35,763 research outputs found
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
Intangible trust requirements - how to fill the requirements trust "gap"?
Previous research efforts have been expended in terms of the capture and subsequent instantiation of "soft" trust requirements that relate to HCI usability concerns or in relation to "hard" tangible security requirements that primarily relate to security a ssurance and security protocols. Little direct focus has been paid to managing intangible trust related requirements
per se. This 'gap' is perhaps most evident in the public B2C (Business to Consumer) E- Systems we all use on a daily basis. Some speculative suggestions are made as to how to fill the 'gap'.
Visual card sorting is suggested as a suitable evaluative tool; whilst deontic logic trust norms
and UML extended notation are the suggested (methodologically invariant) means by which software development teams can perhaps more fully capture hence visualize intangible trust requirements
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Theoretical optimisation of IT/IS investments: A research note
The justification of Information Technology (IT) is inherently fuzzy, both in theory and practice. The reason for this is due to the largely intangible dimensions of IT projects. In view of this, this research note presents the results of on-going research, in the application of Fuzzy Cognitive Mapping (FCM), as a tool to identify complex functional interrelationships associated with the justification of IT. This paper presents a theoretical functional model which describes these relationships, and by using an FCM, further interrelationships are developed in the context of justifying IT projects. A procedure which would address the optimisation of these intangible relationships in the form of a Genetic Algorithm (GA) is proposed as a process for Investment Justification
Mapping Tasks to Interactions for Graph Exploration and Graph Editing on Interactive Surfaces
Graph exploration and editing are still mostly considered independently and
systems to work with are not designed for todays interactive surfaces like
smartphones, tablets or tabletops. When developing a system for those modern
devices that supports both graph exploration and graph editing, it is necessary
to 1) identify what basic tasks need to be supported, 2) what interactions can
be used, and 3) how to map these tasks and interactions. This technical report
provides a list of basic interaction tasks for graph exploration and editing as
a result of an extensive system review. Moreover, different interaction
modalities of interactive surfaces are reviewed according to their interaction
vocabulary and further degrees of freedom that can be used to make interactions
distinguishable are discussed. Beyond the scope of graph exploration and
editing, we provide an approach for finding and evaluating a mapping from tasks
to interactions, that is generally applicable. Thus, this work acts as a
guideline for developing a system for graph exploration and editing that is
specifically designed for interactive surfaces.Comment: 21 pages, minor corrections (typos etc.
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Applying concepts of fuzzy cognitive mapping to model IT/IS investment evaluation factors
The justification process is a major concern for many organisations that are considering the adoption of Information Technology (IT) and Information Systems (IS), and is a barrier to its implementation. As a result, the competitive advantage of many companies is being put at risk because of management's inability to evaluate the holistic implication of adopting new technology, both in terms of on the benefit and cost portfolios. This paper identifies a number of well-known project appraisal techniques used in IT/IS investment justification. Furthermore, the concept of multivalent, or fuzzy logic, is used to demonstrate how inter-relationships can be modeled between key dimensions identified in the proposed conceptual evaluation model. This is highlighted using fuzzy cognitive mapping (FCM) as a technique to model each IT/IS evaluation factor (integrating strategic, tactical, operational and investment considerations). The use of an FCM is then shown to be as a complementary tool which can serve to highlight interdependencies between contributory justification factors
Itâs not the model that doesnât fit, itâs the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games
This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional, pushbutton controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay
Text and artefacts for creating a "World of Investment Decision-Making" : an empirical study into investment procedures
The investment procedure prescribes the stages and tests through which all investment projects must pass before being accepted or not. It governs the conditions of acceptability and constitutes a powerful device of a priori control. In this paper, we intend to understand how investment procedures enable grand ideals regarding investment to be institutionalised. In particular, over and above the assumed effectiveness and rationale of these procedures, we identify the mechanisms through which these procedures construct social roles. In this respect, this research goes beyond the proceduresâ technical functions and focuses on the very form of procedures. Indeed, the form of a procedure presents two features: it is written, generally consigned to a âmanualâ; and it relies on âcognitive artefactsâ (Norman, 1991) or âtechnologies of the intellectâ (Goody, 1977) such as lists, tables and formulae like Discounted Cash Flow. This paper shows how this specific form takes effect during the process of institutionalisation, through which grand investment ideals (e.g. competitiveness, value creation) are transformed into concrete devices and into roles (Miller, 1991). Thanks to an enquiry conducted in 2003 and 2004, investment procedures in six large companies in a French context are analysed. It is argued that (1) the formalisation of the objectives of the procedures, as well as the definitions of investment through typologies shape the actorsâ boundaries of action; (2) valuation methods based on the domination of economic-mathematical formula favour short-term over long-term reflection; (3) the setting of decision-making thresholds formalise individualsâ tasks and responsibilities. Therefore, the very form of procedures shape each phase of the institutionalisation process as defined by Hasselbladh and Kallinikos (2000) and contribute to creates a singular world â that of investment decisions.procedure; investment; written text; artefacts; technologies of the intellect; institutionalisation
VIF: Virtual Interactive Fiction (with a twist)
Nowadays computer science can create digital worlds that deeply immerse
users; it can also process in real time brain activity to infer their inner
states. What marvels can we achieve with such technologies? Go back to
displaying text. And unfold a story that follows and molds users as never
before.Comment: Pervasive Play - CHI '16 Workshop, May 2016, San Jose, United State
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