470 research outputs found
Touching the Future: The Effects of Gesture-Based Interaction on Virtual Product Experience
With the popularity of touchscreen tablets and gesture control devices, the role of touch in online consumer behavior has become increasingly important. This study aims to investigate how sense of touch evoked by various interaction modes (i.e., mouse-driven interaction, touchscreen gesture interaction and mid-air gesture interaction) influences virtual product experience. Drawing on Feelings-as-Information Theory and Cognitive-Affective Framework in virtual product experience, we propose that sense of touch could influence consumer purchase intention by reducing product uncertainty and improving product attachment; furthermore, these effects are contingent on product characteristics, i.e., importance of product haptics and product valence. Accordingly, two lab experiments are designed. Potential theoretical contributions, practical implications as well as future research directions are discussed
Pinching sweaters on your phone – iShoogle : multi-gesture touchscreen fabric simulator using natural on-fabric gestures to communicate textile qualities
The inability to touch fabrics online frustrates consumers, who are used to evaluating
physical textiles by engaging in complex, natural gestural interactions. When
customers interact with physical fabrics, they combine cross-modal information about
the fabric's look, sound and handle to build an impression of its physical qualities. But
whenever an interaction with a fabric is limited (i.e. when watching clothes online)
there is a perceptual gap between the fabric qualities perceived digitally and the actual
fabric qualities that a person would perceive when interacting with the physical fabric.
The goal of this thesis was to create a fabric simulator that minimized this perceptual
gap, enabling accurate perception of the qualities of fabrics presented digitally.
We designed iShoogle, a multi-gesture touch-screen sound-enabled fabric simulator
that aimed to create an accurate representation of fabric qualities without the need for
touching the physical fabric swatch. iShoogle uses on-screen gestures (inspired by
natural on-fabric movements e.g. Crunching) to control pre-recorded videos and
audio of fabrics being deformed (e.g. being Crunched). iShoogle creates an illusion of
direct video manipulation and also direct manipulation of the displayed fabric.
This thesis describes the results of nine studies leading towards the development and
evaluation of iShoogle. In the first three studies, we combined expert and non-expert
textile-descriptive words and grouped them into eight dimensions labelled with terms
Crisp, Hard, Soft, Textured, Flexible, Furry, Rough and Smooth. These terms were
used to rate fabric qualities throughout the thesis. We observed natural on-fabric
gestures during a fabric handling study (Study 4) and used the results to design
iShoogle's on-screen gestures. In Study 5 we examined iShoogle's performance and
speed in a fabric handling task and in Study 6 we investigated users' preferences for
sound playback interactivity. iShoogle's accuracy was then evaluated in the last three
studies by comparing participants’ ratings of textile qualities when using iShoogle
with ratings produced when handling physical swatches. We also described the
recording and processing techniques for the video and audio content that iShoogle
used. Finally, we described the iShoogle iPhone app that was released to the general
public. Our evaluation studies showed that iShoogle significantly improved the accuracy of
fabric perception in at least some cases. Further research could investigate which
fabric qualities and which fabrics are particularly suited to be represented with
iShoogle
Not Only What is Written Counts! Touchscreen Enhancing our Cognition and Language
By bringing contributions from cognitive science and neuroscience this article enhances the gestures approach including manipulations on mobile devices as a new way of communicating and thinking The paper reflects on the cognitive and linguistic implications that smartphones or tablets can bring to learning in general and mathematical education in particular Both thinking and mathematics are dynamic Through two examples from daily life I advocate the need to understand the development of mathematical thinking as a conjunction of touchscreen gesture speech dragging writing pictorial-register etc Taking into account the context of production this bundle has a significant role in the linguistic-cognitive spectrum of human
An investigation into the problems of user oriented interfaces in mobile applications
The purpose of this paper is the analysis and evaluation of the mobile interface design. This study consisted of a random sample of 55 user interfaces for mobile applications. In addition, the restriction of all the components of the user interface quantified. An analysis was conducted of these interfaces, in order to represent graphically. Then, evaluated and produced the following results: First, the smaller number of pages in the application is better. Second, decreasing the navigation bars, buttons and menus in user interfaces for mobile applications gives additional space on the screen, making the application easy to use and maintaining the context. Third, diversity, the use of tools ensures good interaction with the user. Finally, a range of results for the design of the user interface and some ideas are provided about what should be taken of these results in mind when designing interfaces for mobile applications
Player–video game interaction: A systematic review of current concepts
International audienceVideo game design requires a user-centered approach to ensure that the experience enjoyed by players is as good as possible. However, the nature of player-video game interactions has not as yet been clearly defined in the scientific literature. The purpose of the present study was to provide a systematic review of empirical evidences of the current concepts of player-video game interactions in entertainment situations. A total of 72 articles published in scientific journals that deal with human-computer interaction met the criteria for inclusion in the present review. Major findings of these articles were presented in a narrative synthesis. Results showed that player-video game interactions could be defined with multiple concepts that are closely linked and intertwined. These concepts concern player aspects of player-video game interactions, namely engagement and enjoyment, and video game aspects, namely information input/output techniques, game contents and multiplayer games. Global approaches, such as playability, also exist to qualify player-video game interactions. Limitations of these findings are discussed to help researchers to plan future advances of the field and provide supplementary effort to better know the role of less-studied aspects. Practical implications are also discussed to help game designers to optimize the design of player-video game interactions
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
ARTiVIS Arts, real-time video and interactivity for sustainability
Dissertação para obtenção do Grau de Doutor em Media DigitaisPortuguese Foundation for Science and Technology (SFRH/BD/42555/2007
Assessing the Quality of Mobile Graphical User Interfaces Using Multi-Objective Optimization
Aesthetic defects are a violation of quality attributes that are symptoms of bad interface design programming decisions. They lead to deteriorating the perceived usability of mobile user interfaces and negatively impact the Users eXperience (UX) with the mobile app. Most existing studies relied on a subjective evaluation of aesthetic defects depending on end-users feedback, which makes the manual evaluation of mobile user interfaces human-centric, time-consuming, and error-prone. Therefore, recent studies have dedicated their effort to focus on the definition of mathematical formulas that each targets a specific structural quality of the interface. As the UX is tightly dependent on the user profile, the combi-nation and calibration of quality attributes, formulas, and users characteristics, when defining a defect, is not straightforward. In this context, we propose a fully automated framework which combines literature quality attributes with the users profile to identify aesthetic defects of MUI. More precisely, we consider the mobile user interface evaluation as a multi-objective optimization problem where the goal is to maximize the number of detected violations while minimizing the detection complexity of detection rules and enhancing the interfaces overall quality in means
- …