1,939 research outputs found

    Revealing User Behaviour on the World-Wide Web

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    This paper presents the results of a qualitative study of user behaviour on the World-Wide Web. Eight participants were filmed whilst performing user-defined tasks and then asked to review the video-taped session during prompted recall. This data forms the basis for a series of descriptions of user behaviour and the postulation of a number of underlying cognitive mechanisms. Our results indicate that people: lack ready made search strategies, prefer alternatives that are visible, immediately available and familiar, choose the path of least resistance, exhibit social forms of behaviour, engage in parallel activities, object to misleadingly presented information, have trouble orienting, are late in using appropriate strategies, are sensitive to matters of time, and are emotionally involved in the activity. The paper ends with a discussion of how these results can contribute to our understanding of hypermedia

    Category theory applied to a radically new but logically essential description of time and space

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    McTaggart's ideas on the unreality of time as expressed in "The Nature of Existence" have retained great interest for many years for scholars, academics and other philosophers. In this essay, there is a brief discussion which mentions some of the high points of this philosophical interest, and goes on to apply his ideas to modern physics and neuroscience. It does not discuss McTaggart's C and D series, but does emphasise how the use of derived versions of both his A and B series can be of great virtue in discussing both the abstract physics of time, and the present and future importance of McTaggart's ideas to the subject of time. Indeed an experiment using human volunteers and dynamic systems modelling which was carried out is described, which illustrates this fact. The Many Bubble Interpretation, which also derives from McTaggart's ideas, is discussed and various examples of its use and effectiveness are referred to. The Schrodinger Cat paradox is essentially resolved in principle, the quantum Zeno effect interpretable, Kwiat's recent result referred to, and the newly discovered reverse Stickgold effect described.\u

    Balancing the payment system

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    The increasingly complex economic and financial environment in which we live makes the management of liquidity in payment systems and the economy in general a persistent challenge. New technologies are making it possible to address this challenge through alternative solutions that complement and strengthen existing payment systems. For example, the interbank balancing method can also be applied to private payment systems, complementary currencies, and trade credit clearing systems to provide better liquidity and risk management. In this paper we introduce the concept of a balanced payment system and demonstrate the effects of balancing on a small example. We show how to construct a balanced payment subsystem that can be settled in full and, therefore, that can be removed from the payment system to achieve liquidity-saving and payments gridlock resolution. We also briefly introduce a generalization of a payment system and of the method to balance it in the form of a specific application (Tetris Core Technologies), whose wider adoption could contribute to the financial stability of and better management of liquidity and risk for the whole economy

    User Identification Using Games

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    There is a significant shift towards a digital identity and yet the most common means of user authentication, username and password pairs, is an imperfect system. In this paper we present the notion of using videogames, specifically Tetris, to supplement traditional authentication methods and provide an additional layer of identity validation. Two experiments were undertaken that required participants to play a modified version of Tetris; the first experiment with a randomly ordered set of pieces and the second with the pieces appearing in a fixed order. The results showed that even simple games like Tetris demonstrate significant complexity in the available game states and that while some users displayed repeatable strategic behaviour, others were effectively random in their behaviours exhibiting no discernible strategy or repeatable behaviour. However, some pieces and gameboard scenarios encouraged users to exhibit behaviours that are more unique than others
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