Search results for "User Experience"

showing 10 items of 117 documents

Pseudo-haptic Controls for Mid-air Finger-based Menu Interaction

2019

Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion sickness and presence are well investigated, basic topics as VR User Interfaces (UIs) for menu control are lagging far behind. A major issue is the absence of haptic feedback and naturalness, especially when considering mid-air finger-based interaction in VR, when "grabbable" controllers are not available. In this work, we present and compare the following two visual approaches to mid-air finger-based menu control in VR environments: a planar UI similar to common 2D desktop UIs, and a pseudo-haptic UI based on physical metaphors. The results show that the pseudo-haptic UI performs better in t…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer science02 engineering and technologyVirtual realityInformationSystems_MODELSANDPRINCIPLESUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)medicine0501 psychology and cognitive sciences050107 human factorsHaptic technologySettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciencesVirtual RealityMenu Interface020207 software engineeringmedicine.diseaseUser ExperienceMotion sicknessFinger-based InteractionSystem Control.User interfacebusiness
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User experience-based information retrieval from semistar data ontologies

2019

The time necessary for the doubling of medical knowledge is rapidly decreasing. In such circumstances, it is of utmost importance for the information retrieval process to be rapid, convenient and straightforward. However, it often lacks at least one of these properties. Several obstacles prohibit domain experts extracting knowledge from their databases without involving the third party in the form of IT professionals. The main limitation is usually the complexity of querying languages and tools. This paper proposes the approach of using a keywords-containing natural language for querying the database and exploiting the system that could automatically translate such queries to already existi…

Medical knowledgeInformation retrievalComputer scienceProcess (engineering)business.industryOntology-based data integration02 engineering and technologyQuery languageData structureDomain (software engineering)User experience design020204 information systems0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingbusinessNatural language
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Using Prototyping in Authentic Learning of Human-Centred Design of Mobile Apps

2017

Recent advances in mobile technology have seen a sharp increase in the number of mobile applications across various application domains. The challenge remains that many software development teams may lack appropriate competences to design usable and human-centred interactive systems. This can negatively affect the usability and the user experience. In this article, we present how to learn the human-centred design process using an authentic learning approach. Students need to investigate, discuss, construct new knowledge and apply theoretical concepts to address real world problems. The main purpose of authentic learning as a pedagogical approach is to position the subject of study into a re…

Multimediabusiness.industry05 social sciencesSoftware development050301 educationUsabilityInteraction designcomputer.software_genreFlipped classroomSummative assessmentUser experience designProblem-based learningHuman–computer interaction0502 economics and business050211 marketingMobile technologybusiness0503 educationcomputer
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Sociability in Virtual Reality

2021

This study investigates sociability in the context of immersive Virtual Reality (VR). A Design Science Research process was applied, and three iterative development versions of a VR application were studied. Sociability around the technology was investigated with two theoretical perspectives: social presence and social interactions. The results of qualitative interviews and observations as well as a quantitative experiment are combined to make a proposal for four design principles enhancing the beneficial sociability of VR systems. These principles address the importance of ease-of-use and personalization in the activation of a customer, customer empowerment and emancipation through familia…

Iterative and incremental developmentComputer sciencebusiness.industryProcess (engineering)media_common.quotation_subject05 social sciencesGeneral EngineeringContext (language use)Virtual realityPersonalizationUser experience designHuman–computer interaction0502 economics and business050211 marketingDesign science researchEmpowermentbusiness050203 business & managementmedia_commonACM Transactions on Social Computing
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Extending and validating gestUI using technical action research

2017

gestUI is a model-driven method with tool support to define custom gestures and to include gesture-based interaction in existing user software system interfaces. So far, gestUI had been limited to the definition of the same gesture catalogue for all users of the software system. In this paper, we extend gestUI to permit individual users to define their own custom gesture catalogue and redefine some custom gestures in case of difficulty in using or remembering them. After extending gestUI, we applied technical action research from the FP7 CaaS project's Capability Design Tool with the aim of assessing its acceptance in an industrial setting. We also analysed its perceived ease-of-use and use…

Model-Driven DevelopmentComputer sciencebusiness.industryDesign toolIndustrial setting020207 software engineeringContext (language use)02 engineering and technologyGesture-Based InteractionHuman-Computer InteractionUser ExperienceUser experience designHuman–computer interactionTechnical-Action Research0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingSoftware systemUser interfaceAction researchbusinessSoftware engineeringGesture2017 11th International Conference on Research Challenges in Information Science (RCIS)
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Apperception as a Multisensory Process in Material Experience

2015

Visual perspective has dominated experience research in humantechnology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. Th…

ta113multi-sensory experienceModality (human–computer interaction)business.industryapperceptionproduct designContext (language use)CognitionMultimodal interactioncontextStimulus modalityUser experience designdesign materialsConstruct (philosophy)PsychologybusinessApperceptionkontekstiCognitive psychology
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Emotional Dimensions of User Experience ? A User Psychological Analysis

2014

User psychology is a human–technology interaction research approach that uses psychological concepts, theories, and findings to structure problems of human–technology interaction. As the notion of user experience has become central in human–technology interaction research and in product development, it is necessary to investigate the user psychology of user experience. This analysis of emotional human–technology interaction is based on the psychological theory of basic emotions. Three studies, two laboratory experiments, and one field study are used to investigate the basic emotions and the emotional mind involved in user experience. The first and second experiments study the measurement of…

Structure (mathematical logic)business.industryField (Bourdieu)Emotion classificationHuman Factors and ErgonomicsPsychological analysisComputer Science ApplicationsHuman-Computer InteractionUser experience designHuman–computer interactionPsychological TheoryNew product developmentPsychologybusinessta515Cognitive psychologyInternational Journal of Human-Computer Interaction
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Evaluating a Future Remote Control Environment with an Experience-Driven Science Fiction Prototype

2015

The case study presented in this paper aimed at discovering opportunities for ambient intelligence and new interaction methods for a future remote crane-operating environment. The theoretical objective was to carry out an experience-driven research project in an industrial work context, and the practical objective was to create and evaluate a future oriented science fiction prototype. The work was carried out in close co-operation with an industrial partner who was a domain expert in the field of crane industry. The aim was to focus on clearly defined user experience goals to which the industrial partner committed. The consequent immediate objective was to focus on two explicit experiences …

Computer scienceEmerging technologiesremote crane operationuser experience (UX)Sense of communityscience fiction prototypingField (computer science)law.inventionDomain (software engineering)User experience designintelligent environment (IE)Human–computer interactionlawhuman-computer interactionuser experienceta113Ambient intelligencebusiness.industryscience fiction prototyping (SFP)human-computer interaction (HCI)Engineering managementWork (electrical)intelligent environmentbusinessRemote control
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H.264 QoS and Application Performance with Different Streaming Protocols

2015

Streaming techniques, including the selected streaming protocol, have an effect on the streaming quality. In this study, the performance of three different streaming protocols in a disturbed communication channel is evaluated with a modified version of the FFPlay player. A H.264 encoded video is used as a test sequence. The number of displayed image frames, the frame rate and playout duration are used as objective metrics for QoS. The metrics brings out differences of streaming protocols in our test environment. They are measured at the application level and have a connection to the user experience. peerReviewed

ta113Protocol (science)HLSbusiness.industryComputer sciencecomputer.internet_protocolQuality of serviceReal-time computingstreaming protocolsQoSFrame rateRTSPTest sequenceUser experience designRTMPReal Time Streaming ProtocolQoEH.264businesscomputerComputer networkProceedings of the 8th International Conference on Mobile Multimedia Communications
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Le transport narratif au coeur de l'expérience d'un dispositif transmédia

2017

The aim of this paper is to describe how consumers experience transmedia devices. Thanks to transmedia major components (narrative universe; platforms and rabbit holes; interactivity; and temporality), once it adheres to it, the user of a transmedia devices lives an experience characterized by participation, immersion and commitment, and, at the end, it leads him to be attached to the object of narration. These results guide to propose a model which emphasizes the central place of narrative transportation in the context of fictional universes presented via transmedia strategy.

user experiencetransmédiaparticipation[SHS.GESTION]Humanities and Social Sciences/Business administrationattachementNarrative transportation[SHS.GESTION] Humanities and Social Sciences/Business administrationtransmedia storytellingexpérience utilisateurTransport narratifengagement
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