5,395 research outputs found

    Incorporating Cognitive Neuroscience Techniques to Enhance User Experience Research Practices

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    User Experience (UX) involves every interaction that customers have with products, and it plays a crucial role in determining the success of a product in the market. While there are numerous methods available in literature for assessing UX, they often overlook the emotional aspect of the user\u27s experience. As a result, cognitive neuroscience methods are gaining popularity, but they have certain limitations such as difficulty in collecting neurophysiological data, potential for errors, and lengthy procedures. This article aims to examine the most effective research practices using cognitive neuroscience techniques and develop a standardized procedure for conducting UX research. To achieve this objective, the study conducts a comprehensive review of UX research that employs cognitive neuroscience methods published between 2017 and 2022

    Grand Challenges of Traceability: The Next Ten Years

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    In 2007, the software and systems traceability community met at the first Natural Bridge symposium on the Grand Challenges of Traceability to establish and address research goals for achieving effective, trustworthy, and ubiquitous traceability. Ten years later, in 2017, the community came together to evaluate a decade of progress towards achieving these goals. These proceedings document some of that progress. They include a series of short position papers, representing current work in the community organized across four process axes of traceability practice. The sessions covered topics from Trace Strategizing, Trace Link Creation and Evolution, Trace Link Usage, real-world applications of Traceability, and Traceability Datasets and benchmarks. Two breakout groups focused on the importance of creating and sharing traceability datasets within the research community, and discussed challenges related to the adoption of tracing techniques in industrial practice. Members of the research community are engaged in many active, ongoing, and impactful research projects. Our hope is that ten years from now we will be able to look back at a productive decade of research and claim that we have achieved the overarching Grand Challenge of Traceability, which seeks for traceability to be always present, built into the engineering process, and for it to have "effectively disappeared without a trace". We hope that others will see the potential that traceability has for empowering software and systems engineers to develop higher-quality products at increasing levels of complexity and scale, and that they will join the active community of Software and Systems traceability researchers as we move forward into the next decade of research

    Mobile Consumer Behavior in Fashion m-Retail: An Eye Tracking Study to Understand Gender Differences

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    © 2020 ACM. With exponential adoption of mobile devices, consumers increasingly use them for shopping. There is a need to understand the gender differences in mobile consumer behavior. This study used mobile eye tracking technology and mixed-method approach to analyze and compare how male and female mobile fashion consumers browse and shop on smartphones. Mobile eye tracking glasses recorded fashion consumers' shopping experiences using smartphones for browsing and shopping on the actual fashion retailer's website. 14 participants successfully completed this study, half of them were males and half females. Two different data analysis approaches were employed, namely a novel framework of the shopping journey, and semantic gaze mapping with 31 Areas of Interest (AOI) representing the elements of the shopping journey. The results showed that male and female users exhibited significantly different behavior patterns, which have implications for mobile website design and fashion m-retail. The shopping journey map framework proves useful for further application in market research

    Grand Challenges of Traceability: The Next Ten Years

    Full text link
    In 2007, the software and systems traceability community met at the first Natural Bridge symposium on the Grand Challenges of Traceability to establish and address research goals for achieving effective, trustworthy, and ubiquitous traceability. Ten years later, in 2017, the community came together to evaluate a decade of progress towards achieving these goals. These proceedings document some of that progress. They include a series of short position papers, representing current work in the community organized across four process axes of traceability practice. The sessions covered topics from Trace Strategizing, Trace Link Creation and Evolution, Trace Link Usage, real-world applications of Traceability, and Traceability Datasets and benchmarks. Two breakout groups focused on the importance of creating and sharing traceability datasets within the research community, and discussed challenges related to the adoption of tracing techniques in industrial practice. Members of the research community are engaged in many active, ongoing, and impactful research projects. Our hope is that ten years from now we will be able to look back at a productive decade of research and claim that we have achieved the overarching Grand Challenge of Traceability, which seeks for traceability to be always present, built into the engineering process, and for it to have "effectively disappeared without a trace". We hope that others will see the potential that traceability has for empowering software and systems engineers to develop higher-quality products at increasing levels of complexity and scale, and that they will join the active community of Software and Systems traceability researchers as we move forward into the next decade of research

    The Use of Eye-tracking in Information Systems Research: A Literature Review of the Last Decade

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    Eye-trackers provide continuous information on individuals’ gaze behavior. Due to the increasing popularity of eye- tracking in the information systems (IS) field, we reviewed how past research has used eye-tracking to inform future research. Accordingly, we conducted a literature review to describe the use of eye-tracking in IS research based on a sample of 113 empirical papers published since 2008 in IS journals and conference proceedings. Specifically, we examined the methodologies and experimental settings used in eye-tracking IS research and how eye-tracking can be used to inform the IS field. We found that IS research that used eye-tracking varies in its methodological and theoretical complexity. Research on pattern analysis shows promise since such research develops a broader range of analysis methodologies. The potential of eye-tracking remains unfulfilled in the IS field since past research has mostly focused on attention-related constructs and used fixation count metrics on desktop computers. We call for researchers to utilize eye-tracking more broadly in IS research by extending the type of metrics they use, the analyses they perform, and the constructs they investigate

    Assessing students’ continuance intention in using multimedia online learning

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    The study aimed to assess the students’ continuance intention (SCI) in using multimedia online learning including students’ perceived usefulness (SPU), students’ ease of use (SPE), and students’ flow experience (SFE). There is no,so far, the assessment of students’ activity in using multimedia online learning within the extended Technology Acceptance Model (TAM).This study revealed the students’ continuance intentions in using online lessons.There were 523 students as the samples. They learned and examined the content of online English learning resources as well as multimedia aspects.TAM was used to predict the SCI. The results indicate that the students’ intentions are influenced positively by perceived usefulness, ease of use, and the flow experience. The SPU influenced more students’ motivation than SPE. It is recommended that designers of online learning should be more specific in determining target users. The online learners’ skill on ICT, pedagogical principles, and technological barrier in different region are among the determinant aspects for receiving positive enduring intention

    Anonymous Panda: preserving anonymity and expressiveness in online mental health platforms

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    Digital solutions that allow people to seek treatment, such as online psychological interventions and other technology-mediated therapies, have been developed to assist individuals with mental health disorders. Such approaches may raise privacy concerns about the use of people’s data and the safety of their mental health information. This work uses cutting-edge computer graphics technology to develop a novel system capable of increasing anonymity while maintaining expressiveness in computer-mediated mental health interventions. According to our preliminary findings, we were able to customize a realistic avatar using Live Link, Metahumans, and Unreal Engine 4 (UE4) with the same emotional depth as a real person. Furthermore, these findings showed that the virtual avatars’ inability to express themselves through hand motion gave the impression that they were acting in an unnatural way. By including the hand tracking feature using the Leap Motion Controller, we were able to improve our comprehension of the prospective use of ultra-realistic virtual human avatars in video conferencing therapy, i.e., both studies helped us understand how vital facial and body expressions are and how problematic their absence is in communicating with others.Soluções digitais que permitem às pessoas procurar tratamento, tais como terapias psicológicas online e outras terapias com recurso à tecnologia, foram desenvolvidas para ajudar indivíduos com distúrbios de saúde mental. Tais abordagens podem suscitar preocupações sobre a privacidade na utilização dos dados das pessoas e a segurança da informação sobre a sua saúde mental. Este trabalho utiliza tecnologia de ponta em computação gráfica para desenvolver um sistema inovador capaz de aumentar o anonimato, mantendo simultaneamente a expressividade nas inter venções de saúde mental mediadas por computador. Segundo os nossos resultados preliminares, conseguimos personalizar um avatar realista usando Live Link, Metahumans, e Unreal Engine 4 (UE4) com a mesma profundidade emocional que uma pessoa real. Além disso, os resultados mostraram que a incapacidade dos avatares virtuais de se expressarem através do movimento das mãos deu a impressão de que estavam a agir de uma forma pouco natural. Ao incluir a função de rastreio das mãos utilizando o Leap Motion Controller, conseguimos melhorar a nossa compreensão do uso prospetivo de avatares humanos virtuais e ultrarrealistas na terapia de videoconferência, ou seja, os estudos realizados ajudaram-nos a compreender como as expressões faciais e corporais são vitais e como a sua ausência é problemática na comunicação com os outros
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