309,075 research outputs found
Introduction to the Special Issue on Human Resource Information Systems and Human Computer Interaction
In this special issue, we focus on the role that human-computer interaction (HCI) can play in the development and successful use of human resource information systems (HRIS) in organizations. There is no doubt that information systems have transformed the practice of human resources. From online/e-recruiting to e-learning and the growing interest in data analytics, the practice of human resources has become technology centric. Given the overlap of human resource practice and information systems, both fields need to work together to develop models and theories that advance the practice of HRIS in organizations. Therefore, this special issue a) briefly reviews the history of the HRIS field, b) advances theory and research that stands at the intersection of HRIS and HCI, and c) suggest new directions for research at the intersection of HRIS and HCI
Design Science Research Modes in Human-Computer Interaction Projects
In this editorial, we introduce the special issue on design science research in human-computer interaction with four papers extended from the 2020 European Conference on Information Systems and propose a conceptual model for such research projects. Research in the interdisciplinary human-computer interaction (HCI) discipline advances knowledge of how humans interact with technologies, systems, information, and work structures. Design science research (DSR) methods support three distinct modes in HCI projects. In the interior mode, researchers build and evaluate novel technical solutions with a focus on improved system interfaces to support effective human use. Next, in the exterior mode, researchers build and evaluate novel behavioral solutions with a process focus on interactions that increase human capabilities. Lastly, in the gestalt mode, researchers build and evaluate novel composite solutions that improve synergies between technologies and human behaviors. We pose a comprehensive model for identifying the DSR modes of HCI research with related artifacts, evaluation techniques, design theories, and research impacts
Low-power Wearable Healthcare Sensors
Advances in technology have produced a range of on-body sensors and smartwatches that can be used to monitor a wearer’s health with the objective to keep the user healthy. However, the real potential of such devices not only lies in monitoring but also in interactive communication with expert-system-based cloud services to offer personalized and real-time healthcare advice that will enable the user to manage their health and, over time, to reduce expensive hospital admissions. To meet this goal, the research challenges for the next generation of wearable healthcare devices include the need to offer a wide range of sensing, computing, communication, and human–computer interaction methods, all within a tiny device with limited resources and electrical power. This Special Issue presents a collection of six papers on a wide range of research developments that highlight the specific challenges in creating the next generation of low-power wearable healthcare sensors
Artificial Neural Network (ANN) as a tool to reduce human-animal interaction improves Senegalese sole production
El artÃculo pertenece al special issue Big Data Analysis in Biomolecular Research, Bioinformatics, and Systems Biology with Complex Networks and Multi-Label Machine Learning Models[EN] Manipulation is usually required for biomass calculation and food estimation for optimal fish growth in production facilities. However, the advances in computer-based systems have opened a new range of applied possibilities. In this study we used image analysis and a neural network algorithm that allowed us to successfully provide highly accurate biomass data. This developed system allowed us to compare the effects of reduced levels of human-animal interaction on the culture of adult Senegalese sole (Solea senegalensis) in terms of body weight gain. For this purpose, 30 adult fish were split into two homogeneous groups formed by three replicates (n = 5) each: a control group (CTRL), which was standard manipulated and an experimental group (EXP), which was maintained under a lower human-animal interaction culture using our system for biomass calculation. Visible implant elastomer was, for the first time, applied as tagging technology for tracking soles during the experiment (four months). The experimental group achieved a statistically significant weight gain (p < 0.0100) while CTRL animals did not report a statistical before-after weight increase. Individual body weight increment was lower (p < 0.0100) in standard-handled animals. In conclusion, our experimental approach provides evidence that our developed system for biomass calculation, which implies lower human-animal interaction, improves biomass gain in Senegalese sole individuals in a short period of time.S
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Ethics and Design in the Brazilian Context
Often driven by practical and immediate requirements, more and more people are incorporating technology into a variety of aspects of their lives, often without reflecting on the consequences of using them. On the other hand, studies on interactive system development that lead to behavioral change have been gaining ground on the agenda of large HCI conferences. This movement brings to the forefront the fundamental issues of ethics in design and technology use. A designer’s intentions, when directing certain actions or behaviors, are not always explicit or desired by the stakeholders affected by the use of the technology. Systems that induce an undesired purchase, or even those that use conditioning strategies to cause a behavioral change are examples of such intentions. The challenge proposed is therefore about the relationship between design and personal freedom in a way that these technology users do not become victims, either passively or submissively, of the effects of its use. This advance allows for the redefinition of the relationship between man and technology, and the application of new forms of designing and developing interactive systems that take into account the ethical aspects of this relationship
Emerging and scripted roles in computer-supported collaborative learning
Emerging and scripted roles pose an intriguing approach to analysing and facilitating CSCL. The concept of emerging roles provides a perspective on how learners structure and self-regulate their CSCL processes. Emerging roles appear to be dynamic over longer periods of time in relation to learners’ advancing knowledge, but are often unequally distributed in ad hoc CSCL settings, e.g. a learner being the ‘typist’ and another being the ‘thinker’. Empirical findings show that learners benefit from structuring or scripting CSCL. Scripts can specify roles and facilitate role rotation for learners to equally engage in relevant learning roles and activities. Scripted roles can, however, collide with emerging roles and therefore need to be carefully attuned to the advancing capabilities of the learners
Embodied Robot Models for Interdisciplinary Emotion Research
Due to their complex nature, emotions cannot be properly understood from the perspective of a single discipline. In this paper, I discuss how the use of robots as models is beneficial for interdisciplinary emotion research. Addressing this issue through the lens of my own research, I focus on a critical analysis of embodied robots models of different aspects of emotion, relate them to theories in psychology and neuroscience, and provide representative examples. I discuss concrete ways in which embodied robot models can be used to carry out interdisciplinary emotion research, assessing their contributions: as hypothetical models, and as operational models of specific emotional phenomena, of general emotion principles, and of specific emotion ``dimensions''. I conclude by discussing the advantages of using embodied robot models over other models.Peer reviewe
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Geovisualization of dynamics, movement and change: key issues and developing approaches in visualization research
Social Norms in Virtual Worlds of Computer Games
Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players
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