Search results for "human–computer interaction"
showing 10 items of 663 documents
Interaction affordances in traditional instruments and tablet computers: A study of children’s musical group creativity
2019
In order to promote children’s collaborative musical creativity in new digital environments, we need a better understanding not only of the sound production capabilities provided by the new digital tools, but also of the interaction affordances involved. This study focuses on the interactional patterns emerging in children’s musical creativity, comparing creative group processes on iPad tablet computers (with GarageBand software) to processes on traditional musical instruments. Both instrumentations were assigned to five groups of four 10–12-year-olds for creating sound landscapes for a “space” movie. The traditional instrument groups’ processes were characterized by peer teaching as well …
A Taxonomy as a Vehicle for Learning
2009
In this article, we describe the development of a classification system providing a framework for analysis of, and communication about, a subgroup of learning objects. The objects we consider are highly visual, animated, interactive, and mathematics-related, and we call them VaniMaps. Secondly, we discuss the use of the system. In the first phase, the development was based on literature studies and discussions on examples of VaniMaps. In the second phase, the classification system was tested by students and their responses were analyzed to identify possible improvements. Now, the system is developed further based on experience gained while using it for different purposes. We see several pos…
Active Learning System in the Context of the Social Semantic Web
2013
In this paper we present the concept and the implementation of an Active Semantic Learning System that takes advantage of the Social Semantic Web in order to deliver an efficient and personalized learning experience to the learner. Active participation of the learner is encouraged through the social learning approach and through techniques that adapt the learning content to learners' needs and preferences. The semantic layer allows us to define a common understanding of the data used to describe the objects in the learning system. The objects in the learning system are described using semantic web technologies. Domain ontologies and explicit logic rules are defined in order to allow data in…
Cheap Talk with Two Audiences: An Experiment
2017
In this paper we experimentally test strategic information transmission between one informed and two uninformed agents in a cheap-talk game. We find evidence of the “disciplining” effect of public communication as compared to private; however, it is much weaker than predicted by the theory. Adding a second receiver naturally increases the complexity of strategic thinking when communication is public. Using the level-k model, we exploit the within subject design to show how individuals decrease their level-k in public communication. Surprisingly, we find that individuals become more sophisticated when they communicate privately with two receivers rather than one.
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…
The human-computer connection: An overview of brain-computer interfaces
2018
This article introduces the field of brain-computer interfaces (BCI), which allows the control of devices without the generation of any active motor output but directly from the decoding of the user’s brain signals. Here we review the current state of the art in the BCI field, discussing the main components of such an interface and illustrating ongoing research questions and prototypes for controlling a large variety of devices, from virtual keyboards for communication to robotics systems to replace lost motor functions and even clinical interventions for motor rehabilitation after a stroke. The article concludes with some insights into the future of BCI.
Crowdboard: Augmenting in-person idea generation with real-time crowds
2017
Online crowds can help infuse creativity into the design process, but traditional strategies for leveraging them, such as large-scale ideation platforms, require time and organizational effort in order to obtain results. We propose a new method for crowd-based ideation that simplifies the process by having smaller crowds join in-person ideators during synchronous creative sessions. Our system Crowdboard allows online crowds to provide real-time creative input during early-stage design activities, such as brainstorming or concept mapping. The system enables in-person ideators to develop ideas on a physical or digital whiteboard which is augmented with real-time creative input from online par…
Including functional usability features in a Model-Driven Development Method
2013
The Software Engineering (SE) community has historically focused on working with models to represent functionality and persistence, pushing interaction modelling into the background, which has been covered by the Human Computer Interaction (HCI) community. Recently, adequately modelling interaction, and specifically usability, is being considered as a key factor for success in user acceptance, making the integration of the SE and HCI communities more necessary. If we focus on the Model-Driven Development (MDD) paradigm, we notice that there is a lack of proposals to deal with usability features from the very first steps of software development process. In general, usability features are man…
Introducing Usability in a Conceptual Modeling-Based Software Development Process
2012
Usability plays an important role to satisfy users? needs. There are many recommendations in the HCI literature on how to improve software usability. Our research focuses on such recommendations that affect the system architecture rather than just the interface. However, improving software usability in aspects that affect architecture increases the analyst?s workload and development complexity. This paper proposes a solution based on model-driven development. We propose representing functional usability mechanisms abstractly by means of conceptual primitives. The analyst will use these primitives to incorporate functional usability features at the early stages of the development process. Fo…
Augmenting CASE tools with hypertext: Desired functionality and implementation issues
1997
Information systems have become bigger and more complex as their support has expanded to cover larger business domains, communication and work. At the same time technical design options such as client/server architectures and graphical user interfaces have increased the size and complexity of applications. In addition, pressures to build better systems more quickly have motivated the use of integrated design environments, such as CASE. Several integration approaches such as process modeling, frameworks and hypertext technology have been proposed. Of these we consider the least analyzed, hypertext technology, in this paper. Because of the novelty of hypertext in CASE there are several unreso…