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

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Playful Hacking within Research-through-Design 从研究到设计的有趣黑客行为
William Goddard, R. Cercos
{"title":"Playful Hacking within Research-through-Design","authors":"William Goddard, R. Cercos","doi":"10.1145/2838739.2838802","DOIUrl":"https://doi.org/10.1145/2838739.2838802","url":null,"abstract":"Research-through-design has gained popularity in recent years within HCI communities. This has followed with attempts to methodize and formalize design practices within research contexts. These attempts have been criticized as being poorly suited for design. As an exemplification of unstructured methods benefiting design research, we present playful hacking within research-through-design. In this paper we share findings from two years of using this approach as part of research-through-design. In our approach, hacking is inspired by play and conducted within an office as a hacker's playground environment. We have found playful hacking to generate outcomes such as improved collaboration, exploration, and discussion while also generating unanticipated outcomes such as reusable design work and pre-study findings. Above all, we found that hacking provided motivation and invigoration to do more making and research in general.","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":"128813199","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
TUI-Geometry: A Tangible User Interface for Geometric Drawing on an Interactive Tabletop gui - geometry:在交互式桌面上绘制几何图形的有形用户界面
Rachel Blagojevic, Brent Whiteley, J. Zhen, B. Plimmer
{"title":"TUI-Geometry: A Tangible User Interface for Geometric Drawing on an Interactive Tabletop","authors":"Rachel Blagojevic, Brent Whiteley, J. Zhen, B. Plimmer","doi":"10.1145/2838739.2838775","DOIUrl":"https://doi.org/10.1145/2838739.2838775","url":null,"abstract":"Physical drawing tools, such as rulers, afford immediate visual and proprioceptive feedback to the user: even before a line is added to the drawing. Such immediacy is not available in standard digital drawing software. We introduce TUI-Geometry, a drawing application that senses tangible drawing tools on an interactive tabletop and provides the user with intelligent visual feedback and drawing beautification. A user evaluation comparing TUI-Geometry to an application with passive tools showed that users preferred TUI-Geometry and were able to draw significantly more accurately with it -- thus we provide the foundation for intelligent instructional support of geometry construction with tangibles.","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":"115824353","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
Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ 好的挫折:《DayZ》中害怕死亡的矛盾乐趣
Fraser Allison, M. Carter, M. Gibbs
{"title":"Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ","authors":"Fraser Allison, M. Carter, M. Gibbs","doi":"10.1145/2838739.2838810","DOIUrl":"https://doi.org/10.1145/2838739.2838810","url":null,"abstract":"The design of modern digital games has become increasingly oriented towards providing players with positive experiences such as fun and flow, and reducing negative experiences such as frustration and anger. DayZ is one notable exception, where negative experiences are central to its design. When a player is killed in DayZ, they lose their character with all its advancement, often equivalent to weeks of play, which can be an enormously frustrating and demoralising experience. However, the majority of its players view this as a positive and attractive feature, and one of the keys to the game's appeal. In this paper, we draw on 1,704 responses to a player motivations survey to unpack the complex player experience of permanent character death and demonstrate how this moment of negative affect contributes to the positive experience of DayZ more broadly.","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":"117007249","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: 18
The Emerging Technology Consumer: Designing NUI Interaction for Learning and Retention 新兴技术消费者:设计NUI交互学习和记忆
Jake Araullo, L. Potter
{"title":"The Emerging Technology Consumer: Designing NUI Interaction for Learning and Retention","authors":"Jake Araullo, L. Potter","doi":"10.1145/2838739.2838830","DOIUrl":"https://doi.org/10.1145/2838739.2838830","url":null,"abstract":"Natural User Interfaces (NUIs) paired with new, emerging technologies are moving into the consumer mainstream, however there is still a lack of standard guidance when it comes to designing for these technologies. This impacts the facilitation and maximisation of user learning and retention of any new interaction techniques. In this paper, we present a case study investigating current approaches to interaction design in NUIs in relation to two emerging technologies: the Oculus Rift virtual reality headset and the Leap Motion controller. We recommend a set of four guidelines, the application of which will help to facilitate user learning of interaction methods and techniques, and maximise user satisfaction in future NUIs.","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":"126643495","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
Back-of-Device Interaction based on the Range of Motion of the Index Finger 基于食指运动范围的设备后端交互
Hiroyuki Hakoda, Yoshitomo Fukatsu, B. Shizuki, J. Tanaka
{"title":"Back-of-Device Interaction based on the Range of Motion of the Index Finger","authors":"Hiroyuki Hakoda, Yoshitomo Fukatsu, B. Shizuki, J. Tanaka","doi":"10.1145/2838739.2838812","DOIUrl":"https://doi.org/10.1145/2838739.2838812","url":null,"abstract":"We show a back-of-device (BoD) interaction based on the range of motion of the index finger to improve the usability of a touchscreen mobile device held in one hand. To design this interaction, we conducted two experiments to investigate the range of motion of the index finger on the back of mobile devices. On the basis of those results, we designed a prototype system that has a hole in the back, where users perform our BoD interaction by covering the hole with their index finger. This design provides them with the tactile feedback provided by a hole, and allows users to naturally control the front and back simultaneously.","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":"126962961","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
An Implementation of Tangible Interactive Mapping to Improve Adult Learning for Preparing for Bushfire 实施有形的互动地图,以改善成人准备丛林大火的学习
Mark Brown, W. Chinthammit, P. Nixon
{"title":"An Implementation of Tangible Interactive Mapping to Improve Adult Learning for Preparing for Bushfire","authors":"Mark Brown, W. Chinthammit, P. Nixon","doi":"10.1145/2838739.2838814","DOIUrl":"https://doi.org/10.1145/2838739.2838814","url":null,"abstract":"Our tangible touch table interface mapping system was designed for adults to complete short map-based interactive problem solving tasks using purpose-designed model objects. The table interface was compared with the closest existing traditionally equivalent method using a within subjects exercise of 64 adult members of the general public in-situ at the local library and museum. The hypothesis investigated whether \"a tangible multi-touch table interface improved understanding of preparing for bushfire using map-based constructivist learning tasks\". The system design and content founded upon adult learning preferences (Knowles et al. 2005) further evolved using an iterative process by participatory involvement with three bushfire community groups. After using the preparing for bushfire tangible interactive mapping system all of the participants improved upon their pre-test scores indicating that they learned from the experience (t(31)=-9.08,p<0.001).","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":"126996670","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
Adapting a Soft 2.5D Actuated Shape Display for Rebound Tenderness Simulation and Training 采用软2.5D驱动形状显示器进行回弹柔韧性模拟和训练
Jessica Tsimeris, D. Stevenson, Michael Broughton, Tom Gedeon
{"title":"Adapting a Soft 2.5D Actuated Shape Display for Rebound Tenderness Simulation and Training","authors":"Jessica Tsimeris, D. Stevenson, Michael Broughton, Tom Gedeon","doi":"10.1145/2838739.2838750","DOIUrl":"https://doi.org/10.1145/2838739.2838750","url":null,"abstract":"This paper presents our work towards adapting ForceForm, a 2.5D actuated surface, for use as a medical training apparatus for rebound tenderness, an application area which lacks prior research from computing researchers. Rebound tenderness is used by health practitioners to physically examine a patient's abdomen by applying and then releasing pressure with the hands. This paper demonstrates a novel technique to allow an actuated shape display to detect interactions caused by the user pressing down upon a soft surface by means of a Hall effect sensor. User evaluation of the interaction reveals that the further the user is required to press down into the surface, the more accurately the task is performed when visual cues are present, but the relationship between accuracy and depth is inverted when users are required to perform a depth recall task without the presence of visual cues. The results of this research support the continued development of ForceForm for rebound tenderness simulations and suggest that unexpected user performance patterns may occur when utilising soft interfaces.","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":"131748877","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
keyValuate: A Framework for Rapid Evaluation of Adaptive Keyboards on Touchscreens keyValuate:触摸屏上自适应键盘的快速评估框架
Philipp Mock, Jonas Jaszkowic, Jörg Edelmann, Yvonne Kammerer, A. Schilling, W. Rosenstiel
{"title":"keyValuate: A Framework for Rapid Evaluation of Adaptive Keyboards on Touchscreens","authors":"Philipp Mock, Jonas Jaszkowic, Jörg Edelmann, Yvonne Kammerer, A. Schilling, W. Rosenstiel","doi":"10.1145/2838739.2838744","DOIUrl":"https://doi.org/10.1145/2838739.2838744","url":null,"abstract":"We propose a general-purpose framework for the implementation and evaluation of adaptive virtual keyboards based on unprocessed sensory information from an interactive surface. We furthermore describe an implementation on a commercially available optical touchscreen that features real-time visualization of the underlying key classification process. The typing application, which uses support vector machine classifiers and bivariate Gaussian distributions to differentiate between keys, was evaluated in a user study with 24 participants. The adaptive keyboard performed significantly better in terms of typing speed and error rates compared to a standard onscreen keyboard (approximately 40% speedup and 25% reduced error rates). We also performed evaluations with reduced sensor resolutions and additive noise in order to verify the generalizability of the presented approach for other sensing techniques. Our approach showed high robustness in both conditions. Based on these findings, we discuss possible implications for future implementations of virtual keyboards.","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":"130372318","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
Redefining Videogame Reward Types 重新定义电子游戏奖励类型
Cody J. Phillips, Daniel M. Johnson, Peta Wyeth, L. Hides, Madison Klarkowski
{"title":"Redefining Videogame Reward Types","authors":"Cody J. Phillips, Daniel M. Johnson, Peta Wyeth, L. Hides, Madison Klarkowski","doi":"10.1145/2838739.2838782","DOIUrl":"https://doi.org/10.1145/2838739.2838782","url":null,"abstract":"The aim of our research is to iteratively refine and begin validating a proposed videogame reward typology and its associated definitions. A mixed methods approach has been taken so as to best evaluate and refine the taxonomy. The views of an expert focus group have been explored and considered. Separately, a review of the videogame rewards observed within recreational videogames has been undertaken and analyzed. The collective findings of both the focus group and the videogame reward review have prompted the redesign of an existing videogame reward taxonomy, resulting in more robust definitions with increased applicability.","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":"122236611","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: 25
MyCalendar: Fostering Communication for Children with Autism Spectrum Disorder through Photos and Videos 我的日历:通过照片和视频促进自闭症谱系障碍儿童的交流
Muhammad Haziq Lim Abdullah, M. Brereton
{"title":"MyCalendar: Fostering Communication for Children with Autism Spectrum Disorder through Photos and Videos","authors":"Muhammad Haziq Lim Abdullah, M. Brereton","doi":"10.1145/2838739.2838785","DOIUrl":"https://doi.org/10.1145/2838739.2838785","url":null,"abstract":"This paper presents MyCalendar; a visual calendar prototype App that was developed to support children with Autism Spectrum Disorder and language delays to communicate about their own activities and interests across the settings of home and school. MyCalendar was developed following in-depth fieldwork and participatory design sessions with parents, teachers and children from Preparatory year to year 2 of an Australian Primary School Special Education Unit catering largely for children with Autism Spectrum Disorder (ASD). Typically, children with ASD face difficulties in participating at school. MyCalendar was then evaluated over six months with four teachers, ten parents and eleven children. The study resulted in two key findings: (1) MyCalendar supported children who have ASD and limited verbal skills to better communicate their daily personal activities through photos and videos, encouraged by teachers and parents. (2) This deeper understanding of the children's daily lives enabled teachers to successfully model positive behaviours and to scaffold more relevant and meaningful learning opportunities by relating them to the children's lives. While it was initially expected that the activities would better support communication between teachers and parents, the MyCalendar led in fact to novel scaffolding of learning opportunities and modeling of communication in the classroom.","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":"130880357","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
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