Search results for "Experience"
showing 10 items of 1093 documents
Values that Underlie and Undermine Well–Being: Variability across Countries
2017
We examined relations of 10 personal values to life satisfaction (LS) and depressive affect (DEP) in representative samples from 32/25 countries ( N = 121 495). We tested hypotheses both for direct relations and cross–level moderation of relations by Cultural Egalitarianism. We based hypotheses on the growth versus self–protection orientation and person–focus versus social–focus motivations that underlie values. As predicted, openness to change values (growth/person) correlated positively with subjective well–being (SWB: higher LS, lower DEP) and conservation values (self–protection/social) correlated negatively with SWB. The combination of underlying motivations also explained more comple…
Microinnovations in Human-Technology Interaction
2011
It has been claimed that the Web 2.0, the open source movement, and the emerging mode of peer production have inaugurated a new era of debate about openness, participation, and cooperation as bedrocks for rebuilding the civilizations of the modern world. By way of introducing the concept of wikipolitics, this paper examines whether, and if so how, politics and democracies can benefit from this emerging participatory spirit and modern ICTs, and to document possible dangers of such a shift in the democratic process
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…
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…
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…
Reservoir computing model of prefrontal cortex creates novel combinations of previous navigation sequences from hippocampal place-cell replay with sp…
2019
As rats learn to search for multiple sources of food or water in a complex environment, they generate increasingly efficient trajectories between reward sites. Such spatial navigation capacity involves the replay of hippocampal place-cells during awake states, generating small sequences of spatially related place-cell activity that we call “snippets”. These snippets occur primarily during sharp-wave-ripples (SWRs). Here we focus on the role of such replay events, as the animal is learning a traveling salesperson task (TSP) across multiple trials. We hypothesize that snippet replay generates synthetic data that can substantially expand and restructure the experience available and make learni…
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…
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…
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…
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…