Search results for "INTERACTION"
showing 10 items of 5710 documents
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…
Studying Utility of Personal Usage-History: A Software Tool for Enabling Empirical Research
2007
Managing personal information space and working context is complicated in computerized environment. One well-known cause for the problem is that digital information is superficially fragmented into different data types and structures. Several unifying approaches have been proposed to facilitate semantic connections between them. Particularly in personal information retrieval, temporal information has turned to be useful. Hence, in this article, we present an empirical research setting for studying the utility of representing personal usage-history in information retrieval by comparing it with more traditional hierarchical representation. The research setting is based on a software Tool that…
Social Practices based characters in a Robotic Storytelling System
2020
In this work, we present a robotic storytelling system, where the characters have been modelled as cognitive agents embodied in Pepper and NAO robots. The characters have been designed by exploiting the ACT-R architecture, taking into account knowledge, behaviours, norms, and expectations typical of social practices and desires resulting from their personality. The characters explain their reasoning processes during the narration, through a sort of internal dialogue that generate a high level of credibility experienced over the audience.
Bodily Engagement in Multimodal Interaction
2010
The creative processes of interaction design operate in terms we generally use for conceptualising human-computer interaction (HCI). Therefore the prevailing design paradigm provides a framework that essentially affects and guides the design process. We argue that the current mainstream design paradigm for multimodal user-interfaces takes human sensory-motor modalities and the related userinterface technologies as separate channels of communication between user and an application. Within such a conceptualisation, multimodality implies the use of different technical devices in interaction design. This chapter outlines an alternative design paradigm, which is based on an action-oriented persp…
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.
Demonstration Tasks for Assessment
2017
International audience; Learning from animations is conventionally measured using static assessment tools such as multiple choice tests or extended answer questions. These tools tend to rely heavily on textual information both for presenting the assessment items and as the medium for learner response. However, such assessments are not well aligned with the defining dynamic, pictorial characteristics of animated learning materials. This chapter considers the potential of demonstration tasks to offer more appropriate assessments of learning from animation. In these tasks, learners interact with a manipulable model of the animation’s subject matter to provide an explanatory account of how it c…
The experience of no experience Elevator UX and the role of unconscious experience
2013
Elevators are designed to facilitate the smooth and efficient transportation of people from one architectural floor to the next. If they work well, people should not think about the journey at all. Instead, their concentration should remain focused on the activity they were engaged in before entering the elevator usage interaction. In other words, if the design works properly, people should not consciously experience elevator interaction. This paper presents the issue of studying no (conscious) user experience. It takes a theoretical perspective to explain aspects of consciousness and embodiment. While most studies on user experience focus on remarkable and affective interaction experiences…
Explorations on interactive interfaces using cuteness
2007
The experience of interactive systems can be a rather complex set of events. The perceptions appeal to the user's senses including visual, auditory, tactile, olfactory, and gustatory. Taken from a human factors approach, the sensitivity of the senses can be measured very closely and units of measurement arise from the "just noticeable difference." These differences can be mapped to the physics behind the stimuli and computer controlled systems very accurately provide sensation to the user through various user interfaces. The human mind also plays an important role in making sense of the experience not only from a physiological standpoint, but from a psychological and cultural reference poin…
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 …
From Metaphors to Simulations to Idioms: Supporting the Conceptualisation Process
2004
The concept of metaphor has been used in UI design in a loose manner. There is a need to conceptually separate it from related concepts to restore the power it used to have in rhetoric. It is also important to understand the life cycle of metaphor, how it changes over time in the conceptualisation process. This is especially topical in ubiquitous computing, in which entirely new concepts and interaction styles are introduced. In this paper, we describe the use of metaphors and related concepts in theory and apply the approach in a mobile application.