Search results for "human–computer interaction"

showing 10 items of 663 documents

User-Centered Design of a Scenario-Based Serious Game: Game-Based Teaching of Future Healthcare

2020

A scenario-based serious game for teaching about healthcare solutions was developed and tested in multiple iterations. The serious game captures the complexity of a real-world healthcare scenario, projecting it into a “scenario system” that can be accessed by the game participants to explore and experience the playthrough of a critical healthcare situation. The aim is to teach about existing health technology, and its uses and interactions between healthcare professionals, technologies, and patients. The platform for the serious game is mobile, such that different locations can be chosen for different scenarios. Actions of the participants trigger further actions, tasks, and storyline progr…

Scenario basedComputer sciencebusiness.industryHealth technologySerious gameArtificial IntelligenceControl and Systems EngineeringHuman–computer interactionDynamics (music)Health careTask analysisGame basedElectrical and Electronic EngineeringbusinessSoftwareUser-centered designIEEE Transactions on Games
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Do Children Cooperate Conditionally? Adapting the Strategy Method for First-Graders

2018

We develop a public goods game (PGG) to measure cooperation and conditional cooperation in young children. Our design addresses several obstacles in adapting simultaneous and sequential PGGs to children who are not yet able to read or write, do not possess advanced abilities to calculate payoffs, and only have a very limited attention span at their disposal. It features the combination of haptic offline explanation, fully standardized audiovisual instructions, computerized choices based on touch-screens, and a suitable incentive scheme. Applying our experimental protocol to a sample of German first-graders, we find that already 6-year-olds cooperate conditionally and that the relative frequ…

Scheme (programming language)Protocol (science)IncentiveHuman–computer interactionComputer sciencePublic goods gameIn-group favoritismSample (statistics)computerAttention spancomputer.programming_languageHaptic technologySSRN Electronic Journal
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Sensorimotor Communication for Humans and Robots: Improving Interactive Skills by Sending Coordination Signals

2018

During joint actions, humans continuously exchange coordination signals and use nonverbal, sensorimotor forms of communication. Here we discuss a specific example of sensorimotor communication-"signaling"-which consists in the intentional modification of one's own action plan (e.g., a plan for reaching a glass of wine) to make it more predictable or discriminable from alternative action plans that are contextually plausible (e.g., a plan for reaching another glass on the same table). We first review the existing evidence on signaling in human-human interactions, discussing under which conditions humans use signaling. Successively, we distill these insights into a computational theory of sig…

Scheme (programming language)Sensorimotor Communication.Computer sciencemedia_common.quotation_subjectPlan (drawing)Human-Robot Interaction050105 experimental psychologyHuman–robot interaction03 medical and health sciencesNonverbal communication0302 clinical medicineJoint ActionArtificial IntelligenceHuman–computer interaction0501 psychology and cognitive sciencesQuality (business)Simulationmedia_commoncomputer.programming_languageSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni05 social sciencesSignalingAction (philosophy)Sensorimotor CommunicationAction planRobotcomputer030217 neurology & neurosurgerySoftwareIEEE Transactions on Cognitive and Developmental Systems
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User Evaluation of the Smartphone Screen Reader VoiceOver with Visually Disabled Participants

2018

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing hand gestures to interact with a touch user interface. In a global perspective, the World Health Organisation estimates that around 285 million people are visually disabled with 2/3 of them over 50 years old. This paper presents the user evaluation of VoiceOver, a built-in screen reader in Apple Inc. products, with a detailed analysis of the gesture interaction, familiarity and training by visually disabled users and the system response. Six participants with prescribed visual disability took part in the tests in a usability laboratory under controlled con…

Screen readerArticle SubjectComputer Networks and Communicationsbusiness.industryComputer scienceTouch user interface05 social sciencesPerspective (graphical)UsabilityVisual disabilityTK5101-6720Computer Science Applicationslaw.invention03 medical and health sciences0302 clinical medicineTouchscreenHuman–computer interactionlawTelecommunication030221 ophthalmology & optometry0501 psychology and cognitive sciencesbusinessMobile device050107 human factorsGesture
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Evaluation of touchscreen assistive technology for visually disabled users

2017

Touchscreen assistive technology is designed to support speech interaction between visually disabled people and mobile devices, allowing the use of a choreography of gestures to interact with a touch user interface. This paper presents the evaluation of VoiceOver, a screen reader in Apple Inc. products, made in the research project Visually impaired users touching the screen- A user evaluation of assistive technology together with six visually disabled test participants. The aim was to identify challenges related to the performance of the gestures for screen interaction and evaluate the system response to the gestures. The main results showed that most of the hand gestures were easy to perf…

Screen readerMultimediabusiness.industryComputer scienceTouch user interface020206 networking & telecommunicationsUsability02 engineering and technologycomputer.software_genrelaw.inventionVisualizationChoreography03 medical and health sciences0302 clinical medicineTouchscreenlawHuman–computer interaction030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineeringbusinesscomputerMobile deviceGesture2017 IEEE Symposium on Computers and Communications (ISCC)
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Experiences in Digital Video Composition as Sources of Self-Efficacy Toward Technology Use

2018

As teachers’ self-efficacy has been shown to be a crucial factor in technology integration, there is a need to understand the mechanisms that may raise teachers’ self-efficacy toward technology integration. This article seeks to understand what sources of self-efficacy hands-on experiences with technology may provide to pre-service teachers. The participants were 37 students who were taking a course on digital literacies, where they composed a digital video in small groups. The data consists of students’ individually written post-course self-evaluation reports. In the analysis of the reports, the authors identified text fragments that indicated either 1) sources of self-efficacy related to …

Self-efficacyta113Multimedia05 social sciencesDigital video050301 educationvideotcomputer.software_genreopettajatomatoimisuusdigital videosHuman–computer interactiontechnology use0502 economics and businessComputingMilieux_COMPUTERSANDEDUCATIONteknologiaopetuskäyttöta516Psychology0503 educationcomputerComposition (language)self-efficacy050203 business & managementdigital video compositionInternational Journal of Smart Education and Urban Society
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SYMBOLIC INTERACTIONS:TOWARDS A COGNITIVE SCIENTIFIC THEORY OF MEANING IN HUMAN TECHNOLOGY INTERACTION

2015

Information technology has perpetuated the role of symbolism in everyday life practice, through its reliance on sign systems for its creation and operation. Increasingly attention has been placed on applying semiotic techniques to analyze user interface design and usability. Surprisingly, although the move towards symbolic interaction has been one of the most striking components of the digital shift, it has proven difficult to build bridges between semiotics and HTI-design thinking. In this article we argue that the problems in linking semiotic analysis of human technology interaction with modern HTI-design paradigms such as usability or user experience arise from a theoretical gap between …

Semiotics of cultureCognitive scienceMeaning (semiotics)SemiosisUser experience designbusiness.industryHuman–computer interactionSign (semiotics)SemioticsUsabilityInteraction designPsychologybusinessJOURNAL OF ADVANCES IN HUMANITIES
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An efficient synthetic vision system for 3D multi-character systems

2003

This poster deals with the problem of sensing virtual environments for 3D intelligent multi-character simulations. As these creatures should display reactive skills (navigation or gazing), together with the necessary planning processes, required to animate their behaviours, we present an efficient and fully scalable sensor system designed to provide this information (low level + high level) to different kinds of 3D embodied agents (games, storytelling, etc).

Sensor systemCharacter (mathematics)Creaturesbusiness.industryEmbodied cognitionComputer scienceHuman–computer interactionSynthetic vision systemScalabilityArtificial intelligencebusinessStorytelling
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Learning spatio-temporal behavioural sequences

2018

Living beings are able to adapt their behaviour repertoire to environmental constraints. Among the capabilities needed for such improvement, the ability to store and retrieve temporal sequences is of particular importance. This chapter focuses on the description of an architecture based on spiking neurons, able to learn and autonomously generate a sequence of generic objects or events. The neural architecture is inspired by the insect mushroom bodies already taken into account in the previous chapters as a crucial centre for multimodal sensory integration and behaviour modulation in insects. Sequence learning is only one among a variety of functionalities that coexist within the insect brai…

SequenceComputer scienceRepertoireEnergy Engineering and Power TechnologyVariety (cybernetics)Engineering (all)Human–computer interactionMathematics (all)RobotBiotechnology; Chemical Engineering (all); Mathematics (all); Materials Science (all); Energy Engineering and Power Technology; Engineering (all)Chemical Engineering (all)Materials Science (all)Sequence learningArchitectureImplementationBiotechnology
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The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
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