652 research outputs found
What working memory is for
Glenberg focuses on conceptualizations that change from
moment to moment, yet he dismisses the concept of working memory
(sect. 4.3), which offers an account of temporary storage and on-line
cognition. This commentary questions whether Glenberg's account
adequately caters for observations of consistent data patterns in
temporary storage of verbal and visuospatial information in healthy
adults and in brain-damaged patients with deficits in temporary
retention.</jats:p
Modelling Participation in Virtual Environments
Submitted to the University of London for the Degree of Doctor of Philosophy in Computer Science
CRT-based dialogs: Theory and design
CRT (cathode ray tube) based, direct selection dialogs for computing machines and systems were apparently a cure for issues like ease of learning and ease of use. But unforeseen ~ and probably unforeseeable problems arose as increasingly sophisticated systems and dialogs were developed. This paper describes some of the emerging problems in CRT-based dialog design, develops theories about why they occur, and discusses potential solutions for them as a basis for future research. This investigation also provides a survey of the research into what makes programming and programming languages difficult, and what makes them simple
Software Usability
This volume delivers a collection of high-quality contributions to help broaden developersâ and non-developersâ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users
Identifying features associated with higher-quality hospital care and shorter length of admission for people with dementia : a mixed-methods study
Background:
Concerns have repeatedly been expressed about the quality of inpatient care that people with dementia receive. Policies and practices have been introduced that aim to improve this, but their impact is unclear.
Aims:
To identify which aspects of the organisation and delivery of acute inpatient services for people with dementia are associated with higher-quality care and shorter length of stay.
Design:
Mixed-methods study combining a secondary analysis of data from the third National Audit of Dementia (2016/17) and a nested qualitative exploration of the context, mechanism and outcomes of acute care for people with dementia.
Setting:
Quantitative data from 200 general hospitals in England and Wales and qualitative data from six general hospitals in England that were purposively selected based on their performance in the audit.
Participants:
Quantitative data from clinical records of 10,106 people with dementia who had an admission to hospital lasting â„â72 hours and 4688 carers who took part in a cross-sectional survey of carer experience. Qualitative data from interviews with 56 hospital staff and seven carers of people with dementia.
Main outcome measures:
Length of stay, quality of assessment and carer-rated experience.
Results:
People with dementia spent less time in hospital when discharge planning was initiated within 24 hours of admission. This is a challenging task when patients have complex needs, and requires named staff to take responsibility for co-ordinating the discharge and effective systems for escalating concerns when obstacles arise. When trust boards review delayed discharges, they can identify recurring problems and work with local stakeholders to try to resolve them. Carers of people with dementia play an important role in helping to ensure that hospital staff are aware of patient needs. When carers are present on the ward, they can reassure patients and help make sure that they eat and drink well, and adhere to treatment and care plans. Clear communication between staff and family carers can help ensure that they have realistic expectations about what the hospital staff can and cannot provide. Dementia-specific training can promote the delivery of person-centred care when it is made available to a wide range of staff and accompanied by âhands-onâ support from senior staff.
Limitations:
The quantitative component of this research relied on audit data of variable quality. We relied on carers of people with dementia to explore aspects of service quality, rather than directly interviewing people with dementia.
Conclusions:
If effective support is provided by senior managers, appropriately trained staff can work with carers of people with dementia to help ensure that patients receive timely and person-centred treatment, and that the amount of time they spend in hospital is minimised.
Future work:
Future research could examine new ways to work with carers to co-produce aspects of inpatient care, and to explore the relationship between ethnicity and quality of care in patients with dementia.
Funding:
This project was funded by the National Institute for Health Research (NIHR) Health Services and Delivery Research programme and will be published in full in Health Services and Delivery Research; Vol. 8, No. 22. See the NIHR Journals Library website for further project information
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Representing the user: a sociological study of the discourse of human computer interaction
The discipline of Human Computer Interaction (HCI) was established in the early 1980's on the foundations of cognitive psychology, computer science and ergonomics. In recent years however, claims have been made for the relevance of forms of sociology to this avowedly multidisciplinary field, and a number of sociologists have attempted to contribute to the general enterprise of developing a deeper understanding of the computer user and thereby informing, and improving, software design. This thesis is, in one sense, a continuation of this emerging body of work. However, my contention is that little, if any, critical attention has been given within this work to questions that would seem to be of fundamental importance to attempts at collaboration between disciplines: how is the disciplinary organization of knowledge to be understood, and more specifically, can HCI be adequately described in the simple pluralist terms in which it tends to characterise itself? The primary focus then is on the discipline of HCI. Utilising a theoretical model which considers disciplines as distinctive discourses which constitute their own domains of objects, I analyse the discourse and practice of HCI in order to explicate some of its underlying premises and assumptions, and to argue that it has, unavoidably, set many of the parameters within which contributing disciplines must operate. Texts, audio and video tapes, and ethnographic observation of instances of HCI practice form the empirical basis of the thesis. In addition, an analysis of some recorded human-computer interactions, which like the study as a whole, exemplifies an approach that differs from the prevailing sociological models within the field, is used to support the argument
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Nonlinear Dynamical Processes in Musical Interactions: investigating the role of nonlinear dynamics in supporting surprise and exploration in interactions with digital musical instruments
Nonlinear dynamical processes play a central role in many acoustic instruments, yet they rarely feature in digital instruments, and are little understood from an interaction design perspective. Such processes exhibit behaviours that are complex, time-dependent, and chaotic, yet in the context of acoustic instruments can facilitate interactions that are explorable, learnable and repeatable. This suggests that these processes merit deeper investigation for digital music interaction design.
Two studies are presented which investigate user interaction with nonlinear dynamical musical tools. A lab-based study used four purpose-built digital musical instruments to test interaction designs featuring nonlinear dynamical processes. Evaluations with 28 musicians demonstrated the potential for these processes to provoke creative surprises, and support exploration without a corresponding loss of control. A subsequent ethnographically-informed study with 24 musicians linked these findings to a mode of engagement which we term âedge-like interactionâ. Edge-like interactions draw on the complex, unpredictable behaviours found in nonlinear dynamical processes close to critical thresholds, facilitating creative exploration.
The two complementary studies provide evidence both for the existing importance of nonlinear dynamical processes in musical interactions with acoustic interactions, and their potential for deployment in the development of new creative digital technologies, musical or otherwise
How to Create Suitable Augmented Reality Application to Teach Social Skills for Children with ASD
Autism spectrum disorders (ASDs) are characterized by a reduced ability to appropriately express social greetings. Studies have indicated that individuals with ASD might not recognize the crucial nonverbal cues that usually aid social interaction. This study applied augmented reality (AR) with tabletop role-playing game (AR-RPG) to focus on the standard nonverbal social cues to teach children with ASD, how to appropriately reciprocate when they socially interact with others. The results showed that intervention system provides an AR combined with physical manipulatives and presents corresponding specific elements in an AR 3D animation with dialogue; thus, it can be used to help them increase their social interaction skills and drive their attention toward the meaning and social value of greeting behavior in specific social situations. We conclude that AR-RPG of social situations helped children with ASD recognize and better understand these situations and moderately effective in teaching the target greeting responses
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Periscope: A Robotic Camera System to Support Remote Physical Collaboration
We investigate how robotic camera systems can offer new capabilities to
computer-supported cooperative work through the design, development, and
evaluation of a prototype system called Periscope. With Periscope, a local
worker completes manipulation tasks with guidance from a remote helper who
observes the workspace through a camera mounted on a semi-autonomous robotic
arm that is co-located with the worker. Our key insight is that the helper, the
worker, and the robot should all share responsibility of the camera view--an
approach we call shared camera control. Using this approach, we present a set
of modes that distribute the control of the camera between the human
collaborators and the autonomous robot depending on task needs. We demonstrate
the system's utility and the promise of shared camera control through a
preliminary study where 12 dyads collaboratively worked on assembly tasks.
Finally, we discuss design and research implications of our work for future
robotic camera systems that facilitate remote collaboration.Comment: This is a pre-print of the article accepted for publication in PACM
HCI and will be presented at CSCW 202
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