Search results for "Interaction"
showing 10 items of 5710 documents
Evaluating the user experience of omnidirectional VR walking simulators
2020
Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…
Panel Summary: Frontiers of Human-Machine Interaction
2001
The hot points presented to the panel were the following: What are the broader definitions of Human/Machine interaction? For example: non direct connection (using currently available computer GUI) first phase direct connection (linking sensors to the sensory system) second phase (direct connections into the Central Nervous System) What are the technologies that should be developed in order to enable each of the previous phases? What are the scientific research issues that are related to such phases? What are the possible implications of a direct human-computer link on the society? (compared to the Internet revolution?) There are several phases in Human-Machine interaction. The first, and mo…
A reflective characterisation of occasional user
2017
This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classificat…
WiseNET - smart camera network interacting with a semantic model
2016
This paper presents an innovative concept for a distributed system that combines a smart camera network with semantic reasoning. The proposed system is context sensitive and combines the information extracted by the smart camera with logic rules and knowledge of what the camera observes, building information and events that may occurred. The proposed system is a justification for the use of smart cameras, and it can improve the classical visual sensor networks (VSN) and enhance the standard computer vision approach. The main application of our system is smart building management, where we specifically focus on increasing the services of the building users.
Anchoring by Imitation Learning in Conceptual Spaces
2005
In order to have a robotic system able to effectively learn by imitation, and not merely reproduce the movements of a human teacher, the system should have the capabilities of deeply understanding the perceived actions to be imitated. This paper deals with the development of a cognitive architecture for learning by imitation in which a rich conceptual representation of the observed actions is built. The purpose of the following discussion is to show how the same conceptual representation can be used both in a bottom-up approach, in order to learn sequences of actions by imitation learning paradigm, and in a top-down approach, in order to anchor the symbolical representations to the perceptu…
Evaluation of user experience goal fulfillment
2014
In this paper, the results of a user experience (UX) goal evaluation study are reported. The study was carried out as a part of a research and development project of a novel remote operator station (ROS) for container gantry crane operation in port yards. The objectives of the study were both to compare the UXs of two different user interface concepts and to give feedback on how well the UX goals experience of safe operation, sense of control, and feeling of presence are fulfilled with the developed ROS prototype. According to the results, the experience of safe operation and feeling of presence were not supported with the current version of the system. However, there was much better suppor…
Acquisition of Higher Order Knowledge by a Dynamic Modeling Environment Based on the Educational Concept of Self-Regulated Learning
2013
I aim to show that learning with this modeling based Educational Learning System (ELS) can accomplish the target of achieving higher order knowledge. The ELS is a system consisting of internal and external elements. The external prerequisites consist of technical and physical elements and the internal ones are shaped by the students pre-knowledge and the instructors teaching competencies including his/her social, emotional, and disciplinary knowledge necessary for teaching. The ELS is based on a theoretical framework of different theories and models such as concept mapping, elaboration of mental models, cognitive tool-approach, and self-regulated learning (SRL). Different features for visua…
The new world of human genetic technologies: The policy environment and impacts of genetic screening tests
1995
Today it is possible to screen for mutated DNA sequences which do not induce any diseases but predispose to develop diseases under certain environmental condition. These latter disorders are called “multifactorial” since they result from the interplay of genetic and environmental factors. Among multifactorial disorders there are job-related diseases whose genetic component can be identified by genetic screening tests. The use of these tests to predict occupational disorders, to cut down on them, and to save costs—in particular for absenteeism, health care, and lawsuits—is of interest to employers and insurers. As for employees, it could entail an extremely deep invasion of privacy, economic…
Processing privacy information and decision-making for smartphone apps among young German smartphone users
2018
While privacy behaviour is generally equated with self-disclosure, other forms of behaviour that potentially infringe an individual’s privacy, such as downloading an app, are being neglected by research. We seek to fill this gap by modelling app decision-making within a dual-process model of the attitude–behaviour relationship and the role of privacy attitudes in two kinds of information processing: (1) spontaneous, heuristic processes that rely on automated attitude activation and (2) elaborate, cognitive processes that rely on behavioural intentions to guide behaviour. We used a quasi-experimental design to investigate app decision-making processes for N = 89 participants in N = 254 decis…
Increasingly emotional design for growingly pragmatic users? A report from Finland
2012
Researchers and practitioners in the field of information and communication technologies (ICT) have for a while been embracing the concepts of user and consumer experience as well as emotions in design, encouraging the industry to emphasise hedonic and symbolic qualities of products and services, over and beyond their utilitarian characteristics. However, the idea that mobile phone users, for instance, seek increasingly experience-rich, personalised products can not be taken for granted. Therefore, it is valuable to investigate the degree to which users really share designers' increasingly socio-emotional stances. The presented longitudinal study investigated users' mobile phone-related pro…