379 research outputs found

    Proceedings of the 4th International Network-Based Education 2011 Conference

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    Redefining cybersecurity through processual ontology of the cyberspace

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    The way cyberspace is conceptualized in security discourses shapes strategies, tools and possible solutions developed within the ICT security debate. Putting forward processual ontology of cyberspace helps in apprehending the unique dynamics of this new domain arising from the intersection of ICT with social and political phenomena. Cyberspace is presented as a process of data transmission and information cognition/processing in the digital domain. It contains time as an inherent dimension and includes all subjects and objects of this process: data (codes, packets, files, texts), information (structured or operationalized data), human and computer agents (people, software) and communication environment (hardware, protocols). Processual ontology is based on the fact that ICT is a man-made realm with almost unlimited potential to expand, where physical distance is lapsed and bits are the primary matter. This theoretical stance blurs the line between human and non-human agents, dehumanizing the idea of actorness by categorizing both humans and computers as actors. Finally, processual ontology of cyberspace promotes resilience strategies both in the private sector as well as on national and international level

    Editorial: Brain-Computer Interfaces for Non-clinical (Home, Sports, Art, Entertainment, Education, Well-Being) Applications

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    This Research Topic is composed of 11 accepted papers: seven dedicated to original research, a perspective, a mini review and two opinion pieces, and are dedicated to various themes and perspectives. These contributions address the multi-faceted nature of non-clinical BCIs, ranging from ethical ramifications of these neurotechnologies, applications to the arts, education, communication, wellbeing, and sports to the readiness of BCI deployment for gaming

    A bibliometric study of human–computer interaction research activity in the Nordic-Baltic Eight countries

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    Human–computer interaction (HCI) has become an important area for designers and developers worldwide, and research activities set in national cultural contexts addressing local challenges are often needed in industry and academia. This study explored HCI research in the Nordic-Baltic countries using bibliometric methods. The results show that the activity varies greatly across the region with activities dominated by Finland, Sweden, and Denmark, even when adjusting for differences in population size and GDP. Research output variations were larger for the top-tier conferences compared to entry-tier conferences and journals. Locally hosted conferences were associated with local increases in research activity. HCI research longevity appears to be an indicator of research maturity and quantity. HCI researchers typically collaborated either with colleagues within the same institution or with researchers from countries outside the Nordic-Baltic region such as US and the UK. There was less collaboration between national and Nordic-Baltic partners. Collaboration appeared especially prevalent for top-tier conference papers. Top-tier conference papers were also more frequently cited than regional-tier and entry-tier conferences, yet journal articles were cited the most. One implication of this study is that the HCI research activity gaps across the Nordic-Baltic countries should be narrowed by increasing the activity in countries with low research outputs. To achieve this, first-time authors could receive guidance through collaborations with experienced authors in the same institution or other labs around the world. More conferences could also be hosted locally. Furthermore, journals may be more effective than conferences if the goal is to accumulate citations.publishedVersio

    A systematic mapping study of HCI practice research

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    Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research

    How Should We Support Designing Privacy-Friendly Apps for Children? Using a Research through Design Process to Understand Developers' Needs and Challenges

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    Mobile apps used by children often make use of harmful techniques, such as data tracking and targeted advertising. Previous research has suggested that developers face several systemic challenges in designing apps that prioritise children's best interests. To understand how developers can be better supported, we used a Research through Design (RtD) method to explore what the future of privacy-friendly app development could look like. We performed an elicitation study with 20 children's app developers to understand their needs and requirements. We found a number of specific technical requirements from the participants about how they would like to be supported, such as having actionable transnational design guidelines and easy-to-use development libraries. However, participants were reluctant to adopt these design ideas in their development practices due to perceived financial risks associated with increased privacy in apps. To overcome this critical gap, participants formulated socio-technical requirements that extend to other stakeholders in the mobile industry, including parents and marketplaces. Our findings provide important immediate and long-term design opportunities for the HCI community, and indicate that support for changing app developers' practices must be designed in the context of their relationship with other stakeholders.Comment: 28 pages, 2 figure

    How can we design privacy-friendly apps for children? Using a research through design process to understand developers' needs and challenges

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    Mobile apps used by children often make use of harmful techniques, such as data tracking and targeted advertising. Previous research has suggested that developers face several systemic challenges in designing apps that prioritise children's best interests. To understand how developers can be better supported, we used a Research through Design (RtD) method to explore what the future of privacy-friendly app development could look like. We performed an elicitation study with 20 children's app developers to understand their needs and requirements. We found a number of specific technical requirements from the participants about how they would like to be supported, such as having actionable transnational design guidelines and easy-to-use development libraries. However, participants were reluctant to adopt these design ideas in their development practices due to perceived financial risks associated with increased privacy in apps. To overcome this critical gap, participants formulated socio-technical requirements that extend to other stakeholders in the mobile industry, including parents and marketplaces. Our findings provide important immediate and long-term design opportunities for the HCI community, and indicate that support for changing app developers' practices must be designed in the context of their relationship with other stakeholders

    Systems Analysis Department annual report 2001

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