74 research outputs found

    A Questionnaire for Assessing Immersive Websites

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    Web-immersion – i.e., a deep sense of cognitive and perceptual absorption engendered by the content and interactive features of a website - plays an important role in our modern, digital world. Yet, this topic has received little attention from design and HCI scholars. The lack of tools to assess and measure immersion in the Web may severely limit our ability to understand the nature of such experience, thereby constraining future research in the area. To address this issue, we designed a questionnaire for assessing immersive websites and conducted a preliminary evaluation on it. In this article, we outline the questionnaire design and report on findings from a preliminary study conducted to analyse its reliability and validity. Moreover, we present results from Factor Analysis performed to investigate the dimensionality of the instrument. Finally, we conclude by discussing the implications of our findings, along with limitations of the study and future work

    A mixed reality neighborhood tour: understanding visitor experience and perceptions

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    Museums are increasingly turning to technology to improve their offerings. This presents an opportunity to surrounding neighborhoods to take advantage of the museum in order to connect with visitors and offer them a glimpse into their community. The work presented in this article contributes to advancing the state of the art in designing Mixed Reality (MR) entertainment experiences by presenting and discussing Yasmine’s Adventures (YA), a mobile application aiming to extend the museum visitor’s experience into the surrounding neighborhood. YA demonstrates the potential of MR in engaging visitors to explore neglected urban areas. This is achieved by incorporating the opinions of community members, and other contextual information, into a fictional story telling journey, delivered through a MR entertainment experience distributed in real space. Consequently, users are provided with opportunity to connect with enriched portraits of these spaces. Results from a quantitative and qualitative evaluation showed that participants’ perception of the neighborhood was positively affected by the experience, which fostered curiosity and willingness to explore the neighborhood both at the spatial and social levels. By taking the tour, participants increased their interest in interacting with locals and fostered greater knowledge of the area, which they were willing to share after experiencing it.info:eu-repo/semantics/publishedVersio

    SINAIS from Fanal: design and evaluation of an art-inspired eco-feedback system

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    In this paper we present the challenges exposed during the designing, implementing and assessment of a novel eco feedback system resulting from the intersection of human computer interaction (HCI), and Digital Art. We explore how a digital art mode of inquiry can contribute to expose existing challenges in eco-feedback technology. Our new art inspired eco-feedback visualization, maps electricity consumption to effects on natural elements of the local natural landscape. The feedback was piloted with eight local families for four weeks. Reactions of the users were assessed through interviews and quantitative measures. Our findings showed that users found the mapping of the eco feedback to artistic representations of elements of the natural environment somehow compelling, despite lacking of clear quantitative information. In conclusion, the conducted study provide useful findings and insights into future deployment of eco-feedback using artistic visualizations, information visualization and motivating behavior change.info:eu-repo/semantics/publishedVersio

    HomeTree: an art inspired mobile eco-feedback visualization

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    This paper presents HomeTree a prototype of an art-inspired mobile eco feedback system. The system is implemented on a tablet PC and relies on a non intrusive energy-monitoring infrastructure to access consumption and power event information. Our prototype addresses an important problem in eco feedback, which is the fact that users loose interest about their energy consump tion after a period of several weeks. To accomplish this HomeTree implements a dual visualization strategy. Initially HomeTree presents users with a screensa ver that shows energy consumption mapped in a dynamic illustration of the lo cal forest. Through this strategy we leverage the emotional connection between the short-term energy consumption and the long-term effects on nature through the local depicted landscape. In a second mode of operation users can interact with HomeTree directly by checking the historical records of their consumption data, and check which days or weeks they have reduced or increased consump tion. Furthermore a comparison with a more objective baseline, such as the city of Funchal energy consumption is provided, in order to give users a sense of the level of their consumption in a wider context.info:eu-repo/semantics/publishedVersio

    Aqua : Leveraging Citizen Science to Enhance Whale-Watching Activities and Promote Marine-Biodiversity Awareness

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    Life-supporting ecosystems are facing impending destruction. The human-computer interaction (HCI) community must rethink how to design technological interventions that reconcile concepts and theories for ecological computing. Proponents of sustainable HCI have pushed for tools and systems that aim to decenter the human in a shift toward post human design-a theoretical approach that challenges the assumption that only humans are stakeholders of technology as it increasingly shapes the future. Building on the iconic value of whales and the economic impact of whale watching as a form of ecotourism, we developed Aqua, a digital tool that leverages the potential of citizen science to engage tourists in marine-biodiversity awareness and conservation. This manuscript is advancing the field of sustainable HCI and tourism applications in two ways: first, we deliver an artefact contribution by designing and implementing a digital tool to enhance whale-watching activities. Second, we offer an empirical research contribution through observation and data gathering while comparing participants’ experiences of a whale-watching trip with and without the digital tool. Finally, preliminary insights are provided to inform the design of future digital tools aimed at promoting environmental conservation and citizen-science approaches among tourists. This work presents progression in understanding and informs the design of digital tools to engage tourists in novel and sustainable experiences.This work was supported by INTERTAGUA-MAC2/1.1a/385 and LARSyS-UIDB/50009/2020.info:eu-repo/semantics/publishedVersio

    Watt-I-see: design and evaluation of an interactive installation using eco-feedforward strategies

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    In this paper, we present the design and evaluation of Watt-I-See (WISE), a tangible interactive installation aimed at probing awareness in two target audiences (children and adults) about renew able energy resources that could inform eco-feedforward strategies. Our system combines a tan gible interface representing five different energy sources, with a set of Legoℱ blocks used to manipulate different weather conditions that affect the available energy mix. Through the evalu ation of WISE, our main goal was to expose users to the effort necessary to produce the energy used in our day-to-day lives. We evaluated the installation separately for children and adults. The focus on children was due to their importance in the overall household consumption and their role in future scenarios where consumers will have to adapt to the availability of renewable energy sources. The focus on adults was to observe the impact of such information in their decision mak ing regarding their routines. Our findings highlight the success of the interface in engaging chil dren and adults, creating awareness between weather conditions and energy production and the fossil-fuel energy baseline in the grid. Overall, the study highlights the importance of providing a close point-of-interaction feedback as it enables a better understanding of energy-related decisions, reactions, and availability of resources.info:eu-repo/semantics/publishedVersio

    Situated encounters with socially engaged art in community-based design

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    With the increased relevance of digital technologies in civil life comes the challenge of how to design research for citizen engagement. Drawing from three reflexive case studies presenting socially engaged arts (SEA) projects, we describe how, as artists, collaborators and researchers, we engaged in socially inclusive community-based projects. We argue that our roles required us to be both flexible and to adopt critical openness in practices of collaborative social facilitation. We conclude with insights to inform community-based research and enable nurturing and inclusive engagement in research design for the exploration of near-future digital technologies

    The binge-watcher’s journey: Investigating motivations, contexts, and affective states surrounding Netflix viewing

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    The growth of Internet-distributed TV services has transformed video consumption, enhancing the level of control that viewers have over what they watch. Along with the release of entire seasons of programming at once, this has led to the phenomenon of ‘binge-watching’, in which several episodes of a program are viewed in one sitting. This article presents the results of a novel exploratory study focused on 40 Netflix viewing sessions from 11 millennials in their homes. Methodologically, we employed a novel mixed-methods approach that combines objective data (collected through a browser extension) and subjective data (collected via questionnaires completed before and after viewing). This novel approach allowed us to describe the binge-watcher’s experience in a holistic fashion. Results suggest that binge-watching is an individual activity mainly performed at the end of the day to relax, for boredom relief purposes, or for escapism. Furthermore, a binge-watching session lasts for an average of 2 h and 10 min, and variations on binge-watchers’ affective states were identified after Netflix exposure. Participants’ levels of valence (unhappy–happy) significantly decreased after binge-watching; their positive affect values increased primarily after watching sci-fi, while their negative affect values decreased after watching comedy and slightly increased after watching drama. However, the levels of arousal (relaxed–stimulated) remained the same. This study extends our current understanding of binge-watching in terms of viewer motivations, how it affects their viewing experiences, and participants’ subjective affective states. The investigation contributes, thus

    Evaluation of yasmine’s adventures: exploring the socio-cultural potential of location aware multimedia stories

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    This paper describes Yasmine’s Adventures, a location aware multi‐ media story designed as a location based service for a museum. Yasmine’s Adventures follows a young local girl (Yasmine) through a series of short animated adventures, tailored specifically to engage visitors in exploring the rela‐ tively neglected streets of the area in which the museum is situated. Yasmine’s perceptions of the landmarks, identified by community members themselves, reflect the real concerns of the community. Results from the evaluation of the user’s experience suggest location connection and perception changes when loca‐ tive media narratives include learning, understanding and discovery elements.info:eu-repo/semantics/publishedVersio

    Modeling Adoption, Security, and Privacy of COVID-19 Apps: Findings and Recommendations From an Empirical Study Using the Unified Theory of Acceptance and Use of Technology

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    Background: The global health crisis caused by COVID-19 has drastically changed human society in a relatively short time. However, this crisis has offered insights into the different roles that such a worldwide virus plays in the lives of people and how those have been affected, as well as eventually proposing new solutions. From the beginning of the pandemic, technology solutions have featured prominently in virus control and in the frame of reference for international travel, especially contact tracing and passenger locator applications. Objective: The objective of this paper is to study specific areas of technology acceptance and adoption following a unified theory of acceptance and use of technology (UTAUT) research model. Methods: We presented a research model based on UTAUT constructs to study the determinants for adoption of COVID-19–related apps using a questionnaire. We tested the model via confirmatory factor analysis (CFA) and structural equation modeling (SEM) using travelers’ data from an insular tourist region. Results: Our model explained 90.3% of the intention to use (N=9555) and showed an increased understanding of the vital role of safety, security, privacy, and trust in the usage intention of safety apps. Results also showed how the impact of COVID-19 is not a strong predictor of adoption, while age, education level, and social capital are essential moderators of behavioral intention. Conclusions: In terms of scientific impact, the results described here provide important insights and contributions not only for researchers but also for policy and decision makers by explaining the reasons behind the adoption and usage of apps designed for COVID-19.info:eu-repo/semantics/publishedVersio
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