Human-Computer Interaction: Interaction Technologies - 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part II

Human-Computer Interaction: Interaction Technologies - 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2-7, 2015, Proceedings, Part II
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人机交互:交互技术 - 第 17 届国际会议,HCI International 2015,美国加利福尼亚州洛杉矶,2015 年 8 月 2-7 日,会议记录,第二部分

DOI:
10.1007/978-3-319-20916-6_54
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发表时间:
2015
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通讯作者:
Craven M
Craven M
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文献类型:
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作者:
Craven M

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联网的城市屏幕为公共卫生教育和意识提供了新的可能性。有关注意缺陷多动障碍(ADHD)的信息视频与基于浏览器的定制视频游戏相结合,并成功地部署在现有的研究平台Screens in the Wild(SitW)上。SitW平台由46英寸组成。触摸屏或互动显示器,一个摄像头,一个麦克风和一个扬声器,部署在英格兰的四个城市地点。详细介绍了多媒体内容的平台和软件实现。这款游戏是基于心理测量的连续表现测试。在游戏化版本的测试中,玩家会收到正确选择的目标刺激的分数,根据反应时间的比例获得分数,并对错过或错误选择的人进行惩罚。高分在不同地点之间共享。研究人员提出了一些问题,以探索人们在玩游戏时对“注意力持续时间”的自我意识,对ADHD和成人ADHD的认识,以及从视频中获得的知识增长。结果显示了公众对游戏和视频的参与度,这些结果是根据游戏统计数据、问题答案和屏幕位置获得的分数得出的。成人ADHD的意识特别类似于ADHD的总体情况,93%的视频观众的知识总体上有所增加。此外,成人ADHD知识评分总体上与ADHD呈正相关,与知识获得呈正相关。不同网站的平均分数不同,但问题评分与分数之间没有明显的相关性。讨论了解释来自非监督平台的用户结果的挑战。
Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an existing research platform, Screens in the Wild (SitW). The SitW platform consists of 46-in. touchscreen or interactive displays, a camera, a microphone and a speaker, deployed at four urban locations in England. Details of the platform and software implementation of the multimedia content are presented. The game was based on a psychometric continuous performance test. In the gamified version of the test, players receive a score for correctly selected target stimuli, points being awarded in proportion to reaction time and penalties for missed or incorrect selections. High scores are shared between locations. Questions were embedded to probe self-awareness about ‘attention span’ in relation to playing the game, awareness of ADHD and Adult ADHD and increase in knowledge from the video. Results are presented on the level of public engagement with the game and video, deduced from play statistics, answers to the questions and scores obtained across the screen locations. Awareness of Adult ADHD specifically was similar to ADHD in general and knowledge increased overall for 93 % of video viewers. Furthermore, ratings of knowledge of Adult ADHD correlated positively with ADHD in general and positively with knowledge gain. Average scores varied amongst the sites but there was no significant correlation of question ratings with score. The challenge of interpreting user results from unsupervised platforms is discussed.