327,417 research outputs found
Recommended from our members
New hardware platforms for healthcare consultations
Innovative hardware platforms such as Mobile Clinical Assistants and tabletop computers are emerging that have the potential to significantly impact the interaction between clinician and patient. This position paper describes the results of interviews undertaken with General Practitioners as part of an experimental study to explore how innovative hardware platforms impact patient-clinician communication. We reflect on the lessons learnt from the study, both in terms of the implications for the design of such studies and possible directions for the introduction of new hardware technologies into healthcare consultations
Will mobile video become the killer application for 3G? - an empirical model for media convergence
Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor
Social interactions around public transportation
In this work, we explore how information services can
be used to improve the travel experience in public transportation
and reduce the perceived travel time. More specifically, we
describe the creation of a mobile application for assisting
passengers, which explores the integration of social networking
features into the traveling experience. The overall objective is to
understand how social networking concepts can become part of
the travel experience and enrich that experience in a way that
allows passengers to reduce the "psychological travel time" and
to change the perception of waiting. We have conducted a focus
group with 10 participants to elicit new forms of interaction
within the transportation system and uncover new directions for
integrating social network concepts. We have implemented some
of them in our own mobile app for public transportation and
shown how they can be combined with the more informative side
of those applications
A review of Websites and Mobile Applications for People with Autism Spectrum Disorders: Towards Shared Guidelines
Many studies show the effective positive impact of using computer technologies to support the lives of users with autism spectrum disorders (ASD), for simplifying interaction with other people, for organising daily activities, for improving relation with family and friends. Despite that, only a restricted part of the current websites is accessible for people with ASD. In this paper, we discuss a set of guidelines that should be followed by designers while developing websites or mobile applications for users with ASD. We review many of the existing websites and applications in order to check which comply with all, or parts of these guidelines. We finally highlight current common limitations and address new challenging research directions. \ua9 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2017
Converged digital TV services: the role of middleware and future directions of interactive television
The subject of the future of the interactive Television medium has become a topic of great interest to the academic and industrial communities particularly since in the recent years there has been a dramatic increase in the pace of innovation of convergence of digital TV systems and services. The purpose of this paper is to provide a brief overview of what we know as digital TV converged services, to present and categorise the digital Television middleware technologies that contributed to it, and to present possible future trends and directions. A new Television era of converged wireless and mobile content delivery, user-authored content, multimodal interaction, intelligent personalisation, smart space awareness, and 3D content sensations is foreseen, creating ambient and immersive experiences
Recommended from our members
Conclusions: Future Directions in Researching Mobile Learning
Mobile learning is in the process of developing its identity as a distinct field of research with particular concerns and challenges. What can researchers learn from neighbouring disciplines and how can they harness new techniques and technologies, to smooth the way for their research efforts? On the basis of an analysis of key messages and reflections from those conducting mobile learning research, the author proposes four generic principles that can guide future research in mobile learning. The chapter also points to new directions in mobile learning research within the broader research agenda of Technology Enhanced Learning. These indicative directions should be helpful to all involved in setting future agendas for mobile learning research and development
Engaging immersive video consumers: Challenges regarding 360-degree gamified video applications
360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences. The purpose of this study is to introduce a set of technical and design challenges for interactive, gamified 360-degree mixed reality applications that immerse and engage users. The development of gamified applications refers to the merely incorporation of game elements in the interaction design process to attract and engage the user through playful interaction with the virtual world. The study presents experiments with the incorporation of series of game elements such as time pressure challenges, badges and user levels, storytelling narrative and immediate visual feedback to the interaction design logic of a mixed reality mobile gaming application that runs in an environment composed of 360-degree video and 3D computer generated objects. In the present study, the architecture and overall process for creating such an application is being presented along with a list of design implications and constraints. The paper concludes with future directions and conclusions on improving the level of immersion and engagement of 360-degree video consumers
Characterizing HCI Research in China: Streams, Methodologies and Future Directions
This position paper takes the first step to attempt to present the initial
characterization of HCI research in China. We discuss the current streams and
methodologies of Chinese HCI research based on two well-known HCI theories:
Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with
a survey of Chinese publications at CHI 2019, which shows HCI research in China
has less attention to Macro-HCI topics and the third paradigms of HCI
(Phenomenologically situated Interaction). We then propose future HCI research
directions such as paying more attention to Macro-HCI topics and third paradigm
of HCI, combining research methodologies from multiple HCI paradigms, including
emergent users who have less access to technology, and addressing the cultural
dimensions in order to provide better technical solutions and support
Interaction With Tilting Gestures In Ubiquitous Environments
In this paper, we introduce a tilting interface that controls direction based
applications in ubiquitous environments. A tilt interface is useful for
situations that require remote and quick interactions or that are executed in
public spaces. We explored the proposed tilting interface with different
application types and classified the tilting interaction techniques. Augmenting
objects with sensors can potentially address the problem of the lack of
intuitive and natural input devices in ubiquitous environments. We have
conducted an experiment to test the usability of the proposed tilting interface
to compare it with conventional input devices and hand gestures. The experiment
results showed greater improvement of the tilt gestures in comparison with hand
gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure
- …