Search results for "Human-computer Interaction"
showing 10 items of 605 documents
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
2019
Video games as a consumer product have changed significantly with the advent of in-game purchasing systems (e.g., microtransactions, ‘loot boxes’). This review examines consumer protections related to in-game purchasing by anticipating some of the potential design strategies that might contribute to higher risk consumer behavior. Attention was directed towards the analysis of patents for potential in-game purchasing systems, with 13 identified on Google Patents. The design features were analysed in relation to the consumer rights and guarantees described in the terms of use agreements of the patent assignees. The analysis revealed that some in-game purchasing systems could be characterized …
Exploring early adolescents’ stressful IT use experiences
2022
Early adolescents are accustomed to using information technology (IT) for different purposes as a part of their everyday life. While IT use can provide many benefits, it can also include negative experiences, such as feelings of stress (i.e. technostress). Considering that young IT users’ technostress perspectives have remained limited in the literature, this paper attempts to contrast their experiences with aspects from earlier research. A qualitative content analysis of semi-structured interviews with 31 primary and secondary school students reveals that early adolescents have encountered stressful IT use experiences that vary based on the degree of stress. The experiences relate to diffe…
A Systematic Literature Review and Analysis of Mobile Retailing Adoption
2019
The purpose of this study is to provide a comprehensive updated review and analysis of mobile retailing adoption. Although research on mobile channel utilization has increased significantly in recent years and many new studies on this topic have been published, research has not yet provided a clear structure regarding how consumers’ expectations have advanced in relation to mobile retailing adoption. Thus, this study synthetizes the mobile retail adoption literature and develops a framework for it. Our systematic literature review analyzed 94 scientific articles that were published between 2010 and 2018 to determine customers’ different expectations and demands during different mobile chann…
Modeling ontologies for robotic environments
2002
On the basis of a multiple abstraction levels specification process, we developed a representational model for environmental robotic knowledge through the definition of a set of ontologies using a multi perspective approach. A general ontological model for typical indoor environments has been first developed, followed by its specialization using an implementation perspective. Actual software implementation of the ontology has been obtained via a XML-based markup language, used to build a repository for robotic environmental knowledge. Copyright 2002 ACM.
Enhancing the user authentication process with colour memory cues
2022
The authentication process is the first line of defence against potential impostors, and therefore is an important concern when protecting personal and organisational data. Although there are many options to authenticate digital users, passwords remain the most common authentication mechanism. However, with password numbers increasing, many users struggle with remembering multiple passwords, which affects their security behaviour. Previous researchers and practitioners have attempted to suggest ways to improve password memorability and security simultaneously. We introduce novel approach that utilises colour as a memory cue to increase password memorability and security. A longitudinal stud…
GUI personalization framework driven by personal semantic user profile
2017
Sovelluskehys käyttöliittymän personointiin käyttäen semanttista käyttäjäprofiilia. Internetin kehittyessä maailma verkostoituu yhä enemmän. Käytämme päivittäin monia laitteita ja erilaisia käyttöliittymiä, mutta vaikka ne monesti jakavat yleisiä käytänteitä ja kuvakkeita, eivät ne kuitenkaan mukaudu yksittäisen käyttäjän tarpeisiin. Vaikka ihmisillä on monia eri ominaisuuksia tai rajoitteita, jotka vaikeuttavat käyttöliittymän omaksumista, palvelun tai ohjelman näkökulmasta käyttäjät mielletään silti yhtenä homogeenisenä joukkona, jonka on mukauduttava käyttöliittymään. Omaksumiskykyyn vaikuttavia tekijöitä ovat esimerkiksi kieli, ikä, koulutustausta ja kulttuuri. Mukautuvan käyttöliittymä…
Players' progression through GraphoGame, an early literacy game: Influence of game design and context of play
2019
Researchers of serious games frequently investigate outcomes of play but overlook the underlying game-design components that drive those outcomes. In this paper, I aim to show how game design and context of play influence progression through GraphoGame, an early-literacy game. This is done by means of two intersecting studies. The first study shows how the game can be represented by a model that explicitly hypothesizes how the interaction between the player and the game drives progression. The second study explores user data generated by first graders (N = 137) who played the game over a period of 25 weeks as part of early literacy instruction. The juxtaposition of these two studies reveals…
Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia
2018
This study aggregated data from three randomized control trials to explore the differential efficacy of three forms of exposure therapy, namely, in vivo (iVET), virtual reality (VRET), and augmented reality (ARET), in the treatment of small animal phobia. Additionally, baseline patient characteristics were used to detect subgroups of patients who showed a differential response to certain treatment modalities. Primary measures were distance covered, anxiety during the behavioral avoidance test (BAT), and overall fear of small animals. A repeated-measures analysis of variance was used to explore the overall treatment effect across the exposure modalities. A cluster analysis and an analysis of…
The social significance of the Facebook Like button
2015
In this paper we study social aspects of using the Like button for purposes of impression management, identity construction, and maintenance of social ties online. On the theoretical level our investigation combines Goffman’s notion of face-work with concepts of social network analysis, shedding light on what we dub ‘nano-level’ interaction and sociality on social networking sites. Our data come from a 2013 classroom survey in which 26 Finnish university students were asked about their motives for and ways of using the Like button. Our results show that though the Like button was designed to allow users to express their positive evaluations of the contents of Facebook posts, comments, and p…
Network-based indices of individual and collective advising impacts in mathematics
2020
AbstractAdvising and mentoring Ph.D. students is an increasingly important aspect of the academic profession. We define and interpret a family of metrics (collectively referred to as “a-indices”) that can potentially be applied to “ranking academic advisors” using the academic genealogical records of scientists, with the emphasis on taking into account not only the number of students advised by an individual, but also subsequent academic advising records of those students. We also define and calculate the extensions of the proposed indices that account for student co-advising (referred to as “adjusted a-indices”). In addition, we extend some of the proposed metrics to ranking universities a…