15,242 research outputs found

    Towards the improvement of self-service systems via emotional virtual agents

    Get PDF
    Affective computing and emotional agents have been found to have a positive effect on human-computer interactions. In order to develop an acceptable emotional agent for use in a self-service interaction, two stages of research were identified and carried out; the first to determine which facial expressions are present in such an interaction and the second to determine which emotional agent behaviours are perceived as appropriate during a problematic self-service shopping task. In the first stage, facial expressions associated with negative affect were found to occur during self-service shopping interactions, indicating that facial expression detection is suitable for detecting negative affective states during self-service interactions. In the second stage, user perceptions of the emotional facial expressions displayed by an emotional agent during a problematic self-service interaction were gathered. Overall, the expression of disgust was found to be perceived as inappropriate while emotionally neutral behaviour was perceived as appropriate, however gender differences suggested that females perceived surprise as inappropriate. Results suggest that agents should change their behaviour and appearance based on user characteristics such as gender

    Gamifying research : Strategies, opportunities, challenges, ethics

    Get PDF
    From social sciences to biology and physics, gamified systems and games are increasingly being used as contexts and tools for research: as "petri dishes" for observing macro-social and economic dynamics; as sources of "big" and/or ecologically valid user behavior and health data; as crowdsourcing tools for research tasks; or as a means to motivate e.g. survey completion. However, this gamification of research comes with significant ethical ramifications. This workshop therefore explores opportunities, challenges, best practices, and ethical issues arising from different strategies of gamifying research

    Constructing the Cool Wall: A tool to explore teen meanings of cool

    Get PDF
    This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of three studies. The first study was carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the second study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the third study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

    Get PDF
    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    Return of the man-machine interface: violent interactions

    Get PDF
    This paper presents the design and evaluation of “the man-machine interface” a punchable interface designed to criticise and react against the values inherent in modern systems that tacitly favour one type of user (linguistically and technically gifted) and alienate another (physically gifted). We report a user study, where participants used the device to express their opinions before engaging in a group discussion about the implications of strength-based interactions. We draw connections between our own work and that of evolutionary biologists whose recent findings indicate the shape of the human hand is likely to have been partly evolved for the purpose of punching, and conclude by examining violent force as an appropriate means for expressing thoughts and feelings

    I-Interaction: An Intelligent In-Vehicle User Interaction Model

    Full text link
    The automobile is always a point of interest where new technology has been deployed. Because of this interest, human-vehicle interaction has been an appealing area for much research in recent years. The current in-vehicle design has been improved but still possesses some of the design from the traditional interaction style. In this paper, we propose a new user-oriented model for in-vehicle interaction model known as i-Interaction. The i-Interaction model provides user with an intuitive approach to interact with the In-Vehicle Information System (IVIS) by the keypad entry. It is the intent that the proposed usability testing for this model will help improve the way research and development is implemented from this topic. This model does not only provide the user with a direct interaction in vehicles but also introduce a new prospective that other research has not addressed.Comment: 11 pages, 4 figure

    How do you Play with a Robotic Toy Animal? A long-term study of Pleo

    Get PDF
    Pleo is one of the more advanced interactive toys currently available for the home market, taking the form of a robotic dinosaur. We present an exploratory study of how it was interacted with and reflected upon in the homes of six families during 2 to 10 months. Our analysis emphasizes a discrepancy between the participants’ initial desires to borrow a Pleo and what they reported later on about their actual experiences. Further, the data suggests an apparent tension between participants expecting the robot to work as a ‘toy’ while making consistent comparisons with real pet animals. We end by discussing a series of implications for design of this category of toys, in order to better maintain interest and engagement over time

    PISTIL : Persuasive Interaction for Sus TainabILity

    No full text
    International audienc
    • 

    corecore