Search results for " experience"

showing 10 items of 891 documents

Human Technology : Toward the Second Decade

2015

The inaugural issue of Human Technology: An Interdisciplinary Journal on Humans in ICT Environments was published in 2005. The 10 volumes of two to three issues comprise well over 2000 pages. Upon starting as editor in chief in January 2015, I browsed through the archives and noticed that just over 100 articles had been published in the journal. Examining these titles, it is evident that they address a wide variety of topics. Nevertheless, four broad themes emerge:  The user of technology, with such foci as user experience, user characteristics, usability, user interface, and, on a more theoretical level, cognition;  The learner in a technological environment, covering aspects such as inf…

Social Psychologybusiness.industryCommunicationmedia_common.quotation_subjectCollaborative learningUsabilityInteraction designpääkirjoituksetInformal learningCreativityHuman-Computer InteractionWorld Wide WebUser experience designInformation and Communications TechnologySociologyUser interfaceta518businessmedia_commonHuman Technology
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From Technology to the Human User

2008

When thinking of users, it is possible to look at them from a variety of perspectives. One essential way of considering users within the human–technology environment involves technical concepts. In this manner, we define what users should be able to do with a particular technical system. As such, there are tasks to accomplish and goals to reach by means of some technology, and therefore specific operations must be carried out in order to reach those goals or fulfill those tasks. For example, if someone wishes to buy boots from an eShop, it is necessary to get onto the Internet, find the eShop, find the boots, load them into a virtual shopping cart, and follow the process to check out. Savvy…

Social Psychologybusiness.industryComputer scienceProcess (engineering)CommunicationUser modelingUser requirements documentVariety (cybernetics)User interface designHuman-Computer InteractionUser experience designHuman–computer interactionUser interfacebusinessDesign technologyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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Help! Is my Chatbot Falling into the Uncanny Valley? : An Empirical Study of User Experience in Human-Chatbot Interaction

2019

Original article available at http://dx.doi.org/10.17011/ht/urn.201902201607 Advances in artificial intelligence strengthen chatbots’ ability to resemble human conversational agents. For some application areas, it may be tempting not to be transparent regarding a conversational agent’s nature as chatbot or human. However, the uncanny valley theory suggests that such lack in transparency may cause uneasy feelings in the user. In this study, we combined quantitative and qualitative methods to investigate this issue. First, we used a 2 x 2 experimental research design (n = 28) to investigate effects of lack in transparency on the perceived pleasantness of the conversation in addition to percei…

Social Psychologylcsh:T58.5-58.64business.industrylcsh:Information technologyCommunicationchatbotUncanny valleycomputer.software_genreChatbotuncanny valleyHuman-Computer InteractionFalling (accident)Empirical researchUser experience designChatbotsAestheticsuser experiencemedicineHuman–chatbot interactionmedicine.symptomPsychologybusinesshuman–chatbot interactioncomputerChatbot
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Toward hyper-realistic and interactive social VR experiences in live TV scenarios

2022

© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes,creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. Social Virtual Reality (VR) allows multiple distributed users getting together in shared virtual environments to socially interact and/or collaborate. This article explores the applicability and potential of Social VR in the broadcast sector, focusing on a live TV show use case. For such a purpose, a novel and ligh…

Social VR:Enginyeria de la telecomunicació::Telemàtica i xarxes d'ordinadors [Àrees temàtiques de la UPC]Computer scienceSocial TVStereoscopyBroadbandVirtual realityInteractive mediaSession (web analytics)Virtual realitylaw.inventionUser experience designlawHuman–computer interactionComunicacions mòbils Sistemes deMedia TechnologyImmersive mediaElectrical and Electronic EngineeringRepresentation (mathematics)Immersive TVInteractive televisionBroadcastbusiness.industryVolumetric mediaKeyingVR TVObjective testMobile communication systemsbusiness
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Sosiaalialan asiakastietojärjestelmissä paljon parannettavaa: käyttäjäkokemukset 2019

2020

Sosiaali- ja terveydenhuollon digitalisaatiolle on asetettu paljon odotuksia niin palveluiden laadun, saavutettavuuden kuin tehokkuuden osalta. Asiakas- ja potilastietojärjestelmiltä odotetaan paljon tavoitteiden saavuttamiseksi. Asiakastietojärjestelmät ovat laajasti käytössä sosiaalialalla, mutta niiden käyttöä työvälineenä ja niiden avulla saavutettuja hyötyjä on tutkittu ammattilaisten näkökulmasta vain vähän. Keväällä 2019 kartoitettiin ensimmäistä kertaa valtakunnallisesti sosiaalialan ammattilaisten käyttäjäkokemuksia asiakastietojärjestelmistä. Tässä artikkelissa kuvataan kyselytutkimuksen toteutus ja tulokset eniten käytettyjen tuotemerkkien osalta. Tutkimus toimii pilottina vuonna…

Social WorkKnowledge managementmedia_common.quotation_subjectComputer applications to medicine. Medical informaticssocial work [http://www.yso.fi/onto/yso/p3286]R858-859.7kyselytutkimusSocial Welfarekäytettävyys [http://www.yso.fi/onto/yso/p3785]kyselytutkimus [http://www.yso.fi/onto/yso/p10631]Tieteelliset artikkelit / Scientific papersinformation systemsOnline SystemskäyttöliittymätUser experience designsosiaalialan ammattilainen3141 TerveystiedeHealth care050602 political science & public administrationInformation systemsosiaalihuolto0501 psychology and cognitive sciencesTime managementQuality (business)media_commontietojärjestelmätbusiness.industrysocial work05 social scienceskäyttäjäkokemus [http://www.yso.fi/onto/yso/p25337]Usability0506 political scienceAsiakastietojärjestelmäsosiaalihuolto [http://www.yso.fi/onto/yso/p3281]sosiaalityöAttitudeuser-computer interfacesurveys and questionnairesSurvey data collectionsocial welfare [http://www.yso.fi/onto/yso/p3281]Public aspects of medicineRA1-1270Psychologybusinesssocial sciencessurvey-tutkimussocial welfare050104 developmental & child psychologyFinnish Journal of eHealth and eWelfare
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Early usage of Pokémon Go and its personality correlates

2017

Pokmon Go is a popular augmented reality mobile game. Players find imaginary creatures by wandering into the real world, which can then be collected and used in combat. In this paper an assessment of Pokmon Go early usage in the Italian community and of its correlates with the Big Five personality traits is given. The resulting profile of early PG player is one of a more Introverted, close person with high agreeability and conscientiousness. Extraversion and Stability are positively correlated with the collection part of the game, while Agreeableness is a negative predictor thereof. Openness is correlated to the level of proficiency. Display Omitted We assess Pokmon Go early usage and its c…

Social networkSettore M-PSI/01 - Psicologia GeneraleAgreeablenessExtraversion and introversionSettore INF/01 - InformaticaCreaturesmedia_common.quotation_subject05 social sciences050801 communication & media studies050109 social psychologyConscientiousnessBig FiveHuman-Computer InteractionPokémon Go0508 media and communicationsArts and Humanities (miscellaneous)Openness to experiencePersonality0501 psychology and cognitive sciencesAugmented realityBig Five personality traitsPsychologySocial psychologyGeneral Psychologymedia_commonComputers in Human Behavior
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Can ‘Openness-to-change’ and ‘Conservation’ Values Predict the Diffusion of the Internet into European Homes?

2019

Abstract This study investigated whether openness-to-change values (self-direction and stimulation) and conservation values (security and tradition) could predict the diffusion of the internet into homes by 2014, at the level of 159 European regions. All four value scales were correlated with the diffusion of the internet, after controlling for regional wealth and population density. Self-direction was by far the most consistent predictor of the diffusion of internet connections; a combination of self-direction and stimulation values could predict home internet use better than other combinations of human values. A longitudinal analysis, at the level of 25 countries, investigated the possibi…

Sociology and Political Sciencebusiness.industryOpenness to experienceThe InternetEconomic geographySociologyDiffusion (business)businessComparative Sociology
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Defining user experience goals to guide the design of industrial systems

2015

The key prerequisite for experience-driven design is to define what experience to design for. User experience (UX) goals concretise the intended experience. Based on our own case studies from industrial environments and a literature study, we propose five different approaches to acquiring insight and inspiration for UX goal setting: Brand, Theory, Empathy, Technology, and Vision. Each approach brings in a different viewpoint, thus supporting the multidisciplinary character of UX. The Brand approach ensures that the UX goals are in line with the company's brand promise. The Theory approach utilises the available scientific knowledge of human behaviour. The Empathy approach focuses on knowing…

Sociology of scientific knowledgeEngineeringKnowledge managementEmerging technologiesmedia_common.quotation_subjectindustrial systemsecperience-driven designEmpathyArts and Humanities (miscellaneous)User experience designMultidisciplinary approachuser experienceDevelopmental and Educational PsychologyGoal settingmedia_commonta113business.industryGeneral Social Sciencesta6132user ecperience goalViewpointsHuman-Computer InteractionStrategic designexperience-driven designuser experience goalbusinessBehaviour & Information Technology
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Telekomunikāciju uzņēmuma X klientu motivācijas faktori sekot līdzi elektroniskajam sportam

2021

Pētījuma “Telekomunikāciju uzņēmuma X klientu motivācijas faktori sekot līdzi elektroniskajam sportam” mērķis bija izprast, kādi motivācijas faktori ietekmē līdzjušanas biežumu. Izvirzīto uzdevumu ietvaros tika sniegts ieskats par to, kas ir e-sports, kāda ir līdzjušanas pieredze e-sportā, un e-sporta līdzjutēju sociālais un demogrāfiskais profils. Tika apskatīti iepriekš veiktie pētījumi, kuri sniedza ieskatu par to, kādi motivācijas faktori ietekmē līdzjušanu ārzemju respondentu vidū. Darba ietvaros tika izvēlēta pašnoteikšanās teorija, kura skaidro dažādu motivācijas faktoru savstarpējo saistību un dinamiku – kā motivācija attīstās atkarībā no darbības un vides, kurā atrodas cilvēks. Dar…

Socioloģijamotivationself-determination theorye-sports fane-sports watching experiencee-sports
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“Sensing” the destination: Development of the destination sensescape index

2021

Abstract Despite the increasing academic interest in the sensory dimension of the tourist experience, the quantitative empirical research in the field is limited by a lack of measurement instruments for evaluating the sensory stimuli perceived by tourists during a destination visit. The study addresses this gap by developing a composite index to assess the sensory destination panorama, termed as “destination sensescape”. The construct is conceptualised as a formative multidimensional variable with 5 dimensions (visualscape, smellscape, tastescape, soundscape, and hapticscape). The psychometric validity and reliability of the 17 items integrating the formative index were established by a rig…

SoundscapeKnowledge managementComputer scienceStrategy and ManagementValidityTransportationsensory experienceDevelopment:CIENCIAS ECONÓMICAS [UNESCO]Formative assessmentEmpirical research0502 economics and businessdestinationDimension (data warehouse)sensescapeformative index constructionbusiness.industry05 social sciencesUNESCO::CIENCIAS ECONÓMICASTourism Leisure and Hospitality Management050211 marketingComposite indexbusinessConstruct (philosophy)050212 sport leisure & tourismTourism
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