63,238 research outputs found

    Methodological development

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    Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research

    Replicating and Applying a Neuro-Cognitive Experimental Technique in HCI Research

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    In cognitive neuroscience the sense of agency is defined as the as the experience of controlling ones own actions and, through this control, affecting the external world. At CHI 2012 I presented a paper entitled I did that! Measuring Users Experience of Agency in their own Actions [1]. This extended abstract draws heavily on that paper, which described an implicit measure called intentional binding. This measure, developed by researchers in cognitive neuroscience, has been shown to provide a robust implicit measure for the sense of agency. My interest in intentional binding stemmed from prior HCI literature, (e.g. the work of Shneiderman) which emphasises the importance of the sense of control in human-computer interactions. The key question behind the CHI 2012 paper was: can we apply intention binding to provide an implicit measure for the experience of control in human-computer interactions? In investigating this question, replication was a key element of the experimental process.Comment: 4 pages, presented at RepliCHI2013 at ACM CHI 201

    Spacecraft crew procedures from paper to computers

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    Described here is a research project that uses human factors and computer systems knowledge to explore and help guide the design and creation of an effective Human-Computer Interface (HCI) for spacecraft crew procedures. By having a computer system behind the user interface, it is possible to have increased procedure automation, related system monitoring, and personalized annotation and help facilities. The research project includes the development of computer-based procedure system HCI prototypes and a testbed for experiments that measure the effectiveness of HCI alternatives in order to make design recommendations. The testbed will include a system for procedure authoring, editing, training, and execution. Progress on developing HCI prototypes for a middeck experiment performed on Space Shuttle Mission STS-34 and for upcoming medical experiments are discussed. The status of the experimental testbed is also discussed

    Understanding Unauthorized Access using Fine-Grained Human-Computer Interaction Data

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    Unauthorized Data Access (UDA) by an internal employee is a major threat to an organization. Regardless of whether the individuals engaged in UDA with malicious intent or not, real-time identification of UDA events and anomalous behaviors is extremely difficult. For example, various artificial intelligence methods for detecting insider threat UDA have become readily available; while useful, such methods rely on post hoc analysis of the past (e.g., unsupervised learning algorithms on access logs). This research-in-progress note reports on if the analysis of Human-Computer Interaction (HCI) behaviors, which have been empirically validated in various studies to reveal hidden cognitive state, can be utilized as a method to detect UDAs. To examine this, an experimental design was required that would grant the subjects an opportunity to engage in UDA events while tracking the HCI behaviors in an unobtrusive manner. Background, experimental design, study execution, preliminary results, and future research plans are presented

    Proposing a hybrid approach for emotion classification using audio and video data

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    Emotion recognition has been a research topic in the field of Human-Computer Interaction (HCI) during recent years. Computers have become an inseparable part of human life. Users need human-like interaction to better communicate with computers. Many researchers have become interested in emotion recognition and classification using different sources. A hybrid approach of audio and text has been recently introduced. All such approaches have been done to raise the accuracy and appropriateness of emotion classification. In this study, a hybrid approach of audio and video has been applied for emotion recognition. The innovation of this approach is selecting the characteristics of audio and video and their features as a unique specification for classification. In this research, the SVM method has been used for classifying the data in the SAVEE database. The experimental results show the maximum classification accuracy for audio data is 91.63% while by applying the hybrid approach the accuracy achieved is 99.26%

    Design for Curiosity: A Study of Visual Design Elements, Interaction, and Motivation

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    The field of Human Computer Interaction (HCI) has traditionally focused on the usability of a system, but as increasing numbers of interactive products become entwined in our daily lives, so does the opportunity to understand user impacts that reach beyond usability. In particular, interaction design, a subdomain of HCI, expands the focus of HCI by looking at the aesthetic impacts a system may have on user emotions. Curiosity is one such emotion that tends to induce information-seeking and motivational behaviors. An experimental study was undertaken to determine whether an interactive, front-end graphic that incorporated curiosity principles in its design would sufficiently pique a participating university faculty’s curiosity to interact with the graphic, and thereafter, with an existing platform named George that was developed to motivate faculty to engage in collaborative behavior. George includes capabilities for creating and storing individual faculty trading cards that include the faculty’s photograph, personal interests, research interests, and publication domains. The experimental graphic provided interactive capabilities to incrementally reveal segments of the photograph and to acquire information about the faculty’s research profile. The number of a study participant’s interactions with the graphic was limited by software. The data collected included the location and frequency of interactions with the graphic, and whether participants ultimately accessed the George platform. Statistically significant evidence demonstrated that the curiosity-provoking principles motivated interaction with the graphic, and that participants were also motivated to access George
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