770,848 research outputs found
North America’s metropolitan imaginaries
Scholars of modernity have taken a particular interest in processes of urbanization and—thinking of Simmel, Benjamin, Mumford and Weber—the character of different varieties of city. From a different angle, notions of urban imaginary have gained greater purchase in the field of contemporary urban studies in comparative analysis of varieties of city. This essay begins with notes on both classical accounts of the city in social theory and current concepts of urban imaginaries. The notes revolve around the essay’s main topic: the institution of cities of New World, specifically those of the United States and Canada. Paralleling Castoriadis’ conception of the imaginary institution, the present author argues for a more exact notion of metropolitan imaginaries, differentiated from the broader subject of urban imaginaries. ‘Metropolitan imaginaries’ denotes processes of urbanization at the heart of networks of migration, transport, and flows of capital and culture. As part of larger imaginaries, metropolises generate immigrant cities. The specific kind of creation in question produces creativity also by concentrating intellectual and creative schools of design in architecture and visual culture. In sum, metropolises are not merely part of networks of connection and creation; they produce networks and act as the hubs of interaction and creativity within larger social imaginaries. The essay explores this argument in the contexts of US and Canadian modernity and state formation, with specific foci on New York, Chicago, and Toronto. The conclusion notes two limitations to the case presented here and sketches planned directions for future research
Living Globe: Tridimensional interactive visualization of world demographic data
This paper presents Living Globe, an application for visualization of demo-
graphic data supporting the temporal comparison of data from several countries
represented on a 3D globe. Living Globe allows the visual exploration of the
following demographic data: total population, population density and growth,
crude birth and death rates, life expectancy, net migration and population per-
centage of different age groups. While offering unexperienced users a default
mapping of these data variables into visual variables, Living Globe allows more
advanced users to select the mapping, increasing its flexibility. The main
aspects of the Living Globe model and prototype are described as well as the
evaluation results obtained using heuristic evaluation and usability testing.
Some conclusions and ideas for future work are also presented.Comment: 11 pages, 6 figures, submitted to HCII 2016 Conference (Toronto,
Canada), published on Human Interface and the Management of Information:
Information, Design and Interaction Volume 9734 of the series Lecture Notes
in Computer Science, pages 14-2
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The Effects of Goal Orientation and Feedback on the Notetaking Habits and Performance of College Students
Notetaking is viewed by high school and college students as a tool to help them record and organize information presented by their instructors in lecture format. Research has shown that students who take notes consistently outperform students who do not use this strategy on tests of their knowledge. Although previous studies have identified factors contributing to individual differences in notetaking, these works have largely focused on cognitive skills while neglecting to consider the role that a students' motivation may play in their notetaking habits. The current study is an extension of lecture notetaking research (Peverly et al, 2007; Peverly et al., 2010; Reddington, 2011) that applies principles of Elliot's trichotomous goal orientation theory to investigate the question of student motivation. Specifically, this dissertation's primary purpose was to determine if goal orientation and feedback affect students' notetaking habits or performance on measures of their knowledge. Hypotheses related to the established relationships between gender and notetaking and notetaking and performance were also explored. This dissertation is unique in that it is the only study to examine the effects of goal orientation on the specific strategy of notetaking through the use of an experimental design. A sample of 231 undergraduate students participated in the two-phase experiment. In phase I, participants were randomly assigned to one of three goal orientation groups, asked to listen to a videotaped lecture and to write a detailed summary of what they had learned. In phase II, participants were randomly assigned to receive contrived feedback stating that their phase I written summary was either above or below an arbitrary performance standard. After reviewing their feedback, participants were again asked to listen to a videotaped lecture and write a detailed summary of what they had learned. Independent variables included gender, goal orientation, and feedback. Dependent variables included quantity of idea units in students' notes and quantity of idea units in students' written summaries. Results indicated that factors related to goal orientation, feedback, and gender did impact students' notetaking quantity and performance. Note quantity was predicted by gender, goal orientation, the gender x goal orientation interaction, and the feedback x goal orientation interaction. Quantity of idea units in written summary was predicted by note quantity, the gender x goal orientation interaction, and the note quantity x goal orientation interaction. Future research should continue to examine the specific impact of goal orientation and feedback on notetaking habits
A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community
[EN] Welcome to EICS, the Engineering Interactive Computing Systems community, PACMHCI/EICS journal, and annual conference! In this short article, we introduce newcomers to the field and to our community with an overview of what EICS is and how it positions with respect to other venues in Human-Computer Interaction, such as CHI, UIST, and IUI, highlighting its legacy and paying homage to past scientific events from which EICS emerged. We also take this opportunity to enumerate and exemplify scientific contributions to the field of Engineering Interactive Computing Systems, which we hope to guide researchers and practitioners towards making their future PACMHCI/EICS submissions successful and impactful in the EICS community.We acknowledge the support of MetaDev2
as the main sponsor of EICS 2019. We would like to
thank the Chairs of all the tracks of the EICS 2019 conference, the members of the local organization
team, and the web master of the EICS 2019 web site. EICS 2019 could not have been possible without
the commitment of the Programme Committee members and external reviewers. This work was
partially supported by the Spanish Ministry of Economy, Industry and Competitiveness, State
Research Agency / European Regional Development Fund under Vi-SMARt (TIN2016-79100-R),
the Junta de Comunidades de Castilla-La Mancha European Regional Development Fund under
NeUX (SBPLY/17/180501/000192) projects, the Generalitat Valenciana through project GISPRO
(PROMETEO/2018/176), and the Spanish Ministry of Science and Innovation through project
DataME (TIN2016-80811-P).López-Jaquero, VM.; Vatavu, R.; Panach, JI.; Pastor López, O.; Vanderdonckt, J. (2019). A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community. Proceedings of the ACM on Human-Computer Interaction. 3:1-9. https://doi.org/10.1145/3300960S193Bastide, R., Palanque, P., & Roth, J. (Eds.). (2005). Engineering Human Computer Interaction and Interactive Systems. Lecture Notes in Computer Science. doi:10.1007/b136790Beaudouin-Lafon, M. (2004). Designing interaction, not interfaces. Proceedings of the working conference on Advanced visual interfaces - AVI ’04. doi:10.1145/989863.989865Bodart, F., & Vanderdonckt, J. (Eds.). (1996). Design, Specification and Verification of Interactive Systems ’96. Eurographics. doi:10.1007/978-3-7091-7491-3Gallud, J. A., Tesoriero, R., Vanderdonckt, J., Lozano, M., Penichet, V., & Botella, F. (2011). Distributed user interfaces. Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA ’11. doi:10.1145/1979742.1979576Graham, T. C. N., & Palanque, P. (Eds.). (2008). Interactive Systems. Design, Specification, and Verification. Lecture Notes in Computer Science. doi:10.1007/978-3-540-70569-7Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems - EICS ’09. (2009). doi:10.1145/1570433Lawson, J.-Y. L., Vanderdonckt, J., & Vatavu, R.-D. (2018). Mass-Computer Interaction for Thousands of Users and Beyond. Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3170427.3188465Lozano, M. D., Galllud, J. A., Tesoriero, R., Penichet, V. M. R., Vanderdonckt, J., & Fardoun, H. (2013). 3rd workshop on distributed user interfaces. Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems - EICS ’13. doi:10.1145/2494603.2483222Proceedings of the 2014 Workshop on Distributed User Interfaces and Multimodal Interaction - DUI ’14. (2014). doi:10.1145/2677356Proceedings of the ACM SIGCHI Symposium on Engineering Interactive Computing Systems. (2019). doi:10.1145/3319499Tesoriero, R., Lozano, M., Vanderdonckt, J., Gallud, J. A., & Penichet, V. M. R. (2012). distributed user interfaces. CHI ’12 Extended Abstracts on Human Factors in Computing Systems. doi:10.1145/2212776.2212704Vanderdonckt, J. (2005). A MDA-Compliant Environment for Developing User Interfaces of Information Systems. Active Flow and Combustion Control 2018, 16-31. doi:10.1007/11431855_2Vatavu, R.-D. (2012). User-defined gestures for free-hand TV control. Proceedings of the 10th European conference on Interactive tv and video - EuroiTV ’12. doi:10.1145/2325616.2325626Vatavu, R.-D. (2017). Beyond Features for Recognition: Human-Readable Measures to Understand Users’ Whole-Body Gesture Performance. International Journal of Human–Computer Interaction, 33(9), 713-730. doi:10.1080/10447318.2017.1278897Wobbrock, J. O., & Kientz, J. A. (2016). Research contributions in human-computer interaction. Interactions, 23(3), 38-44. doi:10.1145/290706
Roles And Interactions Of General And Special Education Teachers In Secondary Co-taught Teams
This study focused on identifying the components that contribute to instructional delivery in co-taught secondary classrooms in hopes of enhancing the understanding in the field of co-teaching in various secondary content areas. Employing a non-experimental mixed method research design, the study integrated qualitative and quantitative methods to gain insight into general education teachers\u27 roles in solo-taught and co-taught classrooms and special educators\u27 roles in co-taught classrooms. Instrumentation included the use of the Teacher Roles Observation Schedule (TROS), the Colorado Assessment of Co-Teaching (CO-ACT), interview questions, and field notes. The quantitative portion of the study consisted of event recordings of teacher interactions (TROS), co-teacher perception rating scale scores (CO-ACT), and class seating charts to monitor the occurrence of one-on-one interactions with students in both settings. The qualitative portion of the research study consisted of the researcher gathering ongoing field notes and teacher interviews. The researcher sought to identify the interaction behaviors of secondary co-teaching teams. The most and least successful co-teaching teams were identified based on the findings. The findings indicate teacher preparation programs need to prepare all teachers to first consider the diverse learning needs of all students and second, to effectively collaborate in inclusive settings. Special education preparation programs need to include more secondary content teaching courses. Likewise, general education preparation programs need to prepare future secondary general educators to differentiate instruction to meet the needs of students with disabilities. In addition to improvements in teacher preparation programs, school leaders need to provide ongoing support for co-teachers via planning time and professional development, so they can maximize the collaborative potential embedded within the co-teaching model
Natural Notation for the Domestic Internet of Things
This study explores the use of natural language to give instructions that
might be interpreted by Internet of Things (IoT) devices in a domestic `smart
home' environment. We start from the proposition that reminders can be
considered as a type of end-user programming, in which the executed actions
might be performed either by an automated agent or by the author of the
reminder. We conducted an experiment in which people wrote sticky notes
specifying future actions in their home. In different conditions, these notes
were addressed to themselves, to others, or to a computer agent.We analyse the
linguistic features and strategies that are used to achieve these tasks,
including the use of graphical resources as an informal visual language. The
findings provide a basis for design guidance related to end-user development
for the Internet of Things.Comment: Proceedings of the 5th International symposium on End-User
Development (IS-EUD), Madrid, Spain, May, 201
Mid-Air Haptics for Control Interfaces
Control interfaces and interactions based on touch-less gesture tracking devices have become a prevalent research topic in both industry and academia. Touch-less devices offer a unique interaction immediateness that makes them ideal for applications where direct contact with a physical controller is not desirable. On the other hand, these controllers inherently lack active or passive haptic feedback to inform users about the results of their interaction. Mid-air haptic interfaces, such as those using focused ultrasound waves, can close the feedback loop and provide new tools for the design of touch-less, un-instrumented control interactions. The goal of this workshop is to bring together the growing mid-air haptic research community to identify and discuss future challenges in control interfaces and their application in AR/VR, automotive, music, robotics and teleoperation
How do interactive tabletop systems influence collaboration?
This paper examines some aspects of the usefulness of interactive tabletop systems, if and how these impact collaboration. We chose creative problem solving such as brainstorming as an application framework to test several collaborative media: the use of pen-and-paper tools, the ‘‘around-the-table’’ form factor, the digital tabletop interface, the attractiveness of interaction styles. Eighty subjects in total (20 groups of four members) participated in the experiments. The evaluation criteria were task performance, collaboration patterns (especially equity of contributions), and users’ subjective experience. The ‘‘aroundthe-table’’ form factor, which is hypothesized to promote social comparison, increased performance and improved collaboration through an increase of equity. Moreover, the attractiveness of the tabletop device improved subjective experience and increased motivation to engage in the task. However, designing attractiveness seems a highly challenging issue, since overly attractive interfaces may distract users from the task
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