Search results for "Human-computer Interaction"
showing 10 items of 605 documents
Computer Vision Interaction for People with Severe Movement Restrictions
2006
In this paper we present the starting point of research in applying humancomputer interaction (HCI) techniques to help people with cerebral palsy to use computers via vision-based interaction. Our work includes the development and improvement of visionbased assistive technology, which was tested in experiments with cerebral palsy users. A brief review of current assistive technologies for severely physically impaired people and an explanation of the developed applications of such technologies are also presented. The final part of the paper describes the experimentation goals, process, and preliminary results. Future work directions are also indicated.
Cybersex in the “Net generation”: Online sexual activities among Spanish adolescents
2016
The internet offers several opportunities to explore sexuality among adolescents. However, some studies have also revealed problematic effects of cybersex in earlier stages. Despite this, few studies analyze the online sexual behavior among adolescents, even less in Spain where there is very little data. For this reason, our aim is to examine the use of internet for sexual purposes among Spanish adolescents, including gender differences. Three hundred and twenty-two adolescents completed an ad-hoc questionnaire and the Spanish version of the Internet Sex Screening Test. In general, boys report more cybersex than girls do, for example, in masturbating while the Internet (60.6% of boys and 7.…
Concepciones de planificación en la formación profesional para el empleo : la importancia de la experiencia profesional
2021
Este artículo presenta los resultados de una investigación que pertenece al grupo de estudios sobre el conocimiento del profesorado. Tiene como objetivos explorar las concepciones de planificación del profesorado y del personal gestor de la formación profesional para el empleo y analizar similitudes y divergencias entre las mismas, puesto que ambos son agentes que participan en los procesos de planificación en esta formación. La metodología es de orientación cuantitativa basada en un método descriptivo. Se han analizado las concepciones de planificación a través de un cuestionario adaptado de Marrero (1988) y validado por personas expertas. Los resultados obtenidos muestran que no hay apena…
Context-sensitive distraction warnings : effects on drivers' visual behavior and acceptance
2016
In this study, we investigated the effects of context-sensitive distraction warnings on drivers' in-car glance behaviors and acceptance. The studied prototype warning application functions on a smart phone. The novelty of the application is its proactive and context-sensitive approach to the adjustment of warning thresholds according to the estimated visual demands of the driving situation ahead. In our study, novice and experienced drivers conducted in-car tasks with a smart phone on a test track with and without the warnings. The application gave a warning if the driver's gaze was recognized to remain on the smart phone over a situation-specific threshold time, or if the driver was approa…
Pitch tilt rendering for an 8-DOF driving simulator
2015
International audience; Tilt coordination technique is used for reproducing a sustained linear acceleration in driving simulation by tilting the simulator cabin. Thus a part of gravity is interpreted as a horizontal acceleration. Between the slow rotational motion limited by the rotational perception threshold of semi-circular canals of vestibular system and the fast change of acceleration to render, the design of coupling motions of rotation and translation plays a critical role in the realism of driving simulator. We present here an experiment focusing on longitudinal accelerations rendering with pitch tilt coordination technique. Eight drivers experienced the same accelerations and decel…
Positive mood induction procedures for virtual environments designed for elderly people
2012
Positive emotions have a significant influence on mental and physical health. Their role in the elderly’s wellbeing has been established in numerous studies. It is therefore worthwhile to explore ways in which elderly people can increase the number of positive experiences in their daily lives. This paper describes two Virtual Environments (VEs) that were used as mood induction procedures (MIPs) for this population. In addition, the VEs’ efficacy at increasing joy and relaxation in elderly users is analyzed. The VEs contain exercises for generating positive-autobiographic memories, mindfulness and slow breathing rhythms. The total sample comprised 18 participants over 55 years old who used t…
Design of virtual environments for the treatment of agoraphobia: Inclusion of culturally relevant elements for the population of the Dominican Republ…
2020
Abstract Virtual Reality is a powerful tool for the treatment of agoraphobia. However, how effective is the use of these scenarios when they do not resemble the sociocultural context? Literature suggests that the inclusion of culturally relevant elements increases the ecological validity and transferability of learning since it reduces the gap between the virtual and real context. Unfortunately, in Latin America, the development of virtual environments is incipient, and the use of generic virtual environments is commonplace. The objective of this study was to develop virtual environments that include elements that are culturally relevant to the population of the Dominican Republic. Three hu…
Multimodal Communication and Peer Interaction during Equation-Solving Sessions with and without Tangible Technologies
2023
Despite the increasing use of technologies in the classroom, there are concerns that technology-enhanced learning environments may hinder students’ communication and interaction. In this study, we investigated how tangible technologies can enhance students’ multimodal communication and interaction during equation-solving pair work compared to working without such technologies. A tangible app for learning equation solving was developed and tested in fourth and fifth-grade classrooms with two class teachers and 24 students. Video data of the interventions were analysed using deductive and inductive content analysis. Coded data were also quantified for quantitative analysis. Additionally, teac…
Towards Ethical Guidelines of Using Telepresence Robots in Residential Care
2021
AbstractRobotic telepresence is a potential technology to help alleviating the loneliness of elderly people. The impacts of long-term use of telepresence robots in residential care are not well known. We were interested in how using a telepresence robot influences the resident, family members and care workers at a facility, and what challenges and solutions there are for wider adoption of such robots in residential care. With a telepresence robot Double, we arranged a series of three trials in two separate residential care facilities: one 12-week trial in a private facility and two successive 6-week trials in a public facility. In each trial, we installed the telepresence robot in a room of…
Designing for Positive User Experience in Work Contexts: Experience Categories and their Applications
2018
Experience categories describe repeatedly occurring qualities of positive experiences that can be used for the analysis and generation of new/further/more positive experiences. This paper describes experience categories for the workplace. Based on 345 reports of positive user experiences in the workplace, we identified 17 experience categories through qualitative content analysis and describe their necessary and optional attributes. We believe that experience categories can support analysis and design activities for the work place in three ways: (a) using the questions derived from experience interviews to analyze existing positive experiences in work contexts, (b) explaining the potential …