Search results for " experience"

showing 10 items of 891 documents

The Attentional Demand of Automobile Driving Revisited: Occlusion Distance as a Function of Task- Relevant Event Density in Realistic Driving Scenari…

2016

Objective: We studied the utility of occlusion distance as a function of task-relevant event density in realistic traffic scenarios with self-controlled speed. Background: The visual occlusion technique is an established method for assessing visual demands of driving. However, occlusion time is not a highly informative measure of environmental task-relevant event density in self-paced driving scenarios because it partials out the effects of changes in driving speed. Method: Self-determined occlusion times and distances of 97 drivers with varying backgrounds were analyzed in driving scenarios simulating real Finnish suburban and highway traffic environments with self-determined vehicle speed…

event ratedriving experiencedriverevent densityexpectancyinattentiontask demandsepävarmuusdistractionvisual occlusion
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A critical examination of existential feeling

2018

Matthew Ratcliffe (2008, 2015) has argued that existential feelings form a distinct class of bodily and non-conceptual feelings that pre-intentionally structure our intentional experience of others, the world, and ourselves. In this article, I will identify and discuss three interrelated areas of concern for Ratcliffe’s theory of existential feelings. First, the distinct senses in which existential feelings are felt as background bodily feelings and as spaces of possibility calls for further clarification. Second, the nature of the suggested bi-directional relationship between existential feelings and intentional experience remains ambiguous. Third, viewed in light of existential guilt, the…

existential feelingeksistentialismieksistenssiintentionaalisuuskehontuntemusintentional experienceRatcliffe Matthewbodily feeling
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Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications

2018

Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation of new/further/more positive experiences. This paper describes experience categories for the workplace. Based on 345 reports of positive user experiences in the workplace, we identified 17 experience categories through qualitative content analysis and describe their necessary and optional attributes. We believe that experience categories can support analysis and design activities for the work place in three ways: (a) using the questions derived from experience interviews to analyze existing positive experiences in work contexts, (b) explaining the potential …

experience categoriesinterviewsSocial PsychologyComputer sciencebusiness.industryCommunication05 social sciencesHuman-Computer InteractionworkWork (electrical)User experience designHuman–computer interactionuser experience0502 economics and businesspositive design0501 psychology and cognitive sciencesbusiness050203 business & management050107 human factorsHuman Technology
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THE IMPORTANCE OF ESTABLISHING CUSTOMER EXPERIENCES

2012

Recently, companies have apprehended the fact that customers want more than merely products or services and have proceeded in providing value creation through customer experiences. Experience marketing has emphasized the need to stimulate, entertain and affect consumers at an emotional level in order to create the premises for an experience in consumption. The repercussions for the experience marketing approach can range from brand advocacy, word-of-mouth, to loyalty and motivation to buy such an experience. Therefore, companies need to manage these experiences and pay attention to the moments of truth the customer has with the organization in question.

experience marketing customer experience consumer behavior customer empowerment value co-creationStudies in Business and Economics
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Factory Workers' Ordinary User Experiences: An Overlooked Perspective

2018

Experiences with technology often are described as exciting and outstanding, for instance, in relation to novel technologies at home or at work. In this article, we aim to complement this perspective by emphasizing people’s mundane and ordinary experiences with technology, that is, unremarkable experiences happening in the background of people’s attention. Based on our investigations of user experience in a semiconductor factory, we show how such ordinary experiences are substantial in workers’ everyday interactions with technology, which are mainly shaped by repetitive activities and routines. However, current conceptions of user experience seem to overlook those mundane experiences and ho…

experiences with technologySocial Psychologybusiness.industryCommunication05 social sciencesPerspective (graphical)020207 software engineering02 engineering and technologyPublic relationsHuman-Computer Interactionnuances of ordinariness0202 electrical engineering electronic engineering information engineeringFactory (object-oriented programming)0501 psychology and cognitive sciencesSociologycomputer-supported practicesfactorybusinessuser experience theory050107 human factorsautomated systemsHuman Technology
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Analyzing online search patterns of music festival tourists

2020

Music festivals, as cultural events that induce tourism flows, intermediate both the cultural and travel experience. The present study analyzes online search behavior of potential attenders to a music festival. We hypothesize that the search process reveals latent patterns of behavior of cultural tourists planning to attend music festivals. To this end, information from Google Trends on queries related to three popular music festivals is used to build a network of search topics. Based on it, alternative exponential random graph model specifications are estimated. Findings support the general result of mediated information flows: music festivals induce planning and traveling queries. Howeve…

exponential random graphs modelsInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Cultural participationGeography Planning and DevelopmentMusic festivalTravel experienceUNESCO::CIENCIAS ECONÓMICASUnstructured dataAdvertisinguser-generated datamediated consumer discoveryTourism Leisure and Hospitality ManagementOnline searchlive music consumptionTurismeSociologycultural participationunstructured dataTourismTourism Economics
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Gratuité et Processus de Prise de Décision dans le Domaine Culturel : le Cas des Musées et des Monuments

2006

La gratuité est le caractère de ce qui est gratuit, c'est-à-dire de ce « qui se donne pour rien ».Il est intéressant d'observer que lorsque les individus évoquent le choix d'une visite gratuitede musée et de monument, comparativement à la visite payante, ils se positionnentrégulièrement comme des consommateurs qui expriment des préférences, évaluent desalternatives, traitent des informations et manifestent des intentions de consommation. Dèslors, il convient d'analyser, dans notre recherche, le processus de prise de décision del'individu en tant que consommateur de la visite culturelle. Dans une première partie, nousdévelopperons ainsi les effets de la gratuité sur le processus de prise de …

expérience de visiteProcessusvisiting experiencedecision-making processfree admissionDomaine Culturelprocessus de prise de décision[SHS.GESTION]Humanities and Social Sciences/Business administrationGratuité[ SHS.GESTION ] Humanities and Social Sciences/Business administration[SHS.GESTION] Humanities and Social Sciences/Business administration
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Experiences from the Use of an Eye-Tracking System in the Wild

2010

Eye-tracking systems have been widely used as a data collection method in the human–computer interaction research field. Eyetracking has typically been applied in stationary environments to evaluate the usability of desktop applications. In the mobile context, user studies with eye-tracking are far more infrequent. In this paper, we report our findings from user tests performed with an eye-tracking system in a forest environment. We present some of the most relevant issues that should be considered when planning a mobile study in the wild using eye-tracking as a data collection method. One of the most challenging finding was the difficulty in identifying where the user actually looked in th…

eye-trackingsilmän liikkeetmobiilipalvelutComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONmobile user experiencekäyttäjäkokemus
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Training surgical skills in a simulated and authentic environment : expertise challenges in development of surgical laparoscopy practicing

2014

failure preventionkirurgitoppiminenoppimiskokemuksetsimulation-based trainingsurgical educationsurgical skills trainingopetussimulaattoritsurgical expertise developmentleikkaussalitosaaminenlearner experienceopetusteknologiaammattitaitokirurgiaoperating theatretähystysleikkaukset
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The World Hobbit Project in Finland : Audience responses and transmedial user practices

2016

This article examines audience engagement with The Hobbit fantasy film trilogy as a participatory and transmedial experience. To do so, we use the data collected by The World Hobbit Project in order to investigate the transmedial user practices of the Finnish audience of the trilogy. We will, firstly, look at what kinds of transmedial user practices – and transmedia users – emerge from our data. Secondly, we will ask the following questions: How do transmedia users receive and experience the films? What are the meanings assigned to The Hobbit films and the fantasy texts and user practices related to them, and what do these meanings tell of the broader meanings and uses of fantasy? Doing so,…

fantasiaelokuvatTolkienfantasia (tyylit)transmedial user practicesadaptationtransmedialitykäyttäjäkokemusThe HobbittransmediaComputingMilieux_MISCELLANEOUSaudience experiences
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