注目の論文一覧

各カテゴリ上位30論文までを表示しています

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2023.acm.org/)

2
Olfactory Wearables for Mobile Targeted Memory Reactivation
Judith Amores Fernandez (Microsoft, Cambridge, Massachusetts, United States)Nirmita Mehra (MIT, Cambridge, Massachusetts, United States)Bjoern Rasch (University of Freiburg, Freiburg, Switzerland)Pattie Maes (MIT Media Lab, Cambridge, Massachusetts, United States)
This paper investigates how a smartphone-controlled olfactory wearable might improve memory recall. We conducted a within-subjects experiment with 32 participants using the device and without (control). In the experimental condition, bursts of odor were released during visuo-spatial memory navigation tasks, and replayed during sleep the following night in the subjects' home. We found that compared to control, there was an improvement in memory performance when using the scent wearable in memory tasks that involved walking in a physical space. Furthermore, participants recalled more objects and translations when re-exposed to the same scent during the recall test, in addition to during sleep. These effects were statistically significant, and, in the object recall task, they also persisted for more than one week. This experiment demonstrates a potential practical application of olfactory interfaces that can interact with a user during wake as well as sleep to support memory.
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Literature Reviews in HCI: A Review of Reviews
Evropi Stefanidi (University of Bremen, Bremen, Germany)Marit Bentvelzen (Utrecht University, Utrecht, Netherlands)Paweł W. Woźniak (Chalmers University of Technology, Gothenburg, Sweden)Thomas Kosch (HU Berlin, Berlin, Germany)Mikołaj P.. Woźniak (University of Oldenburg, Oldenburg, Germany)Thomas Mildner (University of Bremen, Bremen, Germany)Stefan Schneegass (University of Duisburg-Essen, Essen, Germany)Heiko Müller (University of Oldenburg, Oldenburg, Germany)Jasmin Niess (University of St. Gallen, St. Gallen, Switzerland)
This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI.
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Collaborative Online Learning with VR Video: Roles of Collaborative Tools and Shared Video Control
Qiao Jin (University of Minnesota, Minneapolis, Minnesota, United States)Yu Liu (University of Minnesota, Minneapolis, Minnesota, United States)Ruixuan Sun (University of Minnesota, Minneapolis, Minnesota, United States)Chen Chen (University of Minnesota, Minneapolis, Minnesota, United States)Puqi Zhou (George Mason University, Fairfax, Virginia, United States)Bo Han (George Mason University, Fairfax, Virginia, United States)Feng Qian (University of Minnesota, Minneapolis, Minnesota, United States)Svetlana Yarosh (University of Minnesota, Minneapolis, Minnesota, United States)
Virtual Reality (VR) has a noteworthy educational potential by providing immersive and collaborative environments. As an alternative but cost-effective way of delivering realistic environments in VR, using 360-degree videos in immersive VR (VR videos) received more attention. Although many studies reported positive learning experiences with VR videos, little is known about how collaborative learning performs on VR video viewing systems. In this study, we implemented two collaborative VR video viewing modes based on the way of group video control, synchronized or shared (Sync mode) and non-synchronized or individual (Non-sync mode) video control, against a conventional VR video viewing setting (Basic mode). We conducted a within-subject study (N = 54) in a lab-simulated remote learning environment. Our results show that collaborative VR video modes (Sync and Non-sync mode) improve users’ learning experiences and collaboration quality, especially with shared video control. Our findings provide directions for designing and employing collaborative VR video tools in online learning environments.
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Point of no Undo: Irreversible Interactions as a Design Strategy
Beat Rossmy (LMU Munich, Munich, Germany)Nađa Terzimehić (LMU Munich, Munich, Germany)Tanja Döring (University of Bremen, Bremen, Germany)Daniel Buschek (University of Bayreuth, Bayreuth, Germany)Alexander Wiethoff (LMU Munich, Munich, Germany)
Despite irreversibility being omnipresent in the lifeworld, research on interactions making use of irreversibility in computing systems is still in the early stages. User freedom – provided by the undo functionality – is considered to be a pillar of "usable" computer systems, overcoming irreversibility. Within this paper, we set up a thought experiment, challenging the "undo feature" and instead take advantage of irreversibility in the interaction with physical computing systems (tangibles, robots, etc). First, we present three material speculations, each inherently utilizing irreversibility. Second, we elaborate on the concept of irreversible interactions by contextualizing our work with critical HCI discourses and deducing three design strategies. Finally, we discuss irreversibility as a design element for self-reflection, meaningful acting, and a sustainable relationship with technology. While previously individual aspects of irreversibility have been explored, we contribute a comprehensive discussion of irreversible interactions in HCI presenting artifacts, a conceptualization, design strategies, and application purposes.
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Responsible Innovation of Touchless Haptics: A Prospective Design Exploration in Social Interaction
Patricia Cornelio (Ultraleap, Bristol, United Kingdom)Stephen Hughes (UCL, London, UK, United Kingdom)Orestis Georgiou (Ultraleap, Bristol, United Kingdom)William Frier (Ultraleap, Bristol, United Kingdom)Martin Maunsbach (University of Copenhagen, Copenhagen, Denmark)Madhan Kumar Vasudevan (University College London, London, United Kingdom)Marianna Obrist (University College London, London, United Kingdom)
The rapid development of touchless systems has introduced many innovations in social interaction scenarios in recent years. People now can interact with touchless systems in social applications that are aimed to be used in everyday situations in the future. This accelerated development makes us ask, what will the next generation of touchless systems be like? How can we responsibly develop new touchless technologies in the future? To answer the first question, we brought together 20 experts to ideate, speculate, and evaluate possible touchless applications for social interactions. A total of 48 ideas were generated from two consecutive workshops. Then, to answer the second question, we critically analyzed those ideas through a thematic analysis using a responsible innovation (RI) framework, and identified key ethical considerations to guide developers, practitioners when designing future touchless systems. We argue that the social scenarios described, and the RI framework proposed in this paper are a useful starting point for responsibly designing the next generation of touchless systems
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Design and Field Trial of Tunee in Shared Houses: Exploring Experiences of Sharing Individuals’ Current Noise-level Preferences with Housemates
Nari Kim ( UNIST, Ulsan, Korea, Republic of)Sangsu Jang (UNIST, Ulsan, Korea, Republic of)Hansol Kim (UNIST, Ulsan, Korea, Republic of)Jaeyeon Lee (UNIST, Ulsan, Korea, Republic of)Young-Woo Park (UNIST, Ulsan, Korea, Republic of)
Being a little more careful about the sound that people produce is difficult in shared houses because individuals can generate several unintended living noises and sounds. We designed Tunee to help each housemate better understand the others’ context and desired noise-level. It is an interactive speaker that allows people to share noise-level preferences through the position change of nodes. Our three-week in-field study with four groups of participants revealed that expressing noise-level preference through nodes reduced the burden of verbally delivering issues about the trivial noises of everyday life, and the intentions of the lowered preference were referred to and deemed significant. We also identified how participants figured out what behavior was acceptable for others according to each noise-level. Our findings imply considerations in designing interfaces to support coordinating behaviors and awareness of social contexts in shared spaces.
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Electrical, Vibrational, and Cooling Stimuli-Based Redirected Walking: Comparison of Various Vestibular Stimulation-Based Redirected Walking Systems
Seokhyun Hwang (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)Jieun Lee (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)YoungIn Kim (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)Youngseok Seo (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)SeungJun Kim (Gwangju Institute of Science and Technology, Gwangju, Korea, Republic of)
Redirected walking (RDW) is a technology that enables users to walk seamlessly in an enormous virtual space within a narrow real space while avoiding collisions with physical elements. Although RDW provides accurate proprioceptive sensations, redirection performance is limited by visual-vestibular inconsistencies. This study aims to support seamless walking in a VR environment by alleviating inconsistencies using four vestibular stimulations: noisy and directional galvanic vestibular stimulation, bone-conduction vibration, and caloric vestibular stimulation. The user study demonstrated that the stimulations successfully enable spatial expansion without impairing immersion and presence. Non-electrical stimulations (bone-conduction vibration and caloric vestibular stimulation) expanded the detection threshold, making them alternatives to electrical stimulations, and direction-based stimulation (directional galvanic vestibular stimulation) improved the user's gait stability in RDW. Finally, the findings suggested improving the user experience for vestibular stimulation RDW either by lowering audio interference or increasing the synchronization between the RDW gain and the stimulation intensity.
1
Impact of Privacy Protection Methods of Lifelogs on Remembered Memories
Passant ElAgroudy (German Research Centre for Artificial Intelligence (DFKI), Kaiserslautern, Germany)Mohamed Khamis (University of Glasgow, Glasgow, United Kingdom)Florian Mathis (University of Glasgow, Glasgow, United Kingdom)Diana Irmscher (LMU Munich, Munich, Germany)Ekta Sood (University of Stuttgart, Stuttgart , Germany)Andreas Bulling (University of Stuttgart, Stuttgart, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)
Lifelogging is traditionally used for memory augmentation. However, recent research shows that users' trust in the completeness and accuracy of lifelogs might skew their memories. Privacy-protection alterations such as body blurring and content deletion are commonly applied to photos to circumvent capturing sensitive information. However, their impact on how users remember memories remain unclear. To this end, we conduct a white-hat memory attack and report on an iterative experiment (N=21) to compare the impact of viewing 1) unaltered lifelogs, 2) blurred lifelogs, and 3) a subset of the lifelogs after deleting private ones, on confidently remembering memories. Findings indicate that all the privacy methods impact memories' quality similarly and that users tend to change their answers in recognition more than recall scenarios. Results also show that users have high confidence in their remembered content across all privacy methods. Our work raises awareness about the mindful designing of technological interventions.
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Smooth as - The Effects of Frame Rate Variation on Game Player Quality of Experience
Shengmei Liu (Worcester Polytechnic Institute, Worcester, Massachusetts, United States)Atsuo Kuwahara (Intel Corporation, Hillsboro, Oregon, United States)James J. Scovell (Intel Corporation, Hillsboro, Oregon, United States)Mark Claypool (WPI, Worcester, Massachusetts, United States)
For gamers, high frame rates are important for a smooth visual display and good quality of experience (QoE). However, high frame rates alone are not enough as variations in the frame display times can degrade QoE even as the average frame rate remains high. While the impact of steady frame rates on player QoE is fairly well-studied, the effects of frame rate variation is not. This paper presents a 33-person user study that evaluates the impact of frame rate variation on users playing three different computer games. Analysis of the results shows average frame rate alone is a poor predictor of QoE, and frame rate variation has a significant impact on player QoE. While the standard deviation of frame times is promising as a general predictor for QoE, frame time standard deviation may not be accurate for all individual games. However, 95% frame rate floor -– the bottom 5% of frame rates the player experiences –- appears to be an effective predictor of both QoE overall and for the individual games tested.
1
Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games
Stephanie Milani (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Arthur Juliani (Microsoft Research, New York, New York, United States)Ida Momennejad (Microsoft Research, New York, New York, United States)Raluca Georgescu (Microsoft Research, Cambridge, United Kingdom)Jaroslaw Rzepecki (Monumo, Cambridge, United Kingdom)Alison Shaw (Ninja Theory, Cambridge, United Kingdom)Gavin Costello (Ninja Theory, Cambridge, United Kingdom)Fei Fang (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Sam Devlin (Microsoft Research, Cambridge, United Kingdom)Katja Hofmann (Microsoft, Cambridge, United Kingdom)
We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.
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Reviewing and Reflecting Smart Home Research from the Human-Centered Perspective
Yuan Yao (School of Architecture and Design, Beijing, Beijing, China)Li Huang (Tsinghua University, Beijing, China)Yi He (School of Digital Media & Design Arts, Beijing, Beijing, China)Zhijun Ma (Southeast University, Nanjing, China)Xuhai Xu (University of Washington, Seattle, Washington, United States)Haipeng Mi (Tsinghua University, Beijing, China)
While there has been rapid growth in smart home research from a technical perspective – focusing on home automation, devices, software, and protocols – few review papers examine the human-centered perspective. A human-centered focus is crucial for achieving the goals of providing natural, convenient, comfortable, friendly, and safe user experiences in the smart home. To understand key innovations in human-centered smart home research, we analyzed keyword changes over time via 19,091 papers from 2000 to 2022, then selected 55 papers from high-impact venues in the last five years, and summarized them through a combination of qualitative and quantitative methods. Our analysis revealed five research trends with unique characteristics and interdependence. Drawing on this review, we elaborate on the future of smart home design research with respect to multidisciplinary development, stakeholder involvement, and the shift of design implications.
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Let's Face It: Influence of Facial Expressions on Social Presence in Collaborative Virtual Reality
Simon Kimmel (OFFIS - Institute for Information Technology, Oldenburg, Germany)Frederike Jung (OFFIS - Institute for Information Technology, Oldenburg, Germany)Andrii Matviienko (Technical University of Darmstadt, Darmstadt, Germany)Wilko Heuten (OFFIS - Institute for Information Technology, Oldenburg, Germany)Susanne Boll (University of Oldenburg, Oldenburg, Germany)
As the world becomes more interconnected, physical separation between people increases. Existing collaborative Virtual Reality (VR) applications, designed to bridge this distance, are not yet sufficient in providing a sense of social connection comparable to face-to-face interactions. Possible reasons are the limited multimodality of VR systems and the lack of non-verbal cues in VR avatars. We systematically investigated how facial expressions influence Social Presence in two collaborative VR tasks. We explored four types of facial expressions: eyes and mouth movements, their combination, and no expressions, for two types of explanations: verbal and graphical. To examine how these expressions influence Social Presence, we conducted a controlled VR experiment (N = 48), in which participants had to explain a specific term to their counterpart. Our results demonstrate that eye and mouth movements positively influence Social Presence in VR. Particularly, combining verbal explanations and eye movements induces the highest feeling of co-presence.
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Toward a Multilingual Conversational Agent: Challenges and Expectations of Code-Mixing Multilingual Users
Yunjae Josephine. Choi (KAIST, Daejeon, Korea, Republic of)Minha Lee (KAIST, Daejeon, Korea, Republic of)Sangsu Lee (KAIST, Daejeon, Korea, Republic of)
Multilingual speakers tend to interleave two or more languages when communicating. This communication strategy is called code-mixing, and it has surged with today’s ever-increasing linguistic and cultural diversity. Because of their communication style, multilinguals who use conversational agents have specific needs and expectations which are currently not being met by conversational systems. While research has been undertaken on code-mixing conversational systems, previous works have rarely focused on the code-mixing users themselves to discover their genuine needs. This work furthers our understanding of the challenges faced by code-mixing users in conversational agent interaction, unveils the key factors that users consider in code-mixing scenarios, and explores expectations that users have for future conversational agents capable of code-mixing. This study discusses the design implications of our findings and provides a guide on how to alleviate the challenges faced by multilingual users and how to improve the conversational agent user experience for multilingual users.
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In Sync: Exploring Synchronization to Increase Trust Between Humans and Non-humanoid Robots
Wieslaw Bartkowski (University of Warsaw, Warsaw, Poland)Andrzej Nowak (University of Warsaw, Warsaw, Poland)Filip Ignacy. Czajkowski (University of Warsaw, Warsaw, Poland)Albrecht Schmidt (LMU Munich, Munich, Germany)Florian Müller (LMU Munich, Munich, Germany)
When we go for a walk with friends, we can observe an interesting effect: From step lengths to arm movements - our movements unconsciously align; they synchronize. Prior research found that this synchronization is a crucial aspect of human relations that strengthens social cohesion and trust. Generalizing from these findings in synchronization theory, we propose a dynamical approach that can be applied in the design of non-humanoid robots to increase trust. We contribute the results of a controlled experiment with 51 participants exploring our concept in a between-subjects design. For this, we built a prototype of a simple non-humanoid robot that can bend to follow human movements and vary the movement synchronization patterns. We found that synchronized movements lead to significantly higher ratings in an established questionnaire on trust between people and automation but did not influence the willingness to spend money in a trust game.
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Infrastructuring Care: How Trans and Non-Binary People Meet Health and Well-Being Needs through Technology
Lauren Wilcox (Google, Mountain View, California, United States)Renee Shelby (Google, San Francisco, California, United States)Rajesh Veeraraghavan (Georgetown University, Washington DC, District of Columbia, United States)Oliver L.. Haimson (University of Michigan, Ann Arbor, Michigan, United States)Gabriela Cruz. Erickson (Google , San Francisco , California, United States)Michael Turken (Google, Palo Alto, California, United States)Rebecca Gulotta (Google, New York, New York, United States)
We present a cross-cultural diary study with 64 transgender (trans) and non-binary adults in Mexico, the U.S., and India, to understand experiences keeping track of and managing aspects of personal health and well-being. Based on a reflexive thematic analysis of diary data, we highlight sociotechnical interactions that shape how trans and non-binary people track and manage aspects of their health and well-being. Specifically, we surface the ways in which trans and non-binary people infrastructure forms of care, by assembling together elements of informal social ecologies, formalized knowledge sources, and self-reflective media. We examine the forms of precarity that interact with care infrastructure and shape management of health and well-being, including management of gender identity transitions. We discuss the ways in which our findings extend knowledge at the intersection of technology and marginalized health needs, and conclude by arguing for the importance of a research agenda to move toward TGNB-inclusive design.
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Haptic Servos: Self-Contained Vibrotactile Rendering System for Creating or Augmenting Material Experiences
Nihar Sabnis (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)Dennis Wittchen (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)Courtney N. Reed (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)Narjes Pourjafarian (Saarland University, Saarland Informatics Campus, Saarbrücken, Saarland, Germany)Jürgen Steimle (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Paul Strohmeier (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)
When vibrations are synchronized with our actions, we experience them as material properties. This has been used to create virtual experiences like friction, counter-force, compliance, or torsion. Implementing such experiences is non-trivial, requiring high temporal resolution in sensing, high fidelity tactile output, and low latency. To make this style of haptic feedback more accessible to non-domain experts, we present Haptic Servos: self-contained haptic rendering devices which encapsulate all timing-critical elements. We characterize Haptic Servos’ real-time performance, showing the system latency is < 5 ms. We explore the subjective experiences they can evoke, highlighting that qualitatively distinct experiences can be created based on input mapping, even if stimulation parameters and algorithm remain unchanged. A workshop demonstrated that users new to Haptic Servos require approximately ten minutes to set up a basic haptic rendering system. Haptic Servos are open source, we invite others to copy and modify our design.