90,616 research outputs found

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    Empathic Agent Technology (EAT)

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    A new view on empathic agents is introduced, named: Empathic Agent Technology (EAT). It incorporates a speech analysis, which provides an indication for the amount of tension present in people. It is founded on an indirect physiological measure for the amount of experienced stress, defined as the variability of the fundamental frequency of the human voice. A thorough review of literature is provided on which the EAT is founded. In addition, the complete processing line of this measure is introduced. Hence, the first generally applicable, completely automated technique is introduced that enables the development of truly empathic agents

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

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    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

    Web Acceptance and Usage Model: A Comparison between Goal-directed and Experiential Web Users

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    In this paper we analyse the Web acceptance and usage between goal-directed users and experiential users, incorporating intrinsic motives to improve the particular and explanatory TAM value –traditionally related to extrinsic motives-. A field study was conducted to validate measures used to operationalize model variables and to test the hypothesised network of relationships. The data analysis method used was Partial Least Squares (PLS).The empirical results provided strong support for the hypotheses, highlighting the roles of flow, ease of use and usefulness in determining the actual use of the Web among experiential and goal-directed users. In contrast with previous research that suggests that flow would be more likely to occur during experiential activities than goal-directed activities, we found clear evidence of flow for goal-directed activities. In particular the study findings indicate that flow might play a powerfulrole in determining the attitude towards usage,intention to useand, in turn,actual Web use among experiential and goal-directed users

    Aerospace Medicine and Biology: A continuing bibliography with indexes, supplement 165, March 1977

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    This bibliography lists 198 reports, articles, and other documents introduced into the NASA scientific and technical information system in February 1977

    Annotated Bibliography: Anticipation

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    Global affective computing research in the period 1997-2017: a bibliometric analysis

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    Notable fallouts in marketing and financial market prediction have raised the interest by the scientific community and the business world in Affective Computing (AfC). Automatically recognizing and responding to a user’s affective states, AfC shows a great potential to improve companies capabilities of customer relationship management. The aim of this study is to evaluate this field of research during the last twenty years, identifying for one side its evolution, by the major publications, citations, journals, authors, productive countries, productive institutions, and collaboration patterns; and for another side, identifying its trends through the analysis of research hotspots, burst keywords and areas of research done so far. This bibliometric analysis is based on the science citation index expanded (SCI-E), from the Institute of Scientific Information Web-of science, which is now firmly established as an integral part of research evaluation methodology especially within the scientific and applied fields. The results show a significant 4.19 rate of growth in AfC, doubling the number of publications in 4.02 years time. This field of interest is paving the way for creativity and innovation and provides opportunities for its greater development.info:eu-repo/semantics/acceptedVersio

    The Effect of Valence and Arousal on Spatial Attention

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    Conceptual metaphor theory suggests that to mentally represent abstract concepts we use metaphorical associations to map them onto more concrete constructs (Lakoff & Johnson, 1980; 1999). Using a choice reaction time (CRT) task, Meier and Robinson (2004) found that positively valenced words primed attention to higher areas in vertical space, while negatively valenced words primed attention to lower areas in vertical space, consistent with the good is up/bad is down conceptual metaphor. Meier and Robinson (2004; 2005) suggest this provides evidence that emotional words create an automatic and obligatory metaphor-congruent shift in spatial attention, driven by a Valence x Position interaction. However, other research shows that the arousal level, not just the valence of emotional words can affect reaction time (Robinson, Storbeck, Meier & Kirkeby, 2004). This means concluding that valence alone is driving the shift in attention is premature. Furthermore, Brookshire, Irvy and Casasanto (2010) dispute Meier and Robinson’s claim that the relationship between affect and metaphor is automatic, instead suggesting that affect-metaphor associations are optional and only accessed under certain contextual conditions. The purpose of this thesis was therefore two-fold. First, it aimed to explore whether valence, arousal, or an interaction between the two was responsible for driving the metaphor-consistent shift in spatial attention observed by Meier and Robinson (2004). Second, it aimed to progress the discussion about when affective stimuli, in the form of emotional words, automatically activate the good is up/bad is down conceptual metaphor. Three CRT experiments were conducted in which (a) emotional stimulus words were differentiated by arousal level as well as valence and (b) the evaluation of stimulus words’ affective tone (pleasant/unpleasant) was manipulated. A Valence x Position interaction in relation to the good is up but not bad is down conceptual metaphor was found when the valence of priming words was evaluated, suggesting valence, rather than arousal or a combination of both, is driving the affect-metaphor relationship. No evidence for the automatic activation of affect-metaphor associations was found when the word’s affective tone was not evaluated. These findings suggest that while driven by valence, affect-metaphor associations are not fully automatic and occur only under certain contextual conditions. The implications for our understanding of how emotion impacts spatial attention are discussed, suggesting metaphors enrich, rather than monopolise our mental representation of abstract, affective concepts
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