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.

Focus (computing)Point (typography)MultimediaProcess (engineering)Computer scienceTeaching methodGeneral EngineeringContext (language use)Special educationcomputer.software_genreComputer Graphics and Computer-Aided DesignHuman-Computer InteractionComputer graphicsHuman–computer interactionGraphicscomputerComputers & Graphics
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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…

Focus (computing)metascienceUbiquitous computingComputer sciencebusiness.industryUsabilityparadigmspsychologyhuman-technology interactionField (computer science)user psychologyHuman–computer interactionhuman-computer interactionbusiness
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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…

Geospatial analysisComputer scienceFormal semantics (linguistics)SemanticWeb0211 other engineering and technologiesInference02 engineering and technologyOntology (information science)computer.software_genreWorld Wide Web[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Minimum bounding box0202 electrical engineering electronic engineering information engineeringontologies[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]ArchitectureSemantic Webcatalogues021101 geological & geomatics engineeringInformation retrievalMetadataOGC servicesgeodata discovery020201 artificial intelligence & image processing[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]computer
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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…

GerontologyAge differencesbusiness.industry05 social sciencesprevalence050301 education050801 communication & media studiesMinor (academic)Large samplerespiratory tract diseasesHuman-Computer Interaction0508 media and communicationsArts and Humanities (miscellaneous)Age groupsmotivesproblematic engagementThe Internetonline sexual activities (OSAs)businessPsychology0503 educationGeneral PsychologylifespanMeaning (linguistics)
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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…

Gesture recognitionSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniTouchless interactionComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONMedia TechnologyKinect-like devicesComputer Science Applications1707 Computer Vision and Pattern RecognitionInformation SystemInformation Systems; Computer Science Applications1707 Computer Vision and Pattern Recognition; Media TechnologyHuman-computer interactionInformation Systems
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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…

GraphoLearnoppimisympäristöSocial Psychologymedia_common.quotation_subjectGraphoGamePersonalized learninglukeminenFluencyPhonological awarenessReading (process)Mathematics educationDigital learningtechnology-enhanced reading supportmedia_commonreading acquisitionCommunicationdigital learning environmentlanguage.human_languageHuman-Computer InteractionIndonesianStandard IndonesianlanguagePsychologylukihäiriötOrthographyReading skills
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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…

HBSCpäihteetAdolescence; Cross-national research; HBSC; Social media use; Substance use; Well-beingmediankäyttöhyvinvointiWell-beingCross-national researchsosiaalinen mediaongelmakäyttöSubstance useWHO-koululaistutkimuskansainvälinen vertailuAdolescenceHuman-Computer Interactionhenkinen hyvinvointinuoretArts and Humanities (miscellaneous)Social media usePsychology(all)General Psychology
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NordiCHI 2014 Workshop : Human-Technology Choreographies : re-thinking body, movement and space in interaction design

2014

HCIkäyttöliittymätlived spaceihminen-konejärjestelmätchoreographyinteraction designHuman-computer interactionembodiment
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Multimodal and Agent-Based Human–Computer Interaction in Cultural Heritage Applications: an Overview

2010

HUMAN-COMPUTER INTERACTIONCULTURAL HERITAGEMULTIMODALITYAGENTS
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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 ...

Heel0206 medical engineeringBiomedical EngineeringBioengineering030229 sport sciences02 engineering and technologyGeneral Medicine020601 biomedical engineeringComputer Science ApplicationsHuman-Computer Interaction03 medical and health sciences0302 clinical medicinemedicine.anatomical_structuremedicineDrop (telecommunication)Geotechnical engineeringGeologyComputer Methods in Biomechanics and Biomedical Engineering
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