34 research outputs found

    Using computer-mediated communication as a tool for mentoring to Latina/o sophomore college students

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    The sophomore year of college can be challenging for many students specifically Latina/o students. New initiatives are being created to increase Latina/o enrollment, retention, and completion of higher education with research indicating Latinas/os are successful academically when they had a mentor or perceived someone on campus cared about them. Mentoring programs use various tools to communicate, but computer-mediated communication (CMC) tools have not been examined in Latina/o peer mentoring relationships. The current research study examined secondary data to see if Latina/o sophomore college students in a peer mentoring program were academically successful when using CMC to communicate with their mentor. Results were mixed; more students used CMC than face-to-face when communicating with their mentor and those who used CMC had a higher chance of being retained, but GPA was not correlated to CMC use. Additional analysis revealed mentoring to have a significant impact on GPA when compared to non-mentored students

    On Data-driven systems analyzing, supporting and enhancing users’ interaction and experience

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    Tesis doctoral en inglĂ©s y resumen extendido en español[EN] The research areas of Human-Computer Interaction and Software Architectures have been traditionally treated separately, but in the literature, many authors made efforts to merge them to build better software systems. One of the common gaps between software engineering and usability is the lack of strategies to apply usability principles in the initial design of software architectures. Including these principles since the early phases of software design would help to avoid later architectural changes to include user experience requirements. The combination of both fields (software architectures and Human-Computer Interaction) would contribute to building better interactive software that should include the best from both the systems and user-centered designs. In that combination, the software architectures should enclose the fundamental structure and ideas of the system to offer the desired quality based on sound design decisions. Moreover, the information kept within a system is an opportunity to extract knowledge about the system itself, its components, the software included, the users or the interaction occurring inside. The knowledge gained from the information generated in a software environment can be used to improve the system itself, its software, the users’ experience, and the results. So, the combination of the areas of Knowledge Discovery and Human-Computer Interaction offers ideal conditions to address Human-Computer-Interaction-related challenges. The Human-Computer Interaction focuses on human intelligence, the Knowledge Discovery in computational intelligence, and the combination of both can raise the support of human intelligence with machine intelligence to discover new insights in a world crowded of data. This Ph.D. Thesis deals with these kinds of challenges: how approaches like data-driven software architectures (using Knowledge Discovery techniques) can help to improve the users' interaction and experience within an interactive system. Specifically, it deals with how to improve the human-computer interaction processes of different kind of stakeholders to improve different aspects such as the user experience or the easiness to accomplish a specific task. Several research actions and experiments support this investigation. These research actions included performing a systematic literature review and mapping of the literature that was aimed at finding how the software architectures in the literature have been used to support, analyze or enhance the human-computer interaction. Also, the actions included work on four different research scenarios that presented common challenges in the Human-Computer Interaction knowledge area. The case studies that fit into the scenarios selected were chosen based on the Human-Computer Interaction challenges they present, and on the authors’ accessibility to them. The four case studies were: an educational laboratory virtual world, a Massive Open Online Course and the social networks where the students discuss and learn, a system that includes very large web forms, and an environment where programmers develop code in the context of quantum computing. The development of the experiences involved the review of more than 2700 papers (only in the literature review phase), the analysis of the interaction of 6000 users in four different contexts or the analysis of 500,000 quantum computing programs. As outcomes from the experiences, some solutions are presented regarding the minimal software artifacts to include in software architectures, the behavior they should exhibit, the features desired in the extended software architecture, some analytic workflows and approaches to use, or the different kinds of feedback needed to reinforce the users’ interaction and experience. The results achieved led to the conclusion that, despite this is not a standard practice in the literature, the software environments should embrace Knowledge Discovery and data-driven principles to analyze and respond appropriately to the users’ needs and improve or support the interaction. To adopt Knowledge Discovery and data-driven principles, the software environments need to extend their software architectures to cover also the challenges related to Human-Computer Interaction. Finally, to tackle the current challenges related to the users’ interaction and experience and aiming to automate the software response to users’ actions, desires, and behaviors, the interactive systems should also include intelligent behaviors through embracing the Artificial Intelligence procedures and techniques

    On data-driven systems analyzing, supporting and enhancing users’ interaction and experience

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    [EN]The research areas of Human-Computer Interaction and Software Architectures have been traditionally treated separately, but in the literature, many authors made efforts to merge them to build better software systems. One of the common gaps between software engineering and usability is the lack of strategies to apply usability principles in the initial design of software architectures. Including these principles since the early phases of software design would help to avoid later architectural changes to include user experience requirements. The combination of both fields (software architectures and Human-Computer Interaction) would contribute to building better interactive software that should include the best from both the systems and user-centered designs. In that combination, the software architectures should enclose the fundamental structure and ideas of the system to offer the desired quality based on sound design decisions. Moreover, the information kept within a system is an opportunity to extract knowledge about the system itself, its components, the software included, the users or the interaction occurring inside. The knowledge gained from the information generated in a software environment can be used to improve the system itself, its software, the users’ experience, and the results. So, the combination of the areas of Knowledge Discovery and Human-Computer Interaction offers ideal conditions to address Human-Computer-Interaction-related challenges. The Human-Computer Interaction focuses on human intelligence, the Knowledge Discovery in computational intelligence, and the combination of both can raise the support of human intelligence with machine intelligence to discover new insights in a world crowded of data. This Ph.D. Thesis deals with these kinds of challenges: how approaches like data-driven software architectures (using Knowledge Discovery techniques) can help to improve the users' interaction and experience within an interactive system. Specifically, it deals with how to improve the human-computer interaction processes of different kind of stakeholders to improve different aspects such as the user experience or the easiness to accomplish a specific task. Several research actions and experiments support this investigation. These research actions included performing a systematic literature review and mapping of the literature that was aimed at finding how the software architectures in the literature have been used to support, analyze or enhance the human-computer interaction. Also, the actions included work on four different research scenarios that presented common challenges in the Human- Computer Interaction knowledge area. The case studies that fit into the scenarios selected were chosen based on the Human-Computer Interaction challenges they present, and on the authors’ accessibility to them. The four case studies were: an educational laboratory virtual world, a Massive Open Online Course and the social networks where the students discuss and learn, a system that includes very large web forms, and an environment where programmers develop code in the context of quantum computing. The development of the experiences involved the review of more than 2700 papers (only in the literature review phase), the analysis of the interaction of 6000 users in four different contexts or the analysis of 500,000 quantum computing programs. As outcomes from the experiences, some solutions are presented regarding the minimal software artifacts to include in software architectures, the behavior they should exhibit, the features desired in the extended software architecture, some analytic workflows and approaches to use, or the different kinds of feedback needed to reinforce the users’ interaction and experience. The results achieved led to the conclusion that, despite this is not a standard practice in the literature, the software environments should embrace Knowledge Discovery and datadriven principles to analyze and respond appropriately to the users’ needs and improve or support the interaction. To adopt Knowledge Discovery and data-driven principles, the software environments need to extend their software architectures to cover also the challenges related to Human-Computer Interaction. Finally, to tackle the current challenges related to the users’ interaction and experience and aiming to automate the software response to users’ actions, desires, and behaviors, the interactive systems should also include intelligent behaviors through embracing the Artificial Intelligence procedures and techniques

    Entropia

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    O Volume III Entropia da Coleção InterLocuçÔes apresenta quatro entrevistas de pesquisadores que fizeram parte da programação do Entropia 2022, que reuniu trĂȘs eventos internacionais o IX SIIMI - SimpĂłsio Internacional de Inovação em MĂ­dias Interativas -, 21#ART - Encontro Internacional de Arte e Tecnologia -, e o 9th Balance- Unbalance - art + science x technology = environment / responsibility. Esse evento foi realizado no perĂ­odo de 3 a 5 de novembro de 2022, no Museu de Arte ContemporĂąnea da Universidad de Chile, em Santiago. Entropia (SIIMI + ART + BunB) convidou pesquisadores a apresentarem suas pesquisas na edição 2022 dos eventos, no Chile. O vocĂĄbulo Entropia Ă© originĂĄrio da termodinĂąmica, o termo entropia expressa a medida de desordem das partĂ­culas de um sistema fĂ­sico. Tomado de emprĂ©stimo por vĂĄrias outras ĂĄreas de conhecimento, como as teorias hermenĂȘuticas, estĂ©ticas e do caos, entropia passa a nomear a medida de desordem em vĂĄrios outros sistemas, como da comunicação, da computação, da arte etc, alcançando a carga de subjetividade e a intencionalidade interpretativa. ApĂłs Entropia 2022, os pesquisadores Silvia Laurentiz (Brasil); Ricardo Dal Farra (CanadĂĄ); Rebecca Cummins (Estados Unidos da AmĂ©rica); e Daniel Cruz (Chile) foram convidados para a realização de quatro entrevistas em suas lĂ­nguas maternas, contemplando oito perguntas em cada entrevista, para a composição do terceiro volume da Coleção InterLocuçÔes 2023. Desse modo, Entropia - III Volume dessa Coleção - Ă© apresentado em trĂȘs idiomas: portuguĂȘs, espanhol e inglĂȘs. Recentemente, com a pandemia da Covid-19, a entropia foi largamente discutida, nĂŁo apenas na propagação do vĂ­rus SARS CoV 2, mas tambĂ©m nas redes sociais e na proliferação de fake news, notadamente na polĂ­tica, alterando o comportamento social. Para tanto, a leitura desse volume estabelece um panorama internacional do estado da arte da pesquisa, em uma perspectiva dialĂłgica. FruĂ­dos (re)conhecimentos, a partir de fluidas reflexĂ”es dessa obra!Volume III Entropia from the InterLocuçÔes Collection features four interviews by researchers who were part of the Entropia 2022 program, which brought together three international events: the IX SIIMI - International Symposium on Innovation in Interactive Media -, 21#ART - International Art and Technology Meeting - , and the 9th Balance-Unbalance - art + science x technology = environment / responsibility. This event was held from November 3 to 5, 2022, at the Museum of Contemporary Art of the Universidad de Chile, in Santiago. Entropia (SIIMI + ART + BunB) invited researchers to present their research at the 2022 edition of the events in Chile. The word Entropy originates from thermodynamics, the term entropy expresses the measure of disorder of the particles of a physical system. Borrowed by several other areas of knowledge, such as hermeneutic, aesthetic and chaos theories, entropy starts to name the measure of disorder in several other systems, such as communication, computing, art, etc., reaching the charge of subjectivity and interpretive intentionality. After Entropy 2022, researchers Silvia Laurentiz (Brazil); Ricardo Dal Farra (Canada); Rebecca Cummins (United States of America); and Daniel Cruz (Chile) were invited to conduct four interviews in their mother tongues, including eight questions in each interview, for the composition of the third volume of the 2023 InterLocuçÔes Collection. three languages: Portuguese, Spanish and English. Recently, with the Covid-19 pandemic, entropy was widely discussed, not only in the spread of the SARS CoV 2 virus, but also in social networks and in the proliferation of fake news, notably in politics, changing social behavior. Therefore, reading this volume establishes an international panorama of the state of the art of research, in a dialogic perspective. Fruitful (re)knowledge, from fluid reflections of this work

    A study of the importance of cultural factors in the user interaction with, and the design of, interactive science and technology exhibits in museums

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    This research investigates the cultural factors affecting the use of interactive science exhibits including interactive science and technology exhibits (ISTEs) by visitors to science museums worldwide. Visitors bring differing characteristics and experiences to bear upon the task of using these exhibits. These affect the nature and quality of their interaction with the exhibits. This research has focused on the cultural issues, and has defined them using 10 distinct and coherent ‘dimensions’. This has been achieved by extensive review of relevant earlier research work and building on this with experimental studies with visitors and interviews with science museum experts in the UK and Thailand. Interactive science exhibits now take many forms, and therefore for scientific investigation of their use it is essential to classify them in a form which promotes research validity and reliability. This research has developed a new classification of interactive science exhibits into four classes based upon the user’s perception, cognition and the nature of the interaction. The classes are: (1) simple interaction with direct understanding; (2) simple interaction with complex understanding; (3) multiple interactions with direct understanding; and (4) multiple interactions with complex understanding. This classification was used in experimental studies of interaction with exhibits at science museums. The research methods used mixed methods of quantitative and qualitative research through three separate studies. The data collection methods were: interviews, questionnaires, and video recording observation. The findings were that not only language issues and conceptual understanding are important factors, but other cultural factors were also inter-related and affect visitors’ learning through ISTEs

    Improving accessibility for people with dementia: web content and research

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    The Internet can provide a means of communication, searching for information, support groups and entertainment, amongst other services, and as a technology, can help to promote independence for people with dementia. However, the effectiveness of this technology relies on the users’ ability to use it. Web content, websites and online services need to be designed to meet the abilities and needs of people with dementia, and thus the difficulties that these users encounter must be explored and understood.The primary aim of this thesis is to investigate web content accessibility for People with Dementia and develop recommendations for improving current guidelines based on accessibility needs. The secondary aim is to support people with dementia having a voice within research through development of accessible ethical processes.Qualitative data were collected with a scoping study using questionnaires about everyday technology use (people with dementia and older adults without dementia); and in-depth interviews to explore difficulties and web accessibility issues. A document analysis was conducted on Web Content Accessibility Guidelines (ISO/IEC40500:2012) for inclusion of the needs of people with dementia followed by review of Web Usability Guidance (ISO9241-151:2008) to consider how gaps relating to the unmet accessibility needs for people with dementia could be met. The scoping study found that both people with dementia and older adults without dementia use everyday ICT to access the Web. Both groups described difficulties with web interface interactions, which refined the research scope to web content accessibility. The interview data with people with dementia (n=16) and older adults without dementia (n=9) were analysed using Grounded Theory techniques. It was found that both user groups experienced the same types of difficulties using the Web, but that dementia symptoms could exacerbate the difficulties from usability issues (older adults without dementia) into accessibility issues for people with dementia. Navigation was a key issue for both groups, with a range of web content design elements contributing to accessibility issues with navigation for people with dementia. The document analysis found that the accessibility guidance did not address all the accessibility issues encountered by people with dementia. However, the usability guidance did address many of the accessibility issues for web content navigation experienced by people with dementia. The research provides recommendations for improvements to web content accessibility guidelines including content from usability guidelines, and amendments to current guidelines and success criteria. A new ethical recruitment/consent process was developed and tested as part of the research process and is recommended for use in future research to support engagement of people with dementia.</div

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
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