10,445 research outputs found

    MAIS - A Model for the Multi-criteria Analysis of Interaction Solutions

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    AbstractThe research methodology applied in this work, consisted of the following steps: initially, we collected work that applied subjective analysis methods in a decision making process in order to choose the appropriate interaction solution(s) to the users’ preferences. Then, we verified the characteristics of the multi-criteria approaches found in such works, which did not provide designers with support to define what to evaluate in solutions, how to assess them nor to what purpose the analysis is made. Subsequently, we derived a general process, from which we could identify the main elements to generate an evaluation model. Such elements refer to interaction aspects, concepts, techniques and methods coming from different areas of computer scienc

    Socio-Informatics

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    Contents Editorial Thematic Focus: Socio-Informatics Introduction to the Thematic Focus “Socio-Informatics” / Claudia Müller Digitalisation in Small German Metal-Working Companies. Appropriation of Technology in a “Traditional” Industrial Domain / Bernhard Nett, Jennifer Bönsch Travelling by Taxi Brousse in Madagascar: An Investigation into Practices of Overland Transportation / Volker Wulf, Kaoru Misaki, Dave Randall, and Markus Rohde Mobile and Interactive Media in the Store? Design Case Study on Bluetooth Beacon Concepts for Food Retail / Christian Reuter, Inken Leopold Facebook and the Mass Media in Tunisia / Konstantin Aal, Marén Schorch, Esma Ben Hadj Elkilani, Volker Wulf Book Review Symposium Charles Goodwin Charles Goodwin’s Co-Operative Action: The Idea and the Argument / Erhard Schüttpelz, Christian Meyer Multi-Modal Interaction and Tool-Making: Goodwin’s Intuition / Christian Meyer, Erhard Schüttpelz Co-Operation is a Feature of Sociality, not an Attribute of People : “We inhabit each other’s actions.” (Goodwin, cover) / Jutta Wiesemann, Klaus Amann The Making of the World in Co-Operative Action. From Sentence Construction to Cultural Evolution / Jürgen Streeck On Goodwin and his Co-Operative Action / Jörg R. Bergman

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Exploring the Effects of Real-Time Hologram Communication on Social Presence, Novelty, and Affect

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    With the COVID-19 social distance orders, multichannel technologies are more critical than ever for collaborating. These technologies offer psychological benefits that improve user and collaborative experiences. The main objective of this research was to explore hologram communication within a telecommunication context. This research looked to understand the effect of hologram communication on affect (i.e., emotion) and studied the relationship between holograms and social presence, and how the sense of being together may change or amplify positive messages. This paper focuses specifically on how social presence and emotional responses differ between hologram communication and video communication, such as Zoom or Google Hangouts. We used a novel hologram projection system and conducted an experiment with 98 people and found that hologram technology improved the perception of co-presence and affected two dimensions of novelty. Additionally, there were some indications of other findings that were less compelling. However, this provides further insight into the context of 3D communication for collaboration

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    DHRS 2009 Proceedings of the Ninth Danish Human-Computer Interaction Research Symposium.

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    Since 2001 the annual Danish Human-Computer Interaction Research Symposium has been a platform for networking, and provided an opportunity to get an overview across the various parts of the Danish HCI research scene. This years symposium was held in Aarhus, Denmark on December 14, 200

    CGAMES'2009

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    Emotions in archetypal media content

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    Emotion is an intriguing and mysterious psychological phenomenon. While everyone seems to know what it is, researchers have not yet come to consensus on its definition, and many questions still remain unanswered. While the nature of emotion is yet to discover, the design community has noticed is importance, and poses the challenge of how emotion could inform design. We see the necessity to follow the state of the art in psychology and initiate the undertaking by exploring the emotional qualities in various types of media content. The first part of this thesis aims at constructing a theoretical framework. Recent years have seen empirical studies suggest that emotion could be unconscious. While this is to be further justified, scientists are motivated to reconsider current theories of emotion to account for this phenomenon. In light of this, we integrate these studies about unconscious emotion into our literature review. An overview from theory to practice is illustrated to provide a reference for viewing the current states in application domains, such as affective computing and emotional design. This review offers a holistic understanding about emotion from various perspectives, which allow us to look for new directions in future studies. Based on our review, we see a promising direction by applying psychoanalysis methods to analyze the media content as affective stimuli, and these stimuli can be evaluated by using quantitative measures to investigate the connection between the content and the corresponding emotions. The analysis on the media content is based on a psychoanalysis theory¿the theory of archetypes¿proposed by Carl Jung. He argues that there exists a universal pattern in humans¿ unconscious thoughts, which can be manifested as symbolic content in various forms of narratives, such as myth and fairy tales. Today, this archetypal symbolic content can be seen in modern media, particularly in movies. By applying the Jungian approach, we analyzed the symbolic meaning in movie scenes and edit these feature scenes into a collection of archetypal media content, which serve as the experimental materials for later explorations. In the second part of this thesis, we present three experimental studies that aim at determining if archetypal media content can be differentiated based on emotional responses. We adopted the psychoanalytical approach described earlier to collect feature scenes in movies as archetypal media content. Meanwhile, affective stimuli of explicit emotions are also included as benchmarks for comparison, such as sadness and joy. Self-reports and physiological signals are both adopted for measuring emotional responses. These three studies follow similar experimental design: presenting stimuli and measuring emotion concurrently. The results of these studies confirm that emotions induced by archetypal content are different from explicit emotions, and the statistical analysis further indicate that the predictive model obtained from physiological signals outperforms the model generated from self-reports while viewing archetypal media content. These results, however, are opposite to the results gained from affective stimuli of explicit emotions, leading us to the conclusion that archetypal media content might induce unconscious emotions, and physiological signals are more effective than self-reports for recognizing emotions induced by archetypal media content.La emoción es un fenómeno psicológico intrigante y misterioso. Aunque todo el mundo parece saber lo que es, los investigadores aún no han llegado a un consenso sobre su definición, y todavía quedan muchas preguntas sin respuesta. Si bien la naturaleza de las emociones está aún por descubrir, la comunidad de profesionales del diseño ha entendido su importancia, y se plantea el desafío de interrelacionar ambos mundos, explorando de las cualidades emocionales en diversos tipos de contenido en medios de comunicación. La primera parte de esta tesis tiene como objetivo la construcción de un marco teórico. Recientemente se han realizado estudios empíricos que sugieren que las emociones puede ser inconscientes. Si bien esto debe justificarse mejor, los científicos están motivados a reconsiderar las teorías actuales de la emoción para explicar este fenómeno. En vista de ello, integramos estos estudios sobre las emociones inconscientes en nuestra revisión de referencias bibliográficas incluyendo dominios de aplicación recientes, tales como la Computación Afectiva y el Diseño Emocional. Una dirección prometedora de investigación se basa en la aplicación de métodos del psicoanálisis para analizar contenidos multimedia como estímulos afectivos, y estos estímulos pueden ser evaluados mediante el uso de medidas cuantitativas para investigar la conexión entre el contenido y las emociones correspondientes. Este análisis se basa en la teoría de los arquetipos propuesto por el psicólogo Carl Jung. El autor sostiene que existe una patrón universal en los pensamientos inconscientes de los personas, que puede manifestarse como un símbolo contenido en las diversas formas de narrativas, como en los mitos y los cuentos de hadas. Hoy en día, estos arquetipos de contenido simbólico se puede ver frecuentemente en los contenidos multimedia modernos, sobre todo en las películas. Mediante la aplicación del enfoque de Jung, analizamos el significado simbólico en escenas de películas seleccionando las correspondientes a diversos arquetipos, que servirá como material experimental para exploraciones posteriores. En la segunda parte de esta tesis, se presentan tres estudios experimentales que apuntan a determinar si el contenido multimedia arquetípico puede diferenciarse en base a respuestas emocionales. Con el enfoque psicoanalítico descrito anteriormente para los arquetipos, también se incluye los estímulos afectivos de emociones explícitas son como puntos de referencia para la comparación, como la tristeza y la alegría. Se realizan auto-informes y se miden señales fisiológicas para la determinación de las respuestas emocionales en todos los experimentos realizados. Los resultados de estos estudios confirman que las emociones inducidas por arquetipos son diferentes de las emociones explícitas, y el análisis estadístico indica además que el modelo predictivo obtenido a partir de señales fisiológicas supera el modelo generado por los auto-informes durante la visualización de contenidos multimedia arquetípicos. Estos resultados, sin embargo, son opuestos a los resultados obtenidos a partir de los estímulos afectivos de emociones explícitas, llevándonos a la conclusión de que los contenidos de los medios arquetípicos podría inducir emociones inconscientes, y que las señales fisiológicas son más eficaces que los auto informes para el reconocimiento de las emociones inducidas por el contenido de medios arquetípico. En la tercera parte de esta tesis, exploramos cómo los contenidos arquetípicos podrían utilizarse para diseñar contenido multimedia mediante "mood boards". Se realizaron dos estudios con diseñadores para responder a la pregunta de investigación de si es posible generar contenido emocionalmente rico a través de la generación automática de contenido arquetípico por "mood boards" en comparación con el contenido multimedia no arquetípico
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