94 research outputs found

    Perception and manipulation of game control

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    Humans have humorous conversations and interactions. Nowadays our real life existence is integrated with our life in social media, videogames, mixed reality and physical environments that sense our activities and that can adapt appearance and properties due to our activities. There are other inhabitants in these environments, not only human, but also virtual agents and social robots with which we interact and who decide about their participation in activities. In this paper we look at designing humor and humor opportunities in such environments, providing them with a sense of humor, and able to recognize opportunities to generate humorous interactions or events on the fly. Opportunities, made possible by introducing incongruities, can be exploited by the environment itself, or they can be communicated to its inhabitants

    Measures in Visualization Space

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    Postponed access: the file will be available after 2021-08-12Measurement is an integral part of modern science, providing the fundamental means for evaluation, comparison, and prediction. In the context of visualization, several different types of measures have been proposed, ranging from approaches that evaluate particular aspects of visualization techniques, their perceptual characteristics, and even economic factors. Furthermore, there are approaches that attempt to provide means for measuring general properties of the visualization process as a whole. Measures can be quantitative or qualitative, and one of the primary goals is to provide objective means for reasoning about visualizations and their effectiveness. As such, they play a central role in the development of scientific theories for visualization. In this chapter, we provide an overview of the current state of the art, survey and classify different types of visualization measures, characterize their strengths and drawbacks, and provide an outline of open challenges for future research.acceptedVersio

    When the going gets tough the beautiful get going: aesthetic appeal facilitates task performance.

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    The current studies examined the effect of aesthetic appeal on performance. According to one hypothesis, appeal would lead to overall decrements or enhancements in performance [e.g. Sonderegger & Sauer, (Applied Ergonomics, 41, 403-410, 2010)]. Alternatively, appeal might influence performance only in problem situations, such as when the task is difficult [e.g. Norman, (2004)]. The predictions of these hypotheses were examined in the context of an icon search-and-localisation task. Icons were used because they are well-defined stimuli and pervasive to modern everyday life. When search was made difficult using visually complex stimuli (Experiment 1), or abstract and unfamiliar stimuli (Experiment 2), icons that were appealing were found more quickly than their unappealing counterparts. These findings show that in a low-level visual processing task, with demand characteristics related to appeal eliminated, appeal can influence performance, especially under duress

    How kids see search: a visual analysis of internet search engines

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    Through previous studies into children’s internet search practice, we have gained insight into the taught strategies, information behaviour, and common errors children experience while searching. This paper analyses the visual structure of commonly-used internet search engines (ISEs) to explore how the interface and interaction design of ISEs may influence the search practices of children. Common features of ISEs are identified and the effects of query construction techniques on the visual presentation of information are reported. We use our observations to provide guidelines for the design and development of ISEs for childre
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