Search results for "interactivity"
showing 10 items of 53 documents
Touchless gestural interfaces for networked public displays
2015
In the near future, we can easily imagine a significant increment in diffusion of networked public displays, as well as novel interaction modalities used in their applications. In the following, we present two of the main challenges related to networked displays we are dealing with, with a particular focus on touchless gestural interfaces: overcoming interaction blindness (i.e. enable users to immediately guess the interactivity of the display, and the gestural nature of it) and performing evaluations in-the-wild (i.e. outside any controlled environment).
Social Media News: Motivation, Purpose and Usage
2013
This paper presents the results of an online survey which was conducted to analyse the use of social web in the context of daily news. Users' motivation and habit in the news consumption were focused. Moreover, users' news behaviour was distinguished in three purposes such news consumption, news production and news dissemination to find out if the usage has a passive or active character. In a second step it was questioned which social software is used for which purpose. In conclusion users appreciate social software for features such as interactivity and information that traditional media does not provide. Among the social web platforms users prefer social networking sites as well as videos…
Understanding the Impact of Opinion Leaders’ Characteristics on Online Group Knowledge-Sharing Engagement from In-Group and Out-Group Perspectives: E…
2019
Opinion leaders often play key roles in online knowledge-sharing communities, which has intrigued a lot of researchers and practitioners worldwide. However, it is not clear how various characteristics of opinion leaders may affect different online groups&rsquo
Exploring usability and accessibility of avatar-based touchless gestural interfaces for autistic people
2018
Many prior works investigated the potential of pervasive technologies and interactive applications to increase access capabilities to digital content for people with disability, particularly Neuro-Developmental Disorders (NDDs). In this paper, we present an exploratory study aimed at understanding if an avatar-based touchless gestural interface is able to foster interest towards digital representations of artworks, e.g. paintings or sculptures usually exhibited in museums, and to make them more accessible for such people. In particular, the study involved three autistic people and a therapist, and allowed us to report the potential of an avatar to communicate the interactivity and stimulate…
Mediating role of job satisfaction, affective well-being and health in the relationship between indoor environment and absenteeism: work patterns mat…
2018
BACKGROUND: Office workers spend long hours in their workplace, and these environments impact their well-being and performance. This relationship can involve different mediation chains. The degree of complexity of this relationship can vary depending on different types of office work (work patterns) employees carry out. OBJECTIVE: To analyze the relationship between indoor environment and absenteeism, and the mediating role of job satisfaction, affective well-being, and health, in different work patterns. METHOD: 1306 office workers from different European countries were classified into work patterns depending on: task complexity and interactivity. RESULTS: Job satisfaction, affective well-…
Towards a Game-Design Framework for Evidence-Based Clinical Procedure Libraries
2019
Serious games have been and currently are used for multiple purposes other than just entertainment, such as education, healthcare or emergency management. This research presents game-design elements based on specific functional and professional requirements among which usability plays a key role. The aim of the research is to steer the direction towards a game-design framework for evidence-based clinical procedure libraries (eCPL). For context analysis and game-element presentation, a "serious application" example is shown to illustrate the improvement through game-design elements. A context analysis was required to select suitable game-design elements to target system usability and solve s…
What motivates consumers to teleshopping?
2011
PurposeThe purpose of this paper is to analyze the role of interactivity with television (TV) personalities and audience members as mediating variables between teleshopping genre dependency and teleshopping behavior, and to identify the moderating effects of televiewers' instrumentalist behavior on teleshopping.Design/methodology/approachThe Media Dependency Theory has been used as the conceptual framework of this study to explain teleshopping in terms of the relations of the individual with the teleshopping genre, TV personalities and audience members.FindingsData analysis performed using a sample of 432 Spanish teleshoppers shows that genre dependency has an indirect influence on teleshop…
Effectance and control as determinants of video game enjoyment
2007
This article explores video game enjoyment originated by games' key characteristic, interactivity. An online experiment (N = 500) tested experiences of effectance (perceived influence on the game world) and of being in control as mechanisms that link interactivity to enjoyment. A video game was manipulated to either allow normal play, reduce perceived effectance, or reduce perceived control. Enjoyment ratings suggest that effectance is an important factor in video game enjoyment but that the relationship between control of the game situation and enjoyment is more complex. © 2007 Mary Ann Liebert, Inc.
SmartCampus Project
2017
The aim of the SmartCampus project is to create an environment which enables high-quality, flexible and effective studying, both as traditional face-to-face and online. A focal result of the project is the CiNetCampus environment, developed in connection with the Master’s education in mathematical information technology. It increase flexibility in education with the help of video lectures and add interactivity to lecture videos. It was also possible to integrate other functionalities to the environment that are useful for teaching and studying. This paper focuses on the presentation of the CiNetCampus environment and the functionalities implemented for it. The paper also highlights the impa…
Teledu: Transmedia Learning Ecosystem for People at Risk of Exclusion
2021
The TELEDU tele-education ecosystem, integrated by software and hardware components, allows the use of Web resources through Interactive Digital TV (iDTV) without the need to be continuously connected. It works with any existing digital TV standard and is especially useful for users who do not have broadband, being a very effective solution in places where there is a digital divide. The user must have, at least, a cell phone with 3G connection and any of these three options: Digital Terrestrial TV (DTT), Satellite TV or Cable TV. The conception of TELEDU is based on the premise that the software will offer a friendly interaction. Based on this, an interoperable, open and scalable environmen…