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…

Coping (psychology)vaikutuksetApplied psychologyuhatasenteetMobile malwareCoping theoryArts and Humanities (miscellaneous)tunteetDevelopmental and Educational PsychologyInformation systemtietoturvariskittietojärjestelmättorjuntaturvallisuusEmotion focusedprotection motivation theoryselviytyminenGeneral Social SciencestietoturvakäyttäytyminenHuman-Computer InteractionhaittaohjelmatProtection motivation theoryinformation security behaviourPsychologyinward emotion-focused copingcoping theory
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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…

CopyingInfluence factorbusiness.industryInternet privacyGeneral Social SciencesComputingMilieux_LEGALASPECTSOFCOMPUTINGHuman-Computer InteractionSoftwareArts and Humanities (miscellaneous)Computer softwareDevelopmental and Educational PsychologyPsychologybusinessSocial psychologyBehaviour & Information Technology
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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…

CorrectnessUbiquitous computingComputer scienceMachine learningcomputer.software_genreOnline SystemsPattern Recognition AutomatedSpatio-Temporal AnalysisRobustness (computer science)Artificial IntelligenceComputer SystemsHumansElectrical and Electronic EngineeringLearning automatabusiness.industrySpatiotemporal patternSocial SupportComputer Science ApplicationsAutomatonHuman-Computer InteractionControl and Systems EngineeringMemory footprintArtificial intelligenceData miningbusinesscomputerSoftwareAlgorithmsInformation SystemsIEEE transactions on cybernetics
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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.

Cultural StudiesArtifact (archaeology)CommunicationTindermedia_common.quotation_subject05 social sciences050801 communication & media studies050109 social psychologyArtSocial relationHuman-Computer Interaction0508 media and communicationsArts and Humanities (miscellaneous)AestheticsAnthropology0501 psychology and cognitive sciencesSocial mediaApplied Psychologymedia_commonGames and Culture
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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…

Cultural StudiesHegemonydigital gamessosiaalinen identiteetti050801 communication & media studiesPerformative utteranceResistance (psychoanalysis)pelikulttuuriresistancesukupuolittuminen0508 media and communications5. Gender equalityArts and Humanities (miscellaneous)genderpeliteollisuusSociologygamer identityperformatiivisuusRelation (history of concept)Applied PsychologyCommunication05 social sciences050301 education16. Peace & justiceHuman-Computer InteractionperformativitypelialasukupuoliroolitAestheticsAnthropologyPerformativityConstruct (philosophy)0503 educationGames and Culture
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“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…

Cultural StudiesPridetelevisioelektroninen urheilumedia_common.quotation_subject518 Media and communicationsOverwatch050801 communication & media studiesbroadcastingEntertainment0508 media and communicationsBroadcasting (networking)sportificationurheiluArts and Humanities (miscellaneous)Political scienceMainstreamta616Relation (history of concept)Applied Psychologymedia_commonCommunicationmedia05 social sciencesComputingMilieux_PERSONALCOMPUTINGMedia studies050301 educationHuman-Computer InteractionFIFAAnthropology0503 educationdigitaaliset pelitGames and Culture
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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…

Cultural StudiesTopic modelta520Game genreComputer sciencegenresvideopelitdigital gamesgenret050801 communication & media studiestext miningcomputer.software_genreData-driven0508 media and communicationsArts and Humanities (miscellaneous)quantitativeta517ta518topic modelMetacriticVideo gameta512game corpusApplied Psychologyta515ta113Databaseta213Communicationtekstinlouhinta05 social sciences050301 educationvideo gamesHuman-Computer Interactiondata-driven modelingDominance (economics)Anthropology0503 educationcomputerdigitaaliset pelitMobygamesgame genreGAMES AND CULTURE: A JOURNAL OF INTERACTIVE MEDIA
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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.

Cultural StudiesnarrativeComputer sciencemedia_common.quotation_subjectta6122kerronta050801 communication & media studiesgranularitycomputer.software_genrenarratologiamode of narration0508 media and communicationsArts and Humanities (miscellaneous)Focalizationperspectivesta616NarrativeApplied Psychologymedia_commonfokalisaatio060201 languages & linguisticsCognitive scienceCivilizationMultimediaCommunication05 social sciencesPerspective (graphical)Cognitionfocalization06 humanities and the artsmeaning-effectHuman-Computer InteractionAnthropology0602 languages and literatureGranularitycomputerdigitaaliset pelitCreed
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Quantifying and Processing Biomedical and Behavioral Signals

2019

Customer CareUser ModellingSocial Science ScholarshipMachine Learning MethodsNeural Networksbusiness.industryComplex Human-Computer InterfacesSituated Human-Computer Interaction (HCI)Social Signal ProcessingArtificial IntelligenceDaily Life ActivitiesSocial Behaviour and ContextMedicinebusinessBiometric DataHealth & Well Being
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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…

DatabaseComputer Networks and Communicationsbusiness.industryComputer scienceHuman-Computer Interaction; Computer Networks and Communications; 1707; SoftwareNoSQLcomputer.software_genresearch enginesHuman-Computer InteractionWorld Wide WebComputer Networks and CommunicationRankingApplication domainMetric (mathematics)Web applicationRelevance (information retrieval)Product reviews; NoSQL Databases; search enginesProduct reviewsSettore ING-INF/05 - Sistemi di Elaborazione delle InformazionibusinesscomputerSoftware1707NoSQL DatabasesProceedings of the 3rd International Workshop on Semantic Search Over the Web
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