Search results for "Experience"

showing 10 items of 1093 documents

Extending and validating gestUI using technical action research

2017

gestUI is a model-driven method with tool support to define custom gestures and to include gesture-based interaction in existing user software system interfaces. So far, gestUI had been limited to the definition of the same gesture catalogue for all users of the software system. In this paper, we extend gestUI to permit individual users to define their own custom gesture catalogue and redefine some custom gestures in case of difficulty in using or remembering them. After extending gestUI, we applied technical action research from the FP7 CaaS project's Capability Design Tool with the aim of assessing its acceptance in an industrial setting. We also analysed its perceived ease-of-use and use…

Model-Driven DevelopmentComputer sciencebusiness.industryDesign toolIndustrial setting020207 software engineeringContext (language use)02 engineering and technologyGesture-Based InteractionHuman-Computer InteractionUser ExperienceUser experience designHuman–computer interactionTechnical-Action Research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingSoftware systemUser interfaceAction researchbusinessSoftware engineeringGesture2017 11th International Conference on Research Challenges in Information Science (RCIS)
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La hora de la evaluación ambulatoria [Recurso electrónico] = The time of ambulatory assessment /

2022

La evaluación ambulatoria aglutina un conjunto de métodos que permiten evaluar mediante dispositivos móviles, y en múltiples momentos temporales, el comportamiento de las personas en su entorno natural y contexto diario. Permite una evaluación más precisa, dinámica, contextual e ideográfica que los métodos clásicos, abriendo nuevos horizontes con claras implicaciones para el diagnóstico y la intervención psicológica. El objetivo de este trabajo es realizar una introducción a la evaluación ambulatoria. En primer lugar, se realiza una delimitación conceptual y se comentan las cuestiones que viene a solucionar y sus posibles beneficios. En segundo lugar, se exponen aspectos relacionados con la…

Modelo contextualElectronics devicesMuestreo de experienciasExperience sampling methodologyEvaluación ambulatoriaContextual modelAmbulatory assessmentDispositivos electrónicosEcological momentary assessmentEvaluación ecológica momentánea
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Effect of the intra-alveolar administration of dexamethasone on swelling, trismus, and pain after impacted lower third molar extraction: a randomized…

2021

Background To evaluate the efficacy of intra-alveolar administration of dexamethasone 4 mg in the control of edema, trismus, and pain resulting from the extraction of impacted lower third molars and the drug permeability through the oral mucosa by in silico prediction. Material and Methods The randomized, double-blind, split-mouth clinical trial included patients who had both impacted lower third molars in equivalent positions. Hemiarches were divided into control side when dexamethasone was administered orally and experimental side when dexamethasone was administered using the intra-alveolar route. Patients were evaluated considering edema, trismus, and pain. The permeability of dexamethas…

MolarTrismusDexamethasoneDouble-Blind Methodassessment formOral administrationEdemaMedicineDistribution (pharmacology)EdemaHumansradiological variablesOral mucosaGeneral Dentistrypatient characteristicsUNESCO:CIENCIAS MÉDICASDexamethasonePain Postoperativesurgeon experiencebusiness.industryResearchTooth ImpactedClinical trialwisdom teethmedicine.anatomical_structureOtorhinolaryngologyAnesthesiaTooth ExtractionSurgeryMolar ThirdTrismusmedicine.symptomOral Surgerybusinessmedicine.drugMedicina Oral, Patología Oral y Cirugía Bucal
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Moral Conflicts as a Motor of Moral Identity Development at Work: Self-Awareness and Micro Processes in Weekly Experiences

2019

Based on the identity process model, we investigated developmental differences in moral identity between leaders by analyzing their personal experiences of and reactions to actual moral conflicts at work. Using a longitudinal (16-week) qualitative design, we collected weekly moral conflict stories from ten leaders. First, after an inductive exploratory analysis we found that the leaders showed different levels of awareness (descriptive, reflective, and evaluative) with regard to how far they were able to identify their own role, values, feelings, and behaviors in each moral conflict. Second, after a theory-driven analysis, the integrated model of the micro processes of identity development …

Moral identitySociology and Political ScienceProcess (engineering)05 social sciencesIdentity (social science)050109 social psychologymoral identitymoral conflictmicro processeskonfliktittiedostaminenWork (electrical)moraaliSelf-awareness0501 psychology and cognitive sciencesitsetajuntaidentiteettiPsychology (miscellaneous)Personal experiencePsychologySocial psychology050104 developmental & child psychologyjohtajat
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Jünger Machines and aviators. The experience of war in young Jünger's photobooks

2013

El modo en que el jünger de los años 30 recuerda y describe la guerra en sus foto-libros concibe la misma principalmente desde la contemplación estética como un espectáculo de la naturaleza, en detrimento de su cruel dimensión moral y personal. Ello, que The way in which the jünger of the 30 s remembers and describes the war in his photobooks conceives it principally since an aesthetic comprehension as a natural spectacle to the detriment of its cruel moral and personal dimension. This, which to a large e

Moral sensibilityConciencia técnicaSensibilidad moralTechnical consciousnessI Guerra MundialWorld War IErnst JüngerExperience of warExperiencia de la guerra
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Estimation techniques to measure subjective quality on live video streaming in Cloud Mobile Media services

2018

Abstract The adoption of smart phones, the increased access to mobile broadband networks and the availability of public cloud infrastructures are aligning to the next generation of truly ubiquitous multimedia services, known as Cloud Mobile Media (CMM) services offering mobile video. Nevertheless, due to an inherit higher and variable end to end delay mainly as a result of the virtualization process, new challenges appear. One challenge is given by live video streaming applications when trying to keep a good Quality of Experience of the delivered video, measured in terms of a subjective video quality metric, named Mean Opinion Score (MOS). Our goal is to estimate and predict this subjective…

MultimediaComputer Networks and CommunicationsComputer sciencebusiness.industryMobile broadbandMean opinion scoreQuality of service020206 networking & telecommunicationsCloud computing02 engineering and technologyVideo qualitycomputer.software_genre0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingQuality of experiencePEVQbusinesscomputerSubjective video qualityComputer Communications
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Discounted Prototyping of Virtual Reality Solutions for Science Education

2017

Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…

MultimediaComputer scienceProcess (engineering)business.industrymedia_common.quotation_subjectVirtual realityUSablecomputer.software_genreScience educationTest (assessment)ScarcityUser experience designHuman–computer interactionDesign processbusinesscomputermedia_common
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Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum

2017

Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…

MultimediaComputer sciencebusiness.industryGeneral Engineering020207 software engineeringContext (language use)02 engineering and technologycomputer.software_genreComputer Graphics and Computer-Aided DesignHuman-Computer InteractionUser experience design0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingAugmented realitybusinesscomputerComputers & Graphics
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Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications

2012

Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Measuring user responses to interactive stories: Towards a standardized assessment tool

2010

With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…

MultimediaEnd userbusiness.industryComputer science05 social sciencesComputingMilieux_PERSONALCOMPUTINGConceptual model (computer science)050801 communication & media studiesAdventurecomputer.software_genreInteractive storytelling0508 media and communicationsInteractivityUser experience designHuman–computer interaction0501 psychology and cognitive sciencesNarrativebusinesscomputer050107 human factorsInteractive media
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