Search results for "Human-computer Interaction"

showing 10 items of 605 documents

Employees' perceptions of relational communication in full-time remote work in the public sector.

2021

The global COVID-19 pandemic has led to numerous changes in society. This paper aims to understand how the abrupt transfer to remote work is reflected in employees' perceptions of relational communication at their work. Our research question is as follows: What kinds of perceptions and profiles regarding relational communication can be found among full-time remote workers? A sample of 1, 091 Finnish public sector employees with virtually no previous experience in remote work completed an open-ended survey during the first wave of the pandemic. The findings present 17 aspects of relational communication that the respondents mentioned as having changed because of moving to remote work. These …

COVID-19työyhteisötwork relationshipstechnology-mediated communicationjulkinen sektoriviestintätekniikkacommunication technologyHuman-Computer Interactionrelational communicationyhteisöviestintäArts and Humanities (miscellaneous)keskinäisviestintäremote worktyöntekijätetätyösisäinen viestintäGeneral PsychologyComputers in human behavior
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Comparison of relaxation techniques in virtual reality for breast cancer patients

2019

A number of studies demonstrated that virtual reality (VR) featuring pleasant scenarios and relaxing narratives is effective in promoting relaxation in users, both in healthy and pathological contexts. One important field for application of relaxing VR is breast cancer, because of therapy-related distress and changes in body imagine experienced by patients during the care process. However, comparisons between different relaxation techniques adapted to virtual reality are rare. In the present study, the same virtual environment has been integrated with audio narratives designed according to two different relaxation techniques (respiration control and body scan). As initial exploration, 16 br…

Care process020205 medical informaticsRelaxation (psychology)virtual reality relaxation stress reduction breast cancer user centered design human-computer interaction user preferences02 engineering and technologySettore M-PSI/08 - PSICOLOGIA CLINICAVirtual realitymedicine.diseasecomputer.software_genre03 medical and health sciencesDistress0302 clinical medicineBreast cancerVirtual machine030220 oncology & carcinogenesis0202 electrical engineering electronic engineering information engineeringmedicineingleseValence (psychology)PsychologycomputerCognitive psychologyUser-centered design
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Adversarial reverse mapping of equilibrated condensed-phase molecular structures

2020

A tight and consistent link between resolutions is crucial to further expand the impact of multiscale modeling for complex materials. We herein tackle the generation of condensed molecular structures as a refinement -- backmapping -- of a coarse-grained structure. Traditional schemes start from a rough coarse-to-fine mapping and perform further energy minimization and molecular dynamics simulations to equilibrate the system. In this study we introduce DeepBackmap: A deep neural network based approach to directly predict equilibrated molecular structures for condensed-phase systems. We use generative adversarial networks to learn the Boltzmann distribution from training data and realize reve…

Chemical Physics (physics.chem-ph)Structure (mathematical logic)Artificial neural networkComputer sciencePhase (waves)FOS: Physical sciencesLink (geometry)Condensed Matter - Soft Condensed MatterComputational Physics (physics.comp-ph)Energy minimizationMultiscale modelingBoltzmann distributionHuman-Computer InteractionMolecular dynamicsArtificial IntelligencePhysics - Chemical PhysicsSoft Condensed Matter (cond-mat.soft)Physics - Computational PhysicsAlgorithmSoftwareMachine Learning: Science and Technology
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Supporting Dispute Handling in E-Commerce Transactions, a Framework and Related Methodologies

2004

An E-commerce transaction is a means to conduct particular commercial activities using the global digital E-commerce infrastructure. We concentrate here on business to customer (B-to-C) E-commerce transactions. These transactions are based on protocols offered by the global infrastructure, primarily the Internet. Using electronic means to do business can greatly improve the efficiency of the business transactions. It, however, poses some problems that were rarely considered to be important before. One class of problems is caused by the behavior of untrusted participants. For reasons such as dishonesty, disputes may arise. In the general case, when a dispute arises an untrustworthy participa…

Class (computer programming)AtomicityDishonestyProcess (engineering)business.industryComputer sciencemedia_common.quotation_subjectEconomics Econometrics and Finance (miscellaneous)Context (language use)E-commerceComputer securitycomputer.software_genreHuman-Computer InteractionThe InternetbusinesscomputerDatabase transactionmedia_commonElectronic Commerce Research
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Fitbit for learning: Towards capturing the learning experience using wearable sensing

2020

The assessment of learning during class activities mostly relies on standardized questionnaires to evaluate the efficacy of the learning design elements. However, standardized questionnaires pose additional strain on students, do not provide “temporal” information during the learning experience, require considerable effort and language competence, and sometimes are not appropriate. To overcome these challenges, we propose using wearable devices, which allow for continuous and unobtrusive monitoring of physiological parameters during learning. In this paper we set out to quantify how well we can infer students’ learning experience from wrist-worn devices capturing physiological data. We coll…

Class (computer programming)Reflection (computer programming)Computer sciencebusiness.industry05 social sciencesGeneral Engineering050301 educationWearable computerMetacognitionHuman Factors and ErgonomicsStudent engagementEducationHuman-Computer InteractionHardware and ArchitectureHuman–computer interaction0501 psychology and cognitive sciencesSet (psychology)business0503 education050107 human factorsSoftwareWearable technology
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An empirical comparative evaluation of gestUI to include gesture-based interaction in user interfaces

2019

[EN] Currently there are tools that support the customisation of users' gestures. In general, the inclusion of new gestures implies writing new lines of code that strongly depend on the target platform where the system is run. In order to avoid this platform dependency, gestUI was proposed as a model-driven method that permits (i) the definition of custom touch-based gestures, and (ii) the inclusion of the gesture-based interaction in existing user interfaces on desktop computing platforms. The objective of this work is to compare gestUI (a MDD method to deal with gestures) versus a code-centric method to include gesture-based interaction in user interfaces. In order to perform the comparis…

Code-centric methodComputer scienceModel-driven methodHumanitiesLENGUAJES Y SISTEMAS INFORMATICOSSoftwareHuman-computer interactionComparative empirical evaluationComparative evaluationGesture-based interaction
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Gender differences in internet addiction: A study on variables related to its possible development

2023

Internet addiction and its related variables (i.e., internet gaming addiction, social media addiction, fear of missing out, phubbing) have mostly been investigated in the general population without considering possible gender differences. The present study aimed to investigate the specific characteristics of men and women in the possible development of pathological behaviors related to internet addiction. A total of 276 participants (of ages ranging from 18 to 30 years old) were recruited in the study (46.7% were males) and responded to online questionnaires on variables related to internet addiction and psychological traits. The results showed that gender represents a key factor in explain…

Cognitive NeuroscienceBehavioral addiction; Emotional difficulties; Fear of missing out; Gaming; Prosociality; Social media addictionNeuroscience (miscellaneous)Fear of missing outComputer Science ApplicationsHuman-Computer InteractionGamingEmotional difficultiesPsicologiaArtificial IntelligenceSocial media addictionProsocialityAddicció a InternetBehavioral addictionApplied Psychology
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Modeling visual sampling on in-car displays: The challenge of predicting safety-critical lapses of control

2015

In this article, we study how drivers interact with in-car interfaces, particularly by focusing on understanding driver in-car glance behavior when multitasking while driving. The work focuses on using an in-car touch screen to find a target item from a large number of unordered visual items spread across multiple screens. We first describe a cognitive model that aims to represent a driver?s visual sampling strategy when interacting with an in-car display. The proposed strategy assumes that drivers are aware of the passage of time during the search task; they try to adjust their glances at the display to a time limit, after which they switch back to the driving task; and they adjust their t…

Cognitive modelComputer scienceHuman Factors and ErgonomicsEducationTask (project management)Cognitive modelingInhibition of returnHuman–computer interactionDistractionHuman multitaskingComputer visionVisual searchCommunication designta113business.industryVisual searchGeneral EngineeringDriving simulatorDistractionGazeIn-car displaysHuman-Computer InteractionHardware and ArchitectureEye trackingArtificial intelligenceInterleaving strategybusinessSoftwareDriving
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Missing the Forest for the Trees: Why Cognitive Science Circa 2019 Is Alive and Well

2019

International audience; Núñez and colleagues (2019) chronicle in extraordinary detail the "demise" of cognitive science, as it was first defined in the late 1970s. The problem is that their account, however accurate, misses the forest for the trees. Cognitive science circa 2019 is alive and well; it just has not followed the path anticipated by its founders over 40 years ago.

Cognitive scienceCognitive scienceLinguistics and LanguageHistoryMultidisciplinaryCognitive Neuroscience05 social sciences[SHS.PSY]Humanities and Social Sciences/PsychologyExperimental and Cognitive PsychologyDemise050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineInterdisciplinaryArtificial IntelligencePath (graph theory)0501 psychology and cognitive sciences030217 neurology & neurosurgery
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Scientific and Design Stances

2010

Human technology interaction is a strange field of expertise, because both academics and industry are interested in it. And yet, every now and then, it becomes apparent that academics and industry do not always see eye to eye (Carroll, 1997). They seem to think in different manner. While scientists look for how things are, industry mostly seeks out how things should be. Indeed, sometimes two very different stances behind the basic thinking of the two important human–technology interaction (HTI) communities surface. Scientists primarily are interested in general laws and principles, even eternal truths with no exceptions. They want to identify general laws and use them to explain individual …

Cognitive scienceSocial PsychologybiologyComputer scienceCommunicationmedia_common.quotation_subjectPerspective (graphical)MillerAnalogybiology.organism_classificationCode (semiotics)Human-Computer InteractionChunking (psychology)Programming paradigmFunction (engineering)Simple (philosophy)media_commonHuman Technology: An Interdisciplinary Journal on Humans in ICT Environments
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