904 research outputs found

    Finding facts vs. browsing knowledge in hypertext systems

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    The design and evaluation of non-visual information systems for blind users

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    This research was motivated by the sudden increase of hypermedia information (such as that found on CD-ROMs and on the World Wide Web), which was not initially accessible to blind people, although offered significant advantages over traditional braille and audiotape information. Existing non-visual information systems for blind people had very different designs and functionality, but none of them provided what was required according to user requirements studies: an easy-to-use non-visual interface to hypermedia material with a range of input devices for blind students. Furthermore, there was no single suitable design and evaluation methodology which could be used for the development of non-visual information systems. The aims of this research were therefore: (1) to develop a generic, iterative design and evaluation methodology consisting of a number of techniques suitable for formative evaluation of non-visual interfaces; (2) to explore non-visual interaction possibilities for a multimodal hypermedia browser for blind students based on user requirements; and (3) to apply the evaluation methodology to non-visual information systems at different stages of their development. The methodology developed and recommended consists of a range of complementary design and evaluation techniques, and successfully allowed the systematic development of prototype non-visual interfaces for blind users by identifying usability problems and developing solutions. Three prototype interfaces are described: the design and evaluation of two versions of a hypermedia browser; and an evaluation of a digital talking book. Recommendations made from the evaluations for an effective non-visual interface include the provision of a consistent multimodal interface, non-speech sounds for information and feedback, a range of simple and consistent commands for reading, navigation, orientation and output control, and support features. This research will inform developers of similar systems for blind users, and in addition, the methodology and design ideas are considered sufficiently generic, but also sufficiently detailed, that the findings could be applied successfully to the development of non-visual interfaces of any type

    The Lived Experience of Virtual Environments: A Phenomenological Study

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    This is study of the experience of virtual environments (VE) in the context of safety training. Research involves participants from two companies who use VEs for safety training in hazardous work environments. The research approach is phenomenology. The key findings of the study show how the users actively form the VE experience. These insights will be useful for VE research and development

    What does Motivated Mean? Re-Presenting Learning, Technology, and Motivation in Middle Schools via New Ethnographic Writing

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    This article offers a critique of the way middle schoolers are often positioned as generalizable objects that can be acted upon to produce measurable increases in motivation and learning. The critique invites a reconsideration and cultural analysis of some of the dominant discourses and perceptions of technology, young adolescence, and the study of motivation. The use of New Ethnographic Writing—a method that performs a cultural critique via extended scenes connects to the roles and status of motivation, technology, and educational research methods deployed within public schools. Coupled with weak theory, this approach offers a way to understand young adolescents as navigating and wayfaring within complex everyday ecologies that escape notions of developmental level, test scores, motivational indices, and GPA calculations. New Ethnographic Writing and weak theory invite a productive re-orientation to the interactions that take place every day in schools. This invitation comes via a methodological sideways move that draws on non-representational theory and literary non-fiction to form a mode of address that makes relational and momentarily cartographic types of knowing and understanding possible

    High Precision Touchscreens: Design Strategies and Comparisons with a Mouse

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    Three studies were conducted comparing speed of performance, error rates, and user preference ratings for three selection devices. The devices tested were a touchscreen, a touchscreen with stabilization (stabilization software filters and smooths raw data from hardware), and a mouse. The task was the selection of rectangular targets 1, 4, 16, and 32 pixels per side (0.4x0.6, 1.7x2.2, 6.9x9.0, 13.8x17.9 mm respectively). Touchscreen users were able to point at single pixel targets, thereby countering widespread expectations of poor touchscreen resolution. The results show no difference in performance between the mouse and touchscreen for targets ranging from 32 to 4 pixels per side. In addition, stabilization significantly reduced the error rates for the touchscreen when selecting small targets. These results imply that touchscreens, when properly used, have attractive advantages in selecting targets as small as 4 pixels per size (approximately one-quarter of the size of a single character). A variant of Fitts' Law is proposed to predict touchscreen pointing times. Ideas for future research are also presented. (Also cross-referenced as CAR-TR-450

    Effects and applications of video games and virtual environments

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    The widespread use of virtual environments in today’s society leads to the importance of researching how using these virtual environments affect us, as well as how we can best use them. Video games are a very commonly used type of virtual environment/application of virtual environments. Video game research is rife with conflicting results, from studies into training, effects on emotion, to effects on visual attention. Chapter 2 considers the impacts of playing video games on visual attention and shows that the effects depend on the type of attentional process measured, and the video game genres played. Chapter 3 looks at how studies measure video game experience, and suggests a more sophisticated measure, including video game genres and platforms. This chapter also considers to what extent different video game genres are linked to different cognitive skills. Chapter 4 covers research between video game playing, task switching, and impulsivity. Chapter 5 shows that home video game playing (i.e. on home console platforms) affects both implicit memory and explicit memory, but mobile video game playing does not. Recent technological advances allowed the development of a newer form of virtual environment, virtual reality. Virtual reality has become more popular over the last few years in manufacturing and entertainment industries. However, studies into applying virtual reality to educational settings are limited. Chapter 6 presents a study that tests the effects of virtual reality on learning. The results show increased motivation and engagement with learning materials, when xxiv compared to learning with textbook-style or video materials. Chapter 7 compares learning in virtual reality, mixed reality and traditional lecture style modalities, and finds that participants report higher levels of engagement in both Virtual Reality and Mixed Reality conditions, and higher levels of positive emotions in the Virtual Reality condition. Implications for how individuals are affected by both of these types of virtual environments is discussed, including how they can be applied to learning

    A framework for the design of usable electronic text

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    This thesis examines the human issues underlying the design and usability of electronic text systems. In so doing it develops a framework for the conceptualisation of these issues that aims to guide designers of electronic texts in their attempts to produce usable systems. The thesis commences with a review of the traditional human factors literature on electronic text according to three basic themes: its concern with perceptual, manipulatory and structural issues. From this examination it is concluded that shortcomings in translating this work into design result from the adoption of overly narrow uni-disciplinary views of reading taken from cognitive psychology and information science which are inappropriate to serve the needs of electronic text designers. In an attempt to provide a more relevant description of the reading process a series of studies examining readers and their views as well as uses of texts is reported. In the first, a repertory grid based investigation revealed that all texts can be described in reader-relvant terms according to three criteria: why a text is read, what a text contains and how it is read. These criteria then form the basis of two investigations of reader-text interaction using academic journals and user manuals. The results of these studies highlighted the need to consider readers' models of a document's structure in discussing text usability. Subsequent experimental work on readers' models of academic articles demonstrated not only that such models are important aspects of reader-text interaction but that data of this form could usefully be employed in the design of an electronic text system. The proposed framework provides a broad, qualitative model of the important issues for designers to consider when developing a product It consists of four interactive elements that focus attention on aspects of reading that have been identified as central to usability. Simple tests of the utility and validity of the framework are reported and it is shown that the framework both supports reasoned analysis and subsequent prediction of reader behaviour as well as providing a parsimonious account of their verbal utterances while reading. The thesis concludes with an analysis of the likely uses of such a framework and the potential for electronic text systems in an increasingly information-hungry world

    User Interfaces for Personal Knowledge Management with Semantic Technologies

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    This thesis describes iMapping and QuiKey, two novel user interface concepts for dealing with structured information. iMapping is a visual knowledge mapping technique based on zooming, which combines the advantages of several existing approaches and scales up to very large maps. QuiKey is a text-based tool to interact with graph-structured knowledge bases with very high interaction efficiency. Both tools have been implemented and positively evaluated in user studies
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