77 research outputs found

    The effects of cooperative and competitive games on classroom interaction frequencies

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    This research looks at the effects of playing cooperative and competitive computer games on pupilsā€™ classroom interaction frequency, as an index of their cooperation and engagement in class. It was predicted that students who played a cooperative game would receive higher teacher ratings of classroom interaction frequency, whereas students who played a competitive game would receive lower teacher ratings of classroom interaction frequency. Thirty-two school children with behaviour and learning difficulties played either a cooperative or competitive version of the Wii for a week. The pre- and post-game classroom interaction scores were different for the cooperative and competitive game conditions in the predicted directions. The findings suggest that cooperative games may benefit the social interaction of pupils within the classroom

    An analysis into early customer experiences of self-service checkouts:lessons for improved usability

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    The research aims to examine the perceptions of relative novice users of self-service checkouts (SSCOs) and if these perceptions change before, during and following use. Employing a diary approach with 31 respondents relatively unfamiliar with SSCOs, the research will document their experiences with this technology across stationary, hardware and grocery stores in two Scottish cities (Glasgow and Dundee). Findings suggest that the majority of respondents were motivated to use the technology because of time saving and convenience. However, the actual experience of using SSCOs was not always considered quicker when compared to staffed checkouts because of technical issues, lack of staff assistance and the impersonal, sometimes stressful and controlled nature of the cramped SSCO environment. Following post-use reflections, the majority of respondentsā€™ opinions did not change from their initial perceptions and indicated that they would prefer not to use the technology in the future. Based on the findings, this study makes some practical suggestions centring on the design and usability of SSCOs, which may go some way to reducing customer dissatisfaction and frustration with the technology, especially from the perspective of new users of the technology

    Keystroke dynamics in the pre-touchscreen era

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    Biometric authentication seeks to measure an individualā€™s unique physiological attributes for the purpose of identity verification. Conventionally, this task has been realized via analyses of fingerprints or signature iris patterns. However, whilst such methods effectively offer a superior security protocol compared with password-based approaches for example, their substantial infrastructure costs, and intrusive nature, make them undesirable and indeed impractical for many scenarios. An alternative approach seeks to develop similarly robust screening protocols through analysis of typing patterns, formally known as keystroke dynamics. Here, keystroke analysis methodologies can utilize multiple variables, and a range of mathematical techniques, in order to extract individualsā€™ typing signatures. Such variables may include measurement of the period between key presses, and/or releases, or even key-strike pressures. Statistical methods, neural networks, and fuzzy logic have often formed the basis for quantitative analysis on the data gathered, typically from conventional computer keyboards. Extension to more recent technologies such as numerical keypads and touch-screen devices is in its infancy, but obviously important as such devices grow in popularity. Here, we review the state of knowledge pertaining to authentication via conventional keyboards with a view toward indicating how this platform of knowledge can be exploited and extended into the newly emergent type-based technological contexts

    Designing authentication with seniors in mind

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    Developers typically adopt perceived best practice, and in the case of authentication this means password security. However, given the wide range of technical solutions available and the diverse needs and limitations of older users, we suggest that the default adoption of electronic ā€œusername and passwordā€ authentication may not be 'best practice' or even good practice. This paper highlights some challenges faced by three seniors, each of whom has multiple age- related disabilities and concomitant life challenges. The result is that they cannot authenticate themselves when they need to access their devices and accounts. We conclude by suggesting a number of research directions calculated to address some of these challenges and promote inclusive design and allow for diverse user authentication

    The behavioural impact of a visually represented virtual assistant in a selfservice checkout context

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    Our research investigated whether the presence of an interface agent - or virtual assistant (VA) - in a self-service checkout context has behavioural effects on the transaction process during particular tasks. While many participants claimed to have not noticed a VA within the self-service interface, behaviour was still affected, i.e. fewer people made errors with the VA present than in the voice-only and control conditions. The results are explained as reflective of an unconscious observation of non-verbal cues exhibited by the VA. The results are discussed in relation to possible behavioural outcomes of VA presence.</p

    eHealth and the Internet of Things

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    To respond to an ageing population, eHealth strategies offer significant opportunities in achieving a balanced and sustainable healthcare infrastructure. Advances in technology both at the sensor and device levels and in respect of information technology have opened up other possibilities and options. Of significance among these is what is increasingly referred to as the Internet of Things, the interconnection of physical devices to an information infrastructure. The paper therefore sets out to position the Internet of Things at the core of future developments in eHealt

    Linking recorded data with emotive and adaptive computing in an eHealth environment

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    Telecare, and particularly lifestyle monitoring, currently relies on the ability to detect and respond to changes in individual behaviour using data derived from sensors around the home. This means that a significant aspect of behaviour, that of an individuals emotional state, is not accounted for in reaching a conclusion as to the form of response required. The linked concepts of emotive and adaptive computing offer an opportunity to include information about emotional state and the paper considers how current developments in this area have the potential to be integrated within telecare and other areas of eHealth. In doing so, it looks at the development of and current state of the art of both emotive and adaptive computing, including its conceptual background, and places them into an overall eHealth context for application and development

    Creating an employment ready graduate:stakeholder perspectives of internship programmes and their ability to enhance the graduate employability skills set

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    Purpose: The aims of this research are to examine stakeholder perspectives of the use and usefulness of graduate attributes which are embedded into the curriculum of a UK university and to evaluate the potential of these graduate attributes to go beyond institutional pedagogy and enhance the employability skills set of graduates.Design/methodology/approach: The research used a mixed method to elicit perspectives of a Universityā€™s graduate attributes, interviewing employers and surveying students using a self-assessment tool and convenience sampling approach. Findings: The research found that there are key attributes for the success of University-led graduate attributes which include engagement from stakeholders with those attributes, commitment from teaching staff towards the development of identified attributes, appropriate time to align and embed attributes into the curriculum and with the needs of stakeholders and a framework which compliments institutional research and is properly resourced (Al-Mahood and Gruba, 2007). No one graduate attribute works in isolation, they have to be part of a measured and balanced model or framework to address the multi-faceted nature of graduate employability. The research reveals that work-based initiatives were the most valued by graduates and employers alike, which are arguably easier to teach as it is learning by doing as opposed to developing generic softer skills which are not valued highly by graduates in respect to employment. The findings support existing research that graduates value graduate attributes which involve work based learning activities as a means to gain employability skills and employment. Practical and social implications: The research findings should provide Universities and Colleges from both within and out with the UK with a blueprint from which to create or refresh existing University led graduate attributes. Originality/value: The findings from this paper consolidate existing research in the area of graduate employability and take research forward in the areas of graduate attributes, the measurement of these attributes and their currency in terms of employability and employer synergy

    Investigating phishing awareness using virtual agents and eye movements

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    Phishing emails typically attempt to persuade recipients to reveal private or confidential information (e.g., passwords or bank details). Interaction with such emails places individuals at risk of financial loss and identity theft. We present an ongoing study using eye tracking metrics and varying interface components to assess users' ability to spot simulated phishing attempts. Findings seek to establish how users interact with email inbox interfaces and will inform future design of usable security tools.</p
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