Search results for "ta113"

showing 10 items of 530 documents

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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Mobile Banking Services Continuous Usage -- Case Study of Finland

2016

Finland is at the forefront of using new information systems, such as mobile banking (m-banking). The present study develops and tests a model of continuous usage intentions toward m-banking services for a sample of 273 Finnish m-banking users. Results confirm the hypothesized direct relationships between self-congruence and perceived value, perceived risk and perceived value, perceived value and continuous usage, and continuous usage and word of mouth. The frequency of usage of m-banking services and experience moderate the relationship between perceived value and continuous usage. We discuss the theoretical and managerial implications of the study results and present recommendations for f…

ta113Mobile bankingbusiness.industry05 social sciencesWord of mouthSample (statistics)AdvertisingRisk perception0502 economics and businessInformation systemmobile banking050211 marketingThe InternetBusinessMarketingta512Value (mathematics)Finland050203 business & managementConsumer behaviour2016 49th Hawaii International Conference on System Sciences (HICSS)
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Sensory modalities and mental content in product experience

2015

Contemporary research in human-technology interaction emphasises the need to focus on what people experience when they interact with technological artefacts. Understanding how people experience products requires detailed investigation of how physical design properties are mentally represented, and the theorisation of how people represent information obtained through different modalities still needs work. The objective of this study is to investigate how people experience modality-related affective aspects of products, using the psychological concept of mental content. For this purpose, we adopt the framework of user psychology, which is the sub-area of psychology involved with investigating…

ta113Modalitiesmedia_common.quotation_subjectCognitionkäyttäjäpsykologiaVariance (accounting)Industrial and Manufacturing Engineeringproduct experienceuser psychologysensory modalityStimulus modalityFeelingmental contentArtificial IntelligenceContent analysisaffective interactionProduct (category theory)PsychologyThink aloud protocolSocial psychologymedia_commonCognitive psychologyInternational Conference on Applied Human Factors and Ergonomics
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Designing browsing for in-car music player

2012

User interface features of a touch based mobile music player and their comparative impact on driver distraction when searching music albums were investigated. In a driving simulator experiment (N=18) three scrolling methods buttons, swipe and kinetic were compared, whereat the number of music tracks presented in a list-style format varied between three, five and seven items per page. Half of the participants used the music player in a portrait mode and half of them in a landscape mode. It was expected that swipe supports less severe distraction effects than kinetic or button due to systematic page-by-page scrolling and low levels of pointing accuracy required for browsing. Three items shoul…

ta113Mode (computer interface)InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer scienceOrientation (computer vision)Computer graphics (images)ScrollingDistractionSwIPeDriving simulatorMobile musicUser interfaceProceedings of the 4th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
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Exploiting ongoing EEG with multilinear partial least squares during free-listening to music

2016

During real-world experiences, determining the stimulus-relevant brain activity is excitingly attractive and is very challenging, particularly in electroencephalography. Here, spectrograms of ongoing electroencephalogram (EEG) of one participant constructed a third-order tensor with three factors of time, frequency and space; and the stimulus data consisting of acoustical features derived from the naturalistic and continuous music formulated a matrix with two factors of time and the number of features. Thus, the multilinear partial least squares (PLS) conforming to the canonical polyadic (CP) model was performed on the tensor and the matrix for decomposing the ongoing EEG. Consequently, we …

ta113Multilinear mapmedicine.diagnostic_testBrain activity and meditationSpeech recognition02 engineering and technologyElectroencephalographyta3112Matrix decomposition03 medical and health sciences0302 clinical medicinetensor decompositionFrequency domainPartial least squares regression0202 electrical engineering electronic engineering information engineeringmedicineSpectrogramOngoing EEG020201 artificial intelligence & image processingmusicTime domain030217 neurology & neurosurgerymultilinear partial least squaresMathematics
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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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Do videowikis on the web support better (constructivist) learning in the basics of information systems science?

2012

This paper describes the combination of a wiki and screen capture videos as a complementary addition to conventional lectures in an information management and information systems development course. Our basis was collaborative problem-based learning with the problems defined by students. The idea was that students were expected to find concepts or issues from four lecture themes which are not well-defined or clarified for them. The students worked in small groups of two or three students or they completed the coursework individually. First, the students selected the theme which was most unclear for them. Second, the students selected the problematic things from this area and created the pre…

ta113MultimediaComputer scienceCollaborative learningConnectivismcomputer.software_genreJigsawConstructivist teaching methodsProblem-based learningConstructivism (philosophy of education)CourseworkComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationInformation systemcomputer
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Assessing game experience: Heart rate variability, in-game behavior and self-report measures

2014

Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…

ta113MultimediaComputer scienceComputingMilieux_PERSONALCOMPUTINGCardiac activityGame playcomputer.software_genrePredictive valuePopularitySelf-report studyHeart rate variabilityta516human activitiescomputerCognitive psychology
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Flipped Learning Experiment in Video-Based Education

2017

Videos intended for educational use have increased significantly in recent years. This is partly due to the increasing use of videos for entertainment purposes, as well as an increase in broadband connections. Educational videos may include short video clips, screen capture videos or, for example, recordings from the classroom teaching situation. Videos can be utilized in revising, for compensating absences, making teaching more flexible or for developing presentation skills. The recording also enables the re-use of lectures. This allows completely new types of educational solutions, such as the implementation of flipped learning. In flipped learning, activities traditionally carried out in…

ta113MultimediaComputer scienceFlipped learningsulautuva opetusvideotblended learningcomputer.software_genreopetusvideo lecturesflipped learningComputingMilieux_COMPUTERSANDEDUCATIONopetusvideotVideo basedcomputer
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Learning styles module as a part of a virtual campus

2016

For several years now, learning style mapping has been carried out for our students of the master's degree education in information technology. To better utilize learning styles in practice, a learning style module was integrated into the multimedia platform used in the education. The learning style module serves both the student and the educator. The goal was to create an application which, in the long run, would diversify the learning environment and make learning more efficient. This study describes the functioning and integration of the learning style application. The deployment of the application is monitored by collecting statistics of its use and feedback of its usability and usefuln…

ta113MultimediaComputer scienceLearning environment05 social sciencesEducational technology050301 education050109 social psychologyblended learningcomputer.software_genreLearning sciencesvideo lecturesSynchronous learningBlended learningLearning stylesVirtual campuseducational toolsComputingMilieux_COMPUTERSANDEDUCATION0501 psychology and cognitive sciencesvirtual campuslearning styles0503 educationcomputerInstructional simulation
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