2,756 research outputs found

    Notifications Efficiency, Impact, and Interference in Second-Screen Scenarios

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    The growing use of second-screen devices stresses the importance of finding a balance between engagement, distraction, and disturbance of its users, while simultaneously watching television. In this framework, this article reports on a study designed to analyze the efficiency, impact, and interference of different notification strategies aiming to identify the best approach to be used when an alert is needed in second-screen scenarios. A prototype able to deliver synchronized information related with TV content, with intervals of 10, 30 and 60 s, followed by individual or combined notifications (e.g., audio, visual, and haptic—on the tablet and visual—on the TV) was developed. A laboratory adapted to replicate a living room was set up and a test that involved watching three segments of a 20-min clip while using the prototype was carried with 30 participants, under a cognitive walk-through protocol. Quantitative and qualitative results show that receiving notifications while watching TV is effective in alerting users about new information, despite its inherent cognitive disturbance for the TV viewing experience. It was also possible to highlight that in an HCI perspective, the most suitable strategy for integrating notifications (considering type and cadence) should be based on a combination of a visual notification (displayed only on the TV screen) along with a haptic notification (vibration on the tablet); spaced by an interval of at least 30 s

    Child Sponsorship, Evangelism, and Belonging in the Work of World Vision Zimbabwe

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    This is a study of the paradoxical effects of Christian humanitarian programs of child sponsorship in Zimbabwe

    Our robotic future and how we should react

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    Promoting reality awareness in virtual reality through proxemics

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    Head-Mounted Virtual reality (VR) systems provide full-immersive experiences to users and completely isolate them from the outside world, placing them in unsafe situations. Existing research proposed different alert-based solutions to address this. Our work builds on these studies on notification systems for VR environments from a different perspective. We focus on: (i) exploring alert systems to notify VR users about non-immersed bystanders' in socially related, non-critical interaction contexts; (ii) understanding how best to provide awareness of non-immersed bystanders while maintaining presence and immersion within the Virtual Environment(VE). To this end, we developed single and combined alert cues - leveraging proxemics, perception channels, and push/pull approaches and evaluated those via two user studies. Our findings indicate a strong preference towards maintaining immersion and combining audio and visual cues, push and pull notification techniques that evolve dynamically based on proximity

    AwareNotifications: Multi-Device Semantic Notification Handling with User-Defined Preferences

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    With the increase of connected devices and online services, the number of notifications received by each person is growing. Although notifications are useful to inform users about important information such as new messages and events, the continuous interruptions, the notification duplication, and the rigid delivery can be sources of discomfort. To overcome these issues, we present AwareNotifications, an intelligent system based on user-defined preferences to manage multi-device notifications. AwareNotifications is powered by Semantic Web technologies. By directly exploiting user preferences in the semantic reasoning process, the system is able to identify suitable device(s), modality, and moment(s) to deliver the incoming user notifications. We evaluated AwareNotifications in a user study with 15 participants, in which we compared our system with the "traditional" notification delivery system. The study confirms the perceived effectiveness of AwareNotifications, and provides insights to further improve the system

    Identifying Function, Agent, and Setting Motifs in Some Early Spanish "libros de caballerĂ­as"

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    The essay presents the methodology of a doctoral thesis (2008, University of Wisconsin-Madison) which classifies plot motifs in some sixteenth-century Castilian books of chivalry. Therein, two critical approaches to the texts are noted: motif studies, which analyze narrative components, and structural studies, which examine whole plotlines. Based on V. Propp’s Morphology of the Folktale, the motif is defined as a unit of plot structure. Propp’s thirty-one functions and seven tale-roles are then reduced to three categories: settings, functions, and agents. To demonstrate, a sample text from Amadís de Gaula, Book I is analyzed and its plot motifs indexed accordingly

    Time Out: Influence of user experience design on behavior to reduce smartphone use

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    We are more connected than we used to be but people are becoming disengaged from the real world. Are smartphones a blessing or a bane? That depends on how we use it. Being hooked to a smartphone while interacting with family or friends is a definite no-no. To address the issue of being neglected in social situations, timeOut allows neglected users to send anonymous timeouts to obsessive smartphone users who are preoccupied with their smartphones and are in close proximity to neglected users. The timeOut app allows neglected users to express their feelings without upsetting or embarrassing anyone. The application leveraged lean UX methodologies to quantify smartphone usage to make people aware of their distractive behavior. The goal of the project is to influence behavior through nudges, prompts and challenges that help the users in making positive behavioral changes.This project takes the form of a proof-of-concept prototype. The final outcome is based on research, user experience and human-computer interaction, design principles and technology to demonstrate the underlying concepts. timeOut has four main objectives: • To positively influence social behavior and impact smartphone usage with the help of user-friendly interface • To promote conversation • To make obsessive smartphone users aware of their distractive social behavior • To limit the interactions to bare minimum and design an externally consistent design for the iOS platfor
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