Search results for "User"
showing 10 items of 1060 documents
Gestural and audio metaphors as a means of control for mobile devices
2002
This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/pen-based display. The similarities and differences in the results produced by the two studies are discussed
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
2012
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
LifeRescue Software Prototype for Supporting Emergency Responders During Fire Emergency Response: A Usability and User Requirements Evaluation
2017
For an efficient emergency response, emergency responders (ERs) should exchange information with one another to obtain an adequate understanding and common operational picture of the emergency situation. Despite the current developments on information systems, many ERs are unable to get access to the relevant information as the data is heterogeneous and distributed at different places and due to security and privacy barriers. As a result, ERs are unable to coordinate well and to make good decisions. Therefore, to overcome these difficulties, a web-based application called LifeRescue was developed for supporting easy information access during emergency search and rescue operation. The goal o…
Measuring user responses to interactive stories: Towards a standardized assessment tool
2010
With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…
Critical approach to 3D virtual realities for group work
2002
Collaborative virtual environments (CVEs) have been studied extensively during the past few years. In this paper, the concept of virtual reality (VR), and its value for group work are critically examined. To ground the discussions, experiences from a virtual reality project, from 3D chats, and from present CVE applications are analysed in the light of human communication. It is argued that the value of virtual reality is often overemphasised and overrated in the group work context, especially when conce rning desktop virtual realities and generic groupwork without an explicitly defined task or purpose. The main problem with VR is its self-centricity and inadequate support for shared real-li…
Intellectual Ability Data Obtaining and Processing for E-Learning System Adaptation
2012
In this article authors describe how an e-learning system can obtain data about learner, so that later it could offer individual content for each learner, based on the obtained data. Authors also describe how the Learning Management System (LMS) Moodle has adapted a standard quiz module interface for testing elementary school students and how students’ individual abilities could be measured more efficiently, for example, by measuring mathematical reaction time. For obtaining necessary testing results and partial processing a new module (TAnalizer) is offered, which is adapted to the Moodle environment. With this module one can gain precise data about each student’s testing process and stude…
Between idiosyncratic self-interests and professional standards: A contribution to the understanding of participatory journalism in Web 2.0. Results …
2012
Not much is known about participatory journalists in Germany or further afield. We conducted a standardized quantitative online survey of participatory journalists at the German-language website myheimat, a German-based hyperlocal participatory journalism portal with about 37,000 contributors (as at September 2010). The purpose of the survey was to examine the individual characteristics of participatory journalists (sociodemographics, expertise, qualification and gender aspects). The survey also explored why they write articles for myheimat (societal/individual motivations), what they think about their role and function as grassroots journalists (identity/self-concept), what they know and …
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…
The SUMMA Platform: A Scalable Infrastructure for Multi-lingual Multi-media Monitoring
2018
The open-source SUMMA Platform is a highly scalable distributed architecture for monitoring a large number of media broadcasts in parallel, with a lag behind actual broadcast time of at most a few minutes. The Platform offers a fully automated media ingestion pipeline capable of recording live broadcasts, detection and transcription of spoken content, translation of all text (original or transcribed) into English, recognition and linking of Named Entities, topic detection, clustering and crosslingual multi-document summarization of related media items, and last but not least, extraction and storage of factual claims in these news items. Browser-based graphical user interfaces provide humans…
Usability Evaluation of a Collaborative Health Information System - Lessons from a User-centred Design Process
2016
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