{"title":"VISHnu: An approach to support the personalization of self-expressive avatars using context-awareness","authors":"Ailton Ribeiro , Vaninha Vieira , Lynn Alves , Cristiano Maciel","doi":"10.1016/j.ijhcs.2024.103243","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103243","url":null,"abstract":"<div><p>The avatar is a digital character that represents a person in a virtual environment, such as the metaverse. It is widely used in games and is also becoming a reality in other domains. Research indicates that the characteristics of a person’s avatar can influence his/her behavior while using a system, improving the sense of presence, immersion, and self-expression. A gap is how to support developers proposing avatar personalization, considering a user’s context, and understanding how context-awareness applied to avatars influences self-expression. In this article, we investigate how to support the development of self-expressive avatars. We present VISHnu, an approach developed to support the formalization of the use of context for avatar personalization. We conducted three evaluations to investigate the potential and feasibility of the VISHnu approach with specialists and developers: a focus group (n <span><math><mo>=</mo></math></span> 6), interviews (n <span><math><mo>=</mo></math></span> 6), and a questionnaire (n <span><math><mo>=</mo></math></span> 12). In addition to guidelines derived from mixed qualitative methods and data triangulation, including insights from the literature review, we present two tangible artifacts—the checklist and glossary. These artifacts provide a robust initial foundation for developers and enthusiasts aiming to create avatar customization solutions aligned with advancements in immersive worlds like the metaverse. Our results have the potential to contribute to the creation of avatar personalization solutions that are more inclusive and more representative of human diversity.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139726549","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality","authors":"Alberto Boem, Luca Turchet","doi":"10.1016/j.ijhcs.2024.103231","DOIUrl":"10.1016/j.ijhcs.2024.103231","url":null,"abstract":"<div><p>While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input techniques in consumer VR systems have been developed outside of the musical domain. Therefore they have not been tested in tasks where synchronization with auditory stimuli and timing plays a crucial role. There is a lack of empirical knowledge about performance and user experience. This paper presents a comparison of five selection input techniques for VR employing the tapping paradigm commonly utilized in the research on sensorimotor synchronization. We assess asynchrony and timing variance as well as user experience, encompassing factors such as ease of use, workload, and cybersickness of such techniques. The study involved 30 participants, both with and without musical expertise, and encompassed the examination of all techniques using one and two hands. Our analysis yielded several key findings: (1) different input techniques yielded distinct outcomes regarding timing asynchrony and variance; (2) the choice of interaction metaphor significantly influenced the user experience; (3) tracking stability emerged as a critical factor. Building upon these insights, we identified essential considerations for selecting the most suitable technique for music creation in VR and proposed design guidelines and future research directions in this domain.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-02-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000156/pdfft?md5=4f57da639168eb388a5ea534afdc0923&pid=1-s2.0-S1071581924000156-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139759704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andy Alorwu , Niels van Berkel , Aku Visuri , Sharadhi Suryanarayana , Takuya Yoshihiro , Simo Hosio
{"title":"Monetary valuation of personal health data in the wild","authors":"Andy Alorwu , Niels van Berkel , Aku Visuri , Sharadhi Suryanarayana , Takuya Yoshihiro , Simo Hosio","doi":"10.1016/j.ijhcs.2024.103241","DOIUrl":"10.1016/j.ijhcs.2024.103241","url":null,"abstract":"<div><p>The value of personal health data continues to be a debated topic in HCI and society more broadly. We investigate the monetary value people attach to their health data. Using a custom mobile app for 14 days with 55 participants, we collected health data (sleep duration, sleep quality, pain intensity, wake-up times) and a daily monetary data valuation using a reverse second-price auction. Participants bid to sell their data to a for-profit company, the government, or academia. Our findings indicate that people value their data differently based on who is buying. We also show that people are interested in monetizing their personal health data despite privacy and data protection concerns. The presented study helps us understand the data value landscape and paves way to a healthier data-driven future where people may benefit more from their own contributions, either in monetary or other forms.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000259/pdfft?md5=d30d944420157114cd8ddd1e19731ce8&pid=1-s2.0-S1071581924000259-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139656659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design with myself: A brain–computer interface design tool that predicts live emotion to enhance metacognitive monitoring of designers","authors":"Qi Yang , Shuo Feng , Tianlin Zhao , Saleh Kalantari","doi":"10.1016/j.ijhcs.2024.103229","DOIUrl":"10.1016/j.ijhcs.2024.103229","url":null,"abstract":"<div><p><span>Metacognitive monitoring, defined as the self-awareness and management of cognitive processes, influences creative design. Yet, there are few tools to enhance metacognitive monitoring through </span>biofeedback<span>. To address the gap, we present “Multi-Self”, a BCI-VR design tool for enhancing metacognitive monitoring in architectural design. Multi-Self evaluates designers’ emotions responses (valence and arousal) to their work, providing real-time, visual biofeedback. A proof-of-concept pilot study with 24 participants was conducted to assess the tool’s feasibility and usability. While feedback accuracy responses were mixed, most participants found the tool useful, reporting that it sparked metacognitive monitoring, encouraged exploration of the design space, and helped to modulate subjective uncertainty.</span></p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139578207","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christian P. Janssen , Martin Baumann , Antti Oulasvirta
{"title":"Computational models of cognition for human-automated vehicle interaction: State-of-the-art and future directions","authors":"Christian P. Janssen , Martin Baumann , Antti Oulasvirta","doi":"10.1016/j.ijhcs.2024.103230","DOIUrl":"10.1016/j.ijhcs.2024.103230","url":null,"abstract":"<div><p>We discuss the state-of-the-art and future directions of the development, evaluation, and application of computational cognitive models for human-automated vehicle interaction. The capabilities of automated vehicles are rapidly increasing and changing human interaction with and around the vehicle. Yet, at the same time, fully automated vehicles that do not require human interaction are not available. Therefore, systems are needed in which the human and the vehicle interact together. We discuss how computational cognitive models that can describe, predict, and/or anticipate human behavior and thought can play a crucial role in this regard. Such research comes from many different disciplines including cognitive science, human-computer interaction, human factors, transportation research, and artificial intelligence. This special issue brings together state-of-the-art research from these fields. We identify four broader directions for future research: (1) to continue Allen Newell's research agenda for cognitive modeling, but now apply it to the field of human-automated vehicle interaction; (2) to move from isolated theory-slicing to integrated theories, (3) to consider cognitive models both for analysis of interaction and for use in embedded systems; (4) to move from models that mostly describe to models that can predict.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139560131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arkady Zgonnikov , Niek Beckers , Ashwin George , David Abbink , Catholijn Jonker
{"title":"Nudging human drivers via implicit communication by automated vehicles: Empirical evidence and computational cognitive modeling","authors":"Arkady Zgonnikov , Niek Beckers , Ashwin George , David Abbink , Catholijn Jonker","doi":"10.1016/j.ijhcs.2024.103224","DOIUrl":"10.1016/j.ijhcs.2024.103224","url":null,"abstract":"<div><p>Understanding behavior of human drivers in interactions with automated vehicles (AV) can aid the development of future AVs. Existing investigations of such behavior have predominantly focused on situations in which an AV a priori needs to take action because the human has the right of way. However, future AVs might need to proactively manage interactions even if they have the right of way over humans, e.g., a human driver taking a left turn in front of the approaching AV. Yet it remains unclear how AVs could behave in such interactions and how humans would react to them. To address this issue, here we investigated behavior of human drivers (N = 19) when interacting with an oncoming AV during unprotected left turns in a driving simulator experiment. We measured the outcomes (Go or Stay) and timing of participants’ decisions when interacting with an AV which performed subtle longitudinal nudging maneuvers, e.g. briefly decelerating and then accelerating back to its original speed. We found that participants’ behavior was sensitive to deceleration nudges but not acceleration nudges. We compared the obtained data to predictions of several variants of a drift-diffusion model of human decision making. The most parsimonious model that captured the data hypothesized noisy integration of dynamic information on time-to-arrival and distance to a fixed decision boundary, with an initial accumulation bias towards the Go decision. Our model not only accounts for the observed behavior but can also flexibly generate predictions of human responses to arbitrary longitudinal AV maneuvers, and can be used for both informing future studies of human behavior and incorporating insights from such studies into computational frameworks for AV interaction planning.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000089/pdfft?md5=cea8fbf81c59486face65471c91aebea&pid=1-s2.0-S1071581924000089-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139497362","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andy Cockburn , Alix Goguey , Carl Gutwin , Zhe Chen , Pang Suwanaposee , Stewart Dowding
{"title":"Automatically adapting system pace towards user pace — Empirical studies","authors":"Andy Cockburn , Alix Goguey , Carl Gutwin , Zhe Chen , Pang Suwanaposee , Stewart Dowding","doi":"10.1016/j.ijhcs.2024.103228","DOIUrl":"10.1016/j.ijhcs.2024.103228","url":null,"abstract":"<div><p>An interactive application’s overall <em>pace of interaction</em> is a combination of the user’s pace and the system’s pace, and if the system’s pace is mismatched to the user’s pace (e.g., timeouts or animations are too fast or slow for the user), usability and user experience can be impaired. Through a series of four studies, we investigated whether users prefer systems where the system’s pace better matches their own pace. All of the studies used common drag-and-drop interactions with hierarchical folder widgets, in which a folder would expand when the cursor hovered over it for a timeout period. If the system pace in these interactions is too fast (i.e., the timeout is too short), then the user’s performance and subjective experience is likely to be impaired because of unintended expansions; and if the system pace is too slow (i.e., the timeout is too long), then performance and experience could be impaired by unnecessary delay before folders expand. The first experiment was designed to validate the premise that fast-paced users prefer a fast system pace to a slow one (and the inverse for slow-paced users), and results confirmed this premise. The second study used the first experiment’s data to look for measures of user pace that could enable automatic adaptation of system pace, and also examined whether participants adjusted their pace towards that of the system. The study found reliable measures of user pace and showed that participants do entrain to the system’s pace. The third and fourth studies examined whether users would prefer a system that adapted its pace to the user over a system that used a static baseline pace. Results indicated that a majority of fast-paced users preferred the adaptive interface, but that slow-paced users generally preferred the static baseline interface. We discuss several design implications, including opportunities for systems to improve user experience for fast users by automatically adapting system pace to user pace.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000120/pdfft?md5=e63dac78e4001050314bb9f1bb6a3a73&pid=1-s2.0-S1071581924000120-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139497409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Doireann Peelo Dennehy , Muireann Mc Mahon , Stephanie Murphy , Sarah Foley , Kellie Morrissey
{"title":"You, me, and HPV: Design research to explore attitudes towards cervical self-sampling","authors":"Doireann Peelo Dennehy , Muireann Mc Mahon , Stephanie Murphy , Sarah Foley , Kellie Morrissey","doi":"10.1016/j.ijhcs.2024.103221","DOIUrl":"10.1016/j.ijhcs.2024.103221","url":null,"abstract":"<div><p>Cervical cancer screening has the potential to save lives, but it can also produce strong anxiety and self-stigma in those who are screened. Although there has been a recent turn towards women's health in design, the potential for design to ameliorate experiences of cervical screening remains underexplored. In this paper, we report on a design research study with 15 Irish women that qualitatively unpacked their attitudes towards screening, their social learning processes, mediated through technology, and how they live with and give meaning to health-related information related to the topic of cervical screening and which they procure online. Following this, we developed NALA, a product-service-system that aimed to 1) allow self-sampling for HPV via menstrual blood, and 2) provide information around the topic of HPV, cervical cancer, and screening. This paper presents NALA, a preliminary evaluation of the system, and concludes with provocations for continuing design research in the area of digital design for women's health.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000053/pdfft?md5=249d4ba2cc3f4e839b1a6af946f20445&pid=1-s2.0-S1071581924000053-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139483466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Conversation-based hybrid UI for the repertory grid technique: A lab experiment into automation of qualitative surveys","authors":"Yunxing Liu, Jean-Bernard Martens","doi":"10.1016/j.ijhcs.2024.103227","DOIUrl":"10.1016/j.ijhcs.2024.103227","url":null,"abstract":"<div><p>A frequent use of conversational user interfaces (CUIs) today is improving the users’ experience with online quantitative surveys. In this paper, we explore the use of CUIs in qualitative surveys. As a concrete use case, we adopt a specific, well-structured, qualitative research method called the repertory grid technique (RGT). We developed a hybrid user interface (HUI) that combines a graphical user interface (GUI) with a CUI to automate the distinct stages in a RGT survey. A pilot study was used to verify the feasibility of the approach and to fine-tune interface aspects of an initial prototype. In this paper, we report the results of a within-subject lab experiment with 24 participants that aimed to establish the performance and UX in a realistic context of a more advanced prototype. We observed a small decrease in UX in some hedonistic aspects, but also confirmed that the HUI performs similarly to a human agent in most pragmatic aspects. These results provide support for our hypothesis that automating qualitative surveys is possible with proper interface design. We hope that our work can inspire other researchers to design additional tools for qualitative survey automation, especially now that generative AI systems, such as ChatGPT, open up interesting new ways for computer systems to interact with users in natural language.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000119/pdfft?md5=b5156751be2815710e3593dfca7dd4ef&pid=1-s2.0-S1071581924000119-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139474623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hanna Bednarek , Magdalena Przedniczek , Radosław Wujcik , Justyna M. Olszewska , Jarosław Orzechowski
{"title":"Cognitive training based on human-computer interaction and susceptibility to visual illusions. Reduction of the Ponzo effect through working memory training","authors":"Hanna Bednarek , Magdalena Przedniczek , Radosław Wujcik , Justyna M. Olszewska , Jarosław Orzechowski","doi":"10.1016/j.ijhcs.2024.103226","DOIUrl":"10.1016/j.ijhcs.2024.103226","url":null,"abstract":"<div><p>The main objective of the current study was to test the efficiency of adaptive cognitive training programs based on human-computer interaction. More specifically, the influence of this training on resistance to orientation visual illusions (Poggendorff, Zӧllner) and metric visual illusions (Ebbinghaus, Müller-Lyer, Ponzo) was tested. In addition, the second goal of the study was to verify whether Witkin's field dependence/independence, defined as an individual's ability to identify parts of an organized visual field as elements separate from that field, moderates the influence of cognitive training on visual illusion resistance. 250 participants aged 19–32 took part in the experiment. In addition to a passive control group, three training groups were used: a working memory-training group, an attention-training group, and a perception-training group. The groups were homogeneous in terms of gender, age, and proportion of field-dependent and field-independent individuals. All groups received about three weeks of adaptive cognitive training, consisting of 18 sessions of 30 min per day. The results showed that, in general, field-dependent participants appeared to be more susceptible to visual illusions than field-independent ones. Most importantly, working memory training appeared to be effective in reducing susceptibility to the Ponzo illusion.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":null,"pages":null},"PeriodicalIF":5.4,"publicationDate":"2024-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139470268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}