189 research outputs found

    Comparison of Kansei Engineering and AttrakDiff to Evaluate Kitchen Products

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    Kansei Engineering can be used to create scales to measure perceptions and evaluations of products in a particular context. To what extent do specifically constructed Kansei scales reveal more information about a product than a more generic, prestructured instrument, such as AttrakDiff? This case study identified relevant affective and pragmatic Kansei attributes that influence the purchase of a range hood (cooker hood). 102 customers rated the extent to which each of 10 range hoods possessed these attributes. In addition, AttrakDiff was used to measure hedonic and pragmatic quality perceptions. There was a general high correspondence between AttrakDiff and Kansei. While Kansei provided richer and more specific feedback, it was more resource intensive to carry out

    Formation History of HD106906 and the Vertical Warping of Debris Disks by an External Inclined Companion

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    HD106906 is a planetary system that hosts a wide-orbit companion, as well as an eccentric and flat debris disk, which hold important constraints on its formation and subsequent evolution. The recent observations of the companion constrain its orbit to be eccentric and inclined relative to the plane of the debris disk. Here, we show that, in the presence of the inclined companion, the debris disk quickly (≲5\lesssim5 Myr) becomes warped and puffy. This suggests that the current configuration of the system is relatively recent. We explore the possibility that a recent close encounter with a free floating planet could produce a companion with orbital parameters that agree with observations of HD106906b. We find that this scenario is able to recreate the structure of the debris disk while producing a companion in agreement with observation.Comment: 13 pages, 7 figures. Accepted for publication in Ap

    Climate Change Education for Nevada

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    42 PowerPoint slides Session 1: Education Convener: David Hassenzahl, UNLV Abstract: -Five Year Strategic Plan -Goal 6 - Create a scholarly environment to promote research skills and intellectual development for Nevada educators and students (K-12, undergraduate undergraduate, and graduate) -Primary Strategy - Develop educational infrastructure to train students at all levels and provide public outreach in climate change issue

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Making Up Instruments: Design Fiction for Value Discovery in Communities of Musical Practice

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    The design of a new technology entails the materialisation of values emerging from the specific community, culture and context in which that technology is created. Within the domain of musical interaction, HCI research often examines new digital tools and technologies which can carry unstated cultural assumptions. This paper takes a step back to present a value discovery exercise exploring the breadth of perspectives different communities might have in relation to the values inscribed in fictional technologies for musical interaction. We conducted a hands-on activity in which musicians active in different contexts were invited to envision not-yet-existent musical instruments. The activity revealed several sources of influence on participants’ artefacts, including cultural background, instrumental training, and prior experience with music technology. Our discussion highlights the importance of cultural awareness and value rationality for the design of interactive systems within and beyond the musical domain

    Virtual Field Studies: Conducting Studies on Public Displays in Virtual Reality

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    Field studies on public displays can be difficult, expensive, and time-consuming. We investigate the feasibility of using virtual reality (VR) as a test-bed to evaluate deployments of public displays. Specifically, we investigate whether results from virtual field studies, conducted in a virtual public space, would match the results from a corresponding real-world setting. We report on two empirical user studies where we compared audience behavior around a virtual public display in the virtual world to audience behavior around a real public display. We found that virtual field studies can be a powerful research tool, as in both studies we observed largely similar behavior between the settings. We discuss the opportunities, challenges, and limitations of using virtual reality to conduct field studies, and provide lessons learned from our work that can help researchers decide whether to employ VR in their research and what factors to account for if doing so

    Bridging Digital and Physical Worlds Using Tangible Drag-and-Drop Interfaces

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    The last ten years have seen an explosion in the diversity of digital-life devices, e.g. music and video players. However, the interaction paradigm to use these devices has remained mostly unchanged. Remote controls are still the most common way to manage a digital-life device. Moreover, the interaction between devices themselves is still very limited and rarely addressed by a remote control interface. We present in this paper a study of tangible drag-and-drop, a remote control interface based on the well-known paradigm coming from the graphical user interface. This interaction technique aims at reducing the gap between the digital and physical worlds, enabling the transfer of digital data from one device to another. To validate such a concept, we present two prototypes, along with user studies and a general discussion about the tangible drag-and-drop technique
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