Search results for "Usability"

showing 10 items of 327 documents

NESSie.jl – Efficient and intuitive finite element and boundary element methods for nonlocal protein electrostatics in the Julia language

2018

Abstract The development of scientific software can be generally characterized by an initial phase of rapid prototyping and the subsequent transition to computationally efficient production code. Unfortunately, most programming languages are not well-suited for both tasks at the same time, commonly resulting in a considerable extension of the development time. The cross-platform and open-source Julia language aims at closing the gap between prototype and production code by providing a usability comparable to Python or MATLAB alongside high-performance capabilities known from C and C++ in a single programming language. In this paper, we present efficient protein electrostatics computations a…

0301 basic medicineRapid prototypingGeneral Computer Sciencebusiness.industryComputer scienceComputationUsabilityPython (programming language)Finite element methodTheoretical Computer ScienceNESSIEComputational science03 medical and health sciences030104 developmental biologyModeling and SimulationbusinessMATLABBoundary element methodcomputercomputer.programming_languageJournal of Computational Science
researchProduct

Purchase intention and purchase behavior online: A cross-cultural approach

2020

This article aims to explore the key factors on e-commerce adoption from elements of social psychology, such as attitude, subjective norms, perceived behavioral control, ease of use and perceived usefulness, introducing the study of non-traditional elements like buying impulse, compatibility, and self-efficacy in online stores, contrasting relationships in a cross-cultural environment. The proposed model is tested from quantitative research with a sample of 584 online consumers in Colombia and Spain. The following statistical analyses were conducted: CFA, structural equations, measurement instrument invariance, and multi-group analysis with EQS 6.3 software. The study reveals that self-effi…

0301 basic medicineTechnology managementOnline purchase intentionColombiaDecision analysisArticlePurchase behavior03 medical and health sciencesCross-cultural psychology0302 clinical medicineStatistical analysesBusinessCross-cultural studylcsh:Social sciences (General)Marketinglcsh:Science (General)Practical implicationsMarketingMultidisciplinarybusiness.industryNational cultureUsabilityConsumer attitudeTechnology management030104 developmental biologyKey factorsSpainlcsh:H1-99businessPsychology030217 neurology & neurosurgerylcsh:Q1-390Technology adoptionDecision analysisHeliyon
researchProduct

Assessment of Usability of Thermal Bicarbonate Mineral Water from the “Odra-5/I” Intake in Grabin Opole Silesia (SW Poland) for Therapeutic and Proph…

2020

Thermal bicarbonate mineral water belong to sought-after balneological resources. This kind of water are a balneological product and valuable raw material used in health resorts for the wider health strategy - prophylaxis and recreation. The discovery of thermal bicarbonate mineral water in Grabin near Opole in 1983 was purely incidental when a intake was made for the recognition of the geological structure of the crystalline basement of Mesozoic and Cenozoic sediments. Thermal bicarbonate mineral water existing in Grabin can be found in the Fore-Sudetic block and is a unique phenomenon. Its chemical composition, and especially high total mineral salt content of the waters from Grabin, indi…

030203 arthritis & rheumatology03 medical and health scienceschemistry.chemical_compound0302 clinical medicinechemistrybusiness.industryEnvironmental chemistryBicarbonateEnvironmental scienceUsability030206 dentistryGeneral MedicinebusinessActa Balneologica
researchProduct

A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

2019

Abstract Researchers have explored the benefits and applications of virtual reality (VR) in different scenarios. VR possesses much potential and its application in education has seen much research interest lately. However, little systematic work currently exists on how researchers have applied immersive VR for higher education purposes that considers the usage of both high-end and budget head-mounted displays (HMDs). Hence, we propose using systematic mapping to identify design elements of existing research dedicated to the application of VR in higher education. The reviewed articles were acquired by extracting key information from documents indexed in four scientific digital libraries, whi…

030504 nursingGeneral Computer ScienceHigher educationPoint (typography)business.industryComputer science05 social sciences050301 educationUsabilityVirtual realityDigital libraryField (computer science)EducationInformatik03 medical and health sciencesHuman–computer interactionLearning theory0305 other medical sciencebusinessVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 5500503 educationInclusion (education)Computers & Education
researchProduct

A framework of evidence-based practice for digital support, co-developed with and for the autism community

2020

A wide array of digital supports (such as apps) have been developed for the autism community, many of which have little or no evidence to support their effectiveness. A Delphi study methodology was used to develop a consensus on what constitutes good evidence for digital supports among the broader autism community, including autistic people and their families, as well as autism-related professionals and researchers. A four-phase Delphi study consultation with 27 panel members resulted in agreement on three categories for which evidence is required: reliability, engagement and effectiveness of the technology. Consensus was also reached on four key sources of evidence for these three categor…

030506 rehabilitationCoping (psychology)Evidence-based practiceActivities of daily livingdigital supportAutism Spectrum DisorderApplied psychologyDelphi methodautism03 medical and health sciencesDevelopmental and Educational PsychologyTechnology integrationmedicineHumansco-development0501 psychology and cognitive sciencesAutistic Disorderbusiness.industry05 social sciencesReproducibility of ResultsInformation technologyUsabilityOriginal Articlesmedicine.diseaseResearch PersonnelDelphi studyEvidence-Based Practice[SCCO.PSYC]Cognitive science/PsychologyAutism0305 other medical sciencePsychologybusiness050104 developmental & child psychologyAutism
researchProduct

Adaptive inputs in an interface for people with Dyskinetic Cerebral Palsy: Learning and usability

2016

This study concerns the difficulty in accessing computers faced by people with Dyskinetic Cerebral Palsy (DCP). Thus diminishing their opportunities to communicate or learn. This population usually needs an alternative input human-computer interface (HCI). The paper presents an alternative multimodal HCI that incorporates a head-mounted interface and superficial electromyography sensors (sEMG). The aim of the study is to assess the usability and the suitability of these two HCI devices. Six non-disabled subjects and ten subjects with DCP participated in the iterative process in which each test follows an improvement of an input. The results indicated that for both systems, the improvements …

030506 rehabilitationEngineeringInterface (computing)INGENIERIA MECANICAHealth Informaticsdyskinesia usabilitymotor disordersCerebral palsy03 medical and health sciences0302 clinical medicinesEMGHuman–computer interactionAssistive technologyassistive technologymedicineuser-adaptationSimulationhuman-machine interactionbusiness.industryRehabilitationUsabilitymedicine.diseaseinertial sensorsAugmentative and alternative communicationHuman machine interactionaugmentative and alternative communicationCerebral palsy0305 other medical sciencebusiness030217 neurology & neurosurgeryDyskinetic cerebral palsy
researchProduct

Ensuring Diverse User Experiences and Accessibility While Developing the TeSLA e-Assessment System

2019

The TeSLA project, with its new, innovative approaches for e-assessment, offers a great possibility for increasing the educational equality and making higher education studies available for all. It has been estimated that 10–15% of students in higher education institutions have some disabilities or special educational needs. At online universities or in online programmes, the number is even higher. These numbers emphasise the importance of the universal design for learning as a leading principle while developing the digital learning environments and e-assessment procedures. In this chapter, we describe the key elements of ensuring the accessibility of the TeSLA e-assessment system during th…

030506 rehabilitationKnowledge managementHigher educationkoulutusteknologiaoppiminenComputer sciencearviointimenetelmätstudent with special educational needs and disabilities (SEND student)luottamuksellisuus03 medical and health sciencesTeSLA ProjectvammaisuusUser experience designerityisopetusverkko-opiskeluuser experienceetäopetusComputingMilieux_COMPUTERSANDEDUCATIONerityiskasvatusverkkoarviointiTeSLA-projektiDigital learninge-assessmentetäopiskeluspecial educational needskäytettävyysbusiness.industry4. Education05 social sciences050301 educationUniversal Design for LearningUsabilityaccessibilityusabilityE-assessmente-arviointidisabilitysaavutettavuusKey (cryptography)Special educational needskäyttäjäkokemus0305 other medical sciencebusiness0503 educationarviointi
researchProduct

Standardized on-road tests assessing fitness-to-drive in people with cognitive impairments: A systematic review.

2020

Objective The on-road assessment is the gold standard because of its ecological validity. Yet existing instruments are heterogeneous and little is known about their psychometric properties. This study identified existing on-road assessment instruments and extracted data on psychometric properties and usability in clinical settings. Method A systematic review identified studies evaluating standardized on-road evaluation instruments adapted for people with cognitive impairment. Published articles were searched on PubMed, CINHAL, PsycINFO, Web of Science, and ScienceDirect. Study quality and the level of evidence were assessed using the COSMIN checklist. The collected data were synthetized usi…

030506 rehabilitationResearch ValidityPsychometricsEcological validityApplied psychologySocial SciencesTransportationPsycINFO0302 clinical medicineCognitionMedicine and Health SciencesPsychologyCognitive ImpairmentMultidisciplinaryCognitive NeurologyQRResearch AssessmentTransportation InfrastructureTest (assessment)ProfessionsSystematic reviewNeurologyAutomobile Driver ExaminationEngineering and TechnologyMedicine0305 other medical sciencePsychologyResearch ArticleAutomobile DrivingPsychometricsSystematic ReviewsCognitive NeuroscienceScienceResearch and Analysis MethodsCivil Engineering03 medical and health sciencesMental Health and PsychiatryCriterion validityHumansCognitive Dysfunctionbusiness.industryBiology and Life SciencesUsabilityEvidence-based medicineAutomobile Driver Examination; Automobile Driving; Cognitive Dysfunction; Humans; Psychometrics/methodsRoadsInstructorsPeople and PlacesCognitive ScienceDementiaPopulation Groupingsbusiness030217 neurology & neurosurgeryNeurosciencePLoS ONE
researchProduct

Recycling a genre for news automation: The production of Valtteri the Election Bot

2020

Abstract The amount of available digital data is increasing at a tremendous rate. These data, however, are of limited use unless converted into a user-friendly form. We took on this task and built a natural language generation (NLG) driven system that generates journalistic news stories about elections without human intervention. In this paper, after presenting an overview of state-of-the-art technologies in NLG, we explain systematically how we identified and then recontextualized the determinant aspects of the genre of an online news story in the algorithm of our NLG software. In the discussion, we introduce the key results of a user test we carried out and some improvements that these re…

050101 languages & linguisticsLinguistics and LanguageuutisetComputer scienceNLGmedia_common.quotation_subject050801 communication & media studiesjournalismLanguage and LinguisticsField (computer science)Task (project management)luonnollinen kieliWorld Wide Webautomaatio0508 media and communicationsnews automationgenretekstityypit0501 psychology and cognitive sciencesmedia_commonbusiness.industry05 social sciencesNatural language generationUsability113 Computer and information sciencesPunctuationnatural language generationkoneoppiminenjournalismiThe InternetJournalismComputational linguisticsbusiness
researchProduct

Higher education instructors' intention to use educational video games: an fsQCA approach

2019

Educational video games (EVGs) offer instructors a myriad of opportunities to motivate and engage students in the learning process. Nevertheless, instructors can be influenced by barriers that prevent them from using EVGs in their courses (e.g. lack of expertise with EVGs). Instructors can also be influenced by different drivers that might increase their intention to use EVGs. This research analyses the effects of four variables (perceived usefulness, perceived ease of use, attention, and relevance) as factors contributing or preventing the use of EVGs by instructors serving in Higher Education institutions. Data of 170 instructors, who were surveyed through an online questionnaire using a …

050101 languages & linguisticsMedical educationHigher educationQualitative comparative analysisbusiness.industryTeaching method05 social sciencesEducational technology050301 educationUsabilityComputer-assisted web interviewingInnovación educacionalEducationSnowball samplingInnovaciones educativasVideojuegosValue judgmentVídeojuegoComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesEnseñanza superiorEducacióbusinessPsychology0503 education
researchProduct