7 research outputs found

    Inner disturbance: towards understanding the design of vertigo games through a novel balancing game

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    The design space of vertigo games is under-explored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Disturbance, which uses Galvanic Vestibular Stimulation to affect the player’s balance. Following study observations and a thematic analysis of Inner Disturbance (N=10), we present four themes and associated design sensitivities that can be used to aid designers of future digital vertigo games. With this work we aim to encourage others to experiment within this exciting new design space for digital games

    Exploring tangible interaction for map-based feedback

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    This paper describes the development of a series of tangible feedback mechanisms for an analogue map-based feedback interface. By prototyping interactions with simple everyday analogue materials, the goal was to explore playful, tangible input methods for our interface, beyond a more conventional screen-based approach that could inform future development of a digital map-based feedback interface. Four different prototype interactions were developed that could work in a completely analogue implementation. These interactions were installed and evaluated as part of an in-the-wild deployment of a larger project, which was used as part of a community consultation process. By analysing how people used our interaction prototypes and the feedback that they left, data was collected to inform later iterations with the kinds of interaction approaches that can successfully engage participants and the most effective methods of soliciting feedback

    Evaluating the Quality of Machine Learning Explanations: A Survey on Methods and Metrics

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    The most successful Machine Learning (ML) systems remain complex black boxes to end-users, and even experts are often unable to understand the rationale behind their decisions. The lack of transparency of such systems can have severe consequences or poor uses of limited valuable resources in medical diagnosis, financial decision-making, and in other high-stake domains. Therefore, the issue of ML explanation has experienced a surge in interest from the research community to application domains. While numerous explanation methods have been explored, there is a need for evaluations to quantify the quality of explanation methods to determine whether and to what extent the offered explainability achieves the defined objective, and compare available explanation methods and suggest the best explanation from the comparison for a specific task. This survey paper presents a comprehensive overview of methods proposed in the current literature for the evaluation of ML explanations. We identify properties of explainability from the review of definitions of explainability. The identified properties of explainability are used as objectives that evaluation metrics should achieve. The survey found that the quantitative metrics for both model-based and example-based explanations are primarily used to evaluate the parsimony/simplicity of interpretability, while the quantitative metrics for attribution-based explanations are primarily used to evaluate the soundness of fidelity of explainability. The survey also demonstrated that subjective measures, such as trust and confidence, have been embraced as the focal point for the human-centered evaluation of explainable systems. The paper concludes that the evaluation of ML explanations is a multidisciplinary research topic. It is also not possible to define an implementation of evaluation metrics, which can be applied to all explanation methods.</jats:p

    The middle-out approach : assessing models of legal governance in data protection, artificial intelligence, and the Web of Data

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    All models of legal governance and most regulatory options have to do with 'top-down' solutions as an essential ingredient of the approach. Such models may include 'bottom-up' forms of self-regulation, such as in forms of ex post regulation, or unenforced self-regulation. This paper focuses on what lies in between such top-down and bottom-up approaches, namely, the middle-out interface of the analysis. Within the EU legal framework, this middle-out layer is mainly associated with forms of co-regulation, as defined by Recital 44 of the 2010 AVMS Directive and Article 5(2) of the GDPR. However, there are also additional models on how we should grasp the middle-out layer of legal regulation, as shown by the debates on the governance of AI and the Web of Data. For example, the debates on issues such as monitored self-regulation, coordination mechanisms for good AI governance, and 'wind-rose' models for the Web of Data make it clear that co-regulation is not the only alternative to both bottom-up and top-down approaches. From a methodological viewpoint, the middle-out approach sheds light on three different kinds of issues that regard (i) how to strike a balance between multiple regulatory systems; (ii) how to align primary and secondary rules of the law; and (iii) how to properly coordinate bottom-up and top-down policy choices. The increasing complexity of technological regulation recommends new models of governance that revolve around this middle-out analytical ground

    Intellectual disability and participation in digital technology design activities: A catalyst for social inclusion

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    Paper III is excluded from the dissertation until it is published.Social inclusion is a central goal in welfare policies and an essential determinant of people's health and well-being. This doctoral thesis aims to investigate how participation in the design of digital technology can contribute to the social inclusion of young adults with intellectual disability. This dissertation explores 1) How do young adults and adults with intellectual disability experience participation in the design of digital technology? and 2) How can young adults and adults with intellectual disability be supported to enable participation in the design of digital technology? Four independent studies were conducted in total. Paper I reports on how 13 young adults with intellectual disabilities experienced participating in the design of a transport support application. A thematic analysis based on data collected through qualitative interviews, photovoice interviews, participant observations, and Smileyometer ratings showed that the participants experienced a sense of pride and ownership, an experience of socialization, and a sense of empowerment. However, the analysis also showed that negative experiences such as boredom can occur. The differences and variability within the reported experiences suggest that it is important to be aware of individuality, preferences and interests of the participants when designing digital services with young adults with intellectual disability.publishedVersio

    Designing digital vertigo experiences

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    Many people enjoy “vertigo” sensations caused by intense playful bodily activities; examples of such activities include spinning in circles, riding fairground rides, and driving fast cars. Game scholar Caillois calls the associated experiences “vertigo play”, elucidating that these enjoyable activities are a result of confusion between sensory channels. In Human-Computer Interaction (HCI), designers often attempt to avoid causing sensory confusion as it can be associated with a negative user experience. I believe this has led to a lack of understanding surrounding how to transition and extend Caillois&#039; thinking from analogue games and play to the digital realm. However, with more digital games focusing on the body through technologies such as motion sensors and head mounted displays, an opportunity to understand how to design digital vertigo games has arisen. Understanding this will allow designers to create novel and intriguing digital bodily experiences inspired by traditional vertigo play activities. This thesis explores this opportunity by answering the research question: “How do we design digital vertigo experiences?” I developed and studied three different experiences to answer this research question. The first game, “Inner Disturbance”, is a single player game where sensory confusion is facilitated by manipulating a player&#039;s vestibular sense of balance through Galvanic Vestibular Stimulation (GVS). The second game, “Balance Ninja”, uses GVS to extend sensory confusion across two players through a feedback loop, whereby the lateral movements of each player affects the GVS system of the opposing player. In the final game, “AR Fighter”, Head Mounted Displays confuse players’ visual sense as a result of the opposing player&#039;s movements. Studies of the player experience of the three games led to the development of the Digital Vertigo Experience Framework. This framework, which presents designers with the first understanding of how to design digital vertigo experiences, contains two axes: amount of surrendered body agency, and extent of facilitated sensory confusion. The framework is split into four digital vertigo user experience areas: more daring, more overwhelming, more predictable, and more nauseating. Designers are encouraged to stay within these areas to avoid causing one of four possible risks to players: risk of physical injury, sensory overload, boredom, and nausea. With this work, I aim to bring the excitement of traditional vertigo play experiences to the digital world, guiding designers in their creation. Offering an increased understanding of digital vertigo play experiences will allow designers to create more engaging and exciting body-based games, and provide players with more possibilities to enjoy novel and exciting bodily-play experiences

    New interactive interface design for STEM museums: a case study in VR immersive technology

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    Novel technologies are used to develop new museum exhibits, aiming to attract visitors’ attention. However, using new technology is not always successful, perhaps because the design of a new exhibit was inappropriate, or users were unfamiliar with interacting with a new device. As a result, choosing alternative technology to create a unique interactive display is critical. The results of using technology best practices enable the designer to help reduce failures. This research uses virtual reality (VR) immersive technology as a case study to explore how to design a new interactive exhibit in science, technology, engineering and mathematics (STEM) museums. VR has seen increased use in Thailand museums, but people are unfamiliar with it, and few use it daily. It had problems with health concerns such as motion sickness, and the virtual reality head-mounted display (VR HMD) restricts social interaction, which is essential for museum visitors. This research focuses on improving how VR is deployed in STEM museums by proposing a framework for designing a new VR exhibit that supports social interaction. The research question is, how do we create a new interactive display using VR immersive technology while supporting visitor social interaction? The investigation uses mixed methods to construct the proposed framework, including a theoretical review, museum observational study, and experimental study. The in-the-wild study and workshop were conducted to evaluate the proposed framework. The suggested framework provides guidelines for designing a new VR exhibit. The component of a framework has two main parts. The first part is considering factors for checking whether VR technology suit for creating a new exhibit. The second part is essential components for designing a new VR exhibit includes Content Design, Action Design, Social Interaction Design, System Design, and Safety and Health. Various kinds of studies were conducted to answer the research question. First, a museum observational study led to an understanding of the characteristics of interactive exhibits in STEM museums, the patterns of social interaction, the range of immersive technology that museums use and the practice of using VR technology in STEM museums. Next, the alternative design for an interactive exhibit study investigates the effect on the user experience of tangible, gesture and VR technologies. It determines the factors that make the user experience different and suggests six aspects to consider when choosing technology. Third, social interaction design in VR for museum study explores methods to connect players; single player, symmetric connection (VR HMD and VR HMD) and asymmetric connection (VR HMD and PC), to provide social interaction while playing the VR exhibit and investigates social features and social mechanics for visitors to communicate and exchange knowledge. It found that the symmetric connection provides better social interaction than others. However, the asymmetric link is also a way for visitors to exchange knowledge. The study recommends using mixed symmetric and asymmetric connections when deploying VR exhibits in a museum. This was confirmed by the in-the-wild research and validated the framework that indicated it helped staff manage the VR exhibit and provided a co-presence and co-player experience. Fourth, the content design of a display in the virtual environment study examines the effect of design content between 2D and 3D on visitors' learning and memory. It showed that content design with 2D and 3D did not influence visitors to gain knowledge and remember the exhibit’s story. However, the 3D view offers more immersion and emotion than the 2D view. The research proposes using 3D when designing content to evoke a player’s emotion; designing content for a VR exhibit should deliver experience rather than text-based learning. Furthermore, the feedback on the qualitative results of each study provided insight into the design user experience. Evaluation of the proposed framework is the last part of this research. A study in the wild was conducted to validate the proposed framework in museums. Two VR exhibits were adjusted with features that matched the proposed framework’s suggested components and were deployed in the museum to gather visitors' feedback. It received positive feedback from the visitors, and visitors approved of using VR technology in the museum. The results of user feedback from a workshop to evaluate the helpfulness of the framework showed that the framework's components are appropriate, and the framework is practical when designing a new VR exhibit, particularly for people unfamiliar with VR technology. In addition, the proposed framework of this research may be applied to study emerging technology to create a novel exhibit
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