1,469 research outputs found
Simulation of Cosmic Ray neutrinos Interactions in Water
The program CORSIKA, usually used to simulate extensive cosmic ray air
showers, has been adapted to a water medium in order to study the acoustic
detection of ultra high energy neutrinos. Showers in water from incident
protons and from neutrinos have been generated and their properties are
described. The results obtained from CORSIKA are compared to those from other
available simulation programs such as Geant4.Comment: Talk presented on behalf of the ACoRNE Collaboration at the ARENA
Workshop 200
Do You Mind? User Perceptions of Machine Consciousness
The prospect of machine consciousness cultivates controversy across media, academia, and industry. Assessing whether non-experts perceive technologies as conscious, and exploring the consequences of this perception, are yet unaddressed challenges in Human Computer Interaction (HCI). To address them, we surveyed 100 people, exploring their conceptualisations of consciousness and if and how they perceive consciousness in currently available interactive technologies. We show that many people already perceive a degree of consciousness in GPT-3, a voice chat bot, and a robot vacuum cleaner. Within participant responses we identified dynamic tensions between denial and speculation, thinking and feeling, interaction and experience, control and independence, and rigidity and spontaneity. These tensions can inform future research into perceptions of machine consciousness and the challenges it represents for HCI. With both empirical and theoretical contributions, this paper emphasises the importance of HCI in an era of machine consciousness, real, perceived or denied
The Development and Validation of the Technology-Supported Reflection Inventory
Reflection is an often addressed design goal in Human-Computer Interaction
(HCI) research. An increasing number of artefacts for reflection have been
developed in recent years. However, evaluating if and how an interactive
technology helps a user reflect is still complex. This makes it difficult to
compare artefacts (or prototypes) for reflection, impeding future design
efforts. To address this issue, we developed the \emph{Technology-Supported
Reflection Inventory} (TSRI), which is a scale that evaluates how effectively a
system supports reflection. We first created a list of possible scale items
based on past work in defining reflection. The items were then reviewed by
experts. Next, we performed exploratory factor analysis to reduce the scale to
its final length of nine items. Subsequently, we confirmed test-retest validity
of our instrument, as well as its construct validity. The TSRI enables
researchers and practitioners to compare prototypes designed to support
reflection.Comment: CHI Conference on Human Factors in Computing Systems (CHI '21), May
8--13, 2021, Yokohama, Japa
Do You Mind? User Perceptions of Machine Consciousness
The prospect of machine consciousness cultivates controversy across media, academia, and industry. Assessing whether non-experts perceive technologies as conscious, and exploring the consequences of this perception, are yet unaddressed challenges in Human Computer Interaction (HCI). To address them, we surveyed 100 people, exploring their conceptualisations of consciousness and if and how they perceive consciousness in currently available interactive technologies. We show that many people already perceive a degree of consciousness in GPT-3, a voice chat bot, and a robot vacuum cleaner. Within participant responses we identified dynamic tensions between denial and speculation, thinking and feeling, interaction and experience, control and independence, and rigidity and spontaneity. These tensions can inform future research into perceptions of machine consciousness and the challenges it represents for HCI. With both empirical and theoretical contributions, this paper emphasises the importance of HCI in an era of machine consciousness, real, perceived or denied
How Instructional Data Physicalisation Fosters Reflection in Personal Informatics
The ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one\u27s wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n = 60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO\uae bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data
The Walking Talking Stick: Understanding Automated Note-Taking in Walking Meetings
While walking meetings offer a healthy alternative to sit-down meetings, they
also pose practical challenges. Taking notes is difficult while walking, which
limits the potential of walking meetings. To address this, we designed the
Walking Talking Stick -- a tangible device with integrated voice recording,
transcription, and a physical highlighting button to facilitate note-taking
during walking meetings. We investigated our system in a three-condition
between-subjects user study with thirty pairs of participants (=60) who
conducted 15-minute outdoor walking meetings. Participants either used clip-on
microphones, the prototype without the button, or the prototype with the
highlighting button. We found that the tangible device increased task focus,
and the physical highlighting button facilitated turn-taking and resulted in
more useful notes. Our work demonstrates how interactive artifacts can
incentivize users to hold meetings in motion and enhance conversation dynamics.
We contribute insights for future systems which support conducting work tasks
in mobile environments.Comment: In CHI 202
Revisiting Reflection in HCI: Four Design Resources for Technologies that Support Reflection
Reflection is a commonly addressed design goal in commercial systems and in Human-Computer Interaction (HCI) research. Yet, it is still unclear what tools are at the disposal of designers who want to build systems that support reflection. Understanding the design space of reflection support systems and the interaction techniques that can foster reflection is necessary to enable building technologies that contribute to the users\u27 well-being. In order to gain additional insight into how interactive artefacts foster reflection, we investigated past research prototypes and reflection-supporting smartphone applications (apps). Through a structured literature review and an analysis of app reviews, we constructed four design resources for reflection: temporal perspective, conversation, comparison and discovery. We also identified design patterns in past digital artefacts that implement the resources. Our work constitutes intermediate-level knowledge that is intended to inspire future technologies that better support reflection
MagiBricks: Fostering Intergenerational Connectedness in Distributed Play with Smart Toy Bricks
Playing together is crucial to the unique and invaluable bond between grandparents and grandchildren. However, co-located interactions and play can be limited due to time, distance, or pandemic-related restrictions. To facilitate distributed play, we developed MagiBricks, a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement. The familiarity and appeal of toy bricks to both older adults and children make them ideal for intergenerational play. We conducted a within-subjects study with six grandparent-grandchildren pairs. We compared the interactions and perceived connectedness of the pairs while playing over a distance with either i) MagiBricks or ii) identical regular toy bricks. We found that MagiBricks affected communication dynamics, role taking, nature of play, and perception of connectedness during playtime compared to regular bricks, and were unanimously preferred. We contribute design implications for future systems leveraging (smart) tangibles and fostering intergenerational connectedness
Creepy Technology: What Is It and How Do You Measure It?
Interactive technologies are getting closer to our bodies and permeate the
infrastructure of our homes. While such technologies offer many benefits, they
can also cause an initial feeling of unease in users. It is important for
Human-Computer Interaction to manage first impressions and avoid designing
technologies that appear creepy. To that end, we developed the Perceived
Creepiness of Technology Scale (PCTS), which measures how creepy a technology
appears to a user in an initial encounter with a new artefact. The scale was
developed based on past work on creepiness and a set of ten focus groups
conducted with users from diverse backgrounds. We followed a structured process
of analytically developing and validating the scale. The PCTS is designed to
enable designers and researchers to quickly compare interactive technologies
and ensure that they do not design technologies that produce initial feelings
of creepiness in users.Comment: 13 page
MagiBricks: Fostering Intergenerational Connectedness in Distributed Play with Smart Toy Bricks
Playing together is crucial to the unique and invaluable bond between grandparents and grandchildren. However, co-located interactions and play can be limited due to time, distance, or pandemic-related restrictions. To facilitate distributed play, we developed MagiBricks, a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement. The familiarity and appeal of toy bricks to both older adults and children make them ideal for intergenerational play. We conducted a within-subjects study with six grandparent-grandchildren pairs. We compared the interactions and perceived connectedness of the pairs while playing over a distance with either i) MagiBricks or ii) identical regular toy bricks. We found that MagiBricks affected communication dynamics, role taking, nature of play, and perception of connectedness during playtime compared to regular bricks, and were unanimously preferred. We contribute design implications for future systems leveraging (smart) tangibles and fostering intergenerational connectedness
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