524,105 research outputs found
Building an Argument for the Use of Science Fiction in HCI Education
Science fiction literature, comics, cartoons and, in particular, audio-visual
materials, such as science fiction movies and shows, can be a valuable addition
in Human-computer interaction (HCI) Education. In this paper, we present an
overview of research relative to future directions in HCI Education, distinct
crossings of science fiction in HCI and Computer Science teaching and the
Framework for 21st Century Learning. Next, we provide examples where science
fiction can add to the future of HCI Education. In particular, we argue herein
first that science fiction, as tangible and intangible cultural artifact, can
serve as a trigger for creativity and innovation and thus, support us in
exploring the design space. Second, science fiction, as a means to analyze
yet-to-come HCI technologies, can assist us in developing an open-minded and
reflective dialogue about technological futures, thus creating a singular base
for critical thinking and problem solving. Provided that one is cognizant of
its potential and limitations, we reason that science fiction can be a
meaningful extension of selected aspects of HCI curricula and research.Comment: 6 pages, 1 table, IHSI 2019 accepted submissio
Smart phone based virtual reality as tool for physical therapy
This thesis explores the advantages and challenges of using a phone-based virtual reality solution when creating a system intended for the therapy of patients with non-specific chronic neck pain. It also explores the suitability of popular design principles of the Human-Computer Interaction as specifically applied to the field of smartphone-based VR using a cardboard head mount display. Besides, it also explores what gamification techniques are suitable for VR assisted treatment. To answer these questions a high-fidelity prototype, the Virtual Neck Application (VNA), was produced over five iterations utilizing the user-centered design method and within the framework of the design science research methodology.Masteroppgave i informasjonsvitenskapINFO390MASV-IKTMASV-INF
Five Lenses on Team Tutor Challenges: A Multidisciplinary Approach
This chapter describes five disciplinary domains of research or lenses that contribute to the design of a team tutor. We focus on four significant challenges in developing Intelligent Team Tutoring Systems (ITTSs), and explore how the five lenses can offer guidance for these challenges. The four challenges arise in the design of team member interactions, performance metrics and skill development, feedback, and tutor authoring. The five lenses or research domains that we apply to these four challenges are Tutor Engineering, Learning Sciences, Science of Teams, Data Analyst, and HumanâComputer Interaction. This matrix of applications from each perspective offers a framework to guide designers in creating ITTSs
Communicating cosmology with multisensory metaphorical experiences
We present a novel approach to communicating abstract concepts in cosmology and astrophysics in a more accessible and inclusive manner. We describe an exhibit aiming at creating an immersive, multisensory metaphorical experience of an otherwise imperceptible physical phenomenon-dark matter. Human-Computer Interaction experts and physicists co-created a multisensory journey through dark matter by exploiting the latest advances in haptic and olfactory technology. We present the concept design of a pilot and a second, improved event, both held at the London Science Museum, including the practical setup of the multisensory dark matter experience, the delivery of sensory stimulation and preliminary insights from users' feedback
Communicating cosmology with multisensory metaphorical experiences
We present a novel approach to communicating abstract concepts in cosmology and astrophysics in a more accessible and inclusive manner. We describe an exhibit aiming at creating an immersive, multisensory metaphorical experience of an otherwise imperceptible physical phenomenon-dark matter. Human-Computer Interaction experts and physicists co-created a multisensory journey through dark matter by exploiting the latest advances in haptic and olfactory technology. We present the concept design of a pilot and a second, improved event, both held at the London Science Museum, including the practical setup of the multisensory dark matter experience, the delivery of sensory stimulation and preliminary insights from users' feedback
A Design Science Based Evaluation Framework for Patterns
Patterns were originally developed in the field of architecture as a mechanism for communicating good solutions to recurring classes of problems. Since then, many researchers and practitioners have created patterns to describe effective solutions to problems associated with disparate areas such as virtual project management, human-computer interaction, software development and engineering, and design science research. We believe that the development of patterns is a design science activity in which an artifact (i.e., a pattern) is created to communicate about and improve upon the current state-of-practice. Design science research has two critical components, creation and evaluation of an artifact. While many patterns have been created, few, if any, have been evaluated in this sense. In this paper, we propose a framework to evaluate patterns in any domain and provide examples of how to use the evaluation framework. This process of evaluation could help researchers refine extant patterns and improve the possibility of creating sustainable best practices for a given domain. We believe this evaluation framework begins an important dialogue related to the evaluation of patterns as artifacts of design science research. We draw upon the literature associated with patterns, evaluation of design science research, and research methods to develop this framework for evaluating patterns in a more consistent and rigorous manner
Designing for Lived Health: Engaging the Sociotechnical Complexity of Care Work
As healthcare is increasingly shaped by everyday interaction with data and technologies, there is a widespread interest in creating information systems that help people actively participate in managing their own health and wellness. To date, personal health technologies are largely designed as large-scale âpatient-centeredâ systems, grounded in a biomedical model of care and clinical processes and/or commercial âself-careâ technologies, that seek to facilitate individual behavior change through activities like fitness tracking. Through investigating the lived experience of chronic illnessâmultiple, messy, and often the site of uncomfortable dependenciesâmy thesis empirically and theoretically engages the limitations of such popular design narratives to address sociotechnical complexities in personal health management. My findings, drawn from peopleâs care practices across three distinct field sites, argue for a need to contend with lived health: the ways in which everyday health and wellness activities are connected to wider ecologies of care that include the emotional labor of family and friends, entanglements of data, machineries and bodies, localized networks of resources and expertise, and contested forms of information work. My thesis contributes to the literature of Information and Computer Science in the fields of Human-Computer Interaction and Computer-Supported Cooperative Work by offering an alternative analytical lens for designing health systems that support a wider range of peopleâs social and emotional needs.PHDInformationUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/146030/1/eskaziu_1.pd
A Guide to Evaluating the Experience of Media and Arts Technology
Evaluation is essential to understanding the value that digital creativity
brings to people's experience, for example in terms of their enjoyment,
creativity, and engagement. There is a substantial body of research on how to
design and evaluate interactive arts and digital creativity applications. There
is also extensive Human-Computer Interaction (HCI) literature on how to
evaluate user interfaces and user experiences. However, it can be difficult for
artists, practitioners, and researchers to navigate such a broad and disparate
collection of materials when considering how to evaluate technology they create
that is at the intersection of art and interaction. This chapter provides a
guide to designing robust user studies of creative applications at the
intersection of art, technology and interaction, which we refer to as Media and
Arts Technology (MAT). We break MAT studies down into two main kinds:
proof-of-concept and comparative studies. As MAT studies are exploratory in
nature, their evaluation requires the collection and analysis of both
qualitative data such as free text questionnaire responses, interviews, and
observations, and also quantitative data such as questionnaires, number of
interactions, and length of time spent interacting. This chapter draws on over
15 years of experience of designing and evaluating novel interactive systems to
provide a concrete template on how to structure a study to evaluate MATs that
is both rigorous and repeatable, and how to report study results that are
publishable and accessible to a wide readership in art and science communities
alike.Comment: Preprint. Chapter to appear in "Creating Digitally. Shifting
Boundaries: Arts and Technologies - Contemporary Applications and Concepts",
Anthony L. Brooks (Editor), Springer.
https://link.springer.com/book/978303131359
Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface
Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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