Search results for "HCI"
showing 10 items of 105 documents
Novel and experimental music technology use in the music classroom : learning performance, experience, and concentrated behavior
2021
In recent years, music technology in the classroom has relied on general devices such as the iPad. In the current study, we used a mixed-methods approach to examine the learning performance, learning experience, and behavior of two class groups of primary school music students (N = 42), using established music technology (i.e., the iPad with the Keyboard Touch Instrument app) and novel music technology (KAiKU Music Glove). Results show a significant difference of change in test scores during learning (p = <.01) and a medium effect-size is found (d = .75), indicating use of the iPad and Keyboard Touch Instrument app contributed to increased learning when compared to the KAiKU Music Glove.…
Tapology: A Game-Based Platform to Facilitate E-Health and E-Inclusion
2014
Published version of a chapter in the book: Universal Access in Human-Computer Interaction. Aging and Assistive Environments. Also available from the publisher at: http://dx.doi.org/10.1007/978-3-319-07446-7_36 We have developed a tablet computer game app for low vision users that can be used to introduce a platform for gaming, internet and visual rehabilitation to older users who have not had prior experience with information communication technology (ICT). Our target user group is people diagnosed with Age Related Macular Degeneration (AMD). The primary goal of the app is to present a fun and engaging means for participants to engage with Information Communication Technology (ICT). A long…
Capturing User Experiences of Mobile Information Technology with the Repertory Grid Technique
2010
We describe the application of the repertory grid technique (RGT) as a tool for capturing the user experience of technological artifacts. In noting the artificiality of assessing the emotional impact of interactive artifacts in isolation from cognitive judgments, we argue that HCI techniques must provide practical solutions regarding how to assess the holistic meaning of users’ interactive experiences. RGT is a candidate for this role. This paper takes the reader step by step through setting up, conducting, and analyzing a RGT study. RGT is a technique on the border between qualitative and quantitative research, unique in that it respects the wholeness of cognition and does not separate the…
Content Aware Music Analysis with Multi-Dimensional Similarity Measure
2017
Music players and cloud solution for music recommendation and automatic playlist creation are becoming increasingly more popular, as they intent to overcome the issue of the difficulty for users to find fitting music, based on context, mood and impression. Much research on the topic has been conducted, which has recommended different approaches to overcome this problem. This paper suggests a system which uses a multi-dimensional vector space, based on the music’s key elements, as well as the mood expressed through them and the song lyrics, which allows for difference and similarity finding to automatically generate a contextually meaningful playlist. peerReviewed
Effects of musicianship and experimental task on perceptual segmentation
2015
The perceptual structure of music is a fundamental issue in music psychology that can be systematically addressed via computational models. This study estimated the contribution of spectral, rhythmic and tonal descriptors for prediction of perceptual segmentation across stimuli. In a real-time task, 18 musicians and 18 non-musicians indicated perceived instants of significant change for six ongoing musical stimuli. In a second task, 18 musicians parsed the same stimuli using audio editing software to provide non-real-time segmentation annotations. We built computational models based on a non-linear fuzzy integration of basic and interaction descriptors of local musical novelty. We found tha…
Współczesne spojrzenie na edukacyjne i pedagogiczne motywy w dziele Tomasza Morusa "Utopia" (1516)
2017
Niejako z definicji utopia to gatunek wymykający się łatwemu zaszufladkowaniu, o wybitnie interdyscyplinarnym i wielowymiarowym charakterze. Wszak łączy ona w sobie zarówno właściwości dzieła czysto literackiego (mamy tu fabułę, postaci czy symbole), jak i cechy pisarstwa filozoficznego czy politycznego. Może być również ważną formą społecznej krytyki lub polemiki. Niezmiernie istotnym wymiarem utopii jako gatunku jest też jej wydźwięk pedagogiczny i edukacyjny, chociaż akurat ten aspekt jest relatywnie rzadko podejmowany w literaturze krytycznej. To dość zastanawiające, zważywszy na fakt, że różne wizje formowania społeczeństwa są obecne w utopii od samego początku i wręcz nie sposób wyobr…
miMic
2016
miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model…
Computational Rationality as a Theory of Interaction
2022
Funding Information: This work was funded by the Finnish Center for AI and Academy of Finland (“BAD” and “Human Automata”). We thank our reviewers, Xiuli Chen, Joerg Mueller, Christian Guckelsberger, Sebastiaan de Peuter, Samuel Kaski, Pierre-Alexandre Murena, Antti Keuru-lainen, Suyog Chandramouli, and Roderick Murray-Smith for their comments. Publisher Copyright: © 2022 ACM. How do people interact with computers? This fundamental question was asked by Card, Moran, and Newell in 1983 with a proposition to frame it as a question about human cognition - in other words, as a matter of how information is processed in the mind. Recently, the question has been reframed as one of adaptation: how …
Visual-manual in-car tasks decomposed: text entry and kinetic scrolling as the main sources of visual distraction
2013
Distraction effects of in-car tasks with a touch screen based navigation system user interface were studied in a driving simulator experiment with eye tracking. The focus was to examine which particular in-car task components visually distract drivers the most. The results indicate that all of the visual-manual in-car tasks led to increased levels of experienced demands and to lower driving speeds. The most significant finding was that text entry and kinetic scrolling of lists were the main sources of visual distraction whereas simple selection tasks with familiar target locations led to least severe distraction effects.
How and Why to Start and Run a SIGCHI Local Chapter
2015
There is a vast and increasing interest towards local HCI communities around the globe and in particular on geographical areas in which HCI has only recently started to gain increasing interest by local industries as well as academic institutions. A SIGCHI Local Chapter is one of the ways a local HCI community can organize and get visibility and support for their activities. However, many active volunteers in this field might not be aware of this possibility. The main goal of the Chapters' SIG in CHI'15 is to inform interested parties of SIGCHI Local Chapters and to find ways in which SIGCHI could better support local HCI communities with their various needs all over the world.