454,697 research outputs found
The Dark Side of Interaction Design
This panel will provoke the audience into reflecting on the dark side of interaction design. It will ask what role the HCI community has played in the inception and rise of digital addiction, digital persuasion, data exploitation and dark patterns and what to do about this state of affairs. The panelists will present their views about what we have unleashed. They will examine how g€stickiness' came about and how we might give users control over their data that is sucked up in this process. Finally, they will be asked to consider the merits and prospects of an alternative agenda, that pushes for interaction design to be fairer, more ethically-grounded and more transparent, while at the same time addressing head-on the dark side of interaction design
One Design Rule to Rule Them All: Towards a Universal Golden Rule for Designers of Human-Technology Interaction
This article aims at raising awareness and dialogue about ethical dimensions of human-technology design of socio-technical systems in general, the Human-Computer Interaction (HCI) designer responsibility towards users, stakeholders and society in particular, as well as the raise of the dark side of design and the responses of the HCI community to it. This article identifies four dimensions in human-technology interaction design ethics and proposes a universal golden rule for human-technology interaction design. To sum up these different aspects of ethical design and the responsibilities of a designer, this position article concludes with a proposed universal golden rule for designing human-technology interactions: Design as easy to use, honest, sustainable, and safe human-technology interactions as you would want others to design for you
The Any Light Particle Search experiment at DESY
The Any Light Particle Search (ALPS~II) is a light shining through a wall
(LSW) experiment searching for axion-like elementary particles in the sub-eV
mass range, which are motivated by astrophysics and cosmology and fulfill the
requirements for being dark matter. ALPS~II aims to measure an axion-to-photon
coupling of , which is several orders of
magnitude better than that of previous LSW experiments and will thus
investigate a new parameter range. The increased performance is achieved by
enhancing the magnetic field interaction length to 2 106\,m and by
amplifying the signal in an optical cavity on each side of a light-tight
barrier. The expected signal is in the order of 1 photon per day, which will be
measured by photon detectors with very low dark count rates of . This article gives a technical overview on the
experiment design, previous and ongoing investigations and the current status
with focus on the single photon detection
Magnetic field tunable terahertz quantum well infrared photodetector
A theoretical model and a design of a magnetic field tunable CdMnTe/CdMgTe terahertz quantum
well infrared photodetector are presented. The energy levels and the corresponding wavefunctions
were computed from the envelope function Schr¨odinger equation using the effective mass
approximation and accounting for Landau quantization and the giant Zeeman effect induced by
magnetic confinement. The electron dynamics were modeled within the self-consistent coupled rate
equations approach, with all relevant electron-longitudinal optical phonon and electron-longitudinal
acoustic phonon scattering included. A perpendicular magnetic field varying between 0 T and 5 T,
at a temperature of 1.5 K, was found to enable a large shift of the detection energy, yielding a
tuning range between 24.1 meV and 34.3 meV, equivalent to 51.4 μm to 36.1 μm wavelengths. For
magnetic fields between 1 T and 5 T, when the electron population of the QWIP is spin-polarized,
a reasonably low dark current of ≤1.4×10–² A/cm² and a large responsivity of 0.36−0.64 A/W
are predicted
Dark Lancaster
In this position paper we'll outline a few ongoing and planned projects at Lancaster that are not all sweetness and light. In some we are interested in some of the darker aspects of human nature: frustration when things go wrong in order to design games with the right emotional impact; and anger of those seeking jobs in order to help train those who need to defuse fraught situations. In others we deliberately seek to design ‘bad’ situations; obviously this is necessary to study issues like frustration, but also we design bad things in order to understand what is good! Finally, there are times when good is dark and the bright light of day needs to be shrouded just a little
Technical Design Report for PANDA Electromagnetic Calorimeter (EMC)
This document presents the technical layout and the envisaged performance of the Electromagnetic Calorimeter (EMC) for the
PANDA target spectrometer. The EMC has been designed to meet the physics goals of the PANDA experiment. The performance figures are based on extensive prototype tests and radiation hardness studies. The document shows that the EMC is ready for construction up to the front-end electronics interface
Emotional Qualities of VR Space
The emotional response a person has to a living space is predominantly
affected by light, color and texture as space-making elements. In order to
verify whether this phenomenon could be replicated in a simulated environment,
we conducted a user study in a six-sided projected immersive display that
utilized equivalent design attributes of brightness, color and texture in order
to assess to which extent the emotional response in a simulated environment is
affected by the same parameters affecting real environments. Since emotional
response depends upon the context, we evaluated the emotional responses of two
groups of users: inactive (passive) and active (performing a typical daily
activity). The results from the perceptual study generated data from which
design principles for a virtual living space are articulated. Such a space, as
an alternative to expensive built dwellings, could potentially support new,
minimalist lifestyles of occupants, defined as the neo-nomads, aligned with
their work experience in the digital domain through the generation of emotional
experiences of spaces. Data from the experiments confirmed the hypothesis that
perceivable emotional aspects of real-world spaces could be successfully
generated through simulation of design attributes in the virtual space. The
subjective response to the virtual space was consistent with corresponding
responses from real-world color and brightness emotional perception. Our data
could serve the virtual reality (VR) community in its attempt to conceive of
further applications of virtual spaces for well-defined activities.Comment: 12 figure
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