Search results for "human–computer interaction"
showing 10 items of 663 documents
On Human–Computer Interaction in Brain–Computer Interfaces
2014
In this chapter, theoretical reflections on human–computer interaction in brain–computer interfaces (BCIs) are combined with the results of an empirical investigation concerning non-invasive EEG-based BCI users’ experiences with this technology. After a short overview of transhumanist visions in the field of neurotechnology this text discusses some anthropological positions concerning interaction between man and technical devices. The focus will be on the concept of “transparency”. Then some empirical results of a pilot study which investigated BCI users’ experiences concerning human–computer interaction in BCI use are presented and discussed against the anthropological background.
Computer-supported collaboration in a scripted 3-D game environment
2005
The particular focus of this paper is on scripting collaboration in a 3-D virtual game environment intended to make learning more effective, but also take into account the risk of over-scripting learning. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. This study attempts to find out whether the features of 3-D games can be used to create meaningful scripted collaborative learning environments. The results indicated that scripting persuaded student teams to enter into collaboration, but the actual processes varied.
Computer graphics applications in the education process of people with learning difficulties
2007
This paper describes the use of Real Time graphic applications as educational tools, specifically oriented to working with people who have certain learning difficulties. We first focus on identifying the most relevant traits (from a psychological point of view) of those disorders, then we continue by analysing the advantages of graphics in Real Time in this context, and how they can be used to complement the conventional teaching methods. Finally, we review the main characteristics of two applications belonging to this category, which serve as a practical example of this encounter between education and technology.
Usable Interface Design for Everyone
2011
En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicación, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informáticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios est…
Investigating how user avatar in touchless interfaces affects perceived cognitive load and two-handed interactions
2017
In recent years, touchless-enabling technologies have been more and more adopted for providing public displays with gestural interactivity. This has led to the need for novel visual interfaces aimed at solving issues such as communicating interactivity to users, as well as supporting immediate usability and "natural" interactions. In this paper, we focus our investigation on a visual interface based only on the use of in-air direct manipulations. Our study aims at evaluating whether and how the presence of an Avatar that replays user's movements may decrease the perceived cognitive workload during interactions. Moreover, we conducted a brief evaluation of the relationship between the presen…
A preliminary framework for differentiating the paradigms of human-technology interaction research
2010
The purpose of this paper is to clarify the differences between approaches in the research field of human-technology interaction. We are especially interested in individuating user psychology from the more traditional paradigms. Therefore, we suggest a preliminary theoretical framework of criteria for distinguishing and individuating the different interaction research paradigms. The framework consists of five dimensions in which the paradigms may vary from each other. In this paper, we also discuss how ubiquitous computing is related to some of the dimensions. In addition, we focus on defining the new elements user psychology can bring to the discussion and analysis of human-technology inte…
Effects of timing of formative feedback in computer‐assisted learning environments
2020
On Addressing the Challenges of Complex Stochastic Games Using “Representative” Moves
2018
The problem of achieving competitive game play in a board game, against an intelligent opponent, is a well-known and studied field of Artificial Intelligence (AI). This area of research has seen major breakthroughs in recent years, particularly in the game of Go. However, popular hobby board games, and particularly Trading Card Games, have unique qualities that make them very challenging to existing game playing techniques, partly due to enormous branching factors. This remains a largely unexamined domain and is the arena we operate in. To attempt to tackle some of these daunting requirements, we introduce the novel concept of “Representative” Moves (RMs). Rather than examine the complete l…
Simulation as a game design tool
2009
In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.
WiWeHAR: Multimodal Human Activity Recognition Using Wi-Fi and Wearable Sensing Modalities
2020
Robust and accurate human activity recognition (HAR) systems are essential to many human-centric services within active assisted living and healthcare facilities. Traditional HAR systems mostly leverage a single sensing modality (e.g., either wearable, vision, or radio frequency sensing) combined with machine learning techniques to recognize human activities. Such unimodal HAR systems do not cope well with real-time changes in the environment. To overcome this limitation, new HAR systems that incorporate multiple sensing modalities are needed. Multiple diverse sensors can provide more accurate and complete information resulting in better recognition of the performed activities. This article…