用可视化叙事来消除医疗保健领域的可视化误导

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Anna Shilo, Renata G. Raidou
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引用次数: 0

摘要

我们提出了一个基于视觉叙事的互动游戏,旨在寓教于乐,让广大受众了解医疗保健领域的可视化误导。可视化流程中各个阶段的不确定性可能会产生误导性的可视化表述。这些误导性元素可能会对受众产生负面影响,导致错误决策、治疗延误以及对医疗信息缺乏信任。我们研究了教育游戏中的视觉叙事是否有助于识别和解决医疗保健相关可视化中的误导性元素。我们的方法主要集中在三个关键方面:(i) 识别可视化管道中的不确定性类型,这些类型可能是误导性元素的起源;(ii) 设计虚构的视觉叙事,其中包含与这些不确定性相关的若干误导性元素;(iii) 提出一个互动游戏,帮助向广大受众传达这些误导性可视化元素。游戏的特点是围绕误导性可视化设计八个虚构的可视化叙事,每个叙事都有与不确定性相关的特定假设。玩家通过评估这些假设的正确性来获得积分和奖励。为了对游戏进行初步评估,我们对 21 名参与者进行了用户研究。我们的研究表明,当参与者错误地评估假设时,他们也会花更多的时间阐述错误的原因,这表明他们愿意学习更多的知识。这项研究还对游戏的可记忆性、强化性和参与性等方面做出了积极的评价,同时也为我们今后的改进工作提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Visual narratives to edutain against misleading visualizations in healthcare

We propose an interactive game based on visual narratives to edutain, i.e., to educate while entertaining, broad audiences against misleading visualizations in healthcare. Uncertainty at various stages of the visualization pipeline may give rise to misleading visual representations. These comprise misleading elements that may negatively impact the audiences by contributing to misinformed decisions, delayed treatments, and a lack of trust in medical information. We investigate whether visual narratives within the setting of an educational game support recognizing and addressing misleading elements in healthcare-related visualizations. Our methodological approach focuses on three key aspects: (i) identifying uncertainty types in the visualization pipeline which could serve as the origin of misleading elements, (ii) designing fictional visual narratives that comprise several misleading elements linking to these uncertainties, and (iii) proposing an interactive game that aids the communication of these misleading visualization elements to broad audiences. The game features eight fictional visual narratives built around misleading visualizations, each with specific assumptions linked to uncertainties. Players assess the correctness of these assumptions to earn points and rewards. In case of incorrect assessments, interactive explanations are provided to enhance understanding For an initial assessment of our game, we conducted a user study with 21 participants. Our study indicates that when participants incorrectly assess assumptions, they also spend more time elaborating on the reasons for their mistakes, indicating a willingness to learn more. The study also provided positive indications on game aspects such as memorability, reinforcement, and engagement, while it gave us pointers for future improvement.

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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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