Search results for "INTERACTION"

showing 10 items of 5710 documents

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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A Cognitive Model of Trust for Biological and Artificial Humanoid Robots

2018

This paper presents a model of trust for biological and artificial humanoid robots and agents as antecedent condition of interaction. We discuss the cognitive engines of social perception that accounts for the units on which agents operate and the rules they follow when they bestow trust and assess trustworthiness. We propose that this structural information is the domain of the model. The model represents it in terms of modular cognitive structures connected by a parallel architecture. Finally we give a preliminary formalization of the model in the mathematical framework of the I/O automata for future computational and human-humanoid application.

Computer Science (all)TrustworthineAndroid RobotCognitive ArchitectureTrustHuman-Humanoid interaction
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Technological, Organisational and Socio-Interactional Affordances in Simulation-Based Collaborative Learning

2021

Analysis of the applicability of a learning technology requires an evaluation of how the affordances of the learning environment respond to users’ needs. We examine affordances in a simulation-based collaborative learning environment from the learners’ viewpoint. Our analysis focuses on three types of affordances: technological, organisational and socio-interactional. The findings show how teams of learners employ the different types of affordances in their collaborative tasks. In addition, our analysis illustrates the interdependent and interlinked nature of the affordances. We offer an analytical understanding of the dynamics among different kinds of affordances and show how they can be a…

Computer based learningkoulutusteknologiaComputer scienceProcess (engineering)media_common.quotation_subjectLearning environmentcollaborative learningaffordancessimulaatiopelitCollaborative learningInterdependencesimulation gamesDynamics (music)Human–computer interactiontietokoneavusteinen oppiminenyhteisöllinen oppiminenAffordancecomputer-based learningSimulation basedmedia_common
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Interaction with Information Graphics: A Content-Based Approach

2009

Understanding information graphics rely on thought process of graphics' reader, and thinking has the most important role in interpretation and exploitation. We are interested in the cognitive mechanisms underlying interaction with information graphics. In this study, we studied those cognitive processes which are employed when interacting with information graphics. Based on these experiments, we have separated four different types of thought processes which occur during the interactions with information graphics. We propose that these thought processes are apperception, restructuring, reflection and construction.

Computer graphicsProcess (engineering)Human–computer interactionComputer scienceInterpretation (philosophy)Information systemCognitionGraphicsReflection (computer graphics)Apperception2009 Second International Conferences on Advances in Computer-Human Interactions
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Acceptability Study of A3-K3 Robotic Architecture for a Neurorobotics Painting

2019

In this paper, authors present a novel architecture for controlling an industrial robot via Brain Computer Interface. The robot used is a Series 2000 KR 210-2. The robotic arm was fitted with DI drawing devices that clamp, hold and manipulate various artistic media like brushes, pencils, pens. User selected a high-level task, for instance a shape or movement, using a human machine interface and the translation in robot movement was entirely demanded to the Robot Control Architecture defining a plan to accomplish user's task. The architecture was composed by a Human Machine Interface based on P300 Brain Computer Interface and a robotic architecture composed by a deliberative layer and a reac…

Computer science0206 medical engineeringBiomedical Engineering02 engineering and technologyPlan (drawing)Human–robot interactionTask (project management)law.inventionlcsh:RC321-57103 medical and health sciencesIndustrial robotbrain computer interface (BCI)0302 clinical medicineHuman–computer interactionlawArtificial Intelligenceevent related potential (ERP)Architecturelcsh:Neurosciences. Biological psychiatry. Neuropsychiatryhuman-robot interaction (HRI)Original ResearchartRobotics and AIrobot020601 biomedical engineeringRobotRobotic arm030217 neurology & neurosurgeryNeuroroboticsFrontiers in Neurorobotics
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Capabilities and Affordances in the ICT4D Context

2019

Part 1: Pushing the Boundaries - New Research Methods, Theory and Philosophy in ICT4D; International audience; The paper examines two concepts that have been frequently used in Information and Communications Technologies for Development (ICT4D) research, capabilities and affordance. We seek to delineate their similarities, their differences, and their accurate application in ICT4D. Both concepts connote a space of opportunities, both are relational between artefact and human agency when applied in ICT4D, and both entail potential rather than actualisation of possibilities. By comparing the two at some length, we hope to generate a more refined understanding of both capabilities and affordan…

Computer science05 social sciencesAgency (philosophy)Context (language use)02 engineering and technologySpace (commercial competition)CapabilitiesAffordanceDevelopment (topology)ICT4DAgencyHuman–computer interaction020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineering[INFO]Computer Science [cs]InformationSystems_MISCELLANEOUSAffordance050203 business & management
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Customization Support in Computer-Based Technologies for Autism: A Systematic Mapping Study

2020

Autism Spectrum Disorder (ASD) is a neurodevelopmental condition characterized by social interaction and communication difficulties, along with narrow and repetitive interests. Being a spectrum dis...

Computer science05 social sciencesComputer basedHuman Factors and Ergonomics02 engineering and technologymedicine.diseaseSocial relationComputer Science ApplicationsPersonalizationHuman-Computer InteractionHuman–computer interactionAutism spectrum disorder020204 information systems0202 electrical engineering electronic engineering information engineeringmedicineAutism0501 psychology and cognitive sciencesSystematic mapping050107 human factorsInternational Journal of Human–Computer Interaction
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Shopping with virtual hands

2020

Retailers can use virtual reality as a new touchpoint for their customers: within an existent channel or as a new sales channel. Thus, it is crucial to understand the differences and similarities between the physical and the virtual shopping environment. Shopping simulations make it possible to test, observe, and collect data in a controlled, low-cost, and fast way compared to field experiments. However, past studies might have provided biased results due to the characteristics of the sample used. This study analyzes how consumers behave in two virtual shopping tasks. The exploratory, experimental research uses an immersive VR shopping environment and a sample of participants balanced acros…

Computer science05 social sciencesSample (statistics)Virtual realityField (computer science)Experimental researchTest (assessment)Human–computer interaction0502 economics and business050211 marketingTouchpoint050203 business & managementConsumer behaviourCommunication channel
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Stereopsis assessment at multiple distances with an iPad application

2017

[EN] We present a new application for iPad for screening stereopsis at multiple distances that allows testing up to ten levels of stereoacuity at each distance. Our approach is based on a random dot stereogram viewable with anaglyph spectacles. Sixty-five subjects with no ocular diseases, wearing their habitual correction were measured at 3 m and 0.5 m. Results were compared with a standard stereoscopic test (TNO). We found not statistically significant differences between both tests, but our method achieved higher reproducibility. Applications in visual screening programs and to design and use of 3D displays, are suggested. (C) 2017 Elsevier B.V. All rights reserved.

Computer science3D displaysStereoacuityIPad02 engineering and technologyStereo displayHuman-Computer InteractionStereoscopic acuity03 medical and health sciences0302 clinical medicineStereopsisDepth perceptionHardware and ArchitectureComputer graphics (images)FISICA APLICADA030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingElectrical and Electronic EngineeringScreening stereopsisBinocular visionDepth perceptionBinocular vision
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Developing design knowledge and a conceptual model for virtual reality learning environments

2021

This chapter focuses on applying design science research for virtual reality learning environment (VRLE) design processes. Six selected case studies are presented in the context of VRLEs. The case selections were analyzed in terms of their contributions to design knowledge. The objective of this book chapter is twofold: 1) for researchers, the design knowledge contributions of case studies are highlighted for future reference, and 2) for developers and practitioners, design principles are presented for the development of VRLEs. The final outcome of the present study is a conceptual model describing the current design knowledge in the field of VRLEs and identifying the research gaps that sho…

Computer science4. Education05 social sciencesConceptual model (computer science)050301 education020207 software engineering02 engineering and technologyVirtual realityDesign knowledge113 Computer and information sciencesHuman–computer interaction0202 electrical engineering electronic engineering information engineering516 Educational sciences0503 education
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