1,230 research outputs found

    Design and Evaluation of User Interfaces for Mobile Web Search

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    Mobiili tiedonhaku on jatkuvasti kasvava ja monimuotoistuva osa jokapäiväistä tiedonhankintaa. Aikaisemman tutkimuksen mukaan tarvitaan kuitenkin parempia käyttöliittymäratkaisuja tukemaan mobiililaitteilla tapahtuvaa verkkotiedonhakua. Väitöskirjatutkimuksessa suunniteltiin ja toteutettiin kaksi uutta hakukäyttöliittymää, joita arvioitiin käyttäjätutkimuksissa. Ensimmäinen käyttöliittymä perustuu siihen, että hakutulokset luokitellaan ryhmiin niissä esiintyvien avainsanojen perusteella. Käyttäjätutkimusten tulokset osoittavat, että luokittelulla voidaan tukea mobiilikäyttäjien tutkivaa tiedonhakua. Toinen käyttöliittymä antaa hakutulosten yhteydessä yleiskuvan hakulauseen sijaintikohdista tulosdokumenteissa. Vaikkakin menetelmän käyttö vaatii opettelua, käyttäjäarviot osoittavat että se voi auttaa sivuuttamaan huonot hakutulokset, etenkin silloin kun muut hakutulosta kuvaavat tiedot ovat epäselviä. Lisäksi väitöskirjassa tutkittiin aktiivisten mobiili-Internetin käyttäjien tiedontarpeita verkkotiedonhaun käytön ymmärtämiseksi. Tutkimustulosten mukaan hakujen tekeminen ja verkon selaaminen ovat näiden käyttäjien tärkeimpiä tiedonhankintatapoja. Niillä pyritään vastaamaan tiedontarpeisiin heti niiden ilmaantuessa, olipa käyttäjä sitten kotona, liikkeessä tai sosiaalisessa vuorovaikutustilanteessa. Mobiili tiedonhankinta on vahvasti sidoksissa käyttötilanteeseen, mikä tulee huomioida hakukäyttöliittymien suunnittelussa. Tulevaisuuden hakukäyttöliittymät voivat esimerkiksi tukea tiedonhankintaa hyödyntämällä tietoa käyttäjän sijainnista ja aktiviteeteista. Myös epämuodollisten ja tutkivien tiedontarpeiden kasvava rooli asettaa uusia haasteita vuorovaikutuksen suunnittelulle.Mobile Web search is a rapidly growing information seeking activity employed across different locations, situations, and activities. Current mobile search interfaces are based on the ranked result list, dominant in desktop interfaces. Research suggests that new paradigms are needed for better support of mobile searchers. For this dissertation, two such novel search interface techniques were designed, implemented, and evaluated. The first method, a clustering search interface that presents a category- based overview of the results, was studied both in a task-based experiment in a laboratory setting and in a longitudinal field study wherein it was used to address real information needs. The results indicate that clustering can support exploratory search needs when the searcher has trouble defining the information need, requires an overview of the search topic, or is interested in multiple results related to the same topic. The findings informed design guidelines for category-based search interfaces. How and when categorization is presented in the search interface needs to be carefully considered. Categorization methods should be improved, for better response to diverse information needs. Hybrid approaches employing contextually informed clustering, classification, and faceted browsing may offer the best match for user needs. The second presentation method, a visualization of the occurrences of the user s query phrase in a result document, can be incorporated into the ranked result list as an additional, unobtrusive result descriptor. It allows the searcher to see how often the query phrase appears in the result document, enabling the use of various evaluation strategies to assess the relevance of the results. Several iterations of the visualization were studied with users to form an understanding of the potential of this approach. The results suggest that a novel visualization can be useful in ruling out non-relevant results and can assist when the other result descriptors do not provide for a conclusive relevance assessment. However, users familiarity with well-established result descriptors means that users have to learn how to integrate the visualization into their search strategies and reconcile situations in which the visualization is in conflict with other metadata. In addition, the contextual triggers and information behaviors of mobile Internet users were studied, for understanding of the role of Web search as a mobile information seeking activity. The results from this study show that mobile Web search and browsing are important information seeking activities. They are engaged in to resolve emerging information needs as they appear, whether at home, on the go, or in social situations

    Uso e desempenho de web sites: um estudo de caso.

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    A Internet é um meio de comunicação remota, inovador, extremamente dinâmico e, cada vez mais, amplamente acessível, que tem adotado uma linguagem própria, inerente à sua natureza multimídia. A Embrapa Monitoramento por Satélite, há mais de uma década, utiliza a Internet como meio de difusão de resultados de pesquisa e de interação com clientes, parceiros e usuários. Com intuito de avaliar o uso do web site por esse público e o desempenho do sistema de comunicação eletrônica envolvido, tem-se utilizado o programa Webalizer que monitora e elabora estatísticas de entradas e saídas do sistema, com base na análise de arquivos de log. Através dos indicadores pelo programa foi possível avaliar aspectos sobre a origem dos acessos, as ações executadas pelos usuários e sobre aspectos do desempenho do sistema em termos de respostas enviadas às solicitações dos usuários. Os resultados podem possibilitar a remodelagem do web site, de modo a melhorar a dinâmica de interação instituição-usuário e promover o desenvolvimento de uma abordagem própria de análise de logs

    Visualização de informação

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    O relatório está dividido em duas partes. Na primeira parte, é abordado o problema da visualização exactamente no que diz respeito à subtil correlação existente entre as técnicas (e respectivas metáforas), o utilizador e os dados. Na segunda parte, são analisadas algumas aplicações, projectos, ferramentas e sistemas de Visualização de Informação. Para categorizalos, serão considerados sete tipos de dados básicos subjacentes a eles: unidimensional, bidimensional, tridimensional, multi-dimensional, temporal, hierárquico, rede e workspace.O tema deste relatório é a visualização da informação. Esta é uma área actualmente muito activa e vital no ensino, na pesquisa e no desenvolvimento tecnológico. A ideia básica é utilizar imagens geradas pelo computador como meio para se obter uma maior compreensão e apreensão da informação que está presente nos dados (geometria) e suas relações (topologia). É um conceito simples, porém poderoso que tem criado imenso impacto em diversas áreas da engenharia e ciência.The theme of this report is information visualization. Nowadays, this is a very active and vital area of research, teaching and development. The basic idea of using computer generated pictures to gain information and understanding from data and relationships is the key concept behind it. This is an extremely simple, but very important concept which is having a powerful impact on methodology of engineering and science. This report is consisted of two parts. The first one, is an overview of the subtle correlation between the visual techniques, the user perception and the data. In the second part, several computer applications, tools, projects and information visualization systems are analyzed. In order to categorize them, seven basic types of data are considered: onedimensional, two- dimensional, three-dimensional, multidimensional, temporal, hierarchic, network and workspace

    Temporal Treemaps for Visualizing Time Series Data

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    Treemap is an interactive graphical technique for visualizing large hierarchical information spaces using nested rectangles in a space filling manner. The size and color of the rectangles show data attributes and enable users to spot trends, patterns or exceptions. Current implementations of treemaps help explore time-invariant data. However, many real-world applications require monitoring hierarchical, time-variant data. This thesis extends treemaps to interactively explore time series data by mapping temporal changes to color attribute of treemaps. Specific contributions of this thesis include: · Temporal treemaps for exploring time series data through visualizing absolute or relative changes, animating them over time, filtering data items, and discovering trends using time series graphs. · The design and implementation of extensible software modules based on systems engineering methodologies and object-oriented approach. · Validation through five case studies: health statistics, web logs, production data, birth statistics, and help-desk tickets; future improvements identified from the user feedback

    Dynamic Aggregation to Support Pattern Discovery: A case study with web logs

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    Rapid growth of digital data collections is overwhelming the capabilities of humans to comprehend them without aid. The extraction of useful data from large raw data sets is something that humans do poorly because of the overwhelming amount of information. Aggregation is a technique that extracts important aspect from groups of data thus reducing the amount that the user has to deal with at one time, thereby enabling them to discover patterns, outliers, gaps, and clusters. Previous mechanisms for interactive exploration with aggregated data was either too complex to use or too limited in scope. This paper proposes a new technique for dynamic aggregation that can combine with dynamic queries to support most of the tasks involved in data manipulation. (UMIACS-TR-2002-26) (HCIL-TR-2001-27

    Contextual Social Networking

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    The thesis centers around the multi-faceted research question of how contexts may be detected and derived that can be used for new context aware Social Networking services and for improving the usefulness of existing Social Networking services, giving rise to the notion of Contextual Social Networking. In a first foundational part, we characterize the closely related fields of Contextual-, Mobile-, and Decentralized Social Networking using different methods and focusing on different detailed aspects. A second part focuses on the question of how short-term and long-term social contexts as especially interesting forms of context for Social Networking may be derived. We focus on NLP based methods for the characterization of social relations as a typical form of long-term social contexts and on Mobile Social Signal Processing methods for deriving short-term social contexts on the basis of geometry of interaction and audio. We furthermore investigate, how personal social agents may combine such social context elements on various levels of abstraction. The third part discusses new and improved context aware Social Networking service concepts. We investigate special forms of awareness services, new forms of social information retrieval, social recommender systems, context aware privacy concepts and services and platforms supporting Open Innovation and creative processes. This version of the thesis does not contain the included publications because of copyrights of the journals etc. Contact in terms of the version with all included publications: Georg Groh, [email protected] zentrale Gegenstand der vorliegenden Arbeit ist die vielschichtige Frage, wie Kontexte detektiert und abgeleitet werden können, die dazu dienen können, neuartige kontextbewusste Social Networking Dienste zu schaffen und bestehende Dienste in ihrem Nutzwert zu verbessern. Die (noch nicht abgeschlossene) erfolgreiche Umsetzung dieses Programmes fĂĽhrt auf ein Konzept, das man als Contextual Social Networking bezeichnen kann. In einem grundlegenden ersten Teil werden die eng zusammenhängenden Gebiete Contextual Social Networking, Mobile Social Networking und Decentralized Social Networking mit verschiedenen Methoden und unter Fokussierung auf verschiedene Detail-Aspekte näher beleuchtet und in Zusammenhang gesetzt. Ein zweiter Teil behandelt die Frage, wie soziale Kurzzeit- und Langzeit-Kontexte als fĂĽr das Social Networking besonders interessante Formen von Kontext gemessen und abgeleitet werden können. Ein Fokus liegt hierbei auf NLP Methoden zur Charakterisierung sozialer Beziehungen als einer typischen Form von sozialem Langzeit-Kontext. Ein weiterer Schwerpunkt liegt auf Methoden aus dem Mobile Social Signal Processing zur Ableitung sinnvoller sozialer Kurzzeit-Kontexte auf der Basis von Interaktionsgeometrien und Audio-Daten. Es wird ferner untersucht, wie persönliche soziale Agenten Kontext-Elemente verschiedener Abstraktionsgrade miteinander kombinieren können. Der dritte Teil behandelt neuartige und verbesserte Konzepte fĂĽr kontextbewusste Social Networking Dienste. Es werden spezielle Formen von Awareness Diensten, neue Formen von sozialem Information Retrieval, Konzepte fĂĽr kontextbewusstes Privacy Management und Dienste und Plattformen zur UnterstĂĽtzung von Open Innovation und Kreativität untersucht und vorgestellt. Diese Version der Habilitationsschrift enthält die inkludierten Publikationen zurVermeidung von Copyright-Verletzungen auf Seiten der Journals u.a. nicht. Kontakt in Bezug auf die Version mit allen inkludierten Publikationen: Georg Groh, [email protected]

    E3: Emotions, Engagement, and Educational Digital Games

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    The use of educational digital games as a method of instruction for science, technology, engineering, and mathematics has increased in the past decade. While these games provide successfully implemented interactive and fun interfaces, they are not designed to respond or remedy students’ negative affect towards the game dynamics or their educational content. Therefore, this exploratory study investigated the frequent patterns of student emotional and behavioral response to educational digital games. To unveil the sequential occurrence of these affective states, students were assigned to play the game for nine class sessions. During these sessions, their affective and behavioral response was recorded to uncover possible underlying patterns of affect (particularly confusion, frustration, and boredom) and behavior (disengagement). In addition, these affect and behavior frequency pattern data were combined with students’ gameplay data in order to identify patterns of emotions that led to a better performance in the game. The results provide information on possible affect and behavior patterns that could be used in further research on affect and behavior detection in such open-ended digital game environments. Particularly, the findings show that students experience a considerable amount of confusion, frustration, and boredom. Another finding highlights the need for remediation via embedded help, as the students referred to peer help often during their gameplay. However, possibly because of the low quality of the received help, students seemed to become frustrated or disengaged with the environment. Finally, the findings suggest the importance of the decay rate of confusion; students’ gameplay performance was associated with the length of time students remained confused or frustrated. Overall, these findings show that there are interesting patterns related to students who experience relatively negative emotions during their gameplay
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