746 research outputs found

    Understanding the Work Habits of Online Citizen Scientists

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    Sociability in virtual citizen science

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    Past research suggests that sociability can enhance volunteers’ experiences of virtual citizen science (VCS). We define four types of sociability. We also describe how outreach events - ‘Thinkcamps’ – can be used to support the design of social tools for VCS platforms

    "I want to be a Captain! I want to be a Captain!": Gamification in the Old Weather Citizen Science Project

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    Investigating loan applicants' perceptions of alternative data items and the effect of incentives on disclosure

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    Lenders use information about loan applicants to predict whether a person is a good or bad credit risk; however borrowers express reservations about disclosing their personal information. In this paper we describe the design of a study in which we try to identify which data items have bigger privacy costs for individuals and whether it is possible to adjust lenders' data collection procedures in order to improve the privacy of the borrowers while maintaining or improving the accuracy of risk assessment methods. We aim to explore whether consumers could be equitably encouraged to give different information than they do presently, by offering incentives for disclosures. These incentives are: an uncertain long term financial gain; a certain short term financial gain. We also explore an inequitable manipulation using peer pressure. The advantages and disadvantages of this methodological approach are also discussed

    Was I There? Impact of Platform and Headphones on 360 Video Immersion

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    Virtual reality industries claim that 360 videos are a powerful tool for creating empathy because they are an immersive medium, and wearing headphones is encouraged for the full immersive experience. To investigate these claims, we carried out a 2x2 between subjects lab study (n=40) to explore whether 360 viewing platform (magic window / google cardboard) and headphone use (with / without) have an effect on Film-Immersion for the 360 video Fire Rescue. Our results reveal a significant interaction effect: headphones increased immersion for google cardboard, but decreased immersion for magic window. However, not all dimensions of the immersive experience were affected. This suggests that head-mounted displays increase presence, but do not necessarily lead to more empathy and greater interest in the 360 video. Thematic analysis of interview data suggests contributing factors such as fear of missing out (FOMO). These findings have implications for film makers and researchers of 360 videos

    Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games

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    Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith & Bowers, 2016); all of which are essential skills for working in industry (Pirker et al., 2016)

    Simulated airline service experience with laminar-flow control leading-edge systems

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    The first JetStar leading edge flight test was made November 30, 1983. The JetStar was flown for more than 3 years. The titanium leading edge test articles today remain in virtually the same condition as they were in on that first flight. No degradation of laminar flow performance has occurred as a result of service. The JetStar simulated airline service flights have demonstrated that effective, practical leading edge systems are available for future commercial transports. Specific conclusions based on the results of the simulated airline service test program are summarized

    Playing with social and emotional game companions

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    This paper presents the findings of an empirical study that explores player game experience by implementing the ERiSA Framework in games. A study with Action Role-Playing Game (RPG) was designed to evaluate player interactions with game companions, who were imbued with social and emotional skill by the ERiSA Framework. Players had to complete a quest in the Skyrim game, in which players had to use social and emotional skills to obtain a sword. The results clearly show that game companions who are capable of perceiving and exhibit emotions, are perceived to have personality and can forge relationships with the players, enhancing the player experience during the game

    Federated identity to access e-government services - are citizens ready for this?

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    Both the US & UK government have decided that citizens will to authenticate to government using Federated Identity (FedID) solutions: governments do not want to be Identity providers (IdPs), but leverage accounts that citizens have with other service providers instead. We investigated how citizens react to their first encounter FedID authentication in this context. We performed 2 studies using low fidelity prototypes with: in study 1, 44 citizen participants, & in study 2, 22 small business owners, employees & agents. We recorded their reactions during their user journey authenticating with 3rd party providers they already had accounts with. In study 1, 50% of participants said they would not continue to use the system on reaching the hub page, & 45% believed they were being asked to make a payment. 25% of those continuing said they would stop when they reached the consent page, where they were asked by their IdP to authorise the release of their identifying information to the government service. 34% of the participants felt threatened rather than reassured by the privacy protection statement. With study 2's improved prototype, only 14% of participants said they would not continue on reaching the hub page, & 6% abandoned at the consent page. Our results show that usability & acceptance of FedID can be greatly improved by the application of standard HCI techniques, but trust in the ID Provider is essential. We finally report results from a survey of which ID providers UK citizens would trust, & found significant differences between age groups. © 2013 ACM
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