Search results for "Human-computer Interaction"

showing 10 items of 605 documents

Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
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Online Hate Does Not Stay Online – How Implicit and Explicit Attitudes Mediate the Effect of Civil Negativity and Hate in User Comments on Prosocial …

2020

Abstract Incivility and hateful language in user comments are met with growing concern among politicians, the general public, and scholars. There are fears that such comments may decrease social cohesion and ultimately result in less prosocial behavior among citizens. We investigate whether hate, or even civil negativity in user comments alone, inhibit actual prosocial behavior through recipients’ explicit and implicit attitudes. In an online experiment, 253 participants read user comments (neutral, civil-negative, hateful) about refugees and received five Euros which they could donate for a refugee aid organization or keep for themselves. The results show that participants confronted with …

biologyRefugee05 social sciences050301 education050801 communication & media studiesNegativity effectEurosbiology.organism_classificationHuman-Computer InteractionIncivilityCohesion (linguistics)0508 media and communicationsArts and Humanities (miscellaneous)Prosocial behaviorImplicit attitudePsychology0503 educationSocial psychologyGeneral PsychologyComputers in Human Behavior
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New Areas of Application of Comparable Corpora

2019

This chapter describes several approaches of using comparable corpora beyond the area of MT for under-resourced languages, which is the primary focus of the ACCURAT project. Section 7.1, which is based on Rapp and Zock (Automatic dictionary expansion using non-parallel corpora. In: A. Fink, B. Lausen, W. Seidel, & A. Ultsch (Eds.) Advances in Data Analysis, Data Handling and Business Intelligence. Proceedings of the 32nd Annual Meeting of the GfKl, 2008. Springer, Heidelberg, 2010), addresses the task of creating resources for bilingual dictionaries using a seed lexicon; Sect. 7.2 (based on Rapp et al., Identifying word translations from comparable documents without a seed lexicon. Proceedi…

business.industryComputer scienceGroup method of data handlingSection (typography)020207 software engineering02 engineering and technology[SCCO.LING]Cognitive science/LinguisticsLexiconcomputer.software_genreFocus (linguistics)Task (project management)[SCCO]Cognitive scienceBusiness intelligence0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processing[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial intelligencebusinesscomputerComputingMilieux_MISCELLANEOUSNatural language processingWord (computer architecture)
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Evaluating the user experience of omnidirectional VR walking simulators

2020

Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…

business.industryComputer scienceReliability (computer networking)05 social sciences020207 software engineeringUsability02 engineering and technologyVirtual realityMotion (physics)Human-Computer InteractionUser experience designHuman–computer interactionCorrelation analysis0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesTreadmillbusinessOmnidirectional antenna050107 human factorsSoftwareEntertainment Computing
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A reflective characterisation of occasional user

2017

This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classificat…

business.industryComputer scienceUser modelingUser journey05 social sciencesComputer user satisfaction02 engineering and technologyUser requirements documentUser interface designHuman-Computer InteractionWorld Wide WebArts and Humanities (miscellaneous)User experience designInterface metaphorHuman–computer interaction020204 information systems0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesUser interfacebusiness050107 human factorsGeneral PsychologyComputers in Human Behavior
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The new world of human genetic technologies: The policy environment and impacts of genetic screening tests

1995

Today it is possible to screen for mutated DNA sequences which do not induce any diseases but predispose to develop diseases under certain environmental condition. These latter disorders are called “multifactorial” since they result from the interplay of genetic and environmental factors. Among multifactorial disorders there are job-related diseases whose genetic component can be identified by genetic screening tests. The use of these tests to predict occupational disorders, to cut down on them, and to save costs—in particular for absenteeism, health care, and lawsuits—is of interest to employers and insurers. As for employees, it could entail an extremely deep invasion of privacy, economic…

business.industryGenetic counselingGenetic disorderPrivacy laws of the United StatesDiseasemedicine.diseaseHuman-Computer InteractionPhilosophyRisk analysis (engineering)Artificial IntelligenceHealth caremedicineAbsenteeismGenetic predispositionBusinessEconomic problemAI & Society
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Processing privacy information and decision-making for smartphone apps among young German smartphone users

2018

While privacy behaviour is generally equated with self-disclosure, other forms of behaviour that potentially infringe an individual’s privacy, such as downloading an app, are being neglected by research. We seek to fill this gap by modelling app decision-making within a dual-process model of the attitude–behaviour relationship and the role of privacy attitudes in two kinds of information processing: (1) spontaneous, heuristic processes that rely on automated attitude activation and (2) elaborate, cognitive processes that rely on behavioural intentions to guide behaviour. We used a quasi-experimental design to investigate app decision-making processes for N = 89 participants in N = 254 decis…

business.industryHeuristic05 social sciencesInternet privacyInformation processingGeneral Social Sciences050801 communication & media studiesCognition02 engineering and technologylanguage.human_languageHuman-Computer InteractionGermanUpload0508 media and communicationsMode (computer interface)Arts and Humanities (miscellaneous)020204 information systemsSmartphone app0202 electrical engineering electronic engineering information engineeringDevelopmental and Educational PsychologylanguagebusinessPsychologyHeuristics
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Increasingly emotional design for growingly pragmatic users? A report from Finland

2012

Researchers and practitioners in the field of information and communication technologies (ICT) have for a while been embracing the concepts of user and consumer experience as well as emotions in design, encouraging the industry to emphasise hedonic and symbolic qualities of products and services, over and beyond their utilitarian characteristics. However, the idea that mobile phone users, for instance, seek increasingly experience-rich, personalised products can not be taken for granted. Therefore, it is valuable to investigate the degree to which users really share designers' increasingly socio-emotional stances. The presented longitudinal study investigated users' mobile phone-related pro…

business.industryInternet privacyGeneral Social SciencesBrand loyaltyHuman-Computer InteractionWorld Wide WebArts and Humanities (miscellaneous)User experience designMobile phoneInformation and Communications TechnologyDevelopmental and Educational PsychologyMeaning (existential)Product (category theory)Dimension (data warehouse)Construct (philosophy)businessPsychologyBehaviour & Information Technology
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How Can Secure Websites Improve Buying Intention?

2014

A conceptual model is proposed to show 3 effects of augmenting security perceptions (more pleasure, less perceived risk and higher trust) in order to improve buying intention. The role of usability in reinforcing these direct and indirect security effects has also been tested. This study examines the reinforcement of previous relationships in highly usable contexts. To test this, a fictitious website was designed for a nonexistent clothing company directed at the segment of middle class consumers. Two blocks of changes were made to alter website usability: one concerning website speed and the other related to ease of use. Results for a study sample of 170 respondents show that in usable con…

business.industryStrategy and Managementmedia_common.quotation_subjectInternet privacyUsabilityE-commerceUSableWeb application securityComputer Science ApplicationsPleasureHuman-Computer InteractionRisk perceptionOrder (business)MarketingbusinessPsychologyWeb usabilitymedia_commonJournal of Organizational and End User Computing
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Using Induced Ordered Weighted Averaging (IOWA) Operators for Aggregation in Cross-Efficiency Evaluations

2014

This paper proposes an enhancement of the cross-efficiency evaluation through the aggregation of cross-efficiencies by using a particular type of induced ordered weighted averaging IOWA operator. The use of a weighted average of cross-efficiencies for the calculation of the cross-efficiency scores, instead of the usual arithmetic mean, allows us to introduce some flexibility into the analysis. In particular, the main purpose of the approach we present is to provide aggregation weights that reflect the decision maker DM preferences regarding the relative importance that should be attached to the cross-efficiencies provided by the different decision-making units. To do it, an ordering is to b…

business.industryType (model theory)Theoretical Computer ScienceHuman-Computer InteractionVariable (computer science)Matrix (mathematics)Operator (computer programming)Artificial IntelligenceArtificial intelligencebusinessOrdered weighted averaging aggregation operatorWeighted arithmetic meanAlgorithmRowSoftwareMathematicsArithmetic meanInternational Journal of Intelligent Systems
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