20 research outputs found

    Lects in Helsinki Finnish - a probabilistic component modeling approach

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    This article examines Finnish lects spoken in Helsinki from the 1970s to the 2010s with a probabilistic model called Latent Dirichlet Allocation. The model searches for underlying components based on the linguistic features used in the interviews. Several coherent lects were discovered as components in the data, which counters the results of previous studies that report only weak co-variation between features that are assumed to present the same lect. The speakers, however, are not categorical in their linguistic behavior and tend to use more than one lect in their speech. This implies that the lects should not be considered in parallel with seemingly uniform linguistic systems such as languages, but as partial systems that constitute a network.Peer reviewe

    Hiki, Àhky ja loikka - Osallistujien pedagogisia mietteitÀ ja ideoita hankkeen varrelta

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    DIGIJOUJOU-hankkeessa työskennelleet opettajat ovat hankkeen toimintavuosien 2017-2019 aikana pohtineet opetuksen ja oppimisen digitaalisuutta ja joustavuutta eri näkökulmista: mitä digitaalisuus ja joustavuus suomen ja ruotsin opiskelussa tarkoittaa, miten soveltaa, lisätä ja kehittää digitaalisuutta ja joustavuutta omassa opetuksessa ja opiskelijoiden oppimisessa. Hankelaisten blogikirjoituksissa näemme askeleita opettajien omasta ja yhdessä muiden kanssa oppimisesta hankkeen edetessä; epävarmuus muuttuu varmuudeksi, ajoittainen digiähky oman asiantuntijuuden kasvuksi ja joustavuus osaksi opettajan arkipedagogiikkaa. Antoisia ja inspiroivia lukuhetkiä! LisĂ€tietoa: https://digijoujou.aalto.fi/Lärarna i DIGIJOUJOU-projektet har under projektets verksamhetsår 2017-2019 reflekterat över digitalisering och exibilitet från olika perspektiv; vad betyder digitalisering och exibilitet i lärandet av finska och svenska, hur ska man implementera, öka och utveckla dessa i den egna undervisningen och i hur studerande lär sig finska och svenska. I projektdeltagarnas bloginlägg får vi inblick i hur allas lärandeprocess i projektet framskrider; osäkerhet utvecklas till säkerhet, digikaoset får ordning och exibilitet blir en del av den egna sakkunnigheten och pedagogiken. Med önskan om givande och inspirerande läsning! Mer information: https://digijoujou.aalto.fi

    Experiences from the Use of an Eye-Tracking System in the Wild

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    Eye-tracking systems have been widely used as a data collection method in the human–computer interaction research field. Eyetracking has typically been applied in stationary environments to evaluate the usability of desktop applications. In the mobile context, user studies with eye-tracking are far more infrequent. In this paper, we report our findings from user tests performed with an eye-tracking system in a forest environment. We present some of the most relevant issues that should be considered when planning a mobile study in the wild using eye-tracking as a data collection method. One of the most challenging finding was the difficulty in identifying where the user actually looked in the three-dimensional environment from the two-dimensional scene video. In a concrete matter that means it is difficult to assure whether the gaze is directed to an object short of the user or to a distant object that is partly occluded by the closer one.peerReviewe

    Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness

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    The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile map applications? As an ad-dition to this, I have the following sub-questions: a) Why do people get lost even when using a mobile map application? b) What are the best practices to support navigation? c) How can we research what the important objects in the natural environment are that should be emphasized in mobile maps? d) How do we prevent the user from focusing on the map service at the expense of perceiving the location in the real environment? e) What would a good mobile map application be like concerning the usability and user experience? This thesis has four parts. In the introduction, I discuss the topic based on previous research. Second, I present the article where I studied one method of user-centric design, the eye-tracking method, and discussed its suitability for mobile map research in the wild. Third, I present articles where I compared augmented reality towards the real world in the sense of perceiving distances. Fourth, I present articles where I formulated and validated usability heuristics for evaluating mobile map applications. As result, I state that users’ location awareness may be supported by many technical and design-based solutions as well as taking user-centred design approach as part of the development process. One good method to be used in this approach is eye-tracking, which is valuable for studying users’ areas of interest while navigating and self-locating. Augmented reality is one possibility to keep users paying attention to the real world and through that, to stay aware of their location. Still, as it seems to be more difficult for the users to perceive distances when using augmented reality versus real world, special focus needs to be put on the design of presenting location information in augmented reality based maps. Other solutions to support user’s location awareness are, e.g., using multimodal interaction techniques and making use of user-generated content to make the user experience of application more personal and locations memorable. There are also numerous design recommendations presented in the previous research and in the usability heuristics I introduce in this thesis, and following these is needed to support users’ location awareness. This thesis is supposed to be usable in the development of mobile map services to better support users’ needs

    Validation and Extension of the Usability Heuristics for Mobile Map Applications

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    Heuristic usability evaluation is light but efficient method for finding usability problems. In this paper, we report the process of validation and further development of the previously introduced usability heuristics for mobile map applications. The validation began by testing the heuristics by 58 evaluators who used them for usability evaluation of four different map applications. The evaluators also filled a questionnaire about the understandability of the heuristics. The amount, severity and quality of the problems found with the heuristics were reviewed and the heuristics’ understandability analyzed. As a result, it was shown that the heuristics were efficient for finding usability problems from mobile map applications. The analysis of the understandability pointed out the need to clarify the heuristics. On the basis of the findings, the heuristics were further developed. The usability heuristics introduced in this paper are supposed to be widely usable in the development of mobile map applications.nonPeerReviewe

    Usability Challenges in Surgical Simulator Training

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    Surgical virtual reality simulators have been taken into use in order to improve surgical skills training. Emergence of simulators increases the need for research and knowledge related to usability of medical simulators. In this study usability of laparoscopic surgical simulator was researched experimentally through combined analysis. Data was gathered with heuristic evaluation, questionnaires, and interviews as well as recorded simulator parameters. Results suggest that the surgical simulator could be more efficient learning and training tool if usability issues such as support and error prevention were reconsidered in more detail. There also seem to be grounds for connecting user support into structured simulator training program.peerReviewe
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