Search results for "human–computer interaction"
showing 10 items of 663 documents
Mobile Devices as Tools for Media and Communication Research: A Scoping Review on Collecting Self-report Data in Repeated Measurement Designs
2020
Mobile devices are deeply embedded in people’s everyday lives. On the one hand, this opens up a new field for media and communication research. On the other hand, the widespread diffusion allows fo...
Perceivability of Map Information for Disaster Situations for People with Low Vision
2019
Digital maps have become increasingly popular in disaster situation to provide overview of information. However, these maps have also created barriers for many people, particularly people with visual impairments. Existing research on accessible maps such as tactile and acoustic maps focuses on providing solutions for blind persons to be able to perceive the information digital maps present. For people with low vision, who often rely on magnifier, good contrast and good navigation support, current digital map solutions present many challenges. In this paper we have studied two types of digital maps and their related surrounding text in the home page of disaster applications. The study focuse…
Letter Position Coding Across Modalities: The Case of Braille Readers
2012
BackgroundThe question of how the brain encodes letter position in written words has attracted increasing attention in recent years. A number of models have recently been proposed to accommodate the fact that transposed-letter stimuli like jugde or caniso are perceptually very close to their base words.MethodologyHere we examined how letter position coding is attained in the tactile modality via Braille reading. The idea is that Braille word recognition may provide more serial processing than the visual modality, and this may produce differences in the input coding schemes employed to encode letters in written words. To that end, we conducted a lexical decision experiment with adult Braille…
Collaborative Assessment of Information Provider's Reliability and Expertise Using Subjective Logic
2011
QA each user can individually estimate the expertise and the reliability of her peers using her direct interactions with them and our framework. The online SN (OSN), which can be considered as a distributed database, performs continuous data aggregation for users expertise and reliability assessment in order to reach a consensus. We emulate a Q&A SN to examine various performance aspects of our algorithm (e.g., convergence time, responsiveness etc.). Our evaluations indicate that it can accurately assess the reliability and the expertise of a user with a small number of samples and can successfully react to the latter's behavior change, provided that the cognitive traits hold in practice.
Alternate methods to prevent protease use as a masking agent in sport.
2010
Safety of the current drug treatments for vitiligo
2020
Introduction: Vitiligo is an acquired depigmenting skin disorder adversely affecting the patient's quality of life. Despite the presence of several treatment modalities, ranging from medical to physical to surgical options, none is curative. Each modality has its own drawbacks and side effects. Thus, the treatment modality needs to be tailored for each individual patient taking into consideration the disease characteristics and also its efficacy and safety to obtain a favorable risk-benefit ratio.Areas covered: This review highlights the different treatment modalities utilized in vitiligo up until 4 November 2019 along with their adverse effects and contraindications, if any.Expert opinion:…
GAIML: A New Language for Verbal and Graphical Interaction in Chatbots
2008
Natural and intuitive interaction between users and complex systems is a crucial research topic in human-computer interaction. A major direction is the definition and implementation of systems with natural language understanding capabilities. The interaction in natural language is often performed by means of systems called chatbots. A chatbot is a conversational agent with a proper knowledge base able to interact with users. Chatbots appearance can be very sophisticated with 3D avatars and speech processing modules. However the interaction between the system and the user is only performed through textual areas for inputs and replies. An interaction able to add to natural language also graph…
Learning about Dynamic Problems with Computer Simulators: A Case of System Dynamics Simulation Models
2008
A vast body of research shows that people by and large fail to understand and manage dynamic environments. Given the increasing complexity of our world, there is an urgent need to develop more effective ways to present dynamic problems. Many studies propose computer simulators as virtual learning environments to help people understand and manage complex problems. Still, experimental data show that simulators often carry problems from reality into the virtual laboratory. An analysis from the perspective of cognitive load theory suggests that learning about complex problems could be improved by enhancing descriptions with simulation elements that would facilitate interactive exploration of th…
Impact of repeating somatic cues on the depth of experiencing for withdrawers and pursuers in emotionally focused couple therapy
2021
Emotionally Focused Couple Therapy, an experiential modality, views emotion central to therapeutic change. In this exploratory study, we examined therapists' repetition of somatically focused interventions (therapist verbalizing somatic cues, such as facial expressions) and their impact on clients' emotional experiencing in-session. We also assessed difference for withdrawing versus pursuing partners. The sample included 13 EFT therapists who worked with one couple each for a single session. From transcripts we coded therapists' repetition of somatically focused interventions and clients' depth of experiencing pre-and post-intervention. Multilevel modeling demonstrated that a higher number …
Making interaction with virtual reality accessible : rendering and guiding methods for subtitles
2021
AbstractAccessibility in immersive media is a relevant research topic, still in its infancy. This article explores the appropriateness of two rendering modes (fixed-positioned and always-visible) and two guiding methods (arrows and auto-positioning) for subtitles in 360° video. All considered conditions have been implemented and integrated in an end-to-end platform (from production to consumption) for their validation and evaluation. A pilot study with end users has been conducted with the goals of determining the preferred options by users, the options that result in a higher presence, and of gathering extra valuable feedback from the end users. The obtained results reflect that, for the c…