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Seven HCI grand challenges
This article aims to investigate the Grand Challenges which arise in the current and
emerging landscape of rapid technological evolution towards more intelligent interactive …
emerging landscape of rapid technological evolution towards more intelligent interactive …
Uncomfortable interactions
We argue for deliberately and systematically creating uncomfortable interactions as part of
powerful cultural experiences. We identify the potential benefits of uncomfortable …
powerful cultural experiences. We identify the potential benefits of uncomfortable …
Uncovering the honeypot effect: How audiences engage with public interactive systems
In HCI, the honeypot effect describes how people interacting with a system passively
stimulate passers-by to observe, approach and engage in an interaction. Previous research …
stimulate passers-by to observe, approach and engage in an interaction. Previous research …
Performance-led research in the wild
We explore the approach of performance-led research in the wild in which artists drive the
creation of novel performances with the support of HCI researchers that are then deployed …
creation of novel performances with the support of HCI researchers that are then deployed …
Virtual field studies: Conducting studies on public displays in virtual reality
Field studies on public displays can be difficult, expensive, and time-consuming. We
investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments …
investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments …
See me, feel me, touch me, hear me: trajectories and interpretation in a sculpture garden
We apply the HCI concept of trajectories to the design of a sculpture trail. We crafted a
trajectory through each sculpture, combining textual and audio instructions to drive directed …
trajectory through each sculpture, combining textual and audio instructions to drive directed …
Designing mobile experiences for collocated interaction
Many of our everyday social interactions involve mobile devices. Yet, these tend to only
provide good support for distributed social interactions. Although much HCI and CSCW …
provide good support for distributed social interactions. Although much HCI and CSCW …
Ways of spectating: Unravelling spectator participation in Kinect play
We explore spectating on video game play as an interactional and participatory activity.
Drawing on a corpus of video recordings capturing'naturally occurring'Kinect gaming within …
Drawing on a corpus of video recordings capturing'naturally occurring'Kinect gaming within …
[PDF][PDF] Interdependent Wearables (for Play): A Strong Concept for Design.
K Isbister, K Abe, M Karlesky - CHI, 2017 - chi2021.acm.org
Typically wearable devices are conceived of and constructed as stand-alone, individually
based technologies. However, in practice wearables become part of the social context and …
based technologies. However, in practice wearables become part of the social context and …
Social affordances at play: Game design toward socio-technical innovation
In this paper we propose that game design strategies and theories can be useful tools for
supporting the design of innovative socio-technical systems aimed at supporting social co …
supporting the design of innovative socio-technical systems aimed at supporting social co …