Search results for "human–computer interaction"

showing 10 items of 663 documents

Coordinating action in technology-supported shared tasks: Virtual pointing as a situated practice for mobilizing a response

2021

Drawing on recordings of remote screen-based work meetings in Finland, this conversation analytic study investigates interactive properties of mouse cursor movements in technology-mediated shared tasks. The article illustrates how participants rely on features afforded by the input device in ways that divert from its pre-designed functions to accomplish virtual pointing gestures. These gestures serve as an organizational resource in the precursory phase of action, i.e. when a next on-screen action is observably made relevant. In this sequential environment, pointing by means of the tool is a collaborative resource: an embodied practice for sustaining co-orientation and advancing the sequent…

remote work meetings050101 languages & linguisticsLinguistics and Languageconversation analysisvuorovaikutusSocial PsychologyComputer sciencetieto- ja viestintätekniikkamedia_common.quotation_subjectpäätöksentekoExperimental and Cognitive PsychologyInput devicejoint decision-makingPhase (combat)virtual pointingLanguage and LinguisticsResource (project management)Human–computer interactiontechnology-mediated interactionSituatedetätyö0501 psychology and cognitive sciences0601 history and archaeologyConversationmobilizing responsemedia_common060101 anthropologykokouksetkeskustelunanalyysiCommunication05 social sciences06 humanities and the artsvirtuaaliympäristöAction (philosophy)Embodied cognitionGestureLanguage & Communication
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Rilkean Memories and the Self of a Robot

2019

This paper discusses the concept of Rilkean memories, recently introduced by Mark Rowlands, to analyze the complex intermix of hardware and software related to the self of a robot. The Rilkean memory of an event is related to the trace of that episode left in the body of the individual. It transforms the act of remembering into behavioral and bodily dispositions, thus generating the peculiar behavioral style of the individual, which is at the basis of her autobiographical self. In the case of long-life operating robots, a similar process occurs: the software of the robot has to cope with the changes that happened in the body of the robot because of damaging events in its operational life. T…

roboticautobiographical memorieComputer scienceProcess (engineering)Rilkean memories0603 philosophy ethics and religion050105 experimental psychologySoftwareselfHistory and Philosophy of ScienceHuman–computer interaction0501 psychology and cognitive scienceslcsh:BC1-199lcsh:B1-5802TRACE (psycholinguistics)embodimentroboticsSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniEvent (computing)business.industryAutobiographical memorylcsh:Philosophy (General)Self05 social sciencesRobotics06 humanities and the artslcsh:LogicPhilosophy060302 philosophyRobotArtificial intelligenceautobiographical memoriesbusiness
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Constructing co-presence through shared VR gameplay

2021

This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on in­stances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simul­taneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual config­urations of the moment in displaying co-presen…

single player gamesVR-gamesconversation analysispelaaminenComputer sciencekeskustelunanalyysivideopelitSIGNAL (programming language)ComputingMilieux_PERSONALCOMPUTINGVirtual spacevirtuaalitodellisuusMoment (mathematics)keskusteluEmbodied cognitionHuman–computer interactionPosition (vector)yksinpelitshared gameplayddc:793Co presenceDifferential (infinitesimal)läsnäoloConstruct (philosophy)conversationco-presence
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The hierarchy of needs for user experiences in virtual reality

2021

Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and …

sisältötuotantoMaslow's hierarchy of needsComputer scienceHuman–computer interaction518 Media and communicationsmediaimmersiivinen journalismijournalismikäyttäjäkokemusVirtual reality113 Computer and information scienceslisätty todellisuusvirtuaalitodellisuus
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Cooperative sound design: a protocol analysis

2016

Formal protocol analysis and linkographic representations are well-established approaches in design cognition studies, in the visual domain. We introduce the method and tools in the auditory domain, by analysing a case of collaborative sound design. We show how they can provide relevant qualitative and quantitative information about the efficiency of the creative process.

sound design; protocol analysis; linkographyProtocol analysiSettore INF/01 - InformaticaComputer scienceProcess (engineering)Sound designprotocol analysis0211 other engineering and technologiesProtocol analysis02 engineering and technologyDesign cognitionDomain (software engineering)sound designHuman–computer interactionSonic interaction designlinkographySettore ICAR/13 - Disegno Industriale0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingSonic interaction design021106 design practice & management
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SearchBot: Supporting voice conversations with proactive search

2018

Searching during conversations and social interactions is becoming increasingly common. Although searching could be helpful for solving arguments, building common ground, and reinforcing mutual assumptions, it can also cause inter-actional problems. Proactive search approaches can enrich conversations with additional information without neglecting the shared and established social norms of being attentive to ongoing interaction. This demo showcases SearchBot, a tool that minimizes the issues associated with the practice of searching during conversations. It accomplishes this by tracking conversational background speech and then providing continuous recommendations of related documents and e…

ta113Computer science05 social sciencesCommon ground020207 software engineering02 engineering and technologyVoice user interfaceHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesProactive searchTracking (education)Background speechSpoken conversation support050107 human factorsVoice user interface
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Interactive map interface for controlling bridge crane automation A cognitive-affective approach

2016

This study outlines the development process of a new touch screen based user interface for controlling bridge crane automation in industrial environments. A user study of existing situation (n1 = 11) was used to develop an understanding of the cognitive and emotional design goals for crane operation. Conceptualization of these goals in the context of automation produced a set of requirements, which were used to develop a map-based touch screen user interface. Two field tests (n2 = 5, n3 = 5) revealed how bridge crane operators cognise and emotionally experience the increasing automation and how the user interface should be designed to support the operator’s spatial mental representation as …

ta113EngineeringConceptualizationta213business.industrymedia_common.quotation_subjectCognitionemotional designMobile mapAutomationEmotional designUser interface designAutomationautomaatioFeelingHuman–computer interactionMental representationInterface designUser interfacebusinessCompetence (human resources)interface designmobile mapmedia_common
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User experience targets as design drivers:A case study on the development of a remote crane operator station

2013

In recent years, the notion of user experience, or UX, as an essential aspect to be addressed in the design and development of technologies has been increasingly discussed. In this paper, we present a case study in which we have used UX targets as the main design drivers and focus areas in developing a new remote operator station user interface for container cranes. UX targets describe the experiential qualities to which the product design should aim at. However, taking UX targets into consideration during product design is challenging, because only little is known about how they would be best operationalized to serve the different phases of the design process. Through our case study, we de…

ta113Focus (computing)EngineeringOperationalizationProduct designbusiness.industryExperiential learninguser experience targetconcept designUser experience designcontainer crane operationHuman–computer interactionuser experienceContainer (abstract data type)Systems engineeringremote operator stationUser interfaceEngineering design processbusiness
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Design time, run time, and artificial intelligence techniques for mobility of user interface

2011

Abstract Advancement in technology provides opportunities to user as well as challenges for application development organization. User interfaces which were design for specific device tend to be developed for various devices. Users are busy people, when they move among different context would like to move application with them. The current trend of users demanding mobile graphic user interface to support their daily life and work has led to a new generation of techniques. Design time technique provides better usability as compare to run time technique. On the other hand artificial intelligence technique like agent provides better flexibility and usability as compare to others. In this paper…

ta113Mobile agentMultimediaDesign time techniquebusiness.industryComputer scienceNatural user interfaceUsabilityGraphical user interface testingcomputer.software_genreUser interface designRun time techniqueUser experience designInterface metaphorHuman–computer interactionHeuristic evaluationGeneral Earth and Planetary Sciences10-foot user interfaceArtificial intelligenceUser interfacebusinesscomputerGeneral Environmental ScienceGraphical user interfaceProcedia Computer Science
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Consumer value of camera-based mobile interaction with the real world

2013

Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…

ta113MultimediaComputer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)computer.software_genreComputer Science ApplicationsHardware and ArchitectureHuman–computer interactionExcellenceState (computer science)ta512computerCritical Incident TechniqueValue (mathematics)Mobile interactionSoftwareInformation SystemsValue frameworkActual usemedia_commonPervasive and Mobile Computing
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