Chi Changing the World, Changing Ourselves )xwxuhh,qwhuidfhv6rfldodqg(prwlrqdo

Chi Changing the World, Changing Ourselves )xwxuhh,qwhuidfhv6rfldodqg(prwlrqdo
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志改变世界,改变我们自己 )xwxuhh,qwhuidfhv6rfldodqg(prwlrqdo

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通讯作者:
C. Nass
C. Nass
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作者:
Rosalind W. Picard;Alan Wexelblat;C. Nass

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$%675$&7这个面板解决了未来社会情感界面的“科学事实“。我们讨论新的理论和即将到来的接口技术,使或增强人与计算机之间的社会情感互动,并通过新形式的计算机之间的人。该主题植根于:(1)发现人机交互是社会性和情感性的,即使界面的设计不是以这种交互为目标,(2)技术的进步,使计算机能够识别,表达和响应情感和社会信息。小组成员将描述这项研究的指导理论,展示新兴技术的例子,包括新的可穿戴,可植入和机器人接口,并讨论社会情感互动对接口开发,设计和测试的影响。传统上,界面设计师认为他们的工作主要是开发工具,以促进信息任务的性能。类似地,用户认为他们对交互式界面的反应就像对纯粹的机器一样,而不考虑任何社会或情感问题。然而,在过去的十年中,超过70项实验研究表明,人们不会把交互式软件仅仅作为一种工具。相反,个体运用广泛的社会规则和习得的行为来指导他们与交互系统的交互以及对交互系统的态度。类似地,界面既会引起用户的各种情绪,也会被用户赋予各种情绪。当用户知道他们不应该并且相信他们没有表现出这些反应时,就会发生社交和情感反应。当设计师不试图引起这些反应时,当界面像屏幕上的纯文本一样简单时,它们就会发生,没有任何社会或情感方面的参考(例如,不使用“我”这个词)。此外,用户在没有明确训练的情况下表现出社会情感反应,无论他们的计算机经验水平如何。如果这不是一个微不足道或偶然的现象呢?如果用户的社交和情感反应是构建更有用、更成功、更高效的系统的关键,那会怎样呢?简而言之,如果我们能够在人们丰富而复杂的情感生活中牢固地建立人机界面,会怎么样?我们可能会建立什么样的系统,设计原则会如何改变?要实现人与机器之间的双向社会情感沟通,需要哪些技术进步?我们离这些进步还有多远?这个面板...
$%675$&7 This panel addresses " science fact " for future social-emotional interfaces. We discuss new theory and upcoming interface technologies that enable or augment social-emotional interaction between people and computers, and between people via new forms of computers. The theme is rooted in: (1) findings that human-computer interaction is social and emotional even when interfaces are not designed with such interaction as a goal, and (2) advances in technology, enabling computers to recognize, express, and respond to emotional and social information. The panelists will describe the guiding theory for this research, show examples of emerging technologies including new wearable, implantable, and robotic interfaces, and discuss the implications of social-emotional interaction for interface development, design, and testing. Traditionally, interface designers have viewed their work primarily as the development of tools to facilitate the performance of information tasks. Similarly, users have believed that they respond to interactive interfaces as they would to mere machines, setting aside any social or emotional concerns. However, over 70 experimental studies in the past ten years have shown that people do not respond to interactive software as a mere tool. Instead, individuals bring to bear a wide range of social rules and learned behaviors that guide their interactions with, and attitudes toward, interactive systems. Similarly, interfaces both induce a wide range of emotions in users and are assigned a wide range of emotions by users. Social and emotional responses occur when users know that they should not and believe that they do not exhibit these responses. They occur when designers do not attempt to elicit these responses, and when the interfaces are as simple as plain text on a screen, with no reference to any social or emotional aspects (e.g., no use of the word " I ") [1]. Furthermore, users exhibit social-emotional responses without explicit training, and regardless of their level of computer experience. What if this was not a trivial or accidental phenomenon? What if the social and emotional reactions that users have are important keys to building more useful, successful, and productive systems? In short, what if we could firmly ground the creation of human-computer interfaces in the rich and complex emotional lives of people? What kinds of systems might we build, and how would principles of design change? What technological advances are needed to accomplish bi-directional social-emotional communication between people and machines, and how close are we to obtaining these advances? This panel …