Search results for "Human-computer Interaction"

showing 10 items of 605 documents

Wiki as a collaborative writing tool in teacher education: Evaluation and suggestions for effective use

2014

The students did not collaborate much by revising each other's contributions to the wikis.The students did not use the discussion page to address critical reflections on collaboration.Factors influencing wiki-based collaborative writing in teacher education are discussed.Suggestions for effective use of wikis as collaborative writing tools are presented. Wiki technology provides new opportunities to foster collaborative writing in teacher education. To empirically evaluate the level of collaborative writing in a wiki-based environment, this article used three methods and their combination. The first method was the history function that records all students' actions, enabling to trace all ch…

Collaborative writingComputer science4. Educationmedia_common.quotation_subjectCollaborative learningTeacher educationHuman-Computer InteractionWorld Wide WebTrace (semiology)Peer assessmentArts and Humanities (miscellaneous)Taxonomy (general)Mathematics educationFunction (engineering)General Psychologymedia_commonComputers in Human Behavior
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Sensibilidad intercultural y satisfacción con la vida en alumnado autóctono e inmigrante

2019

El objetivo de esta investigación ha sido explorar la relación entre diversas variables personales y escolares (empatía, autoconcepto y percepción de ayuda del profesor), la sensibilidad intercultural y la satisfacción con la vida en alumnado de tercer ciclo de educación primaria. Además, se han analizado posibles diferencias en estas variables entre alumnado autóctono e inmigrante. En esta investigación participaron 473 alumnos (92,2% autóctonos; 7,8% inmigrantes), 52% chicos y 48% chicas, de entre 10 y 13 años (M = 10,79; DT = 0,74). Los resultados obtenidos indican mayor sensibilidad intercultural y autoconcepto emocional en alumnado inmigrante, y mayor satisfacción con la vida y autocon…

CommunicationWell-beingEducation (General)Educació primàriaeducación interculturalbienestarEducationHuman-Computer Interactioneducación primariaBenestar socialEducación primariaIntercultural educationEducación interculturalL7-991BenestarPrimary educationBienestarEducació intercultural
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Secondary school students’ collaboration during dyadic debates face-to-face and through computer chat

2009

Communicative competence needed in today's constructive learning environments both in virtual and physical classrooms requires most of all critical and argumentative thinking skills as well as abilities to use reciprocal and collaborative language. This study clarifies the quality of secondary school students' collaboration in dyadic face-to-face and computer chat debates during argumentative discussions. The speech acts produced in 24 debates were first classified into either on-task or off-task categories. The on-task speech acts were then further classified into six collaborative and two non-collaborative categories. The students commonly presented questions and made requests for clarifi…

Communicative competenceArgumentativeCollaborative learningSocial relationArgumentation theoryHuman-Computer InteractionFace-to-faceInterpersonal relationshipArts and Humanities (miscellaneous)Mathematics educationComputer-mediated communicationPsychologySocial psychologyGeneral PsychologyComputers in Human Behavior
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Community Resilience in Crises : Technology and Social Media Enablers

2014

Technology can contribute greatly to disaster resilience, especially by enhancing the interconnectedness between the authorities and the public and by facilitating the rapid exchange of information. This special issue of Human Technology: An Interdisciplinary Journal on Humans in ICT Environments is focused on technology and social media enablers of community resilience. Crises take on a variety of shapes and forms—natural or health disasters, terroristic and criminal acts, technology malfunctions, and large-scale accidents—at the local, regional, national, and global levels. Crisis management plans, created and implemented at the organizational level, typically involve public service and i…

Community resilienceKnowledge managementSocial Psychologybusiness.industryCommunicationsosiaalinen mediaPublic relations3. Good healthHuman-Computer Interactioncrisiscommunity resiliencedisaster managementSocial mediaSociologybusiness
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Mobile social networking in theory and practice

2008

Mobile social networks have gained the attention of the media, academy and mobile market. Despite of the robust tradition of network and community studies, mobile social networks are often addressed improperly. This paper presents a theoretical framework to study mobile social networking and examines the design implications of results of an exploratory study conducted with a group of 18 young adults in Finland. The findings of this study indicate that the quality of mobile applications offering social networking could be greatly increased by integrating the knowledge of two traditions that so far developed in parallel, namely the mathematical as well as social approaches to social networks.

Community studiesSocial computingKnowledge managementSocial networkComputer Networks and Communicationsbusiness.industrymedia_common.quotation_subjectExploratory researchSocial webComputer-Mediated CommunicationHuman-Computer InteractionQuality (business)Sociologymobile social networks mobile social software MoSoSobusinessmedia_commonFirst Monday
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Location of navigation menus in websites: an experimental study with Arabic users

2015

Published online: 31 October 2015 While Arabic users represent by far the fastest growing language population on the Internet, research about how the peculiarities of Arabic language may shape users’ web interactions is still scarce. The preferences of Arabic users for menu location in websites have been studied. Two competing arguments have been proposed regarding the best location of menus in websites: conventional design (navigation menu should be placed on that side where users expect it based on previous experience) and reading direction (navigation menu should be placed on that side where readers are used to start off reading, so that the navigation menu is likely to be attended first…

Computer Networks and CommunicationsComputer scienceArabicFirst languagemedia_common.quotation_subjectWebsite designPopulation050105 experimental psychologyWorld Wide WebReading (process)0501 psychology and cognitive scienceseducationComputer communication networks050107 human factorsmedia_commoneducation.field_of_studybusiness.industry05 social sciencesUsabilitylanguage.human_languageHuman-Computer InteractionTrustworthinessArabic Internet userslanguageThe InternetbusinessMenu locationSoftwareInformation SystemsUniversal Access in the Information Society
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A VR-Enhanced Rollover Car Simulator and Edutainment Application for Increasing Seat Belt Use Awareness

2021

Most countries have active road safety policies that seek the objective of reducing deaths in traffic accidents. One of the main factors in this regard is the awareness of the safety measures, one of the most important being the correct usage of the seat belt, a device that is known to save thousands of lives every year. The presented work shows a VR-enhanced edutainment application designed to increase awareness on the use of seat belts. For this goal, a motorized rollover system was developed that, synchronized with a VR application (shown in a head-mounted display for each user inside a real car), rolls over this car with up to four passengers inside. This way, users feel the sensations …

Computer Networks and CommunicationsComputer scienceContext (language use)02 engineering and technologySerious gameVirtual realitylaw.inventiontraffic safetyAeronauticslaw0202 electrical engineering electronic engineering information engineeringSeat beltPer capitagamificationawarenessserious gameSeguretat viària05 social sciencesedutainment050301 education020207 software engineeringQA75.5-76.95RolloverHuman-Computer InteractionRisk perceptionPsicologiaWork (electrical)Electronic computers. Computer sciencevirtual realityseat beltrollover simulator0503 educationComputers
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A Comparative Evaluation of a Virtual Reality Table and a HoloLens-Based Augmented Reality System for Anatomy Training

2020

Anatomy training with real cadavers poses many practical problems for which new training and educational solutions have been developed making use of technologies based on real-time 3-D graphics. Although virtual reality (VR) and augmented reality (AR) have been previously used in the medical field, it is not easy to select the right 3-D technology or setup for each particular problem. For this reason, this article presents a comprehensive comparative study with 82 participants between two different 3-D interactive setups: an optical-based AR setup, implemented with a Microsoft HoloLens device, and a semi-immersive setup based on a VR Table. Both setups are tested using an anatomy training s…

Computer Networks and CommunicationsComputer sciencebusiness.industry05 social sciences050301 education020207 software engineeringHuman Factors and Ergonomics02 engineering and technologyAnatomyVirtual realityField (computer science)Computer Science ApplicationsComparative evaluationHuman-Computer InteractionSoftwareArtificial IntelligenceControl and Systems EngineeringSignal Processing0202 electrical engineering electronic engineering information engineeringTable (database)Augmented realityGraphicsbusiness0503 educationIEEE Transactions on Human-Machine Systems
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Everyday Appropriations of Information Technology: A Study of Creative Uses of Digital Cameras

2011

Repurposive appropriation is a creative everyday act in which a user invents a novel use for information technology (IT) and adopts it. This study is the first to address its prevalence and predictability in the consumer IT context. In all, 2,379 respondents filled in an online questionnaire on creative uses of digital cameras, such as using them as scanners, periscopes, and storage media. The data reveal that such creative uses are adopted by about half of the users, on average, across different demographic backgrounds. Discovery of a creative use on one's own is slightly more common than is learning it from others. Most users discover the creative uses either completely on their own or wh…

Computer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)Computer-assisted web interviewingWorld Wide WebAppropriationdigital camerasArtificial Intelligenceta518ta515media_commonta113ta112ta213Orientation (computer vision)business.industryInformation technologycreative useVariance (accounting)appropriationCreativityHuman-Computer Interactionta5141businessSoftwareInformation SystemsJournal of the American Society for Information Science and Technology
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Does the law matter? An empirical study on the accessibility of Finnish higher education institutions’ web pages

2022

AbstractInformation and communication technology (ICT) has made higher education available to many students in a new way. The role of online learning in higher education institutions (HEIs) has grown to an unprecedented scale due to the COVID-19 pandemic. The diversity of higher education students has increased, and accessible solutions are needed. New European and national regulations support these trends. The research reported in this paper was conducted in Finland, which is one of the leading European countries in terms of high technology and digitalisation. The aim of this research is to explore the accessibility of all Finnish HEIs’ (N = 38) landing pages based on Web Content Accessibi…

Computer Networks and Communicationsweb accessibility evaluation toolsWWW-sivutweb content accessibility guidelines (WCAG)web accessibilitytestausHuman-Computer Interactionerityisopiskelijathigher educationverkkosivustotkorkeakoulutesteettömyys ja saavutettavuusarviointiSoftwarestudents with special educational needs and disabilitiesInformation Systems
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