14,597 research outputs found

    Faulty Metrics and the Future of Digital Journalism

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    This report explores the industry of Internet measurement and its impact on news organizations working online. It investigates this landscape through a combination of documentary research and interviews with measurement companies, trade groups, advertising agencies, media scholars, and journalists from national newspapers, regional papers, and online-only news ventures

    Evaluating the effects of feedback type on older adults’ performance in mid-air pointing and target selection

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    “Hands-free” pointing techniques used in mid-air gesture interaction require precise motor control and dexterity. Although being applied in a growing number of interaction contexts over the past few years, this input method can be challenging for older users (60+ years old) who experience natural decline in pointing abilities due to natural ageing process. We report the findings of a target acquisition experiment in which older adults had to perform “pointand- select” gestures in mid-air. The experiment investigated the effect of 6 feedback conditions on pointing and selection performance of older users. Our findings suggest that the bimodal combination of Visual and Audio feedback lead to faster target selection times for older adults, but did not lead to making less errors. Furthermore, target location on screen was found to play a more important role in both selection time and accuracy of pointand- select tasks than feedback type

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Analysis of Factors Affecting Multimedia Delivery for Elderly People

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    This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends.This study aims to apply appropriate information technology services for elderly people in order to fill the communication gap between the elderly, family members and friends by using a multimedia delivery platform. The aim is to improve the quality of life of the elderly people who live alone. It is intended to enhance the lives of elderly people to stay connected with family members, and friends by sending multimedia content including text, audio, image and video. We analyze the factors affecting the elderly person’s intention to use the platform by using Unified Theory of Acceptance and Use of Technology (UTAUT) model. The model evaluates the effectiveness of the multimedia delivery platform over the six key UTAUT constructs, namely, Performance Expectancy, Effort Expectancy, Social Influence, Facilitation Conditions, Perceived Security, and Experience and Voluntariness to Behavioral Intention. The analysis is twofold: to determine the factors affecting the intention of the elderly people in using the multimedia delivery platform, and to investigate how to reduce the communication gap between the elderly, family members and friends

    Cross-display attention switching in mobile interaction with large displays

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    Mobile devices equipped with features (e.g., camera, network connectivity and media player) are increasingly being used for different tasks such as web browsing, document reading and photography. While the portability of mobile devices makes them desirable for pervasive access to information, their small screen real-estate often imposes restrictions on the amount of information that can be displayed and manipulated on them. On the other hand, large displays have become commonplace in many outdoor as well as indoor environments. While they provide an efficient way of presenting and disseminating information, they provide little support for digital interactivity or physical accessibility. Researchers argue that mobile phones provide an efficient and portable way of interacting with large displays, and the latter can overcome the limitations of the small screens of mobile devices by providing a larger presentation and interaction space. However, distributing user interface (UI) elements across a mobile device and a large display can cause switching of visual attention and that may affect task performance. This thesis specifically explores how the switching of visual attention across a handheld mobile device and a vertical large display can affect a single user's task performance during mobile interaction with large displays. It introduces a taxonomy based on the factors associated with the visual arrangement of Multi Display User Interfaces (MDUIs) that can influence visual attention switching during interaction with MDUIs. It presents an empirical analysis of the effects of different distributions of input and output across mobile and large displays on the user's task performance, subjective workload and preference in the multiple-widget selection task, and in visual search tasks with maps, texts and photos. Experimental results show that the selection of multiple widgets replicated on the mobile device as well as on the large display, versus those shown only on the large display, is faster despite the cost of initial attention switching in the former. On the other hand, a hybrid UI configuration where the visual output is distributed across the mobile and large displays is the worst, or equivalent to the worst, configuration in all the visual search tasks. A mobile device-controlled large display configuration performs best in the map search task and equal to best (i.e., tied with a mobile-only configuration) in text- and photo-search tasks

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    MIFTel: a multimodal interactive framework based on temporal logic rules

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    Human-computer and multimodal interaction are increasingly used in everyday life. Machines are able to get more from the surrounding world, assisting humans in different application areas. In this context, the correct processing and management of signals provided by the environments is determinant for structuring the data. Different sources and acquisition times can be exploited for improving recognition results. On the basis of these assumptions, we are proposing a multimodal system that exploits Allen’s temporal logic combined with a prevision method. The main object is to correlate user’s events with system’s reactions. After post-elaborating coming data from different signal sources (RGB images, depth maps, sounds, proximity sensors, etc.), the system is managing the correlations between recognition/detection results and events in real-time to create an interactive environment for the user. For increasing the recognition reliability, a predictive model is also associated with the proposed method. The modularity of the system grants a full dynamic development and upgrade with custom modules. Finally, a comparison with other similar systems is shown, underlining the high flexibility and robustness of the proposed event management method
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