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

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GazeTry: Swipe Text Typing Using Gaze GazeTry:使用凝视滑动文本输入
Yi Liu, Chi Zhang, Chonho Lee, Bu-Sung Lee, A. Q. Chen
{"title":"GazeTry: Swipe Text Typing Using Gaze","authors":"Yi Liu, Chi Zhang, Chonho Lee, Bu-Sung Lee, A. Q. Chen","doi":"10.1145/2838739.2838804","DOIUrl":"https://doi.org/10.1145/2838739.2838804","url":null,"abstract":"Over the last decades, eye gaze has become an alternative form of text entry by some physically challenged people. Recently a dwell-free system has been proposed, which has been proven to be much faster compared to other existing dwell-free systems. However, it is vulnerable to some common text entry problems. In the paper, we propose GazeTry, a dwell-free gaze-based text entry system which allows people to type a word by gazing sequentially at the letters of the word. Simulation and experiments results show that our proposed new dwell-free system, GazeTry with the Moving Window String Matching (MoWing) algorithm has better accuracy and more resilience to text entry errors.","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":"123952533","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
Operationalising and Measuring Flow in Video Games 电子游戏中的操作和流测量
Madison Klarkowski, Daniel M. Johnson, Peta Wyeth, Simon S. Smith, Cody J. Phillips
{"title":"Operationalising and Measuring Flow in Video Games","authors":"Madison Klarkowski, Daniel M. Johnson, Peta Wyeth, Simon S. Smith, Cody J. Phillips","doi":"10.1145/2838739.2838826","DOIUrl":"https://doi.org/10.1145/2838739.2838826","url":null,"abstract":"This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences.","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":"124179674","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: 11
Older Adults' Use of a Novel Communication System: Client Goals versus Participant Experiences 老年人对新型沟通系统的使用:客户目标与参与者体验
H. Davis, S. Pedell
{"title":"Older Adults' Use of a Novel Communication System: Client Goals versus Participant Experiences","authors":"H. Davis, S. Pedell","doi":"10.1145/2838739.2838811","DOIUrl":"https://doi.org/10.1145/2838739.2838811","url":null,"abstract":"This paper reports on the outcomes of a collaborative industry project which designed and deployed a novel communication systems for older adults. We outline a gap between the goals of our industry partner and the needs and experiences of our participants. We highlight the need to carefully consider the location of set-up, the training needs of older people, and any existing social support networks and technological systems already in use, while ultimately recognising the emotional connections of older people. These contextual factors influence individual older adults' acceptance, use and adoption of novel technologies such as the one presented in this paper.","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":"124450836","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
The longevity of general purpose Wizard-of-Oz tools 通用Wizard-of-Oz工具的寿命
J. Pettersson, Malin Wik
{"title":"The longevity of general purpose Wizard-of-Oz tools","authors":"J. Pettersson, Malin Wik","doi":"10.1145/2838739.2838825","DOIUrl":"https://doi.org/10.1145/2838739.2838825","url":null,"abstract":"The Wizard-of-Oz method has been around for decades, allowing researchers and practitioners to conduct prototyping without programming. An extensive literature review conducted by the authors revealed, however, that the re-usable tools supporting the method did not seem to last more than a few years. While generic systems start to appear around the turn of the millennium, most have already fallen out of use. Our interest in undertaking this review was inspired by the ongoing re-development of our own Wizard-of-Oz tool, the Ozlab, into a system based on web technology. We found three factors that arguably explain why Ozlab is still in use after 15 years instead of the two-three years lifetime of other generic systems: the general approach used from its inception; its inclusion in introductory HCI curricula, and the flexible and situation-dependent design of the wizard's user interface.","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":"131871989","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
Sitting in the Same Boat: A Case Study of a Combined Awareness System and Behaviour Change Technology 坐在同一条船上:联合意识系统和行为改变技术的案例研究
Florian Güldenpfennig, Roman Ganhör, G. Fitzpatrick
{"title":"Sitting in the Same Boat: A Case Study of a Combined Awareness System and Behaviour Change Technology","authors":"Florian Güldenpfennig, Roman Ganhör, G. Fitzpatrick","doi":"10.1145/2838739.2838823","DOIUrl":"https://doi.org/10.1145/2838739.2838823","url":null,"abstract":"For several years, efforts have been taken to create systems for mediating a feeling of connectedness and affective awareness among separated family members or friends. At the same time research has been carried out on designing technology to foster behaviour change, especially to increase physical activity. Numerous works on behaviour change, both in academia and in the industry, draw strongly on motivating by utilizing interpersonal relationships. However, within this research social relationships are employed as a means of accomplishing positive behaviour. In this paper, we aim at designing a system for supporting both affective awareness and behaviour change with equal emphasis. We argue that such a system can benefit from the synergetic effects between both research concerns. Our prototype application demonstrates the concept, establishing connectedness through the shared experience of positive behaviour change (in our case study increased physical activity), enabled by both mutual motivation and a reverse rewarding strategy.","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":"132591192","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
Beyond YouTube: Sharing Personal Digital Stories on a Community Display 超越YouTube:在社区展示上分享个人数字故事
H. Davis, Jenny Waycott, Shou Zhou
{"title":"Beyond YouTube: Sharing Personal Digital Stories on a Community Display","authors":"H. Davis, Jenny Waycott, Shou Zhou","doi":"10.1145/2838739.2838771","DOIUrl":"https://doi.org/10.1145/2838739.2838771","url":null,"abstract":"Video-sharing sites such as YouTube and Vimeo have been used to share videos that describe difficult life experiences, and provide a forum for people living with adversity to express themselves and connect with others. This may not benefit those who require support in building local connections, however, as audiences are unknown and may not be supportive of content. In this paper we present findings from a project that investigated how creating and sharing digital stories in local community settings could help build a sense of connection for those who are housebound and unable to participate in community activities. This paper outlines two interlinked studies. Study One describes an analysis of online videos shared by housebound people. This informed Study Two, which involved creating digital stories with participants, and developing an interactive display to share the stories at a local community event. This paper contributes insights into the opportunities and challenges of using a community display for sharing personal digital stories.","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":"127501990","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: 28
Can SAL Support Self Reflection for Health and Nutrition? SAL能支持健康和营养的自我反思吗?
Farahnaz Yekeh, J. Kay, B. Kummerfeld, Lie Ming Tang, M. Allman-Farinelli
{"title":"Can SAL Support Self Reflection for Health and Nutrition?","authors":"Farahnaz Yekeh, J. Kay, B. Kummerfeld, Lie Ming Tang, M. Allman-Farinelli","doi":"10.1145/2838739.2838752","DOIUrl":"https://doi.org/10.1145/2838739.2838752","url":null,"abstract":"Important long-term goals for good health and wellbeing are challenging to achieve. Emerging technology offers the promise of easy data collection to help people monitor progress toward such goals. We designed SAL (simple, situated ambient logger) to help people track food eaten. It is minimalist with a core goal of making it easy for people to log progress towards goals, in particular, diet goals. We recruited ten participants who used SAL food loggers over 2 weeks. Our analysis of SAL use and interviews indicates it is usable and supports reflection on food intake. Our key contributions are insights into the potential of, and future directions of SAL loggers.","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":"124431390","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
Building Personas of Students Accessing a Peer-Facilitated Support for Learning Program 建立学生访问同伴促进支持学习计划的人物角色
M. Sankupellay, E. Mealy, C. Niesel, Richard Medland
{"title":"Building Personas of Students Accessing a Peer-Facilitated Support for Learning Program","authors":"M. Sankupellay, E. Mealy, C. Niesel, Richard Medland","doi":"10.1145/2838739.2838831","DOIUrl":"https://doi.org/10.1145/2838739.2838831","url":null,"abstract":"The modern student represents a change from the traditional learner. More than ever before, additional resources are available online and yet personalised learning and peer-assistance programs are becoming an essential part of tertiary education delivery. This paper presents the first stage in a user-centred design approach to the analysis of the completeness and efficacy of such a personalised, peer-based support for learning program. This approach used an iterative design methodology based on contextual interview, workshops and focus groups to develop personas representing students visiting the program. Initial uses of these developed personas have included training of new personnel as well as the evaluation of the program. Overall the use of this user-centred approach and iterative persona development methodology has yielded an invaluable resource for the design of support for learning programs across the higher education industry within Australia and beyond.","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":"126220857","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
Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience 参与电子游戏:以活动为中心的玩家体验分析
Nicole McMahon, Peta Wyeth, Daniel M. Johnson
{"title":"Engaging in Videogame Play: An Activity-Centric Analysis of the Player Experience","authors":"Nicole McMahon, Peta Wyeth, Daniel M. Johnson","doi":"10.1145/2838739.2838781","DOIUrl":"https://doi.org/10.1145/2838739.2838781","url":null,"abstract":"This paper focuses on examining play activities in people's favourite videogame experience. Through interviews with 30 videogame players we discovered which types of play activities are most appealing. Our research identifies the level of appeal of a wide range of game play activities. We have established that high levels of engagement for many participants is grounded in play as power and play as strategy, with play as fantasy adding to the experience. Through our study we established that conflict-based activities hold strong appeal. We subsequently investigated the context in which players talked about their experience of conflict within game. By using activities as a categorisation of gameplay we have been able to capture the play experience across a range of games and a range of gaming contexts. By examining players' individual experience we begin to understand why conflict in videogames appears to be a popular choice of activities.","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":"121533907","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 the Use of a Bug Tracking System in a Global Software Development Setup 理解Bug跟踪系统在全局软件开发设置中的使用
Dhaval Vyas, Tara Capel, Deven Tank, D. Shepherd
{"title":"Understanding the Use of a Bug Tracking System in a Global Software Development Setup","authors":"Dhaval Vyas, Tara Capel, Deven Tank, D. Shepherd","doi":"10.1145/2838739.2838790","DOIUrl":"https://doi.org/10.1145/2838739.2838790","url":null,"abstract":"Bug fixing is a highly cooperative work activity where developers, testers, product managers and other stakeholders collaborate using a bug tracking system. In the context of Global Software Development (GSD), where software development is distributed across different geographical locations, we focus on understanding the role of bug trackers in supporting software bug fixing activities. We carried out a small-scale ethnographic fieldwork in a software product team distributed between Finland and India at a multinational engineering company. Using semi-structured interviews and in-situ observations of 16 bug cases, we show that the bug tracker 1) supported information needs of different stake holder, 2) established common-ground, and 3) reinforced issues related to ownership, performance and power. Consequently, we provide implications for design around these findings.","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":"2015-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129633167","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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