1,736 research outputs found

    Usability analysis of contending electronic health record systems

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    In this paper, we report measured usability of two leading EHR systems during procurement. A total of 18 users participated in paired-usability testing of three scenarios: ordering and managing medications by an outpatient physician, medicine administration by an inpatient nurse and scheduling of appointments by nursing staff. Data for audio, screen capture, satisfaction rating, task success and errors made was collected during testing. We found a clear difference between the systems for percentage of successfully completed tasks, two different satisfaction measures and perceived learnability when looking at the results over all scenarios. We conclude that usability should be evaluated during procurement and the difference in usability between systems could be revealed even with fewer measures than were used in our study. © 2019 American Psychological Association Inc. All rights reserved.Peer reviewe

    Multi-user virtual environments for physical education and sport training

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    For effective learning and training, virtual environments may provide lifelike opportunities, and researchers are actively investigating their potential for educational purposes. Minimal research attention has been paid to the integration of multi-user virtual environments (MUVE) technology for teaching and practicing real sports. In this chapter, the authors reviewed the justifications, possibilities, challenges, and future directions of using MUVE systems. The authors addressed issues such as informal learning, design, engagement, collaboration, learning style, learning evaluation, motivation, and gender, followed by the identification of required elements for successful implementations. In the second part, the authors talked about exergames, the necessity of evaluation, and examples on exploring the behavior of players during playing. Finally, insights on the application of sports exergames in teaching, practicing, and encouraging real sports were discussed

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    NES2017 Conference Proceedings : JOY AT WORK

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    The SEE toolkit:How Young Adults Manage Low Self-esteem Using Personal Technologies

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    Interactive Technologies Helping Young Adults Manage Low Self-Esteem

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    Increasing Confidence through Competence in People with Dementia Through Meaningful Conversations

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    Novel Alert Visualization: The Development of a Visual Analytics Prototype for Mitigation of Malicious Insider Cyber Threats

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    Cyber insider threat is one of the most difficult risks to mitigate in organizations. However, innovative validated visualizations for cyber analysts to better decipher and react to detected anomalies has not been reported in literature or in industry. Attacks caused by malicious insiders can cause millions of dollars in losses to an organization. Though there have been advances in Intrusion Detection Systems (IDSs) over the last three decades, traditional IDSs do not specialize in anomaly identification caused by insiders. There is also a profuse amount of data being presented to cyber analysts when deciphering big data and reacting to data breach incidents using complex information systems. Information visualization is pertinent to the identification and mitigation of malicious cyber insider threats. The main goal of this study was to develop and validate, using Subject Matter Experts (SME), an executive insider threat dashboard visualization prototype. Using the developed prototype, an experimental study was conducted, which aimed to assess the perceived effectiveness in enhancing the analysts’ interface when complex data correlations are presented to mitigate malicious insiders cyber threats. Dashboard-based visualization techniques could be used to give full visibility of network progress and problems in real-time, especially within complex and stressful environments. For instance, in an Emergency Room (ER), there are four main vital signs used for urgent patient triage. Cybersecurity vital signs can give cyber analysts clear focal points during high severity issues. Pilots must expeditiously reference the Heads Up Display (HUD), which presents only key indicators to make critical decisions during unwarranted deviations or an immediate threat. Current dashboard-based visualization techniques have yet to be fully validated within the field of cybersecurity. This study developed a visualization prototype based on SME input utilizing the Delphi method. SMEs validated the perceived effectiveness of several different types of the developed visualization dashboard. Quantitative analysis of SME’s perceived effectiveness via self-reported value and satisfaction data as well as qualitative analysis of feedback provided during the experiments using the prototype developed were performed. This study identified critical cyber visualization variables and identified visualization techniques. The identifications were then used to develop QUICK.v™ a prototype to be used when mitigating potentially malicious cyber insider threats. The perceived effectiveness of QUICK.v™ was then validated. Insights from this study can aid organizations in enhancing cybersecurity dashboard visualizations by depicting only critical cybersecurity vital signs
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