首页期刊导航|International Journal of Human-Computer Interaction
期刊信息/Journal information
International Journal of Human-Computer Interaction
Lawrence Erlbaum Associates Inc.
International Journal of Human-Computer Interaction

Lawrence Erlbaum Associates Inc.

半月刊

1044-7318

International Journal of Human-Computer Interaction/Journal International Journal of Human-Computer InteractionEI
正式出版
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    Effects of AR-HMD Interactive Interface Layout on Usability and Obstacle Avoidance in Subway Overhauls

    Chunhui JingXiaoyan ChengXinxian WangDongyu Yu...
    5817-5830页
    查看更多>>摘要:The maintenance and overhaul of rail transit vehicle frames are vital for ensuring the safe and reliable operation of equipment. AR-based maintenance has been proven to be cost-reducing and effective. Few studies explored the application of AR-based maintenance on subway overhaul. In this study, 74 participants were selected to conduct the underground maintenance AR recognition and obstacle avoidance experiment. And two-factor ANOVA, independent samples t-test, and non-parametric test were used for data statistics. The results show that a high-opacity AR interface has better recognition but affects obstacle avoidance. Facing different types of obstacles, AR interfaces with different layouts have significant differences in terms of recognizability and obstacle avoidance effects. Compared with the list layout, the matrix layout AR interface will make more effort for workers. The findings provide useful references for designing the visual information layout of AR interfaces and conducting usability testing of AR interfaces in complex scenarios such as underground maintenance.

    To Gift or Not: Understanding Gifting Behavior on Live Streaming Platforms from the Perspective of Social Influence and Herding

    Lijuan LuoShen HanyiYujie ZhengYufei Yuan...
    5831-5848页
    查看更多>>摘要:Live streaming has been increasingly popular worldwide, with gift-giving emerging as a pivotal revenue stream for many streamers. While prior research has delved into the influence of streamers’ emotions and viewer-streamer interaction on viewers’ gift-giving behaviors, we suggest that peer viewers also play an essential role. In line with the principles of social influence and herding theory, the behaviors of peer viewers and the size of the viewing group are integral factors shaping individual behaviors. Hence, in the context of lives streaming, we focus on examining the impact of peer viewers’ gift-giving behaviors and the audience size on the gift-giving behaviors of individual viewers, respectively. Additionally, we examine the moderating role of viewers’ identities. We collected data from a popular live streaming platform in China and employed a panel regression model based on a sample of 651,678 viewers. This study contributes to the gift-giving literature by revealing the influence of peer viewers on focal viewers’ likelihood of gifting, gifting frequency and gifting value, and the moderating effect of viewers’ identities. Overall, these results have significant implications for both the theoretical understanding of social influence and herding in online setting, as well as the practical implications for future live streaming management. Future research could delve deeper into understanding the impact of various types of live streaming content and cultural differences on individual’s gift-giving behavior.

    Unlocking the Puzzle: Investigating Problem-Solving Patterns in 2D and 3D Virtual Reality Environments Through Mixed Methods Analysis

    Zeynep Tacgin
    5849-5863页
    查看更多>>摘要:This research investigates the intricate relationship between problem-solving patterns and various factors, including demographics, cognitive style, learning styles, puzzle completion, and emotional and behavioral responses in the context of 2D and 3D virtual reality (VR) puzzle-solving tasks. The study employed an explanatory sequential mixed methods design, where data were collected from 52 participants who voluntarily engaged in puzzle-solving activities in a VR environment. The first phase involved collecting quantitative data to determine the cognitive and learning styles of the participants. The second phase involved gathering qualitative data, including observations, audio, video, and screen recordings during puzzle-solving tasks. Findings revealed profound associations between problem-solving patterns and gender, education level, dominant hand, and previous VR experience. Notably, females tended to analyze puzzle pieces more thoroughly, and participants with higher education levels exhibited more remarkable analytical tendencies. The cognitive style also influenced problem-solving patterns for using two hands with a controller. Puzzle completion times were correlated with systematic/random arrangement, starting with big puzzle pieces and 3D localization skills. Emotional and behavioral responses were linked to problem-solving patterns, with systematic placement associated with lower negative emotions and higher joy, while random arrangement led to more negative emotions.

    Examining How the Large Language Models Impact the Conceptual Design with Human Designers: A Comparative Case Study

    Zhibin ZhouJinxin LiZhijie ZhangJunnan Yu...
    5864-5880页
    查看更多>>摘要:Advances in artificial intelligence have led to breakthroughs in large language models (LLMs), like ChatGPT, opening up exciting possibilities for conceptual design. However, it’s essential to gain an in-depth understanding of how LLMs impact conceptual design output, process, and human designers’ perception. To this end, we chose ChatGPT as an example and conducted the investigation with 30 participants divided into Human-LLMs groups and human-human groups. The results indicated that there was no significant difference between their outputs, but the incorporation of LLMs shortened the completion time with fewer design steps and less time allocated to the late stages of design. Despite being perceived as less efficient and trusted, LLMs can still be viewed as potential collaborators, with humans holding the leadership. These findings offer the HCI community a thorough comprehension of how LLMs influence creativity-related practices, providing valuable insights for designing future interactions with LLMs.

    Limitations of Disembodied Computer-Generated Voice to Convey Emotion in Multimedia Lessons

    Fangzheng ZhaoRichard E. Mayer
    5881-5893页
    查看更多>>摘要:The goal of this study was to determine whether learning processes and outcomes are affected by the emotional tone of the computer-generated voice in a narrated slideshow. In a between-subjects design, participants viewed a narrated slideshow on lightning formation involving a computer-generated female (Experiment 1) or male voice (Experiment 2) that displayed happy, content, angry, or sad emotion. On subsequent surveys and post-tests, students could recognize positive or negative emotions conveyed by the female voice but not the male voice. The emotional tone of the instructor’s voices had minimal impact on students’ ratings of felt emotion during learning, ratings of social connection with the instructor, or scores on retention and transfer tests of learning outcome. The findings highlight the limitations of computer-generated voices to convey emotions that trigger affective, social, and cognitive processes when an onscreen instructor is absent, thereby suggesting a boundary condition for the cognitive-affective model of e-learning.

    Social Exergames in Health and Wellness: A Systematic Review of Trends, Effectiveness, Challenges, and Directions for Future Research

    Gerry ChanBilikis BanireSussan AnukemMasud Imran...
    5894-5925页
    查看更多>>摘要:Exergames are becoming increasingly popular and have shown potential for motivating physical activity. Past research suggests that social (multiplayer) exergames offer players an engaging experience and good aerobic exercises. Our systematic review summarizes existing work and identifies gaps, trends, and patterns on social exergame research in the domain of health and wellness. A search was conducted in the ACM Digital Library, IEEE Xplore, and PubMed. After screening 2272 records, we identified 73 studies from 2013 to 2023 that meet the inclusion criteria. Our results reveal that step tracking is the most commonly implemented measure of physical activity in social exergames, and that competition, rewards, and cooperation are the most common features used for designing the games. Our results also show that the effectiveness of social exergames is intricately linked to a combination of factors, including group size, player matching, and game features. The main contribution of this paper is (1) an analysis of features and group dynamics employed for designing social exergames, and (2) how game features affect the games’ outcome (both positive and negative) uncovering challenges and opportunities to advance future research in this area. Our findings in the current review provides insights for the design and implementation of social exergaming helping users to experience more socially satisfying game experiences thereby increasing the motivation for exercise, as well as gaining social benefits.

    Actively Viewing the Audio-Visual Media: An Eye-Controlled Application for Experience and Learning in Traditional Chinese Painting Exhibitions

    Xiaojiao ChenXin GeQiang WuXiaosong Wang...
    5926-5954页
    查看更多>>摘要:Traditional unidirectional communication through audio-visual media, such as video and slide, is a universal method of vividly narrating artifacts in museums. This traditional method is evolving with the integration of new technologies to engage visitors, enhancing their experience and learning. In recent years, eye-controlled interaction has been used to enrich traditional exhibitions, especially of ancient paintings. This article presents an eye-controlled application for actively viewing the audio-visual media of a traditional Chinese painting. Users can trigger animations and audio narrations by focusing their gaze on specific areas of the screen. To evaluate the value of experience and learning in integrating audio-visual media with eye-controlled interaction, we compared Eye-Controlled Application with the two baseline conditions (Video and Slide) through a comparison experiment (N=40) in terms of user experience, learning outcome, cognitive load, intrinsic motivation, and visual behavior. The findings indicated the positive effects of Eye- Controlled Application on experience and learning, especially understanding. Users had stronger intrinsic motivation using Eye-Controlled Application, which contributed to positive learning outcomes. We found that Eye-Controlled Application changed visual behavior by increasing the proportion of gaze patterns and decreasing the proportion of movement patterns and scan patterns. The alteration in visual behavior primarily stemmed from the eye-controlled interaction, which directed the user’s focus toward specific areas, thereby guiding their attention to the necessary content. Additionally, the qualitative results suggested that each of the three conditions had its advantages and disadvantages. Importantly, the condition with Eye-Controlled Application carried potential risks of distraction, reduced efficiency, and increased burden. This study contributes to the potential of eye-controlled interaction for enhancing visitors’ experience and learning, providing new insights into the development of interactive audio-visual media within museums.

    The Effect of Electroencephalogram Feedback in Virtual Reality Interactive System on Creativity Performance, Attention Value, and Cognitive Load

    Ling WuKien Tsong ChauWan Ahmad Jaafar Wan YahayaShuxin Wang...
    5955-5972页
    查看更多>>摘要:This study aimed to systematically investigate the impacts of virtual reality (VR) technology integrated with electroencephalogram (EEG) vibrotactile feedback on undergraduate students’ creativity performance, attention value, and cognitive load. 4P’s creativity model was adopted as the macro strategy, with cognitive load theory and constructivist theory serving as a micro strategy. A 2×2 quasi-experimental factor design was utilized. A total of 149 undergraduate students with varying spatial abilities were randomly assigned to an experimental group (using a VR interactive system with EEG vibrotactile feedback) and a control group (without feedback). Covariance analysis (ANCOVA) and analysis of variance (ANOVA) were employed to identify significant differences among the systems and examine interaction effects among variables. The quantitative results provided empirical evidence that the experimental group exhibited significantly higher levels of creativity performance and attention value than the control group. Furthermore, undergraduate students with higher spatial ability demonstrated lower cognitive load, superior creativity performance, and attention value compared to those with lower spatial ability. The study also revealed that the system positively impacts learning in university creativity education and holds promising potential for improving traditional VR interactive training systems. These findings contribute valuable insights for future research on the application of VR interaction technology and EEG technology in cognitive training for creativity.

    Wear+Touch: An Exploration of Wearables for Vibrotactile Feedback During Touchscreen Input

    Mihail TerentiRadu-Daniel Vatavu
    5973-5991页
    查看更多>>摘要:Vibrotactile feedback is known to have a positive impact on the user performance and experience of touchscreen input. Unfortunately, not all touchscreen devices have built-in haptics capabilities, public displays being a notable example, while the design options for vibrotactile feedback on conventional mobile devices, such as smartphones and tablets, are still limited. In this work, we propose leveraging commodity wearable devices, such as smartwatches, rings, and armbands, to enable vibrotactile feedback as closely as possible to the touch point when the touchscreen does not natively support haptics, and to complement existing haptics capabilities when the touchscreen already features them. To this end, we introduce Wear+Touch, a set of four interaction techniques designed to augment touchscreen input with vibrations delivered through wearable devices, from substituting to complementing, extending, and expanding on-screen vibrotactile feedback. We demonstrate Wear+Touch with several practical implementations involving a large touchscreen display, smartphone, tablet, smartwatch, smart ring, and armband as well as a custom wearable device that we designed for vibrations delivered simultaneously on the user’s index finger, wrist, and forearm. We also report empirical results from two controlled experiments involving a total of 40 participants, conducted to understand the multi-faceted user experience of vibrotactile feedback delivered through the Wear+Touch techniques. In the first experiment, we reveal a favorable user experience of vibrations delivered on the index finger, wrist, and forearm, in this order, when the touchscreen lacks haptics capabilities. In the second experiment, we reveal benefits of reinforcing and expanding on-screen vibrations with vibrotactile feedback on the index finger, wrist, and arm, respectively. We use our findings to suggest future work opportunities for combined vibrotactile feedback involving both touchscreens and wearable devices.

    'It’s Like How Mom Cooks for You, Tell Her Nothing You Only Get Chicken Soup.': Understanding Children’s Perception of Datafication Online in China

    Yumeng ZhuGe WangYan LiJun Zhao...
    5992-6010页
    查看更多>>摘要:Datafication, the process where users’ actions online are pervasively recorded, tracked, aggregated, analysed, and exploited by online services in multiple ways, is becoming increasingly common today. However, we know little about how children, especially non-Western children, perceive such practices. Through one-to-one semi-structured interviews with 36 children aged 11-14 from Chinese middle schools, we examined how Chinese children perceive datafication practices. We identified three knowledge gaps in children’s current perceptions of datafication practices online, including their lack of recognition of (ⅰ) their data ownership, (ⅱ) data being transmitted across platforms, and (ⅲ) datafication could go beyond video recommendation and include inferences and profiling of their personal aspects. Through contextualising these observations within the Chinese context and its unique online ecosystem, we identified cultural traits in Chinese children’s perceptions of datafication. We drew on education theories to discuss how to support the future digital literacy development and design online platforms for Chinese children.