237 research outputs found

    Digital Detox Research: An Analysis of Applied Methods and Implications for Future Studies

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    The development and increasing use of technology worldwide can lead to potential negative consequences for individuals\u27 well-being and productivity. To counteract negative consequences, both scientific research and practice have shown increasing interest in digital detox research, a rising phenomenon of abstinence and temporary or complete disengagement from digital technologies. To lay a foundation for future research, we conducted a systemic literature review with a focus on the methodological aspects of the existing empirical digital detox studies. Our literature search process revealed a total of 65 studies. Our analyses of this literature basis revealed five different research fields (communication, education, tourism, well-being and health, work environment), and we analyzed the empirical studies in these fields regarding applied research approach, research method, and sample size. This review provides methodological insights to advance the scientific inquiry on digital detox research, a relatively nascent, yet increasingly relevant research topic

    On supporting university communities in indoor wayfinding: An inclusive design approach

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    Mobility can be defined as the ability of people to move, live and interact with the space. In this context, indoor mobility, in terms of indoor localization and wayfinding, is a relevant topic due to the challenges it presents, in comparison with outdoor mobility, where GPS is hardly exploited. Knowing how to move in an indoor environment can be crucial for people with disabilities, and in particular for blind users, but it can provide several advantages also to any person who is moving in an unfamiliar place. Following this line of thought, we employed an inclusive by design approach to implement and deploy a system that comprises an Internet of Things infrastructure and an accessible mobile application to provide wayfinding functions, targeting the University community. As a real word case study, we considered the University of Bologna, designing a system able to be deployed in buildings with different configurations and settings, considering also historical buildings. The final system has been evaluated in three different scenarios, considering three different target audiences (18 users in total): i. students with disabilities (i.e., visual and mobility impairments); ii. campus students; and iii. visitors and tourists. Results reveal that all the participants enjoyed the provided functions and the indoor localization strategy was fine enough to provide a good wayfinding experience

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

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    La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación. Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5) reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades tanto en una pública como en una privada) demostrando en todos casos que es posible identificar más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi

    Kollaborative Erstellung von intelligenten Mentoring-Bots als skalierbare Werkzeuge zur individuellen Unterstützung in der Hochschulbildung

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    aus der Einführung und Motivation: Unser Beitrag stellt eine webbasierte modellgesteuerte Umgebung für soziale Bots vor mit der wir CoPs die Möglichkeit geben, ihre eigenen Lernassistenten zu erstellen. Unser Ansatz kann verwendet werden, um soziale Bots für die eigene Organisation zu erstellen und auf Webdienste zurückgreifen kann, indem man sich auf RESTful APIs it OpenAPI-Spezifikation verlässt, um die Aktionen des sozialen Bots innerhalb der Anwendung zu definieren. Abschließend werden drei Beispiele von Mentoring Bots vorgestellt, die mit dem Framework erstellt wurden und zeigen das große Potential der Anwendung. Mit den Bots erhalten Studierenden personalisiertes Feedback, ohne dass die Lehrkräfte zusätzlich belastet werden

    Exploring ChatGPT's Empathic Abilities

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    Empathy is often understood as the ability to share and understand another individual's state of mind or emotion. With the increasing use of chatbots in various domains, e.g., children seeking help with homework, individuals looking for medical advice, and people using the chatbot as a daily source of everyday companionship, the importance of empathy in human-computer interaction has become more apparent. Therefore, our study investigates the extent to which ChatGPT based on GPT-3.5 can exhibit empathetic responses and emotional expressions. We analyzed the following three aspects: (1) understanding and expressing emotions, (2) parallel emotional response, and (3) empathic personality. Thus, we not only evaluate ChatGPT on various empathy aspects and compare it with human behavior but also show a possible way to analyze the empathy of chatbots in general. Our results show, that in 91.7% of the cases, ChatGPT was able to correctly identify emotions and produces appropriate answers. In conversations, ChatGPT reacted with a parallel emotion in 70.7% of cases. The empathic capabilities of ChatGPT were evaluated using a set of five questionnaires covering different aspects of empathy. Even though the results show, that the scores of ChatGPT are still worse than the average of healthy humans, it scores better than people who have been diagnosed with Asperger syndrome / high-functioning autism

    GM-TCNet: Gated Multi-scale Temporal Convolutional Network using Emotion Causality for Speech Emotion Recognition

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    In human-computer interaction, Speech Emotion Recognition (SER) plays an essential role in understanding the user's intent and improving the interactive experience. While similar sentimental speeches own diverse speaker characteristics but share common antecedents and consequences, an essential challenge for SER is how to produce robust and discriminative representations through causality between speech emotions. In this paper, we propose a Gated Multi-scale Temporal Convolutional Network (GM-TCNet) to construct a novel emotional causality representation learning component with a multi-scale receptive field. GM-TCNet deploys a novel emotional causality representation learning component to capture the dynamics of emotion across the time domain, constructed with dilated causal convolution layer and gating mechanism. Besides, it utilizes skip connection fusing high-level features from different gated convolution blocks to capture abundant and subtle emotion changes in human speech. GM-TCNet first uses a single type of feature, mel-frequency cepstral coefficients, as inputs and then passes them through the gated temporal convolutional module to generate the high-level features. Finally, the features are fed to the emotion classifier to accomplish the SER task. The experimental results show that our model maintains the highest performance in most cases compared to state-of-the-art techniques.Comment: The source code is available at: https://github.com/Jiaxin-Ye/GM-TCNe

    How Fast Can We Play Tetris Greedily With Rectangular Pieces?

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    Consider a variant of Tetris played on a board of width ww and infinite height, where the pieces are axis-aligned rectangles of arbitrary integer dimensions, the pieces can only be moved before letting them drop, and a row does not disappear once it is full. Suppose we want to follow a greedy strategy: let each rectangle fall where it will end up the lowest given the current state of the board. To do so, we want a data structure which can always suggest a greedy move. In other words, we want a data structure which maintains a set of O(n)O(n) rectangles, supports queries which return where to drop the rectangle, and updates which insert a rectangle dropped at a certain position and return the height of the highest point in the updated set of rectangles. We show via a reduction to the Multiphase problem [P\u{a}tra\c{s}cu, 2010] that on a board of width w=Θ(n)w=\Theta(n), if the OMv conjecture [Henzinger et al., 2015] is true, then both operations cannot be supported in time O(n1/2ϵ)O(n^{1/2-\epsilon}) simultaneously. The reduction also implies polynomial bounds from the 3-SUM conjecture and the APSP conjecture. On the other hand, we show that there is a data structure supporting both operations in O(n1/2log3/2n)O(n^{1/2}\log^{3/2}n) time on boards of width nO(1)n^{O(1)}, matching the lower bound up to a no(1)n^{o(1)} factor.Comment: Correction of typos and other minor correction

    On driver behavior recognition for increased safety:A roadmap

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    Advanced Driver-Assistance Systems (ADASs) are used for increasing safety in the automotive domain, yet current ADASs notably operate without taking into account drivers’ states, e.g., whether she/he is emotionally apt to drive. In this paper, we first review the state-of-the-art of emotional and cognitive analysis for ADAS: we consider psychological models, the sensors needed for capturing physiological signals, and the typical algorithms used for human emotion classification. Our investigation highlights a lack of advanced Driver Monitoring Systems (DMSs) for ADASs, which could increase driving quality and security for both drivers and passengers. We then provide our view on a novel perception architecture for driver monitoring, built around the concept of Driver Complex State (DCS). DCS relies on multiple non-obtrusive sensors and Artificial Intelligence (AI) for uncovering the driver state and uses it to implement innovative Human–Machine Interface (HMI) functionalities. This concept will be implemented and validated in the recently EU-funded NextPerception project, which is briefly introduced
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