Search results for "Quotation"

showing 10 items of 18815 documents

Design science research genres : introduction to the special issue on exemplars and criteria for applicable design science research

2018

We propose the definition of genres in IS design science research (DSR). In recent years DSR has become a well-accepted research paradigm within IS; however, now the diversity of purpose, methodology, and mental models has increased to a point where reviewers and editors are unsure about which standards to apply to particular research submissions. For some researchers an artefact of value is a system or system component, while for others artefacts ought to be theories or theory components. Such differences are hard to reconcile and researchers often face criticism from diverse corners of the paradigm, where beliefs and standards are very different. We observed this diversity of views among …

ta113genresComputer scienceManagement sciencemedia_common.quotation_subject05 social sciencesgenret02 engineering and technologyLibrary and Information Sciencesinformation systemsdesign science research020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringInformation systemDesign science research050203 business & managementInformation SystemsDiversity (politics)media_common
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Simplicity and the art of something more: A cognitive-semiotic approach to simplicity and complexity in human-technology interaction and design exper…

2018

In human–technology interaction, the balance between simplicity and complexity has been much discussed. Emphasis is placed on the value of simplicity when designing for usability. Often simplicity is interpreted as reductionism, which compromises both the affective nature of the design and usability itself. This paper takes a cognitive–semiotic approach toward understanding the dynamics between the utilitarian benefits of simplicity in design and the art of something more: considerate complexity. The cognitive–semiotic approach to human–technology design experience is a vehicle for explaining the relationship between simplicity and complexity, and this relationship’s multisensory character …

ta113kognitioCognitive sciencekognitiivinen semiotiikkamoniaistisuusSocial PsychologyComputer scienceyksinkertaisuusCommunicationmedia_common.quotation_subjectdesignCognitionsimplicitysemiotiikkakompleksisuuskognitiotiedeHuman-Computer Interactionihminen-konejärjestelmätmultisensory experienceSemioticsSimplicitycomplexitycognitive semioticmedia_commonHuman Technology
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Exploring aesthetics, design, and experience in the age of semiotic technology

2018

Semiotics undergirds understanding of how people experience life (in both general and specific contexts) and thus impacts choices in regard to technology and its design. The papers in this issue draw on historical and contemporary scholarship of philosophy, practices, and theories in aesthetics, embodiment, and art experience in exploring the intersection of humans and technology.

ta113lcsh:T58.5-58.64Social Psychologylcsh:Information technologyCommunicationmedia_common.quotation_subjectdesignsemiotic technologyArtsemiotiikkakokemusestetiikkaHuman-Computer InteractionexperiencemuotoiluAestheticsaestheticsteknologiaSemioticsmedia_common
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First Year Computing Students' Perceptions of Authenticity in Assessment

2017

The problem of how best to assess student learning is a fundamental one in education. Changes to computer science curricula seek to emphasise teaching practices that promote deep learning through direct, contextual examination of student performance on tasks that resemble those of practitioners, rather than more traditional methods. This kind of "authentic assessment" is becoming more popular as it appears to incorporate employability skills associated with professional practice into the curriculum in a natural way. In this paper, we report on an investigation into how computing students themselves understand the terminology of authentic assessment. We give a brief summary of some of the sa…

ta113learningstudents030504 nursingComputer scienceSituated learningmedia_common.quotation_subject05 social sciences050301 educationEmployabilityTerminology03 medical and health sciencescomputingAuthentic assessmentPerceptionPedagogyComputingMilieux_COMPUTERSANDEDUCATIONNatural (music)0305 other medical science0503 educationCurriculummedia_commonQualitative researchProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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Short-Time Non-work-related Computing and Creative Performance

2014

It has been argued that non-work-related computing (NWRC) takes time away from work and, hence, decreases work productivity. On the other hand, it has also been claimed that short-time non-work-related computing (STNWRC) (a maximum of 15 minutes), has a positive impact on work productivity, including relief from boredom, higher creativity, and the underlying recovery mechanisms. To examine the impact of STNWRC on creative performance, we draw on Fredrickson's broaden-and-build theory, the concept of recovery with mental well-being and low cognitive effort. A 2 × 2 factorial experiment with 40 subjects was conducted. The results indicate that STNWRC has a positive effect on creative performa…

ta113media_common.quotation_subjectMental fatigueApplied psychologyCognitive effortBoredomCreativityWork relatedWork (electrical)Post-hoc analysismedicineOperations managementmedicine.symptomPsychologyProductivitymedia_common2014 47th Hawaii International Conference on System Sciences
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Affective contents of cross-cultural audiovisual experience

2015

Audiovisual presentation of a product has a direct impact on the mental representation of an individual when interacting with a product. Companies produce audiovisual contents that can be used in different cultural environments as a way of having broader impact at a cheaper cost. But do video contents have the same impact in different countries? We addressed this question by using images and videos of Iittala products (Finnish design) with the goal of finding whether participants from two countries, Finland and Spain, appraised the designs similarly. We performed an experiment in which participants interacted with three audiovisual products depicting images/videos of the brand design. Throu…

ta113media_common.quotation_subjectmedia studiesRelative weightAdvertisingRepresentation (arts)product experiencePresentationGeographyContent analysisMental representationCross-culturalaudiovisual content experienceProduct (category theory)ta518cross-cultural studiesmedia_commonProceedings of the 19th International Academic Mindtrek Conference
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CONSIDERING VARIOUS STAKEHOLDERS’ VIEWS IN THE DESIGN OF A HYBRID STEM LEARNING ENVIRONMENT - PERCEPTIONS FROM FINLAND AND GREECE

2017

Raising young people’s interest in studies and careers related to science, technology, engineering, and mathematics (i.e., STEM) is an important societal concern both at European and global level. We argue that the creation of attractive and engaging STEM learning environments necessitates involvement of learners, educators, parents, and STEM professionals in their design. In this paper, we will present a study in which primary, lower and upper secondary school students, teachers, school directors, parents, and STEM professionals in Finland (n = 27) and Greece (n = 24) were invited in the participatory co-design of a hybrid (virtual, physical, formal, and informal) STEM learning environment…

ta113oppimisympäristöbusiness.industry4. Educationmedia_common.quotation_subjectEnvironmental resource managementGeographyPerceptionlearning environmentStem learningta516hybrid steam learningbusinessEnvironmental planningmedia_common
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Assessing the Effectiveness of Two Theoretically Motivated Computer-Assisted Reading Interventions in the United Kingdom: GG Rime and GG Phoneme

2013

We report an empirical comparison of the effectiveness of two theoretically motivated computer-assisted reading interventions (CARI) based on the Finnish GraphoGame CARI: English GraphoGame Rime (GG Rime) and English GraphoGame Phoneme (GG Phoneme). Participants were 6–7-year-old students who had been identified by their teachers as being relatively poor at reading. The students were divided into three groups. Two of the groups played one of the games as a supplement to normal classroom literacy instruction for five sessions per week for a period of 12 weeks. The third group formed an untreated control. Both games led to gains in reading, spelling, and phonological skills in comparison with…

ta113ta112Phonemic awarenessRhymemedia_common.quotation_subjectta111educationta6121PhonicsPhonogramLiteracySpellingP1EducationDevelopmental psychologyPhonological awarenessReading (process)PedagogyDevelopmental and Educational PsychologyPsychologyta515media_commonReading Research Quarterly
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Are they different? affect, feeling, emotion, sentiment, and opinion detection in text

2014

A major limitation in the automatic detection of affect, feelings, emotions, sentiments, and opinions in text is the lack of proper differentiation between these subjective terms and understanding of how they relate to one another. This lack of differentiation not only leads to inconsistency in terminology usage but also makes the subtleties and nuances expressed by the five terms difficult to understand, resulting in subpar detection of the terms in text. In light of such limitation, this paper clarifies the differences between these five subjective terms and reveals significant concepts to the computational linguistics community for their effective detection and processing in text.

ta113ta520business.industrymedia_common.quotation_subjectAffect (psychology)Electronic mailTerminologyHuman-Computer InteractionText miningText processingFeelingCultural diversityComputational linguisticsPsychologybusinessSocial psychologySoftwaremedia_commonCognitive psychologyIEEE transactions on affective computing
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Looking for Peace of Mind? Manage your (Technical) Debt : An Exploratory Field Study

2017

Background: In the last two decades Technical Debt (TD) has received a considerable amount of attention from software engineering research and practice. Recently, a small group of studies suggests that, in addition to its technical and economic consequences, TD can affect developers’ psychological states and morale. However, until now there has been a lack of empirical research clarifying such influences. Aims: In this study, we aim at taking the first step in filling this gap by investigating the potential impacts of TD and its management on developers’ morale. Method: Drawing from previous literature on morale, we decided to explore the influence of TD and its management on three dimensio…

ta222media_common.quotation_subjectApplied psychology02 engineering and technologyInterpersonal communicationthematic analysisAffect (psychology)Field (computer science)Empirical researchPolitical science0502 economics and business0202 electrical engineering electronic engineering information engineeringProductivityta512media_commonmixed-methodta113Management scienceQualitative interviews05 social sciences020207 software engineeringexploratory field studyinformation systems developmentFeelingtechnical debtTechnical debtsoftware developmentmoralebehavioral software engineeringohjelmistokehitys050203 business & management
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