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…

lcsh:TComputer Networks and CommunicationsComputer science05 social sciencesNeuroscience (miscellaneous)050301 educationUNESCO::CIENCIAS ECONÓMICASVirtual reality:CIENCIAS ECONÓMICAS [UNESCO]lcsh:TechnologyComputer Science ApplicationsHuman-Computer Interactionn/aHuman–computer interactionvirtual realitylcsh:Q0501 psychology and cognitive scienceslcsh:Science0503 education050107 human factorsgamesMultimodal Technologies and Interaction
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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…

lcsh:T58.5-58.64Social PsychologyCognitive walkthroughPluralistic walkthroughlcsh:Information technologyComputer sciencebusiness.industryCommunicationUsability inspectionUsabilityquantitative methodusability testingusabilityHuman-Computer InteractionUsability labHuman–computer interactionHeuristic evaluationWeb pagebusinessWeb usabilitylog-based evaluationD-TEO methodHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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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…

lcsh:T58.5-58.64Social Psychologylcsh:Information technologyCommunicationeducational change mechanismpedagogical innovationcomparative case studyHuman-Computer InteractionInformation and Communications TechnologyWestern europePedagogyResearch questionsEducational achievementSociologyEducational systemsHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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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.…

learning experiencelearningmusiikkikasvatusmusiikkiteknologiaSocial PsychologyoppiminenInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)oppimiskokemuksetCommunicationMusic technologyMusic educationHuman-Computer InteractionLearning experienceMathematics educationmusic educationmusic technologyPsychology
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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…

letter knowledgeSocial PsychologyGuiding PrinciplesComputer sciencemedia_common.quotation_subjectreading skillGraphoGameReading (process)Mathematics educationLearning to readtechnology-enhanced reading supportmedia_commonorthographylcsh:T58.5-58.64lcsh:Information technologybusiness.industryCommunicationLearning environmentUsabilityPhonologyoikeinkirjoitusLinguisticsHuman-Computer Interactionphonologyeducational gameWriting systembusinessfonologiaOrthographyHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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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…

letter knowledgelukijatSocial PsychologyComputer sciencepreschool0504 sociologyMathematics educationtietokoneavusteinen oppiminenDigital learningta515lcsh:T58.5-58.64lcsh:Information technologyCommunicationearly reading skills05 social sciences050401 social sciences methods050301 educationpredictionEarly readingoppimispelitHuman-Computer Interactionesikouluslow readersAssessment methodslukutaitoEmbeddingcomputer-based assessment0503 education
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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…

letter knowledgeoppimisympäristöparental involvementSocial Psychologymedia_common.quotation_subjecteducationreading skillGame based learningComputer-Assisted InstructionGraphoGameDevelopmental psychologymotivationReading (process)learning environmentPedagogyta516technology-enhanced reading supportSchool based interventionta515Educational gamemedia_commonorthographydigital game-based learninglcsh:T58.5-58.64lcsh:Information technologyCommunicationPhonologyHuman-Computer Interactioneducational gamephonologySchool environmentPsychologyengagementHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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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…

maximum intensity projectionPerformance managementComputer sciencebio-inspired networksDistributed computingbio-inspired networks FPGA technology high-performance management Service-oriented networksbio-inspired networks; biomedical imaging; cerebral vascular tree reconstruction; FPGA technology; high-performance management; magnetic resonance angiography; maximum intensity projection; Service-oriented networksSoftwareGate arrayRobustness (computer science)Factor (programming language)Computer Science (miscellaneous)ArchitectureField-programmable gate arrayhigh-performance managementcomputer.programming_languagebusiness.industrymagnetic resonance angiographyComputer Science ApplicationsHuman-Computer InteractionTree (data structure)FPGA technologycerebral vascular tree reconstructionbiomedical imagingService-oriented networksbusinesscomputerInformation SystemsIEEE Transactions on Emerging Topics in Computing
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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…

media_common.quotation_subject05 social sciences050301 education050801 communication & media studiesLonelinessStructural equation modelingDevelopmental psychologyHuman-Computer Interaction0508 media and communicationsArts and Humanities (miscellaneous)Extant taxonYounger adultsReading (process)medicineSocial mediaHabitmedicine.symptomPsychology0503 educationVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550General Psychologymedia_commonSocial influence
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Corrigendum to ““Facebocrastination”? Predictors of using Facebook for procrastination and its effects on students' well-being” [Computers in Human B…

2017

media_common.quotation_subject05 social sciencesApplied psychologyProcrastination020207 software engineering02 engineering and technologySelf-controlHuman-Computer InteractionArts and Humanities (miscellaneous)Well-being0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesSocial mediaPsychologySocial psychology050107 human factorsGeneral Psychologymedia_commonComputers in Human Behavior
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