Search results for "Experience"
showing 10 items of 1093 documents
Long-Term Breastfeeding: The Embodied Experiences of Finnish Mothers
2019
Mothers’ experiences constitute a central and widely discussed issue within feminist breastfeeding research. Less is said however, about long-term breastfeeding in relation to embodiment. This article analyses the embodied experiences of Finnish mothers who have breastfed for over a year. Through a feminist lens, and an inductive qualitative content analysis, the written accounts of 39 long-term breastfeeding mothers were analysed, to show how mothers reflect on embodiment while breastfeeding long-term. Mothers described their embodied experiences in relation to four themes: functionality of the body; tiredness; beauty norms; and pleasure. The study reveals their accounts of bodily changes …
Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices
2016
Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…
Assisting immersive virtual reality development with user experience design approach
2017
In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…
The effects of user interface type on player immersion in first-person shooter games
2017
Videopelien vaikutuksia pelaajien käyttäytymiseen on tutkittu laajasti, kuten myös niitä tekijöitä jotka vaikuttavat pelaajien tyytyväisyyteen ja kiinnostukseen videopelejä kohtaan. Tästä huolimatta on puutetta julkisesti saatavilla olevasta empiirisestä tutkimuksesta, joka keskittyisi käyttöliittymän vaikutukseen pelaajan kokemaan immersioon pelin aikana sekä siihen, mikä käyttöliittymissä vaikuttaa immersion kokemuksen syntymiseen. Käyttöliittymät ensimmäisen persoonan kuvakulmasta olevissa videopeleissä voidaan jakaa kahteen eri tyyppiin, diegeettisiin ja epädiegeettisiin käyttöliittymiin. Nämä kaksi eri käyttöliittymätyyppiä saattavat vaikuttaa pelaajan kokemukseen eri tavoin. Parempi y…
Comment gérer des expériences touristiquesextraordinaires ?Analyse et recommandations à partir d’une immersiondans les parcs à thème
2011
The designers and managers of theme parks seek first of allto encourage the visitor's immersion in the heart of an ex-traordinary experience. Nevertheless, access to this type ofconsumption experience is not systematic and the visitor'simmersion does not seem permanent. In this article, we of-fer a better understanding of the park experience. Buildingon the analysis of 41 introspective diaries of theme parkvisitors, we identify states of immersion but also other ex-perienced states (submersion, emersion, reject). On a ma-nagerial plan, this approach offers understanding keys toparks managers and more globally to managers of touristsites offering extraordinary experiences.
Higher Education
2022
Fifty years ago, higher education globally had started to change radically in terms of the proportion of young people enrolled in the system as well as society's expectations for what this would deliver. From the outset, Higher Education has featured research interrogating various aspects of inequality in higher education, including institutions and staff as well as students. This article offers an overview of that work. Our analysis is structured around three levels at which major questions on this topic have been framed and investigated. The macro level focuses on national systems and looks at widening participation, especially the increase in access to higher education for young people. …
Audience experience of commercial videos and feature length films : are they universal or culturally mediated?
2017
Audiovisual contents constitute one of the most common ways of communicating information. However, audiovisual products are difficult to study because they integrate a lot of complex communication and artistic elements. Meaning and emotions are conveyed by combining film elements but also narrative elements, music and other audio aspects, which unfold over time and can be used to impact the audiences. Here, the user experience approach is taken to try to understand the relation between the video’s elements and the emotions produced in the audience. Emotions are understood within an appraisal framework where elements of the audiovisual format and content are integrated in memory with previou…
V.A. Mocarts un mūzikas pārdzīvojums fenomenoloģiskā skatījumā
2007
Make It Intuitive: An Evaluation Practice Emergent from the Plans and Scripted Behavior of the Computer-Community of Practice
2012
The catch phrase today for system designers is to “make it intuitive,” which begs the question, what is intuitive? The action research discussed in this article was the final stage of the application of grounded theory to user data that provided survey categories (criteria) for system acceptance. A theoretical rationale from the discipline of human–computer interaction was proposed to provide a consistent and repeatable interpretation of the users’ responses to the survey and directly align the responses to software design considerations. To put this work into context, I discuss in this article a case study on the use of the survey to monitor the user experience during the upgrade of an ent…
Paternal mental health trajectory classes and early fathering experiences
2016
A father’s mental health is important for family well-being, but research is scarce on paternal symptoms during the transition to fatherhood. This study identified fathers’ latent mental health trajectory classes from the pre- to postnatal period and examined their associations with early fathering experiences. It further analysed, whether a family’s infertility history was associated with mental health trajectory classes and moderated their effects on fathering experiences. Finnish fathers ( N = 773) reported psychological distress (General Health Questionnaire; GHQ-36) and depressive symptoms (Beck Depression Inventory; BDI-13) in pregnancy (T1), and at 2 months (T2) and 12 months (T3) p…