sets of cards have been developed to facilitate creative problem solving and the prototyping of gamification design projects. Seven workshops have been run involving 114 project managers in experimenting with the prototype cards to design applications in human resource management, training, marketing, and innovation management. Using the cards focuses participants on the development of designs that are human-centred and on embedding values and ethics into the final design artifacts. The field of gamification is at an early stage of development and is limited by a lack of rigorous frameworks and design methods. This work contributes to closing this gap with practical tools and frameworks.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126203020","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
Virtual Food Court: A VR environment to Assess People's Food Choices 虚拟美食广场:评估人们食物选择的VR环境
Kjartan Nordbo, D. Milne, R. Calvo, M. Allman-Farinelli
{"title":"Virtual Food Court: A VR environment to Assess People's Food Choices","authors":"Kjartan Nordbo, D. Milne, R. Calvo, M. Allman-Farinelli","doi":"10.1145/2838739.2838817","DOIUrl":"https://doi.org/10.1145/2838739.2838817","url":null,"abstract":"Immersive virtual reality environments can provide users with realistic experiences of worlds that do not exist or would be hard to reach. The ability to manipulate these environments and influence experiences can be used to understand decision making under different conditions. In this study we explore how VR can be used to understand more about people's food choices. We explore how policy-based interventions such as the \"sugar tax\" and \"nutrition labelling\" to promote healthier food choices could be tested. Only limited experimental studies have been conducted about such choices due to the difficulty of trying such interventions in large retail settings. The objectives of the study were to assess how accurately the Virtual Food Court (VFC), represents a real food court. The study (27 participants) had two study conditions; a control with regular food-court prices, and an experimental condition with taxes on food and beverages. Results revealed that participants were able to imagine doing their real-life food purchases in the VFC indicating that it is a good research tool for assessing people's food choices.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128478894","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: 14
Some Notes on the Design of "World Machines" 关于“世界机器”设计的几点注意
A. Light, M. Brereton, P. Roe
{"title":"Some Notes on the Design of \"World Machines\"","authors":"A. Light, M. Brereton, P. Roe","doi":"10.1145/2838739.2838832","DOIUrl":"https://doi.org/10.1145/2838739.2838832","url":null,"abstract":"We offer the idea of world machines as a new archetype for systems that draw together computational powers to connect, sense and infer with a social agenda of cross-world collaboration. This archetype builds on existing socio-technical systems with global reach, to raise the profile of tools that maintain a collaborative agenda and resist a tendency towards networks as giant surveillance and marketing devices. We use the case study of designing a bio-acoustic observatory to consider key characteristics and challenges for this thought experiment. We highlight systems to empower better human nature in line with the conference theme of being human. The paper asks how technical tools can be both ecological and enchanting, to present a positive model of development and prompt transformation towards lived understanding of custodianship, cooperation and co-created resilience. In doing so, we consider a way that technology can support the future of resource-management, counter-balancing its own resource-hungry nature.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126641291","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: 14
Science Fiction and the Reality of HCI: Inspirations, Achievements or a Mismatch 科幻小说和HCI的现实:灵感、成就或不匹配
Omar Mubin, M. Obaid, W. Barendregt, S. Simoff, M. Fjeld
{"title":"Science Fiction and the Reality of HCI: Inspirations, Achievements or a Mismatch","authors":"Omar Mubin, M. Obaid, W. Barendregt, S. Simoff, M. Fjeld","doi":"10.1145/2838739.2838835","DOIUrl":"https://doi.org/10.1145/2838739.2838835","url":null,"abstract":"The aim of this workshop is to explore and exchange ideas on topics emerging from both science fiction and Human-Computer Interaction (HCI). In particular, the main aims are to discuss the contradictions between science fiction and HCI, explore and elaborate on various methodologies that can be used to evaluate fictional content, and how fiction can be used to inspire design.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125224125","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
DIVE: Fluid Display for 3D CG Manipulation with Visual Continuity 潜水:流体显示3D CG操纵与视觉连续性
Natsumi Kojima, A. Inoue, Tohru Hoshi
{"title":"DIVE: Fluid Display for 3D CG Manipulation with Visual Continuity","authors":"Natsumi Kojima, A. Inoue, Tohru Hoshi","doi":"10.1145/2838739.2838820","DOIUrl":"https://doi.org/10.1145/2838739.2838820","url":null,"abstract":"In this paper, we propose \"DIVE\", an intuitive 3D CG manipulation system with fluid display. DIVE displays 3D CG objects on the surface of a tank that is filled with opaque liquid. DIVE's user inserts his/her arm into the fluid display, and manipulates the CG objects by the hand under the liquid surface. DIVE also displays a CG hand (virtual hand) on the surface instead of the unseen hand under the surface. The virtual hand seems to be joined to the user's real arm above the surface. Its appearance and motion are synchronized with that of the unseen hand. Using DIVE, we can feel as if we are manipulating 3D CG objects with our own hand. Experimental results showed that the prototype could provide acceptable accuracy and stability in a part of the fluid display.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126348627","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 Cross-Device Interaction Techniques: A Case of Card Playing on Handhelds and Tablets 研究跨设备交互技术:以手持设备和平板电脑上的纸牌游戏为例
M. Skov, J. Kjeldskov, J. Paay, H. P. Jensen, M. Olsen
{"title":"Investigating Cross-Device Interaction Techniques: A Case of Card Playing on Handhelds and Tablets","authors":"M. Skov, J. Kjeldskov, J. Paay, H. P. Jensen, M. Olsen","doi":"10.1145/2838739.2838763","DOIUrl":"https://doi.org/10.1145/2838739.2838763","url":null,"abstract":"Cross-device interaction is getting more and more common as mobile and handheld technologies surround us in almost every situation and context. HCI research has started to study various aspects of cross-device interaction including application areas and techniques, but we still need further studies on opportunities. We illustrate six cross-device interaction techniques. Using two different prototype systems that implement them for a card-playing context we evaluate them in two studies on usability and usefulness. Our findings suggest that some techniques were fast to perform (touch-and-hold and tap-tap) and some had a high number of errors (swipe). Also, our participants would sometimes mix up the techniques and make a wrong action while playing the game. Finally, we discuss and illustrate issues of cross-device interaction consistency and division of shared and personal devices.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122405246","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: 6
Framing Technology Design in Ubuntu: Two Locales in Pastoral Namibia Ubuntu框架技术设计:纳米比亚牧区的两个地方
Gereon Koch Kapuire, Daniel G. Cabrero, Colin Stanley, H. Winschiers-Theophilus
{"title":"Framing Technology Design in Ubuntu: Two Locales in Pastoral Namibia","authors":"Gereon Koch Kapuire, Daniel G. Cabrero, Colin Stanley, H. Winschiers-Theophilus","doi":"10.1145/2838739.2838788","DOIUrl":"https://doi.org/10.1145/2838739.2838788","url":null,"abstract":"Situating technology design in the African philosophy of Ubuntu, emphasizes principles of humanness and connectedness in human interactions. Curiosity, interest and learnings have grown among those who have co-designed with us for the past eight years; whereas those who have just began co-designing endeavours take on it in different and also similar manners. This reminds us of our beginnings and initial aims as co-designers in diverse Namibians milieus. Thus, as we exit the known and arrive to anew terrains, we observe different but also similar values, protocols and behaviours amid diverse co-designer groups; also in the way we evolve as researchers co-designing always with the above. Human values at Ovaherero and Ovahimba rural locales depict and magnified differences and also commonalities that, altogether, come as Ubuntu in the sharing and in the practiced philosophy of African indigenous populations; also of us as researcher co-designers. This paper reflects on how Human-Computer Interaction and technology deal with communities' daily living and humanness in various ways.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122414215","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
Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating the Role of Feedback 微软Kinect上的远程凝视和手势跟踪:反馈作用的调查
M. Carter, Joshua Newn, Eduardo Velloso, F. Vetere
{"title":"Remote Gaze and Gesture Tracking on the Microsoft Kinect: Investigating the Role of Feedback","authors":"M. Carter, Joshua Newn, Eduardo Velloso, F. Vetere","doi":"10.1145/2838739.2838778","DOIUrl":"https://doi.org/10.1145/2838739.2838778","url":null,"abstract":"In this paper we present the results of a user experience and preference study into the combination of gaze and gesture in a lounge-style remote-interaction, using a novel system that tracks gaze and gesture using only the Kinect device at a distance of 2m from the user. Our results indicate exciting opportunities for gaze-tracking interfaces that use existing technologies, but suggest that findings from studies of highly-accurate gaze systems may not apply in these real-world simulations where the gaze-tracking is inherently less accurate. We contribute a series of design recommendations for gaze and gesture interfaces in this context, and based on these limitations.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129181453","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: 26
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