1,339 research outputs found
Poking fun at the surface: exploring touch-point overloading on the multi-touch tabletop with child users
In this paper a collaborative game for children is used to explore touch-point overloading on a multi-touch tabletop. Understanding the occurrence of new interactional limitations, such as the situation of touch-point overloading in a multi-touch interface, is highly relevant for interaction designers working with emerging technologies. The game was designed for the Microsoft Surface 1.0 and during gameplay the number of simultaneous touch-points required gradually increases to beyond the physical capacity of the users. Studies were carried out involving a total of 42 children (from 2 different age groups) playing in groups of between 5-7 and all interactions were logged. From quantitative analysis of the interactions occurring during the game and observations made we explore the impact of overloading and identify other salient findings. This paper also highlights the need for empirical evaluation of the physical and cognitive limitations of interaction with emerging technologies
Constructing the Cool Wall: A Tool to Explore Teen Meanings of Cool
This paper describes the development and exploration of a tool designed to assist in investigating ‘cool’ as it applies to the design of interactive products for teenagers. The method involved the derivation of theoretical understandings of cool from literature that resulted in identification of seven core categories for cool, which were mapped to a hierarchy. The hierarchy includes having of cool things, the doing of cool activities and the being of cool. This paper focuses on a tool, the Cool Wall, developed to explore one specific facet of the hierarchy; exploring shared understanding of having cool things. The paper describes the development and construction of the tool, using a heavily participatory approach, and the results and analysis of a study carried out over 2 days in a school in the UK. The results of the study both provide clear insights into cool things and enable a refined understanding of cool in this context. Two additional studies are then used to identify potential shortcomings in the Cool Wall methodology. In the first study participants were able to populate a paper cool wall with anything they chose, this revealed two potential new categories of images and that the current set of images covered the majority of key themes. In the second study teenagers interpretations of the meaning of the images included in the Cool Wall were explored, this showed that the majority of meanings were as expected and a small number of unexpected interpretations provided some valuable insights
Should we measure professionalism with an index? A note on theory and practice in state legislative professionalism research
Legislative professionalism has played a prominent role in state politics research for decades. Despite the attention paid to its causes and consequences, recent research has largely set aside questions about professionalism’s conceptualization and operationalization. Usually measuring it as an aggregate index, scholars theoretically and empirically treat professionalism as a unidimensional concept. In this article, we argue that exclusive use of aggregate indices can limit state politics research. Using a new dataset with almost 40 years of data on state legislative resources, salary, and session length, we reconsider the validity of using an index to study professionalism across the states. We evaluate the internal consistency of professionalism components over time, the relationship between components and the Squire Index, and the degree to which professionalism components are unidimensional using classical multidimensional scaling. We find enough commonality and enough variation between professionalism components to support a range of measurement strategies like the use of unidimensional indices (such as the Squire Index), disaggregating the components and analyzing their effects individually, or formulating multidimensional measures. Scholars should take care to choose the appropriate measure of the concept that best fits the causal relationships under examination
Exploring the Design of Pay-Per-Use Objects in the Construction Domain
Equipment used in the construction domain is often hired in order to reduce cost and maintenance overhead. The cost of hire is dependent on the time period involved and does not take into account the actual use equipment has received. This paper presents our initial investigation into how physical objects augmented with sensing and communication technologies can measure use in order to enable new pay-per-use payment models for equipment hire. We also explore user interaction with pay-per-use objects via mobile devices. The user interactions that take place within our prototype scenario range from simple information access to transactions involving multiple users. This paper presents the design, implementation and evaluation of a prototype pay-per-use system motivated by a real world equipment hire scenario. We also provide insights into the various challenges introduced by supporting a pay-per-use model, including data storage and data security in addition to user interaction issues
Zero refractive index in space-time acoustic metamaterials
New scientific investigations of artificially structured materials and
experiments have exhibit wave manipulation to the extreme. In particular, zero
refractive index metamaterials have been on the front line of wave physics
research for their unique wave manipulation properties and application
potentials. Remarkably, in such exotic materials, time-harmonic fields have
infinite wavelength and do not exhibit any spatial variations in their phase
distribution. This unique feature can be achieved by forcing a Dirac cone to
the center of the Brillouin zone ( point), as previously predicted and
experimentally demonstrated in time-invariant metamaterials by means of
accidental degeneracy between three different modes. In this article, we
propose a different approach that enables true conical dispersion at with
twofold degeneracy, and generates zero index properties. We break time-reversal
symmetry and exploit a space-time modulation scheme to demonstrate a
time-Floquet acoustic metamaterial with zero refractive index. This behavior,
predicted using stroboscopic analysis, is confirmed by fullwave finite elements
simulations. Our results establish the relevance of space-time metamaterials as
a novel reconfigurable platform for wave control
Skeletal myofiber VEGF deficiency leads to mitochondrial, structural and contractile alterations in mouse diaphragm
Diaphragm dysfunction accompanies cardiopulmonary disease and impaired oxygen delivery. Vascular endothelial growth factor (VEGF) regulates oxygen delivery through angiogenesis, capillary maintenance, and contraction-induced perfusion. We hypothesized that myofiber-specific VEGF deficiency contributes to diaphragm weakness and fatigability. Diaphragm protein expression, capillarity and fiber morphology, mitochondrial respiration and hydrogen peroxide (H2O2) generation, and contractile function were compared between adult mice with conditional gene ablation of skeletal myofiber VEGF (SkmVEGF-/-; n=12) and littermate controls (n=13). Diaphragm VEGF protein was ~50 % lower in SkmVEGF-/- than littermate controls (1.45±0.65 vs. 3.04±1.41 pg/total protein; P=0.001). This was accompanied by an ~15% impairment in maximal isometric specific force (F[1,23] = 15.01, P=0.001) and a trend for improved fatigue resistance (P=0.053). Mean fiber cross-sectional area and type I fiber cross-sectional area were lower in SkmVEGF-/- by ~40 % and ~25% (P0.05). However mitochondrial-derived reactive oxygen species (ROS) flux was lower in SkmVEGF-/- (P=0.0003). In conclusion, myofiber-specific VEGF gene deletion resulted in a lower capillary-to-fiber ratio, type I fiber atrophy, actin loss, and contractile dysfunction in the diaphragm. In contrast, mitochondrial respiratory function was preserved alongside lower ROS generation, which may play a compensatory role to preserve fatigue resistance in the diaphragm
Spectroscopic detection of quasars in the 2dF Galaxy Redshift Survey
The 100,000 spectra from the 2 degree Field Galaxy Redshift Survey (2dFGRS)
in the 100k Public Data Release represent the largest single compilation of
galaxy spectra available. By virtue of its sheer size and the properties of the
photometric catalogue that defines the sample, the 2dFGRS is expected to
contain a number of potentially interesting objects other than galaxies. A
search of the spectra in the 100k Data Release results in a census of 55
candidate high-redshift (z > 0.3) quasars. One additional 2dFGRS spectrum of a
low-redshift galaxy shows an apparent anomalous broad emission feature perhaps
indicating the presence of a gravitationally lensed quasar. These objects have
been identified primarily using two automated routines that we have developed
specifically for this task, one of which uses a matched filter and the other a
wavelet transform. A number of the quasar images possess complicated
morphologies, suggesting the presence of either diffuse foreground objects
along the line-of-sight or very nearby point sources. The quasar catalogue will
form a target list for future absorption and lensing studies, as well as
providing an assessment of the loss of quasars with non-stellar images from the
companion 2dF QSO Redshift Survey.Comment: Latex 13 pages, 8 figures. Accepted for publication in MNRA
Understanding Instagram’s Deep Dive into Teen Mental Health
This paper considers the ‘Teen Mental Health Deep Dive’ slide set created by staff at Instagram in 2019 to present results from internal research and later released publicly along with annotations. The slide set was initially highlighted by the Wall Street Journal in an article focusing on claims within the slide set that use of Instagram was a having a negative impact on teen mental health, especially that social comparison, afforded by features central to the Instagram app, was negatively affecting the mental health of young people. Our goal within this paper was to summarise the content of the slide set from an academic perspective and consider whether the content of the slides provide any insights which are valuable to the HCI community. While the results and conclusions presented within the slides have clear limitations, they did help us identify a set of issues and areas for further investigation
How was it for you? Experiences of participatory design in the UK health service
Improving co-design methods implies that we need to understand those methods, paying attention to not only the effect of method choices on design outcomes, but also how methods affect the people involved in co-design. In this article, we explore participants' experiences from a year-long participatory health service design project to develop ‘Better Outpatient Services for Older People’. The project followed a defined method called experience-based design (EBD), which represented the state of the art in participatory service design within the UK National Health Service. A sample of participants in the project took part in semi-structured interviews reflecting on their involvement in and their feelings about the project. Our findings suggest that the EBD method that we employed was successful in establishing positive working relationships among the different groups of stakeholders (staff, patients, carers, advocates and design researchers), although conflicts remained throughout the project. Participants' experiences highlighted issues of wider relevance in such participatory design: cost versus benefit, sense of project momentum, locus of control, and assumptions about how change takes place in a complex environment. We propose tactics for dealing with these issues that inform the future development of techniques in user-centred healthcare design
Capturing and Considering Idea Development in School Pupils’ Design Activities
There are many ways to look at the efficacy and value of the inclusion of children in design activities within HCI. Whilst the experience of participation can be highly beneficial for children, there is value, even if it is only to confirm the merit of the children's participation, in looking at the process of ideation and in considering to what extent children can ideate. Whilst design is by nature untethered, being able to capture and consider the diversity of design ideas across multiple design teams and to look at how such ideas are developed, can facilitate reflection and potentially improve practice. This work explores the diversity of ideas and the iterative development of ideas during the incremental design of a mobile game with 26 teen informants working in small groups over four design sessions. A method to visualize the evolution of ideas across design sessions is presented. Groups’ behaviors are mapped to three positions according to how conservative and how innovative the participants were. We explore the implications of our work for practitioners and researchers
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