Tigmanshu Bhatnagar, Albert Higgins, Nicolai Marquardt, Mark Miodownik, Catherine Holloway
{"title":"Analysis of Product Architectures of Pin Array Technologies for Tactile Displays","authors":"Tigmanshu Bhatnagar, Albert Higgins, Nicolai Marquardt, Mark Miodownik, Catherine Holloway","doi":"10.1145/3626468","DOIUrl":"https://doi.org/10.1145/3626468","url":null,"abstract":"Refreshable tactile displays based on pin array technologies have a significant impact on the education of children with visual impairments, but they are prohibitively expensive. To better understand their design and the reason for the high cost, we created a database and analyzed the product architectures of 67 unique pin array technologies from literature and patents. We qualitatively coded their functional elements and analyzed the physical parts that execute the functions. Our findings highlight that pin array surfaces aim to achieve three key functions, i.e., raise and lower pins, lock pins, and create a large array. We also contribute a concise morphological chart that organises the various mechanisms for these three functions. Based on this, we discuss the reasons for the high cost and complexity of these surface haptic technologies and infer why larger displays and more affordable devices are not available. Our findings can be used to design new mechanisms for more affordable and scalable pin array display systems.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"317 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135930032","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}
{"title":"UbiSurface: A Robotic Touch Surface for Supporting Mid-air Planar Interactions in Room-Scale VR","authors":"Ryota Gomi, Kazuki Takashima, Yuki Onishi, Kazuyuki Fujita, Yoshifumi Kitamura","doi":"10.1145/3626479","DOIUrl":"https://doi.org/10.1145/3626479","url":null,"abstract":"Room-scale VR has been considered an alternative to physical office workspaces. For office activities, users frequently require planar input methods, such as typing or handwriting, to quickly record annotations to virtual content. However, current off-the-shelf VR HMD setups rely on mid-air interactions, which can cause arm fatigue and decrease input accuracy. To address this issue, we propose UbiSurface, a robotic touch surface that can automatically reposition itself to physically present a virtual planar input surface (VR whiteboard, VR canvas, etc.) to users and to permit them to achieve accurate and fatigue-less input while walking around a virtual room. We design and implement a prototype of UbiSurface that can dynamically change a canvas-sized touch surface's position, height, and pitch and yaw angles to adapt to virtual surfaces spatially arranged at various locations and angles around a virtual room. We then conduct studies to validate its technical performance and examine how UbiSurface facilitates the user's primary mid-air planar interactions, such as painting and writing in a room-scale VR setup. Our results indicate that this system reduces arm fatigue and increases input accuracy, especially for writing tasks. We then discuss the potential benefits and challenges of robotic touch devices for future room-scale VR setups.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"42 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135928219","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}
Violet Yinuo Han, Hyunsung Cho, Kiyosu Maeda, Alexandra Ion, David Lindlbauer
{"title":"BlendMR: A Computational Method to Create Ambient Mixed Reality Interfaces","authors":"Violet Yinuo Han, Hyunsung Cho, Kiyosu Maeda, Alexandra Ion, David Lindlbauer","doi":"10.1145/3626472","DOIUrl":"https://doi.org/10.1145/3626472","url":null,"abstract":"Mixed Reality (MR) systems display content freely in space, and present nearly arbitrary amounts of information, enabling ubiquitous access to digital information. This approach, however, introduces clutter and distraction if too much virtual content is shown. We present BlendMR, an optimization-based MR system that blends virtual content onto the physical objects in users’ environments to serve as ambient information displays. Our approach takes existing 2D applications and meshes of physical objects as input. It analyses the geometry of the physical objects and identifies regions that are suitable hosts for virtual elements. Using a novel integer programming formulation, our approach then optimally maps selected contents of the 2D applications onto the object, optimizing for factors such as importance and hierarchy of information, viewing angle, and geometric distortion. We evaluate BlendMR by comparing it to a 2D window baseline. Study results show that BlendMR decreases clutter and distraction, and is preferred by users. We demonstrate the applicability of BlendMR in a series of results and usage scenarios.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"33 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135928383","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}
{"title":"Exploring Collaborative Culture Sharing Dynamics in Immigrant Families through Digital Crafting and Storytelling","authors":"Amna Liaqat, Carrie Demmans Epp, Minghao Cai, Cosmin Munteanu","doi":"10.1145/3610098","DOIUrl":"https://doi.org/10.1145/3610098","url":null,"abstract":"Families strengthen bonds by collectively constructing social identity through sharing stories, language, and culture. For immigrant families, language and culture barriers disrupt the mechanisms for maintaining intergenerational connection. Immigrant grandparents and grandchildren are particularly at risk of disconnect. In this paper, we investigate existing design guidelines using a tool (StoryTapestry) to explore the storytelling and crafting process of South-Asian immigrant grandparents and grandchildren. In this exploration, pairs used culturally-relevant images to create digital visual artifacts that tell their stories. Grandparent-grandchild pairs from 10 South-Asian immigrant families participated in this exploration of how the digital process fosters positive social connection, culture sharing, and co-construction. A thematic analysis revealed how collaborative digital crafting encourages the crossing of language and culture barriers, knowledge sharing, and creativity. We contribute an understanding of interaction dynamics and socio-technical implications of intergenerational and cross-cultural collaboration by demonstrating (1) that collaborative digital crafting can reverse traditional educator and learner roles to create culture sharing opportunities, (2) that grandparents play a central role in maintaining social interaction, (3) that structure can guide grandparent-grandchild pairs to a shared goal, and (4) that flexibility encourages engagement from children. We synthesize ideas from migration and collaboration research, and we discuss how the culture, language, and generational dynamics in our study extend what is known about each of these spaces. Together, our design implications offer insight into building digital tools that promote engagement, knowledge sharing, and collaboration between immigrant grandparents and grandchildren navigating social disconnect post-migration.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"1 1","pages":"1 - 29"},"PeriodicalIF":0.0,"publicationDate":"2023-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139323454","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}
Susanne Poeller, Martin Johannes Dechant, Madison Klarkowski, Regan L. Mandryk
{"title":"Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments","authors":"Susanne Poeller, Martin Johannes Dechant, Madison Klarkowski, Regan L. Mandryk","doi":"10.1145/3611020","DOIUrl":"https://doi.org/10.1145/3611020","url":null,"abstract":"Toxicity in multiplayer gaming is an ongoing problem that threatens the well-being of players, gaming communities, and game developers. Meanwhile, interventions that promote positive interactions and proactively create positive gaming spaces are still in their infancy; little is known about how players respond to positivity. In our study, 959 League of Legends players were presented with either 10 positive chat logs or 10 negative chat logs, and asked to reflect on the content and how representative such communication is of their own gaming experiences. We thematically coded participants' free-form answers (identifying the themes normalize, acknowledge, downplay, cope, blame, and make personal), and compared the positive and negative conditions in terms of theme prevalence. Our findings show that participants were more likely to normalize and acknowledge toxic negativity than positivity. Furthermore, the dominant response to positivity consisted of downplaying messages as not representative and rare, and even expressing suspicion that messages must have been fabricated or intended as sarcasm. Participants overwhelmingly cope by muting chat, protecting them from toxic interactions, but leaving them unexposed to positive communication and other beneficial social interactions within play.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293849","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}
{"title":"Work Hard, Scare Hard? An Investigation of How Mental Workload Impacts Jump Scare Intensity","authors":"Thomas Terkildsen, Lene Engelst, Mathias Clasen","doi":"10.1145/3611021","DOIUrl":"https://doi.org/10.1145/3611021","url":null,"abstract":"Despite the prevalence and relevance of jump scares in horror video games, there is little empirical research on them. While HCI research commonly uses horror games as experimental stimuli, even less scientific research exists on what makes a jump scare in a game more or less scary. The present between-subject study (n=60) addresses this by investigating whether jump scare intensity—measured physiologically and subjectively—scales with task difficulty. We triggered in-game jump scares at increasing levels of mental workload across four counterbalanced conditions, manipulated using N-back tasks of varying difficulty. Results demonstrate a significant linear relationship between mental workload and physiological arousal. However, this is not the case for subjective perception of arousal elicited by the jump scare. These findings have design implications for horror games. They show that the level of physiological arousal caused by a jump scare can be controlled by changing the difficulty of an in-game task that necessitates a substantial amount of mental work at the same time.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293959","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}
Maarten Denoo, Bruno Dupont, Eva Grosemans, Bieke Zaman, Rozane De Cock
{"title":"Counterplay: Circumventing the Belgian Ban on Loot Boxes by Adolescents","authors":"Maarten Denoo, Bruno Dupont, Eva Grosemans, Bieke Zaman, Rozane De Cock","doi":"10.1145/3611024","DOIUrl":"https://doi.org/10.1145/3611024","url":null,"abstract":"In 2018, Belgium made the world news for being the first country to ban loot boxes in games for all its inhabitants. As players’ freedom to purchase loot boxes was restricted, however, methods of circumventing the ban came into practice. Departing from counterplay theory, we drew from an online survey among Belgian adolescents aged 11 18 with two questions in mind: what counterplay practices are used to circumvent the Belgian ban on loot boxes, and how do counterplayers (N = 124) compare to non counterplayers (N = 329) in terms of their engagement with loot boxes and games more broadly? Our findings suggest that counterplayers resist current regulatory arrangements in a myriad of ways, delineating the boundaries of a national ban in a global game ecology. Counterplayers appeared to differentiate themselves from non counterplayers both in terms of depth characteristics (sense of belonging to an online community, perceived gaming ability, gaming disorder, and risky loot box use) and breadth characteristics (frequency of skin betting, selling loot box rewards, and (re)watching loot box opening livestreams). Ultimately, our study may tease out debate on how to regulate games successfully in the face of players’ technical abilities and motivation to gain access.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293986","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}
Shano Liang, Michelle V. Cormier, Phoebe O. Toups Dugas, Rose Bohrer
{"title":"Analyzing Trans (Mis)Representation in Video Games to Remediate Gender Dysphoria Triggers","authors":"Shano Liang, Michelle V. Cormier, Phoebe O. Toups Dugas, Rose Bohrer","doi":"10.1145/3611034","DOIUrl":"https://doi.org/10.1145/3611034","url":null,"abstract":"Many trans people experience gender dysphoria -- distress caused by mismatches in internal and external experiences of gender. Video games engage intimately with the self, creating intense experiences involving identities, bodies, and social interaction. This combination of factors renders trans players vulnerable to gender dysphoria triggers: failures of interaction design that result in gender dysphoria. The present research undertakes a thematic analysis of four popular games, drawn from an initial corpus of 31. It contributes a definition of gender dysphoria triggers, case studies of triggering games, an initial gender dysphoria categorization to provide a useful design language, and examples of alternative designs for extant triggers. The analysis combines the authors' positionality as trans gamers; critical cultural studies methodologies, including textual analysis; a critical discourse analysis of production-side statements and interviews and player-side comments about diversity in those games; and close readings of the games themselves. The paper concludes with a call for trans inclusivity in game design, which we structure around the necropolitical concept of the relation of care.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135294817","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}
{"title":"Investigating the Effects of Tailored Gamification on Learners’ Engagement over Time in a Learning Environment","authors":"Audrey Serna, Stuart Hallifax, Élise Lavoué","doi":"10.1145/3611030","DOIUrl":"https://doi.org/10.1145/3611030","url":null,"abstract":"Gamification has been widely used to increase learners’ motivation and engagement in digital learning environments. Various studies have highlighted the need to tailor gamification according to users’ characteristics. However, little is known about how tailoring gamification affects learners’ engagement when interacting with the environment. In this paper, we analyse learners’ behaviours in a large-scale field study in real-world classroom conditions over a six-week period. We identify three behavioural patterns and show at a global level that two of these patterns are influenced by adaptation. When we look at how learners’ engagement evolves over time, we see more differences in the adapted condition, specifically in the final lessons of the experiment. Globally learners’ engaged behaviours gradually decreased over time but tailoring the game elements to learners seemed to reduce this decrease or make it more stable, depending on the behavioural patterns.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135132005","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}
Daniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, Regan L. Mandryk
{"title":"Prospective Passion and Social Capital within DotA 2 Players","authors":"Daniel Johnson, Julian Frommel, Winnifred Louis, Matthew David Lee, Porntida Tanjitpiyanond, Regan L. Mandryk","doi":"10.1145/3611037","DOIUrl":"https://doi.org/10.1145/3611037","url":null,"abstract":"The Dualistic Model of Passion (obsessive and harmonious passion) can explain motivations for videogame play along with associated outcomes, such as the development of social capital; however, existing research exploring passion and social capital in videogaming has been cross-sectional. In the current study we surveyed players of DotA 2 at three time points, over six months (T1 n=462, T2 n=182, T3 n=115), to explore the stability of passion for DotA 2 over time and how such passion may lead to the development or erosion of social capital. Our key findings include that passion for playing DotA 2 is relatively stable over time and that harmonious passion predicts future bridging social capital, while obsessive passion predicts future bonding social capital. Importantly, our findings suggest the absence of a \"slippery slope\" scenario in which players who have a healthy pattern of engagement development obsessive passion or problematic play. Equally, however, our findings also suggest that those who are obsessive are unlikely to naturally trend towards a more harmonious style of engagement over time. We consider the implications of our findings for health practitioners, players and videogame developers and identify the differences between our longitudinal findings and the existing cross-sectional research.","PeriodicalId":36902,"journal":{"name":"Proceedings of the ACM on Human-Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135293856","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}