Search results for "Human-Computer Interaction"
showing 10 items of 605 documents
Virtual Reality and Games
2018
The concept of Virtual Reality (VR) dates back to around 1930, where different technologies and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further patented in 1931), reported to be the first example of a commercial flight simulator, being entirely electromechanical. Also, in the 1930s, the visionary, science fiction writer Stanley G. Weinbaum brings a story (Pygmalion’s Spectacles) that introduces the early idea of a pair of goggles that makes the wearer experience a fictional world through holograms, smell, taste, and touch. Weinbaum describes uncanny experiences for those wearing the goggles, aligned with the modern experiences of VR. It is in the mid 1950…
A Quantitative Method for Localizing User Interface Problems: The D-TEO Method
2009
A large array of evaluation methods have been propo sed to identify Website usability problems. In log-based evaluation, inform ation about the performance of users is collected and stored into log files, and used to find problems and deficiencies in Web page designs. Most methods require the programming and modeling of large task models, which are cumbersome processes for evaluato rs. Also, because much statistical data is collected onto log files, recognizing which Web pages require deeper usability analysis is difficult. This paper suggests a novel quantitative method, called the D-TEO, for locating problematic Web pages. This semiautoma ted method explores the decomposition of interacti…
Technology-Supported Educational Innovations in Finland and Hong Kong: A Tale of Two Systems
2005
The paper presents a comparison of case studies about innovative ICT-supported pedagogical practices in two educational systems, namely Finland and Hong Kong. The two systems were selected for this in-depth comparison for three main reasons. First, Finland and Hong Kong performed well in several international comparative studies of educational achievement. Second, the case studies collected via the SITES Module 2 indicated rather different profiles between Finnish and Hong Kong schools in terms of ICT infrastructure and pedagogical practices. Third, further analysis of the case studies data indicated differences in emergent pedagogical characteristics between the cases collected in Asia and…
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.…
The GraphoGame Method: The Theoretical and Methodological Background of the Technology-Enhanced Learning Environment for Learning to Read
2014
This paper provides an overview of the GraphoGame method. Both theoretical and methodological aspects related to the method are presented. The method’s guiding principles are based on the prevailing theories and experimental research findings on learning and teaching basic reading skills in alphabetic languages, especially from the point of view of a struggling reader. Because the nature of the target language and its relation to its writing system play central roles in the GraphoGame method, this approach requires the method to be flexible in order to be valid for learners of different languages and orthographies. Thus, the aim of the developed technology is to provide an appropriate readi…
Embedding Preschool Assessment Methods into Digital Learning Games to Predict Early Reading Skills
2017
The aim of this pilot study was to explore the predictive accuracy of computer-based assessment tasks (embedded within the GraphoLearn digital learning game platform) in identifying slow and normal readers. The results were compared to those obtained from the traditional paper-and-pencil tasks currently used to assess school readiness in Finland. The data were derived from a cohort of preschool-age children (mean age 6.7 years, N = 57) from a town in central Finland. A year later, at the end of first grade, participants were categorized as either slow (n = 11) or normal readers (n = 46) based on their reading scores. Logistic regression analyses indicated that computer tasks were as efficie…
Is School a Better Environment Than Home for Digital Game-Based Learning? The Case of GraphoGame
2015
This study investigated how the use of an online reading game differs in home and school environments. First and second graders (N = 194) participated in an 8-week training during which they used the reading program GraphoGame either at home or at school under the supervision of parents or teachers. Child participants were recommended by parents and teachers recruited from the list of GraphoGame users, and adults decided whether the training took place at home or at school. We measured the frequency and duration of playing, children’s engagement, development of reading skill and reading interest, and adult supportive involvement. The results revealed that children who played GraphoGame at s…
A Novel Bio-Inspired Approach for High-Performance Management in Service-Oriented Networks
2021
Service-continuity in distributed computing can be enhanced by designing self-organized systems, with a non-fixed structure, able to modify their structure and organization, as well as adaptively react to internal and external environment changes. In this paper, an architecture exploiting a bio-inspired management approach, i.e., the functioning of cell metabolism, for specialized computing environments in Service-Oriented Networks (SONs) is proposed. Similar to the processes acting in metabolic networks, the nodes communicate to each other by means of stimulation or suppression chains giving rise to emergent behaviors to defend against foreign invaders, attacks, and malfunctioning. The mai…
Smartphone usage among older adults
2021
Abstract Problematic smartphone usage, associated with impaired daily functioning, has gained increased attention among researchers. However, extant research is focusing on adolescents and younger adults. This paper investigates smartphone usage among older adults, of which less is known. To do so, we conducted a cross-sectional survey of 154 smartphone users (60+ years) in Norway using structural equation modeling (PLS-SEM). We examined the contributing roles of loneliness, habit, social influence, emotional gain, fear of missing out, self-control, and problematic smartphone usage. We further investigated how older adults engage with their smartphones. Our findings suggest that older adult…