248,871 research outputs found

    PERCEIVED EASE OF USE, SOCIAL INFLUENCERS, FACILITATING CONDITIONS, USER EXPERIENCE ON THE INFLUENCE OF HUMAN-MACHINE INTERACTION ON INTERACTION EFFICIENCY, EMOTIONAL IMPACT OF USING CHAT GPT

    Get PDF
    This research analyzes the impact of Perceived Ease of Use, Social Influence, Facilitating Conditions, and User Experience in GPT Chat and how it affects Interaction Efficiency and Emotional Impact of communication interactions with machines. The theoretical frameworks are the Unified Theory of Technology Acceptance and Use (UTAUT) and Human Machine Interaction (HCI). Data was collected through a questionnaire with a Likert scale and tested on 100 respondents using the Purposive Sampling method among Chat GPT users. The research results reveal that five variables, namely Perceived Ease of Use, Facilitating Conditions, and User Experience, positively and significantly influence Interaction Efficiency and Emotional Impact. Still, the Social Influence variable does not substantially affect User Experience Perceived Ease of Use, and The UTAUT model contributes 17.7% to User Experience. In contrast, User Experience contributes 5.6% to Interaction Efficiency, and Interaction Efficiency contributes 517.9% to Emotional Impact

    Neurovascular Network Explorer 1.0: a database of 2-photon single-vessel diameter measurements with MATLABÂź graphical user interface

    Get PDF
    We present a database client software—Neurovascular Network Explorer 1.0 (NNE 1.0)—that uses MATLAB¼ based Graphical User Interface (GUI) for interaction with a database of 2-photon single-vessel diameter measurements from our previous publication (Tian et al., 2010). These data are of particular interest for modeling the hemodynamic response. NNE 1.0 is downloaded by the user and then runs either as a MATLAB script or as a standalone program on a Windows platform. The GUI allows browsing the database according to parameters specified by the user, simple manipulation and visualization of the retrieved records (such as averaging and peak-normalization), and export of the results. Further, we provide NNE 1.0 source code. With this source code, the user can database their own experimental results, given the appropriate data structure and naming conventions, and thus share their data in a user-friendly format with other investigators. NNE 1.0 provides an example of seamless and low-cost solution for sharing of experimental data by a regular size neuroscience laboratory and may serve as a general template, facilitating dissemination of biological results and accelerating data-driven modeling approaches

    Insights into the role of gender in aesthetic design: a participatory study on the design of digital health wearables

    Get PDF
    The role of artificial intelligence (AI) in facilitating the real-time processing of data is revolutionising the future of healthcare through mobile diagnostics, remote monitoring devices, and wearable technology products. The rise in digital wearables for remote healthcare is evolving at an increasing pace towards patient-centred and personalised care with connected patients. This transformation is creating new opportunities for designers to increase patients' participation and sustain their engagement in remote healthcare. In this paper, the authors have investigated the role of gender in aesthetic design in the context of digital health wearables to enhance user engagement and interaction. The investigations were conducted through participatory design sessions and showed a constructive relationship between aesthetic preferences and understanding the influence of gender as a means of facilitating user engagement with digital health wearables. This paper presents a novel user response model that leads to suggestions for future work, including research in the areas of gender awareness in aesthetics to move beyond traditional, stereotypical, and pre-identified gendered characteristics related to femininity and masculinity. The findings conclude with a path forwards for design research to promote gender awareness in aesthetic design for the realisation of healthcare wearables of the future

    Evaluating the user experience of acoustic data transmission A study of sharing data between mobile devices using sound

    Get PDF
    Users of smart devices frequently need to exchange data with people nearby to them. Yet despite the availability of various communication methods, data exchange between co-located devices is often complicated by technical and user experience barriers. A potential solution to these issues is the emerging technology of device-to-device acoustic data transmission. In this work, we investigate the medium-specific properties of sound as a data exchange mechanism, and question how these contribute to the user experience of sharing data. We present a user study comparing three wireless communication technologies (acoustic data transmission, QR codes and Bluetooth), when used for a common and familiar scenario: peer-to-peer sharing of contact information. Overall, the results show that acoustic data transmission provides a rapid means of transferring data (mean transaction time of 2.4 s), in contrast to Bluetooth (8.3 s) and QR (6.3 s), whilst requiring minimal physical effort and user coordination. All QR code transactions were successful on the first attempt; however, some acoustic (5.6%) and Bluetooth (16.7%) transactions required multiple attempts to successfully share a contact. Participants also provided feedback on their user experience via surveys and semi-structured interviews. Perceived transaction time, physical effort, and connectivity issues. Specifically, users expressed frustration with Bluetooth due to device selection issues, and with QR for the physical coordination required to scan codes. The findings indicate that acoustic data transmission has unique advantages in facilitating information sharing and interaction between co-located users

    Early Churn Prediction from Large Scale User-Product Interaction Time Series

    Full text link
    User churn, characterized by customers ending their relationship with a business, has profound economic consequences across various Business-to-Customer scenarios. For numerous system-to-user actions, such as promotional discounts and retention campaigns, predicting potential churners stands as a primary objective. In volatile sectors like fantasy sports, unpredictable factors such as international sports events can influence even regular spending habits. Consequently, while transaction history and user-product interaction are valuable in predicting churn, they demand deep domain knowledge and intricate feature engineering. Additionally, feature development for churn prediction systems can be resource-intensive, particularly in production settings serving 200m+ users, where inference pipelines largely focus on feature engineering. This paper conducts an exhaustive study on predicting user churn using historical data. We aim to create a model forecasting customer churn likelihood, facilitating businesses in comprehending attrition trends and formulating effective retention plans. Our approach treats churn prediction as multivariate time series classification, demonstrating that combining user activity and deep neural networks yields remarkable results for churn prediction in complex business-to-customer contexts.Comment: 12 pages, 3 tables, 8 figures, Accepted in ICML

    The intention to use mobile digital library technology: A focus group study in the United Arab Emirates

    Get PDF
    IGI Global (“IGI”) granted Brunel University London the permission to archive this article in BURA (http://bura.brunel.ac.uk).This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs

    Evaluation of anthropomorphic feedback for an online auction and affordances

    Get PDF
    This paper describes an experiment investigating the effectiveness and user satisfaction of using anthropomorphic feedback at the user interface. The context chosen was online bidding due to this kind of activity being very much used in current times by general users. The main results of the experiment were that there was a statistically significant effect observed for the time taken to place a bid in the anthropomorphic text condition. However there were no other significant effects for effectiveness issues and user satisfaction indicators. The results were also analysed in terms of the affordances and the main findings were that each of the four conditions tested in the experiment were probably equivalent in terms of their facilitating the affordances. Overall it may be more important to facilitate the affordances rather than a type of feedback being anthropomorphic in nature or not

    A New Consumerism: The influence of social technologies on product design

    Get PDF
    Social media has enabled a new style of consumerism. Consumers are no longer passive recipients; instead they are assuming active and participatory roles in product design and production, facilitated by interaction and collaboration in virtual communities. This new participatory culture is blurring the boundaries between the specific roles of designer, consumer and producer, creating entrepreneurial opportunities for designers, and empowering consumers to influence product strategies. Evolving designer-consumer interactions are enabling an enhanced model of co-production, through a value-adding social exchange that is driving changes in consumer behaviour and influencing both product strategies and design practice. The consumer is now a knowledgeable participant, or prosumer, who can contribute to user–centered research through crowd sourcing, collaborate and co-create through open-source or open-innovation platforms, assist creative endeavors by pledging venture capital through crowd funding and advocate the product in blogs and forums. Social media- enabled product implementation strategies working in conjunction with digital production technologies (e.g. additive manufacture), enable consumer-directed adaptive customisation, product personalisation, and self-production, with once passive consumers becoming product produsers. Not only is social media driving unprecedented consumer engagement and significant behavioural change, it is emerging as a major enabler of design entrepreneurship, creating new collaborative opportunities. Innovative processes in design practice are emerging, such as the provision of digital artifacts and customisable product frameworks, rather than standardised manufactured solutions. This paper examines the influence of social media-enabled product strategies on the methodology of the next generation of product designers, and discusses the need for an educational response

    Frame of Reference Interaction.

    Get PDF
    We present a unified set of 3D interaction techniques that demonstrates an alternative way of thinking about the navigation of large virtual spaces in non-immersive environments. Our alternative conceptual framework views navigation from a cognitive perspective—as a way of facilitating changes in user attention from one reference frame to another—rather than from the mechanical perspective of moving a camera between different points of interest. All of our techniques link multiple frames of reference in some meaningful way. Some techniques link multiple windows within a zooming environment while others allow seamless changes of user attention between static objects, moving objects, and groups of moving objects. We present our techniques as they are implemented in GeoZui3D, a geographic visualization system for ocean dat

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

    Get PDF
    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts
    • 

    corecore