975 research outputs found

    Wizards of Oz in the Evolving Map of Design Research โ€“ Trying to Frame GUI Interaction Interviews

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    We present and discuss GUI-ii, Graphical User Interface interaction interview, a method used to remotely discuss, develop and test GUI prototypes with users and stakeholders. Examples of such sessions are presented to demonstrate that the main benefits of GUI-ii are that this way of co-designing allows for interaction-informed discussions around functions and user interfaces, where re-design and hands-on experience can be integrated and efficiently carried out remotely. Using a facilitation tool to enact GUI layout and responses allows participation and evaluation to take turns in participatory design processes in a productive way. We discuss this form of Participatory Design along the dimensions found in Sandersโ€™ Map of Design Research. The discussion concludes that GUI-ii facilitates participation by relaxing demands for physical presence and by allowing people to participate from their own work environment while still making it easy for them to directly influence contents, structure and interaction

    Introducing a Socio-Technical Perspective on Digital Competence Education Through Co-design

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    Digital competence and programming have been part of the Swedish school curricula since 2018. This paper demonstrates how co-design design activities can be conducted as a way to provide digital competence education from a socio-technical perspective. Such activities were conducted with novice designers in three sessions, each with two school classes, from a Swedish engineering upper secondary school program in 2019. The students gained hands-on experience with interaction design and co-design as they designed a mobile application using a Wizard-of-Oz prototyping system and evaluated the prototype with users. This trial is used to argue that time allocation for socio-technical perspectives on digital competence in the Swedish school curricula can be expanded to be able to provide students with a more holistic view of digitization beyond technical issues

    Capturing Situational Context in an Augmented Memory System

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    Bookmarking a moment is a new approach being introduced to capture past experience and insert information into an augmented memory system. This idea is inspired from the concept of the bookmark in web browsers. Semi-automatic bookmarking different moments when time is limited and revisiting these moments before inserting them into an augmented memory system will help people to remember their past experience. An exploratory study was conducted to discover and shape the design requirements for a system called CatchIt. It aims to understand end-usersโ€™ needs to capture their personal experience, which is an important and complex issue in the case of capture and access of personal experiences. CatchIt is a system to bookmark the significant moments during the day before enriching them, and entering them into the augmented memory system called Digital Parrot. The conceptual design of CatchIt will be the main aim of this study. The primary requirements were derived from the scenarios and analysis of the findings of five different study stages were designed to inspect these: unobserved field visit, shadowing, using indictors, Wizard of Oz and using technology. Thirty participants were involved in field visit, survey and follows up interview. Each stage had different tasks to be performed and the findings of each stage contributed to understanding different parts of user needs and system design requirements. The results of this study indicated the system should automatically record the context information, especially the time and location since they were typically neglected by the participants. Different information such as textual and visual information should be manually recorded based on the usersโ€™ setting or situations. A single button is a promising input mechanism to bookmark a moment and it should be fast and effort- less. The result showed no clear correlation between learning style and type of the information that had been captured. Also, we found that there might be a correlation between passive capture and false memories. All these findings were used to provide a foundation for further work to implement the bookmark system and evaluate this approach. Some issues raised in this study need further research. The work will contribute to a greater understanding of human memory and selective capture

    Analysis of the interaction between elderly people and a simulated virtual coach

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    The EMPATHIC project develops and validates new interaction paradigms for personalized virtual coaches (VC) to promote healthy and independent aging. To this end, the work presented in this paper is aimed to analyze the interaction between the EMPATHIC-VC and the users. One of the goals of the project is to ensure an end-user driven design, involving senior users from the beginning and during each phase of the project. Thus, the paper focuses on some sessions where the seniors carried out interactions with a Wizard of Oz driven, simulated system. A coaching strategy based on the GROW model was used throughout these sessions so as to guide interactions and engage the elderly with the goals of the project. In this interaction framework, both the human and the system behavior were analyzed. The way the wizard implements the GROW coaching strategy is a key aspect of the system behavior during the interaction. The language used by the virtual agent as well as his or her physical aspect are also important cues that were analyzed. Regarding the user behavior, the vocal communication provides information about the speaker's emotional status, that is closely related to human behavior and which can be extracted from the speech and language analysis. In the same way, the analysis of the facial expression, gazes and gestures can provide information on the non verbal human communication even when the user is not talking. In addition, in order to engage senior users, their preferences and likes had to be considered. To this end, the effect of the VC on the users was gathered by means of direct questionnaires. These analyses have shown a positive and calm behavior of users when interacting with the simulated virtual coach as well as some difficulties of the system to develop the proposed coaching strategy.The research presented in this paper is conducted as part of the project EMPATHIC that has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement no 769872

    A framework for the design, prototyping and evaluation of mobile interfaces for domestic environments

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    The idea of the smart home has been discussed for over three decades, but it has yet to achieve mass-market adoption. This thesis asks the question Why is my home not smart? It highlights four main areas that are barriers to adoption, and concentrates on a single one of these issues: usability. It presents an investigation that focuses on design, prototyping and evaluation of mobile interfaces for domestic environments resulting in the development of a novel framework. A smart home is the physical realisation of a ubiquitous computing system for domestic living. The research area offers numerous benefits to end-users such as convenience, assistive living, energy saving and improved security and safety. However, these benefits have yet to become accessible due to a lack of usable smart home control interfaces. This issue is considered a key reason for lack of adoption and is the focus for this thesis. Within this thesis, a framework is introduced as a novel approach for the design, prototyping and evaluation of mobile interfaces for domestic environments. Included within this framework are three components. Firstly, the Reconfigurable Multimedia Environment (RME), a physical evaluation and observation space for conducting user centred research. Secondly, Simulated Interactive Devices (SID), a video-based development and control tool for simulating interactive devices commonly found within a smart home. Thirdly, iProto, a tool that facilitates the production and rapid deployment of high fidelity prototypes for mobile touch screen devices. This framework is evaluated as a round-tripping toolchain for prototyping smart home control and found to be an efficient process for facilitating the design and evaluation of such interfaces

    ํ—ฌ์Šค์ผ€์–ด๋ฅผ ์œ„ํ•œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์˜ ๋ชจ์‚ฌ๋œ ํŽ˜๋ฅด์†Œ๋‚˜ ๋””์ž์ธ ๋ฐ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜ ์—ฐ๊ตฌ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ์ธ๋ฌธ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ์ธ์ง€๊ณผํ•™์ „๊ณต, 2021.8. ์ด์ค€ํ™˜.๋””์ง€ํ„ธ ํ—ฌ์Šค์ผ€์–ด(Digital Healthcare) ๊ธฐ์ˆ ์˜ ๋ฐœ์ „์€ ์ผ์ƒ ํ—ฌ์Šค์ผ€์–ด ์˜์—ญ์—์„œ์˜ ํ˜์‹ ์„ ์ฃผ๋„ ํ•˜๊ณ  ์žˆ๋‹ค. ์ด๋Š” ์˜ํ•™ ์ „๋ฌธ๊ฐ€๋“ค์˜ ์ •ํ™•ํ•œ ์ง„๋‹จ, ์งˆ๋ณ‘์˜ ์น˜๋ฃŒ๋ฅผ ๋„์šธ ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ ์‚ฌ์šฉ์ž๊ฐ€ ์Šค์Šค๋กœ ์ผ์ƒ์—์„œ ์ž๊ธฐ๊ด€๋ฆฌ๋ฅผ ํ•  ์ˆ˜ ์žˆ๋„๋ก ๋•๋Š”๋‹ค. ๋””์ง€ํ„ธ ํ—ฌ์Šค์ผ€์–ด ๊ธฐ์ˆ ์˜ ๋Œ€ํ‘œ์ ์ธ ๋ชฉํ‘œ ์ค‘ ํ•˜๋‚˜๋Š” ํšจ๊ณผ์ ์œผ๋กœ ํ—ฌ์Šค์ผ€์–ด ์„œ๋น„์Šค๋ฅผ ๊ฐœ์ธํ™” ์‹œํ‚ค๋Š” ๊ฒƒ์ธ๋ฐ, ์ด๋Ÿฌํ•œ ์ธก๋ฉด์—์„œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ(Conversational AI)์€ ์‚ฌ์šฉํ•˜๊ธฐ ์‰ฝ๊ณ  ํšจ์œจ์ ์ธ ๋น„์šฉ์œผ๋กœ ๊ฐœ์ธํ™”๋œ ์„œ๋น„์Šค๋ฅผ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ๊ธฐ์— ์ฃผ๋ชฉ๋ฐ›๊ณ  ์žˆ๋‹ค. ๊ธฐ์กด์˜ ๊ฐœ์ธํ™”๋œ ์ผ€์–ด ์„œ๋น„์Šค๋“ค์˜ ๊ฒฝ์šฐ๋Š” ๋Œ€๋ถ€๋ถ„ ์˜๋ฃŒ๊ธฐ๊ด€์˜ ์งˆ๋ณ‘์น˜๋ฃŒ ์„œ๋น„์Šค๋“ค์— ํฌํ•จ๋˜์—ˆ๋Š”๋ฐ, ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์€ ์ด๋Ÿฌํ•œ ๊ฐœ์ธํ™”๋œ ์ผ€์–ด ์„œ๋น„์Šค์˜ ์˜์—ญ์„ ์ผ์ƒ์—์„œ์˜ ์งˆ๋ณ‘ ์˜ˆ๋ฐฉ์„ ์œ„ํ•œ ๊ด€๋ฆฌ๋กœ ํ™•์žฅํ•˜๋Š”๋ฐ ๊ธฐ์—ฌํ•œ๋‹ค. ์ผ๋Œ€์ผ ๋Œ€ํ™”๋ฅผ ํ†ตํ•ด ๋งž์ถคํ˜• ๊ต์œก, ํ…Œ๋ผํ”ผ, ๊ทธ์™ธ์˜ ๊ด€๋ จ ์ •๋ณด ๋“ฑ์„ ์ œ๊ณตํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ์ธก๋ฉด์—์„œ ์ผ์ƒ ํ—ฌ์Šค์ผ€์–ด์— ์ ํ•ฉํ•œ ๋””์ง€ํ„ธ ํ—ฌ์Šค์ผ€์–ด ๊ธฐ์ˆ ๋กœ์˜ ํ™œ์šฉ๋„๊ฐ€ ๋†’๋‹ค. ์ด๋Ÿฌํ•œ ์ด์ ์œผ๋กœ ์ธํ•ด ๋‹ค์–‘ํ•œ ์—ญํ• ์„ ๊ฐ€์ง„ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ๋“ค์˜ ๊ฐœ๋ฐœ์ด ์ด๋ฃจ์–ด์ง€๊ณ  ์žˆ๋‹ค. ๊ทธ๋Ÿฌ๋‚˜, ์ด๋Ÿฌํ•œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ๋“ค์—๊ฒŒ ์‚ฌ์šฉ์ž์˜ ์„ ํ˜ธ๋„์— ์ ํ•ฉํ•œ ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ๋ถ€์—ฌํ•˜๋Š” ์—ฐ๊ตฌ๋Š” ๋“œ๋ฌผ๊ฒŒ ์ด๋ฃจ์–ด ์ง€๊ณ  ์žˆ๋‹ค. ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์˜ ์ฃผ์š” ๊ธฐ๋Šฅ์ธ ์ž์—ฐ์–ด ๊ธฐ๋ฐ˜ ์ƒํ˜ธ์ž‘์šฉ์€ CASA ํŒจ๋Ÿฌ๋‹ค์ž„(CASA Paradigm)์—์„œ ์ œ๊ธฐํ•˜๋Š” ์‚ฌ์šฉ์ž๊ฐ€ ์‹œ์Šคํ…œ์„ ์˜์ธํ™”ํ•˜๋Š” ๊ฒฝํ–ฅ์„ ๋†’์ธ๋‹ค. ๋•Œ๋ฌธ์— ํŽ˜๋ฅด์†Œ๋‚˜์— ๋Œ€ํ•œ ์‚ฌ์šฉ์ž์˜ ์„ ํ˜ธ๋„๊ฐ€ ์ง€์†์ ์ธ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์˜ ์‚ฌ์šฉ๊ณผ ๋ชฐ์ž…์— ์˜ํ–ฅ์„ ๋ฏธ์นœ๋‹ค. ๋˜ํ•œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์˜ ์žฅ๊ธฐ์ ์ธ ์‚ฌ์šฉ์„ ์œ„ํ•ด์„œ ์ ์ ˆํ•œ ์‚ฌ์šฉ์ž์™€์˜ ์‚ฌํšŒ์ , ๊ฐ์ •์  ์ƒํ˜ธ์ž‘์šฉ์„ ๋””์ž์ธ ํ•ด ์ฃผ์–ด์•ผ ํ•˜๋Š”๋ฐ, ์ธ์ง€๋œ ํŽ˜๋ฅด์†Œ๋‚˜์— ๋Œ€ํ•œ ์‚ฌ์šฉ์ž์˜ ์„ ํ˜ธ๋„๊ฐ€ ์ด ๊ณผ์ •์—๋„ ์œ ์˜๋ฏธํ•œ ์˜ํ–ฅ์„ ๋ฏธ์นœ๋‹ค. ๋•Œ๋ฌธ์— ์ง€์†์ ์ธ ์ฐธ์—ฌ๊ฐ€ ๊ฒฐ๊ณผ์— ํฐ ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ์ผ์ƒ ํ—ฌ์Šค์ผ€์–ด ์˜์—ญ์—์„œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์„ ํ™œ์šฉํ•˜๋Š”๋ฐ ๊ฐœ์ธํ™”๋œ ํŽ˜๋ฅด์†Œ๋‚˜ ๋””์ž์ธ์ด ๊ธ์ •์ ์ธ ์‚ฌ์šฉ์ž ๊ฒฝํ—˜ ๋ฐ ์‚ฌ์šฉ์ž ๊ฑด๊ฐ• ์ฆ์ง„์˜ ๊ฐ€๋Šฅ์„ฑ์„ ๋†’์ผ ๊ฒƒ์œผ๋กœ ๋ณธ ์—ฐ๊ตฌ๋Š” ๊ฐ€์ •ํ•œ๋‹ค. ๊ฐœ์ธํ™”๋œ ํŽ˜๋ฅด์†Œ๋‚˜ ๋””์ž์ธ์„ ์œ„ํ•ด ์‚ฌ์šฉ์ž์™€ ํ˜„์‹ค์—์„œ ์นœ๋ฐ€ํ•œ ๊ด€๊ณ„์— ์žˆ๋Š” ์‹ค์กด์ธ๋ฌผ(ํ˜ธ์ŠคํŠธ)์˜ ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์— ์ ์šฉํ•˜๊ณ  ํ‰๊ฐ€ํ•˜๋Š” ๊ฒƒ์ด ๋ณธ ์—ฐ๊ตฌ์˜ ํ•ต์‹ฌ์ ์ธ ์•„์•„๋””์–ด์ด๋‹ค. ์ด๋ฅผ ๊ฒ€์ฆํ•˜๊ธฐ ์œ„ํ•ด์„œ ํ•ด๋‹น ํ•™์œ„ ๋…ผ๋ฌธ์€ ์ด ์„ธ ๊ฐ€์ง€์˜ ์„ธ๋ถ€ ์—ฐ๊ตฌ๋ฅผ ํฌํ•จํ•œ๋‹ค. ์ฒซ์งธ๋Š” ์‹ค์กด์ธ๋ฌผ์˜ ํŽ˜๋ฅด์†Œ๋‚˜ ์ค‘์—์„œ๋„ ์ผ์ƒ ๊ฑด๊ฐ•๊ด€๋ฆฌ์— ์ ํ•ฉํ•œ ํ˜ธ์ŠคํŠธ์˜ ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ํƒ์ƒ‰ํ•˜๋Š” ์—ฐ๊ตฌ์ด๋‹ค. ๋‘˜์งธ๋Š” ํ˜ธ์ŠคํŠธ์˜ ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์— ์ ์šฉํ•˜๊ธฐ ์œ„ํ•ด ๊ณ ๋ คํ•ด์•ผ ํ•  ์–ธ์–ด์  ์š”์†Œ๋“ค์„ ์ •์˜ํ•˜๋Š” ์—ฐ๊ตฌ์ด๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ๋Š” ์œ„์˜ ๊ณผ์ •์„ ํ†ตํ•ด ๊ฐœ๋ฐœ๋œ ์‹ค์กดํ•˜๋Š” ์ธ๋ฌผ์˜ ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ๊ฐ€์ง„ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์ด ์ผ์ƒ ํ—ฌ์Šค์ผ€์–ด ์˜์—ญ์—์„œ ์‹ค์ œ ํšจ๊ณผ๋ฅผ ๋ณด์ด๋Š”์ง€๋ฅผ ํ‰๊ฐ€ํ•˜๋Š” ์—ฐ๊ตฌ์ด๋‹ค. ๋˜ํ•œ ํ•ด๋‹น ํ•™์œ„๋…ผ๋ฌธ์€ ์ผ๋ จ์˜ ์—ฐ๊ตฌ๋“ค์—์„œ ๋ฐœ๊ฒฌํ•œ ๊ฒฐ๊ณผ๋“ค์„ ๋ฐ”ํƒ•์œผ๋กœ ์‚ฌ์šฉ์ž์™€ ์นœ๋ฐ€ํ•œ ๊ด€๊ณ„์— ์žˆ๋Š” ํŽ˜๋ฅด์†Œ๋‚˜๋ฅผ ์ผ์ƒ ํ—ฌ์Šค์ผ€์–ด๋ฅผ ์œ„ํ•œ ๋Œ€ํ™”ํ˜• ์ธ๊ณต์ง€๋Šฅ์— ์ ์šฉํ•  ๋•Œ ๊ณ ๋ คํ•ด์•ผํ•  ๋””์ž์ธ ํ•จ์˜์ ๋“ค์„ ๋„์ถœํ•˜๊ณ  ๊ฐ€์ด๋“œ๋ผ์ธ์„ ์ œ์‹œํ•œ๋‹ค.Advance in digital healthcare technologies has been leading a revolution in healthcare. It has been showing the enormous potential to improve medical professionalsโ€™ ability for accurate diagnosis, disease treatment, and the usersโ€™ daily self-care. Since the recent transformation of digital healthcare aims to provide effective personalized health services, Conversational AI (CA) is being highlighted as an easy-to-use and cost-effective means to deliver personalized services. Particularly, CA is gaining attention as a mean for personalized care by ingraining positive self-care behavior in a daily manner while previous methods for personalized care are focusing on the medical context. CA expands the boundary of personalized care by enabling one-to-one tailored conversation to deliver health education and healthcare therapies. Due to CA's opportunities as a method for personalized care, it has been implemented with various types of roles including CA for diagnosis, CA for prevention, and CA for therapy. However, there lacks study on the personalization of healthcare CA to meet user's preferences on the CA's persona. Even though the CASA paradigm has been applied to previous studies designing and evaluating the human-likeness of CA, few healthcare CAs personalize its human-like persona except some CAs for mental health therapy. Moreover, there exists the need to improve user experience by increasing social and emotional interaction between the user and the CA. Therefore, designing an acceptable and personalized persona of CA should be also considered to make users to be engaged in the healthcare task with the CA. In this manner, the thesis suggests an idea of applying the persona of the person who is in a close relationship with the user to the conversational CA for daily healthcare as a strategy for persona personalization. The main hypothesis is the idea of applying a close person's persona would improve user engagement. To investigate the hypothesis, the thesis explores if dynamics derived from the social relationship in the real world can be implemented to the relationship between the user and the CA with the persona of a close person. To explore opportunities and challenges of the research idea, series of studies were conducted to (1) explore appropriate host whose persona would be implemented to healthcare CA, (2) define linguistic characteristics to consider when applying the persona of a close person to the CA, and (3)implement CA with the persona of a close person to major lifestyle domains. Based on findings, the thesis provides design guidelines for healthcare CA with the persona of the real person who is in a close relationship with the user.Abstract 1 1 Introduction 12 2 Literature Review 18 2.1 Roles of CA in Healthcare 18 2.2 Personalization in Healthcare CA 23 2.3 Persona Design CA 25 2.4 Methods for Designing Chatbotโ€™s Dialogue Style 30 2.4.1 Wizard of Oz Method 32 2.4.2 Analyzing Dialogue Data with NLP 33 2.4.3 Participatory Design 35 2.4.4 Crowdsourcing 37 3 Goal of the Study 39 4 Study 1. Exploring Candidate Persona for CA 43 4.1 Related Work 44 4.1.1 Need for Support in Daily Healthcare 44 4.1.2 Applying Persona to Text-based CA 45 4.2 Research Questions 47 4.3 Method 48 4.3.1 Wizard of Oz Study 49 4.3.2 Survey Measurement 52 4.3.3 Post Interview 54 4.3.4 Analysis 54 4.4 Results 55 4.4.1 System Acceptance 56 4.4.2 Perceived Trustfulness and Perceived Intimacy 57 4.4.3 Predictive Power of Corresponding Variables 58 4.4.4 Linguistic Factors Affecting User Perception 58 4.5 Implications 60 5 Study 2. Linguistic Characteristics to Consider When Applying Close Personโ€™s Persona to a Text-based Agent 63 5.1 Related Work 64 5.1.1 Linguistic Characteristics and Persona Perception 64 5.1.2 Language Component 66 5.2 Research Questions 68 5.3 Method 69 5.3.1 Modified Wizard of Oz Study 69 5.3.2 Survey 72 5.4 Results 73 5.4.1 Linguistic Characteristics 73 5.4.2 Priority of Linguistic Characteristics 80 5.4.3 Differences between language Component 82 5.5 Implications 82 6 Study3.Implementation on Lifestyle Domains 85 6.1 Related Work 86 6.1.1 Family as Effective Healthcare Provider 86 6.1.2 Chatbots Promoting Healthy Lifestyle 87 6.2 Research questions 94 6.3 Implementing Persona of Family Member 95 6.3.1 Domains of Implementation 96 6.3.2 Measurements Used in the Study 97 6.4 Experiment 1: Food Journaling Chatbot 100 6.4.1 Method 100 6.4.2 Results 111 6.5 Experiment 2: Physical Activity Intervention 128 6.5.1 Method 131 6.5.2 Results 140 6.6 Experiment 3: Chatbot for Coping Stress 149 6.6.1 Method 151 6.6.2 Results 158 6.7 Implications from Domain Experiments 169 6.7.1 Comparing User Experience 170 6.7.2 Comparing User Perception 174 6.7.3 Implications from Study 3 183 7 Discussion 192 7.1 Design Guidelines 193 7.2 Ethical Considerations 200 7.3 Limitations 206 8 Conclusion 210 References 212 Appendix 252 ๊ตญ๋ฌธ์ดˆ๋ก 262๋ฐ•

    The Erasure of Rural West Texas Voices in Higher Education Institutions an Autoethnographic Study of Minoritized Students of West Texas in Their Journey to Obtain Success in Higher Education Institutions

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    I was once told there is a person in the world who has locked within his or her mind the framework for the cure for cancer or even the ability to create an energy model that will revolutionize how society consumes natural resources. Now imagine if I told you I have seen that person alive and well working as an oil well driller on a rig in Mentone, Texas. The first question most people would ask is, โ€œWhy is the person drilling in the middle of nowhere Texas instead of impacting the world by way of displaying his or her incredible innovative potential?โ€ This scenario is the basis of my study. I want to bring to the forefront the stories of the rural minoritized students whose innovation has been discarded, overlooked, and erased because it has consistently been deemed irrelevant or unimportant by the collegiate world. In consideration of the alienation and isolation that these minoritized students face, I am proposing an autoethnographic study that merges cultural and social issues related to the divisive code-switching rhetoric minoritized students are forced to utilize in institutions of higher learning and the narratives about the architecture of the academic buildings they are forced to inhabit. I will analyze how higher education institutions negate these studentsโ€™ ethnic diversity and innovative potential by coercing them into silence or submission, forcing them to assimilate, discouraging them through persuasive reasoning, or isolating them in the built environment. These students leave the safety of their small environments hoping to learn from or contribute to the collegiate world, only to discover that the universities they have aspired to join will overlook and devalue them until they leave or assimilate into the predetermined role the school has designed for them. My interviews with various high school students will document their experiences with the collegiate world and how their vision, direction, and contributions to higher education institutions were stifled, controlled, neglected, or silenced

    Real, Truly Live Places: Notes toward the Queer Uncanny

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    This dissertation problematizes contemporary ideas of epistemological dependability and advances queer theory's critique of heteronormativity by reading the psychoanalytic concept of the uncanny in conjunction with the critical concept of the queer to produce the queer uncanny. The first chapter analyzes the The Wizard of Oz (1939) and introduces the disruptive interpretive potential of the queer uncanny in several of its manifestations: the compulsion to repeat, doubling, and dislogic. The second chapter focuses on the novel Mysterious Skin (Scott Heim) and of redemption in light of childhood sexual molestation, demonstrates the ability of the queer uncanny to broaden available interpretative ranges vis-ร -vis cultural discourses surrounding traumatic events like child sexual abuse. The final chapter applies the lens of the queer uncanny to a municipal domestic partnership registry ordinance that by its own terms provides no rights to registrants but which upon further analysis turns out to offer evidence of the performative potential of the queer uncanny
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