7,412 research outputs found
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Event Processing through naming: Investigating event focus in two people with aphasia
Some people with aphasia may have trouble with verbs because of fundamental difficulties in processing situations in a way that maps readily onto language. This paper describes a novel assessment, the Order of Naming Test, that explores the conceptual processing of events through the order in which people name the entities involved. The performance of non-brain damaged control participants is described. The responses of two people with non-fluent aphasia are then discussed. Both 'Helen' and 'Ron' showed significant difficulty with verbs and sentences. Ron also had trouble on a range of tasks tapping aspects of event processing, despite intact non-verbal cognition. While Helen's performance on the Order of Naming Test was very similar to the controls, Ron's differed in a number of respects, suggesting that he was less focused on the main participant entities. However, certain aspects of his response pointed at covert event processing abilities that might be fruitfully exploited in therapy
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First Person vs. Third Person Perspective in Digital Games: Do Player Preferences Affect Immersion?
Contemporary digital game developers offer a variety of games for the diverse tastes of their customers. Although the gaming experience often depends on one's preferences, the same may not apply to the level of their immersion. It has been argued whether the player perspective can influence the level of player's involvement with the game. The aim of this study was to research whether interacting with a game in first person perspective is more immersive than playing in the third person point of view (POV). The set up to test the theory involved participants playing a role-playing game in either mode, naming their preferred perspective, and subjectively evaluating their immersive experience. The results showed that people were more immersed in the game play when viewing the game world through the eyes of the character, regardless of their preferred perspectives
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The Placebo Effect in Digital Games
Play-testing of digital games is a crucial part of any game development process, used to gather feedback about the game and correct any existing and potential flaws with the design. However, due to the nature of human subject testing, the feedback being collected in such experiments is prone to biases. Players' expectations play a great role in dictating their gaming experience, which means the information players receive before trying a new game, as well as the knowledge they already possess, may affect their perception and experience of the game. Two studies were conducted in order to evaluate how priming players to expect a game technology can positively influence their experience. The results supported the hypothesis that even basic instructions can change players' perception of the game, and lead to a higher level of perceived immersion when knowing that the game contains an improved feature, the adaptive artificial intelligence (AI), while it is not present in the game
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Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience
Good gaming experiences hinge on players being able to have a balance between challenge and skill. However, achieving that balance is challenging, so dynamic difficulty adjustment offers the opportunity to provide better gaming experiences through adapting the challenge in the game to suit an individualâs capabilities. The risk though is that in adapting the difficulty, players do not get a true sense of challenge, but rather some tailored, perhaps watered down experience. In this note, we report on a study, in which we used time manipulation as a method of simple adaptation in order to explore its effect on player experience (PX) and performance. Volunteers played a game in which the timer was adjusted based on their performance in the game, however they were not aware of the feature. The results showed that players in the experimental group found the game more immersive. This provides empirical support that dynamic difficulty adjustment could be used to improve the PX
Escaping the Trap of too Precise Topic Queries
At the very center of digital mathematics libraries lie controlled
vocabularies which qualify the {\it topic} of the documents. These topics are
used when submitting a document to a digital mathematics library and to perform
searches in a library. The latter are refined by the use of these topics as
they allow a precise classification of the mathematics area this document
addresses. However, there is a major risk that users employ too precise topics
to specify their queries: they may be employing a topic that is only "close-by"
but missing to match the right resource. We call this the {\it topic trap}.
Indeed, since 2009, this issue has appeared frequently on the i2geo.net
platform. Other mathematics portals experience the same phenomenon. An approach
to solve this issue is to introduce tolerance in the way queries are understood
by the user. In particular, the approach of including fuzzy matches but this
introduces noise which may prevent the user of understanding the function of
the search engine.
In this paper, we propose a way to escape the topic trap by employing the
navigation between related topics and the count of search results for each
topic. This supports the user in that search for close-by topics is a click
away from a previous search. This approach was realized with the i2geo search
engine and is described in detail where the relation of being {\it related} is
computed by employing textual analysis of the definitions of the concepts
fetched from the Wikipedia encyclopedia.Comment: 12 pages, Conference on Intelligent Computer Mathematics 2013 Bath,
U
Haptic Experience and the Design of Drawing Interfaces
Haptic feedback has the potential to enhance usersâ sense of being engaged and creative in their artwork. Current work on providing haptic feedback in computer-based drawing applications has focused mainly on the realism of the haptic sensation rather than the usersâ experience of that sensation in the context of their creative work. We present a study that focuses on user experience of three haptic drawing interfaces. These interfaces were based on two different haptic metaphors, one of which mimicked familiar drawing tools (such as pen, pencil or crayon on smooth or rough paper) and the other of which drew on abstract descriptors of haptic experience (roughness, stickiness, scratchiness and smoothness). It was found that users valued having control over the haptic sensation; that each metaphor was preferred by approximately half of the participants; and that the real world metaphor interface was considered more helpful than the abstract one, whereas the abstract interface was considered to better support creativity. This suggests that future interfaces for artistic work should have user-modifiable interaction styles for controlling the haptic sensation
Subjective information visualizations
Information Visualizations (InfoViz) are systems that require high levels of cognitive processing. They
revolve around the notion of decoding and interpreting visual patterns in order to achieve certain
goals. We argue that purely designing for the visual will not allow for optimum experiences since there
is more to InfoViz than just the visual. Interaction is a key to achieving higher levels of knowledge. In
this position paper we present a different perspective on the underlying meaning of interaction, where
we describe it as incorporating both the visual and the physical activities. By physical activities we
mean the physical actions upon the physical input device/s. We argue that interaction is the key
element for supporting usersâ subjective experiences hence these experiences should first be
understood. All the discussions in this paper are based upon on going work in the field of visualizing
the literature knowledge domain (LKDViz)
InfoVis experience enhancement through mediated interaction
Information visualization is an experience in which both the aesthetic representations and interaction are part. Such an experience can be augmented through close consideration of its major components. Interaction is crucial to the experience, yet it has seldom been adequately explored in the field. We claim that direct mediated interaction can augment such an experience. This paper discusses the reasons behind such a claim and proposes a mediated interactive manipulation scheme based on the notion of directness. It also describes the ways in which such a claim will be validated. The Literature Knowledge Domain (LKD) is used as the concrete domain around which the discussions will be held
Challenges of evaluating the information visualization experience
Information Visualisation (InfoVis) is defined as an
interactive visual representation of abstract data. We view the
userâs interaction with InfoVis tools as an experience which is
made up of a set of highly demanding cognitive activities.
These activities assist users in making sense and gaining
knowledge of the represented domain. Usability studies that
involve a task-based analysis and usability questionnaires are
not enough to capture such an experience. This paper
discusses the challenges involved when it comes to evaluating
InfoVis tools by giving an overview of the activities involved
in an InfoVis experience and demonstrating how they affect
the visualisation process. The argument in this paper is based
on our experiences in designing, building and evaluating an
academic literature visualisation tool
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