Search results for "Human-Computer Interaction"

showing 10 items of 605 documents

Students' attitude towards the use of educational video games to develop competencies

2018

The use of educational video games (EVGs) is gaining momentum as a means to motivate and to engage students in their learning process. Nevertheless, previous research is taking for granted that students have a positive attitude towards EVGs and did not ensure a proper understanding of students' characteristics that might influence their attitude towards them. Therefore, this study's main goal is to explore four students' characteristics (perceived relevance, perceived confidence, media affinity, and perceived self-efficacy) that influence students' attitude towards the use of EVGs to develop competencies. Using the fsQCA method to analyze data gathered on a sample of 128 undergraduate stude…

Educación basada en competenciasProcess (engineering)05 social sciences050301 educationSample (statistics)Negative attitudeEquifinalityHuman-Computer InteractionVideojuegosArts and Humanities (miscellaneous)Educación superior0502 economics and businessVídeojuegoMathematics educationDesarrollo de las habilidadesEnseñanza superiorRelevance (information retrieval)Positive attitudePsychology0503 education050203 business & managementGeneral PsychologyComputers in Human Behavior
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Odeseizar la educación y la cooperación para el desarrollo en España : una mirada internacional a la AOD y al ODS 4

2020

El presente artículo pretende centrar su atención en la política sectorial de la AOD vinculada a la educación desde la ingeniería cosmopolita de los Objetivos de Desarrollo Sostenible que han permitido odeseizarlas políticas mundiales (Barandiarán, 2017), de las que la cooperación y la educación constituyen dos objetos de análisis e investigación. Para ello, sus objetivos se centrarán en revisar el caso español del binomio AOD y educación y cómo, estrechamente vinculado a la ortodoxia política mundial homogeneizadora que proviene de manera intencionalmente manifiesta por parte de los organismos internacionales, la AOD en la actualidad y en este ámbito específico se ha canalizado y transmuta…

Educación internacionalEducaciónObjetivos de Desarrollo Sostenible (ODS)Sustainable Development Goalsobjetivos de desarrollo sostenible (ODS)International educationEducationCooperació per al desenvolupamentAyuda Oficial para el Desarrollo(AOD)educación internacionalcooperación para el desarrolloEducació internacionalL7-991Official Development AssistanceDret a l'educacióDevelopment cooperationCooperación para el desarrolloayuda oficial para el desarrollo (AOD)CommunicationEducation (General)Human-Computer InteractionObjectius de Desenvolupament Sostenible (ODS)educaciónEducacióAjuda Oficial per al Desenvolupament(AOD)
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Surviving task interruptions: Investigating the implications of long-term working memory theory

2006

Typically, we have several tasks at hand, some of which are in interrupted state while others are being carried out. Most of the time, such interruptions are not disruptive to task performance. Based on the theory of Long-Term Working Memory (LTWM; Ericsson, K.A., Kintsch, W., 1995. Long-term working memory. Psychological Review, 102, 211-245), we posit that unless there are enough mental skills and resources to encode task representations to retrieval structures in long-term memory, the resulting memory traces will not enable reinstating the information, which can lead to memory losses. However, once encoded to LTWM, they are virtually safeguarded. Implications of the theory were tested in…

Elementary cognitive taskWorking memoryLong-term memorybusiness.industryComputer scienceGeneral EngineeringMemory rehearsalShort-term memoryHuman Factors and ErgonomicsEducationTask (project management)Human-Computer InteractionHardware and ArchitectureEncoding (memory)Artificial intelligenceImplicit memoryMemory LossesbusinessSoftwareCognitive psychologyInternational Journal of Human-Computer Studies
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Antecedents and consequences of problematic smartphone use: A systematic literature review of an emerging research area

2021

Abstract This article provides a systematic review of existing research on problematic smartphone use (PSU) to guide other researchers in search of relevant studies, and to propose areas for future research. In total, 293 studies were analyzed leading to the development of an overview model in the field of PSU, presenting findings on demographic factors, explanations for smartphone use and why this use becomes problematic, consequences of PSU, and how such use can be corrected. In addition, we considered in which contexts, with which methods, and with which theoretical lenses this stream of research has been studied to date. Smartphone use is most often explained by the smartphone design, a…

Emotional health05 social sciencesControl (management)Applied psychology050301 education050801 communication & media studiesVDP::Technology: 500::Information and communication technology: 550Variety (cybernetics)Human-Computer Interaction0508 media and communicationsSystematic reviewArts and Humanities (miscellaneous)Research questionsPsychology0503 educationGeneral Psychology
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Intelligent robotic cell for Trencad/spl inodot//spl acute/s mosaics manufacturing

2005

The purpose of this paper is the description of an application for the complete automation of a mosaics manufacturing process with irregular random pieces, so called trencad/spl inodot//spl acute/s. An intelligent robotic cell has been implemented by using intelligent methods and pattern recognition techniques to assemble unpredictable objects in an autonomous manner.

Engineering drawingbusiness.industryComputer scienceRoboticsAutomationComputer Science ApplicationsHuman-Computer InteractionControl and Systems Engineeringvisual_artPattern recognition (psychology)Computer-aided manufacturingvisual_art.visual_art_mediumComputer visionCeramicArtificial intelligenceElectrical and Electronic EngineeringbusinessSoftwareInformation SystemsIEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews)
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A full body musculoskeletal model based on flexible multibody simulation approach utilised in bone strain analysis during human locomotion

2011

Load-induced strains applied to bone can stimulate its development and adaptation. In order to quantify the incident strains within the skeleton, in vivo implementation of strain gauges on the surfaces of bone is typically used. However, in vivo strain measurements require invasive methodology that is challenging and limited to certain regions of superficial bones only such as the anterior surface of the tibia. Based on our previous study [Al Nazer et al. (2008) J Biomech. 41:1036-1043], an alternative numerical approach to analyse in vivo strains based on the flexible multibody simulation approach was proposed. The purpose of this study was to extend the idea of using the flexible multibod…

EngineeringBiomedical EngineeringBioengineeringBone healingModels BiologicalMotion captureInverse dynamicsElastic ModulusTensile StrengthHumansComputer SimulationTibiaMuscle SkeletalStrain gaugeSimulationTibiabusiness.industryDynamics (mechanics)Multibody simulationGeneral MedicineStructural engineeringComputer Science ApplicationsHuman-Computer InteractionDynamic loadingStress MechanicalbusinessLocomotionMuscle ContractionComputer Methods in Biomechanics and Biomedical Engineering
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When Augmented Reality Met Art: Lessons Learned from Researcher–Artist Interdisciplinary Work

2018

Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper i…

EngineeringComputer Networks and CommunicationsNeuroscience (miscellaneous)060401 art practice history & theorylcsh:Technology060404 musicVisual artsaugmented reality; art; interdisciplinary; collaborationDeep knowledgelcsh:Scienceartbusiness.industrylcsh:TPerspective (graphical)06 humanities and the artsArt and technologyaugmented realitycollaborationComputer Science ApplicationsHuman-Computer InteractionWork (electrical)interdisciplinaryAugmented realitylcsh:Qbusiness0604 artsMultimodal Technologies and Interaction
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Welcome to MTI—A New Open Access Journal Dealing with Blue Sky Research and Future Trends in Multimodal Technologies and Interaction

2016

In this era of massive use of computers and other computational devices (e.g., low-cost wearable sensors, smartphones, other smart devices, etc.), the nature of digital data is becoming more complex and heterogeneous.

EngineeringComputer Networks and Communicationsmedia_common.quotation_subjectDigital dataNeuroscience (miscellaneous)Wearable computer02 engineering and technologycomputer.software_genrelcsh:TechnologyWorld Wide Web0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive scienceslcsh:ScienceGeneralLiterature_REFERENCE(e.g.dictionariesencyclopediasglossaries)050107 human factorsmedia_commonMultimediabusiness.industrylcsh:T05 social sciences020207 software engineeringComputer Science ApplicationsHuman-Computer Interactionn/aSkylcsh:QbusinesscomputerOpen access journal
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Understanding flow experience from users’ requirements

2015

This paper argues that the concept of flow can be useful in gaining a better understanding of information system users’ flow experience. This paper applies this concept in the requirements development phase of an Internet protocol television e-learning service development project. The findings show that flow experience can be visualised and measured, and that there are differences in how users see and perceive different features. Some features are driven by more experiential needs, whereas others are driven by more task-oriented goals. The findings indicate that the users’ perceived flow experiences can already be measured during the early phases of information systems IS development projec…

EngineeringKnowledge managementtaskFlow (psychology)laddering interviews02 engineering and technologyinformation systemsExperiential learningPhase (combat)utilitarianlaw.inventionTask (project management)Arts and Humanities (miscellaneous)law0502 economics and businessInternet Protocol0202 electrical engineering electronic engineering information engineeringDevelopmental and Educational PsychologyInformation systemuserrequirementsDesign methodsta113Requirements managementexperientialbusiness.industry05 social sciencesGeneral Social Sciences020207 software engineeringcritical success chainsHuman-Computer Interaction050211 marketingbusinessflow experiencehedonicBehaviour & Information Technology
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Linear parameter‐varying modelling and control of an offshore wind turbine with constrained information

2014

This study deals with linear parameter-varying modelling and output-feedback H ∞ control design for an offshore wind turbine. The controller is designed with consideration that not all the information in the feedback loop will be used. This constraint is incorporated into the design procedure. Constrained information means that a special zero-non-zero pattern is forced upon the gain matrix. The constrained controller is obtained based on parameter-dependent Lyapunov functions and formulated in terms of linear-matrix inequalities. Since the functions are dependent on the wind speed and accurate wind speed measurements are rarely available in practice, an extended Kalman filter is used to est…

EngineeringOperating pointControl and OptimizationWind powerbusiness.industryBlade pitchOpen-loop controllerDrivetrainComputer Science Applications1707 Computer Vision and Pattern RecognitionControl engineeringControl and Systems Engineering; Human-Computer Interaction; Computer Science Applications1707 Computer Vision and Pattern Recognition; Control and Optimization; Electrical and Electronic EngineeringWind speedComputer Science ApplicationsHuman-Computer InteractionOffshore wind powerControl and Systems EngineeringControl theoryElectrical and Electronic EngineeringbusinessLPV modeling constrained information H1 control wind turbine.IET Control Theory & Applications
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