378,850 research outputs found

    A review of the empirical studies of computer supported human-to-human communication

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    This paper presents a review of the empirical studies of human-to-human communication which have been carried out over the last three decades. Although this review is primarily concerned with the empirical studies of computer supported human-to-human communication, a number of studies dealing with group work in non-computer-based collaborative environments, which form the basis of many of the empirical studies of the recent years in the area of CSCW, are also discussed. The concept of person and task spaces is introduced and then subsequently used to categorise the large volume of studies reported in this review. This paper also gives a comparative analysis of the findings of these studies, and draws a number of general conclusions to guide the design and evaluation of future CSCW systems

    Control of virtual environments for young people with learning difficulties

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    Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes

    Applying Cross-cultural theory to understand users’ preferences on interactive information retrieval platform design

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    Presented at EuroHCIR 2014, the 4th European Symposium on Human-Computer Interaction and Information Retrieval, 13th September 2014, at BCS London Office, Covent Garden, London.In this paper we look at using culture to group users and model the users’ preference on cross cultural information retrieval, in order to investigate the relationship between the user search preferences and the user’s cultural background. Initially we review and discuss briefly website localisation. We continue by examining culture and Hofstede’s cultural dimensions. We identified a link between Hofstede’s five dimensions and user experience. We did an analogy for each of the five dimensions and developed six hypotheses from the analogies. These hypotheses were then tested by means of a user study. Whilst the key findings from the study suggest cross cultural theory can be used to model user’s preferences for information retrieval, further work still needs to be done on how cultural dimensions can be applied to inform the search interface design

    The intention to use mobile digital library technology: A focus group study in the United Arab Emirates

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    IGI Global (“IGI”) granted Brunel University London the permission to archive this article in BURA (http://bura.brunel.ac.uk).This paper presents a qualitative study on student adoption of mobile library technology in a developing world context. The findings support the applicability of a number of existing constructs from the technology acceptance literature, such as perceived ease of use, social influence and trust. However, they also suggest the need to modify some adoption factors previously found in the literature to fit the specific context of mobile library adoption. Perceived value was found to be a more relevant overarching adoption factor than perceived usefulness for this context. Facilitating conditions were identified as important but these differed somewhat from those covered in earlier literature. The research also uncovered the importance of trialability for this type of application. The findings provide a basis for improving theory in the area of mobile library adoption and suggest a number of practical design recommendations to help designers of mobile library technology to create applications that meet user needs

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    Spam

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    With the advent of the electronic mail system in the 1970s, a new opportunity for direct marketing using unsolicited electronic mail became apparent. In 1978, Gary Thuerk compiled a list of those on the Arpanet and then sent out a huge mailing publicising Digital Equipment Corporation (DEC—now Compaq) systems. The reaction from the Defense Communications Agency (DCA), who ran Arpanet, was very negative, and it was this negative reaction that ensured that it was a long time before unsolicited e-mail was used again (Templeton, 2003). As long as the U.S. government controlled a major part of the backbone, most forms of commercial activity were forbidden (Hayes, 2003). However, in 1993, the Internet Network Information Center was privatized, and with no central government controls, spam, as it is now called, came into wider use. The term spam was taken from the Monty Python Flying Circus (a UK comedy group) and their comedy skit that featured the ironic spam song sung in praise of spam (luncheon meat)—“spam, spam, spam, lovely spam”—and it came to mean mail that was unsolicited. Conversely, the term ham came to mean e-mail that was wanted. Brad Templeton, a UseNet pioneer and chair of the Electronic Frontier Foundation, has traced the first usage of the term spam back to MUDs (Multi User Dungeons), or real-time multi-person shared environment, and the MUD community. These groups introduced the term spam to the early chat rooms (Internet Relay Chats). The first major UseNet (the world’s largest online conferencing system) spam sent in January 1994 and was a religious posting: “Global alert for all: Jesus is coming soon.” The term spam was more broadly popularised in April 1994, when two lawyers, Canter and Siegel from Arizona, posted a message that advertized their information and legal services for immigrants applying for the U.S. Green Card scheme. The message was posted to every newsgroup on UseNet, and after this incident, the term spam became synonymous with junk or unsolicited e-mail. Spam spread quickly among the UseNet groups who were easy targets for spammers simply because the e-mail addresses of members were widely available (Templeton, 2003)

    A cross-cultural examination of the impact of social, organisational and individual factors on educational technology acceptance between British and Lebanese university students

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    This paper examines the social, organisational and individual factors that may affect students' acceptance of e-learning systems in higher education in a cross-cultural context. A questionnaire was developed based on an extended technology acceptance model (TAM). A total sample of 1173 university students from two private universities in Lebanon and one university in England participated in this study. After performing the satisfactory reliability and validity checks, the hypothesised model was estimated using structural equation modeling. The findings of this study revealed that perceived usefulness (PU), perceived ease of use (PEOU), social norms (SNs), perceived quality of work life (QWL), computer self-efficacy (SE) and facilitating conditions (FC) are significant determinants of behavioural intentions (BIs) and usage of e-learning system for the Lebanese and British students. QWL, the newly added variable, was found the most important construct in explaining the causal process in the model for both samples. Differences were found between Lebanese and British students with regard to PEOU, SN, QWL, FC, SE and actual usage; however, no differences were detected in terms of PU and BI. Overall, the proposed model achieves acceptable fit and explains for 69% of the British sample and 57% of the Lebanese sample of its variance which is higher than that of the original TAM. Our findings suggest that individual, social and organisational factors are important to consider in explaining students' BI and usage of e-learning environments
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