Search results for "Human-Computer Interaction"
showing 10 items of 605 documents
Computer graphics applications in the education process of people with learning difficulties
2007
This paper describes the use of Real Time graphic applications as educational tools, specifically oriented to working with people who have certain learning difficulties. We first focus on identifying the most relevant traits (from a psychological point of view) of those disorders, then we continue by analysing the advantages of graphics in Real Time in this context, and how they can be used to complement the conventional teaching methods. Finally, we review the main characteristics of two applications belonging to this category, which serve as a practical example of this encounter between education and technology.
A preliminary framework for differentiating the paradigms of human-technology interaction research
2010
The purpose of this paper is to clarify the differences between approaches in the research field of human-technology interaction. We are especially interested in individuating user psychology from the more traditional paradigms. Therefore, we suggest a preliminary theoretical framework of criteria for distinguishing and individuating the different interaction research paradigms. The framework consists of five dimensions in which the paradigms may vary from each other. In this paper, we also discuss how ubiquitous computing is related to some of the dimensions. In addition, we focus on defining the new elements user psychology can bring to the discussion and analysis of human-technology inte…
A Semantic Web Approach for Geodata Discovery
2013
International audience; Currently, vast amounts of geospatial information are o ffered through OGC's services. However this information has limited formal semantics. The most common method to search for a dataset consists in matching keywords to metadata elements. By adding semantics to available descriptions we could use modern inference and reasoning mechanisms currently available in the SemanticWeb. In this paper we present a novel architecture currently in development in which we use state of the art triplestores as the backend of a CSW service. In our approach, each metadata record is considered an instance of a given class in a domain ontology. Our architecture also adds a spatial dat…
Problematic and non-problematic engagement in Online Sexual Activities across the lifespan
2021
During the last decade, the number of people using the Internet for sexual purposes has increased exponentially. However, most studies conducted so far have analysed Online Sexual Activity (OSA) of adolescents and young people, meaning that we have few information on how this phenomenon is expressed across the lifespan. The aim of this study was to analyse three aspects of OSA (prevalence of different OSAs, motives to engage in OSA, and excessive and problematic engagement in OSA) in a large sample of individuals in different developmental stages. A self-selected sample of 8040 individuals between 12 and 85 years old were recruited and completed an online survey. Participants were distribut…
Gesture recognition using low-cost devices: Techniques, applications, perspectives
2016
Negli ultimi anni abbiamo assistito ad una grande diffusione dei cosiddetti “Kinect-like devices”, ovvero dispositivi basati su un insieme di sensori a basso costo, che consentono di ottenere un’immagine di profondità della scena ripresa. L’alta accessibilità di questi dispositivi, principalmente in termini di costi, ne ha facilitato la diffusione nell’ambito del riconoscimento dei gesti in numerose applicazioni, sia commerciali che di ricerca. In questo articolo saranno inizialmente illustrati i principi generali su cui si fondano le principali tecniche utilizzate per riconoscere i gesti, sfruttando i dati ottenibili dai dispositivi “Kinect-like”. Successivamente, saranno presentati alcuni…
GraphoLearn SI : Digital learning support for reading difficulties in a transparent orthography
2020
Recognition of the importance of evidence-based technological tools that provide personalized learning opportunities is growing. This paper reports on a pilot study evaluating GraphoLearn for Standard Indonesian, a digital game environment that trains basic reading skills by extensive-but-playful exposure to grapheme–phoneme correspondences. The results obtained from 33 Indonesian first graders show that game progress was found to be a significant predictor of reading and decoding abilities both at the posttest and the 5-month follow-up assessment. Our results additionally indicated a significant interaction effect of game progress and letter–sound knowledge at posttest: Progress in the gam…
International perspectives on social media use among adolescents: Implications for mental and social well-being and substance use
2022
In the present study, we aimed to explore the relationship between intensity of social media use (SMU), problematic SMU and well-being outcomes. Four categories of SMU were developed taking into account both intensity of use and problematic SMU simultaneously: non-active; active; intense; and problematic use. Using these four categories, we assessed associations between SMU and mental and social well-being, and substance use. Data from 190,089 respondents aged 11, 13, and 15 years from 42 countries involved in the Health Behavior in School-aged Children (HBSC) study were analyzed. With a slight cross-national variance, 78% of adolescents in the sample were classified as active or intense us…
NordiCHI 2014 Workshop : Human-Technology Choreographies : re-thinking body, movement and space in interaction design
2014
Multimodal and Agent-Based Human–Computer Interaction in Cultural Heritage Applications: an Overview
2010
Does shoe heel-to-toe drop have an influence on performance in downhill trail running?
2019
Trail running (TR) is characterized by sequences of uphill and downhill performed in a natural environment. Recently, studies investigated performance factors specific to TR. During a full race of ...