Search results for "Human-computer interaction"
showing 10 items of 605 documents
Understanding the inward emotion-focused coping strategies of individual users in response to mobile malware threats
2021
According to coping theory, individuals cope with information system threats by adopting either problem-focused coping (PFC) or emotion-focused coping (EFC). However, little is known about EFC in the information security (ISec) literature. Moreover, there is potential confusion regarding the meaning of some EFC strategies. Hence, ISec scholars and practitioners may (i) have a narrow view of EFC or (ii) confuse it with other concepts. In this study, we offer one response to this issue. We first address the ambiguity regarding EFC before differentiating five inward EFC strategies and assessing them empirically in the mobile malware context. To the best of our knowledge, this study is the firs…
Attitudes to and factors affecting unauthorized copying of computer software in Finland
2005
Several quantitative studies have sought to determine the factors affecting the unauthorized copying of software, particularly in North America. However, we find no statistically reliable studies on the situation in Europe. In order to address this gap in the literature, we explored the attitudes to and factors affecting the unauthorized copying of computer software of 249 Finnish university students: nine hypotheses derived from the existing research on unauthorized copying of computer software or theories of ethics were tested. A quantitative questionnaire was used as the research instrument. The results shed new light on the characteristics of users and factors affecting the unauthorized…
Learning-automaton-based online discovery and tracking of spatiotemporal event patterns.
2013
Discovering and tracking of spatiotemporal patterns in noisy sequences of events are difficult tasks that have become increasingly pertinent due to recent advances in ubiquitous computing, such as community-based social networking applications. The core activities for applications of this class include the sharing and notification of events, and the importance and usefulness of these functionalities increase as event sharing expands into larger areas of one's life. Ironically, instead of being helpful, an excessive number of event notifications can quickly render the functionality of event sharing to be obtrusive. Indeed, any notification of events that provides redundant information to the…
Let’s Play Tinder! Aesthetics of a Dating App
2019
This article provides an analysis of the “dating app” Tinder as an aesthetic ludic artifact. By scrutinizing the title’s features of gameplay and expressive–interpretive social interaction, Tinder usage is set into a frame theory context and shown to operate by multiple overlapping frames that allow romantic engagement to be entered as play and vice versa.
Becoming a Gamer: Performative Construction of Gendered Gamer Identities
2021
This article examines how women construct their gameplay identities in relation to the hegemonic “gamer” discourse. The article is based on semi-structured in-depth interviews with women who occupy central roles in the Finnish gaming industry. We deploy Judith Butler’s theorization of performative identity construction to examine how the women negotiate their identity in relation to the hegemonic gamer discourse, focusing on how they both embrace and resist the hegemonic, masculine constructions of gameplay. The study shows the dynamics surrounding the gamer identity. While women submit to the hegemonic gamer discourse, reproducing the masculine gamer notions to gain recognition as a viabl…
“Not Only for a Celebration of Competitive Overwatch but Also for National Pride”: Sportificating the Overwatch World Cup 2016
2020
While the most popular forms of organized competitive digital gaming, also known as eSports, have begun finding their place within and in relation to both mainstream entertainment culture and the field of traditional sports, their history is one of struggling to be accepted as “true sports.” Partly because of this history, great effort has been put into the sportification of eSports by presenting competitions in familiar ways adapted from traditional sports. In this article, we examine the process of sportification of eSports in the context of tournament broadcasts. We analyze the Overwatch World Cup 2016 tournament, comparing its final broadcast to the 2014 FIFA World Cup’s final broadcast…
Establishing Video Game Genres Using Data-Driven Modeling and Product Databases
2015
Establishing genres is the first step toward analyzing games and how the genre landscape evolves over the years. We use data-driven modeling that distils genres from textual descriptions of a large collection of games. We analyze the evolution of game genres from 1979 till 2010. Our results indicate that until 1990, there have been many genres competing for dominance, but thereafter sport-racing, strategy, and action have become the most prevalent genres. Moreover, we find that games vary to a great extent as to whether they belong mostly to one genre or to a combination of several genres. We also compare the results of our data-driven model with two product databases, Metacritic and Mobyga…
Narrative Tools for Games : Focalization, Granularity, and the Mode of Narration in Games
2015
This article looks at three narratological concepts—focalization, granularity, and the mode of narration—and explores how these concepts apply to games. It is shown how these concepts can be used as tools for creating meaning-effects, which are understood here as cognitive responses from the player. Focalization is shown to have a hybrid form in games. This article also explores the different types of narrators and granularities in games, and how these three concepts can be used to create meaning-effects. This is done by discussing examples from several games, for example, Assassin’s Creed III, Skyrim, Fallout: New Vegas, and Civilization.
Quantifying and Processing Biomedical and Behavioral Signals
2019
Effectively and efficiently supporting crowd-enabled databases via NoSQL paradigms
2013
In this paper we provide an overview of the Hints From the Crowd (HFC) project, whose main goal is to build a NoSQL database system for large collections of product reviews; the database is queried by expressing a natural language sentence; the result is a list of products ranked based on the relevance of reviews w.r.t. the natural language sentence. The best ranked products in the result list can be seen as the best hints for the user based on crowd opinions (the reviews). The HFC prototype has been developed as a web application, independent of the particular application domain of the collected product reviews. Queries are performed by evaluating a text-based ranking metric for sets of re…