3,429 research outputs found

    A first approach to understanding and measuring naturalness in driver-car interaction

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    With technology changing the nature of the driving task, qualitative methods can help designers understand and measure driver-car interaction naturalness. Fifteen drivers were interviewed at length in their own parked cars using ethnographically-inspired questions probing issues of interaction salience, expectation, feelings, desires and meanings. Thematic analysis and content analysis found five distinct components relating to 'rich physical' aspects of natural feeling interaction typified by richer physical, analogue, tactile styles of interaction and control. Further components relate to humanlike, intelligent, assistive, socially-aware 'perceived behaviours' of the car. The advantages and challenges of a naturalness-based approach are discussed and ten cognitive component constructs of driver-car naturalness are proposed. These may eventually be applied as a checklist in automotive interaction design.This research was fully funded by a research grant from Jaguar Land Rover, and partially funded by project n.220050/F11 granted by Research Council of Norway

    Study of emotion in videogames : understanding presence and behaviour

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    Only when videogames are released are we able to look at them and analyse them. Nowadays, platforms to share our thoughts and opinions about a videogame, or part of it, are everywhere, with both positive and negative commentaries being shared daily. However, what makes a game be seen as a positive experience and what components satisfy and engage players in it? In this Dissertation, we aim to comprehend how players perceive videogames and what motivates and triggers emotions one has during play. We will take a look at several different concepts that all work together when playing a videogame. We will start by understanding what Interaction is and how humans behave. Afterwards, we will better investigate the widely used topic of Immersion, and its unknown and unrecognized brother Presence. From there, we will divide involvement in game play in two parts, the technological side, which relates to natural interfaces and mastery of controls, and the side of design and implementation of content, more specifically the concept of Agency and how it plays a huge part in making players feel part of the game.Só quando um videojogo é lançado é que o podemos analisar e rever. Atualmente, encontramos plataformas para partilhar a nossa opinião acerca de um videojogo, ou parte dele, em qualquer lado, com comentários positivos e negativos a serem partilhados diariamente. No entanto, o que é que faz um jogo ser visto como uma experiência positiva e quais são os componentes que satisfazem e envolvem jogadores? Nesta Dissertação, pretendemos compreender como é que jogadores percecionam um videojogo e que emoções são despoletadas que os motiva a jogar. Iremos analisar diferentes conceitos que contribuem para o jogar de um videojogo. Começaremos por ver o que é a Interação e como é que o ser humano se comporta e age. Prosseguindo, iremos analisar o já bastante usado conceito de Imersão, e o seu desconhecido e menos reconhecido irmão, Presença. Daí iremos dividir o envolvimento com um videojogo em duas partes, no lado tecnológico, relacionado com interfaces naturais e mestria de controlos, e no lado de design e implementação de conteúdo, mais especificamente no conceito de Agência e a maneira como esta integra os jogadores no jogo

    On Custom

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    Custom is a key factor for economic performance. Social and economic institutions build on it. The purpose of this paper is to reflect on the motivational force of custom per se, as brought about by history. History creates entitlements, and these influence behavior. Custom is thus understood as a set of behavioral dispositions inherited from the past. In this, the present considerations deviate from earlier approaches that take custom as being stabilized by external rewards and sanctions alon

    Eye Tracking in the Wild: the Good, the Bad and the Ugly

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    Modelling human cognition and behaviour in rich naturalistic settings and under conditions of free movement of the head and body is a major goal of visual science. Eye tracking has turned out to be an excellent physiological means to investigate how we visually interact with complex 3D environments, real and virtual. This review begins with a philosophical look at the advantages (the Good) and the disadvantages (the Bad) in approaches with different levels of ecological naturalness (traditional tightly controlled laboratory tasks, low- and high-fidelity simulators, fully naturalistic real-world studies). We then discuss in more technical terms the differences in approach required “in the wild”, compared to “received” lab-based methods. We highlight how the unreflecting application of lab-based analysis methods, terminology, and tacit assumptions can lead to poor experimental design or even spurious results (the Ugly). The aim is not to present a “cookbook” of best practices, but to raise awareness of some of the special concerns that naturalistic research brings about. References to helpful literature are provided along the way. The aim is to provide an overview of the landscape from the point of view of a researcher planning serious basic research on the human mind and behaviou

    A review of research into tourist and recreational uses of protected natural areas

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    This report focuses on tourist and recreational use of protected natural areas in order to provide insights into social indicators and monitoring for the Great Barrier Reef World Heritage Area

    Tourism on a Scenic Byway: Destination Image and Economic Impacts of the Beartooth Highway

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    Many tourism destination managers know who their visitors are and how they are perceived by them. However, when new destinations begin to take shape, understanding these perceptions and meeting the expectations of visitors can be a difficult task. Destination image provides the ability to explore the perceptions of visitors at a tourism place. One such place the Beartooth Highway in south-central Montana and north-central Wyoming is a scenic byway that reaches nearly 11,000 feet in elevation. Previously, little to no research has been conducted regarding travelers that frequent this region. The purpose of this study was to understand the destination image and economic impacts of nonresident travelers on the Beartooth Highway. Nonresidents were travelers who did not live in the counties of the Beartooth Highway (Park County, MT, Carbon County, MT and Park County, WY). A two-part survey method was implemented. First, an on- site visitor survey was conducted for all travelers along the highway. Second, a mailback survey was given to all nonresidents travelers. The survey included statements about the Beartooth Highway, trip spending categories, motivations for traveling the highway, and activities participated in while visiting. Visitors were intercepted at the three exit points of the Beartooth Highway. In total, 4,285 nonresident visitors were intercepted along the highway. Of those, 3,251 nonresidents were given mailback surveys. The survey was completed and returned by 1,473 respondents for a response rate of 45 percent. Results from the study show that visitors perceive the Beartooth Highway in positive light. Forty-four percent of respondents stated they were first-time visitors. Moreover, visitors who had a higher degree of loyalty to the destination had significant differences in many of the cognitive and affective image variables. Nonresident spending contributed over $50 million in economic impacts to the local communities in the four month time period. Because visitors perceive the place as a destination rather than simply a highway, it is recommended that more collaborative management be implemented. The highway should also be marketed and managed with these results in mind to ensure the preservation of the unique characteristics and qualities of the region
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