10,445 research outputs found
MAIS - A Model for the Multi-criteria Analysis of Interaction Solutions
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
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
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
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)
Collection of 5 articles on emerging technologies and trend
DHRS 2009 Proceedings of the Ninth Danish Human-Computer Interaction Research Symposium.
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
Emotions in archetypal media content
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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