478,388 research outputs found
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Olfaction-enhanced multimedia: Perspectives and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagOlfactionâor smellâis one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complexâand richerâuser multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the usersâ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a userâs perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications
Analysing Pedestrian Traffic Around Public Displays
This paper presents a powerful approach to evaluating public technologies by capturing and analysing pedestrian traffic using computer vision. This approach is highly flexible and scales better than traditional ethnographic techniques often used to evaluate technology in public spaces. This technique can be used to evaluate a wide variety of public installations and the data collected complements existing approaches. Our technique allows behavioural analysis of both interacting users and non-interacting passers-by. This gives us the tools to understand how technology changes public spaces, how passers-by approach or avoid public technologies, and how different interaction styles work in public spaces. In the paper, we apply this technique to two large public displays and a street performance. The results demonstrate how metrics such as walking speed and proximity can be used for analysis, and how this can be used to capture disruption to pedestrian traffic and passer-by approach patterns
Coffee maker patterns and the design of energy feedback artefacts
Smart electricity meters and home displays are being
installed in peopleâs homes with the assumption that
households will make the necessary efforts to reduce their
electricity consumption. However, present solutions do not
sufficiently account for the social implications of design.
There is a potential for greater savings if we can better
understand how such designs affect behaviour. In this
paper, we describe our design of an energy awareness
artefact â the Energy AWARE Clock â and discuss it in
relation to behavioural processes in the home. A user study
is carried out to study the deployment of the prototype in
real domestic contexts for three months. Results indicate
that the Energy AWARE Clock played a significant role in
drawing householdsâ attention to their electricity use. It
became a natural part of the household and conceptions of
electricity became naturalized into informantsâ everyday
language
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Culture or social interaction? A study of influential factors on weblog design
The importance of blogs and social networking as medium of interactions had gain substantial popularity in mainstream media. Such popularity is due to blogs timely publication, ease of use and wide availability. Blogs hypertext and hyperlinks spread information and influence through an underlying social network. Taking into consideration that past studies on web design have focused on cultural traits on design elements, this paper aims to analyse the patterns on blog design from the perspectives of social influence and interactions. Examining design patterns from five networks of blogs using content analysis method, the results show that design of blogs in an online network shares similar elements and the pattern is different from one network to the other
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Native advertising : attitudes, value and purchase intention
textNative-form advertising in the digital space can most easily be defined as promotional content constructed to mimic the form and structure of the website that it is embedded on. With the rise of user generated content and social media, digital native advertising is fast becoming a popular promotional tactic for brands looking to engage with an online audience. This study examines whether this form of advertising significantly impacts consumer attitudes towards the ad, value of the ad and purchase intention of the promoted product across three product categories. Although not significant, results suggest that native advertising positively impacts entertainment- and lifestyle-based products, while information-based service industries, including cyber security, saw a negative reaction from respondents. That said, product category did influence attitude toward the ad and ad value regardless of the ad type. Moreover, a strong positive correlation between product involvement and purchase intention was found, indicating the need to target specific audiences with online native advertising.Advertisin
Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies
Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud
of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud
is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud
Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement
Understanding Public Evaluation: Quantifying Experimenter Intervention
Public evaluations are popular because some research
questions can only be answered by turning âto the wild.â
Different approaches place experimenters in different roles
during deployment, which has implications for the kinds of
data that can be collected and the potential bias introduced
by the experimenter. This paper expands our understanding
of how experimenter roles impact public evaluations and
provides an empirical basis to consider different evaluation
approaches. We completed an evaluation of a playful
gesture-controlled display â not to understand interaction at
the display but to compare different evaluation approaches.
The conditions placed the experimenter in three roles,
steward observer, overt observer, and covert observer, to
measure the effect of experimenter presence and analyse the
strengths and weaknesses of each approach
Smart driving assistance systems : designing and evaluating ecological and conventional displays
In-vehicle information systems have been shown to increase driver workload and cause distraction;
both are causal factors for accidents. This simulator study evaluates the impact that two designs for
a smart driving aid and scenario complexity has on workload, distraction and driving performance.
Results showed that real-time delivery of smart driving information did not increase driver workload
or adversely affect driver distraction, while having the effect of decreasing mean driving speed
in both the simple and complex driving scenarios. Important differences were also highlighted
between conventional and ecologically designed smart driving interfaces with respect to subjective
workload and peripheral detection
Virtuality in human supervisory control: Assessing the effects of psychological and social remoteness
Virtuality would seem to offer certain advantages for human supervisory control. First, it could provide a physical analogue of the 'real world' environment. Second, it does not require control room engineers to be in the same place as each other. In order to investigate these issues, a low-fidelity simulation of an energy distribution network was developed. The main aims of the research were to assess some of the psychological concerns associated with virtual environments. First, it may result in the social isolation of the people, and it may have dramatic effects upon the nature of the work. Second, a direct physical correspondence with the 'real world' may not best support human supervisory control activities. Experimental teams were asked to control an energy distribution network. Measures of team performance, group identity and core job characteristics were taken. In general terms, the results showed that teams working in the same location performed better than team who were remote from one another
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