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Sökning: WFRF:(Hansen Preben 1958 )

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1.
  • Chai, Chunlei, et al. (författare)
  • The effects of various auditory takeover requests : A simulated driving study considering the modality of non-driving-related tasks
  • 2024
  • Ingår i: Applied Ergonomics. - 0003-6870 .- 1872-9126. ; 118
  • Tidskriftsartikel (refereegranskat)abstract
    • With the era of automated driving approaching, designing an effective auditory takeover request (TOR) is critical to ensure automated driving safety. The present study investigated the effects of speech-based (speech and spearcon) and non-speech-based (earcon and auditory icon) TORs on takeover performance and subjective preferences. The potential impact of the non-driving-related task (NDRT) modality on auditory TORs was considered. Thirty-two participants were recruited in the present study and assigned to two groups, with one group performing the visual N-back task and another performing the auditory N-back task during automated driving. They were required to complete four simulated driving blocks corresponding to four auditory TOR types. The earcon TOR was found to be the most suitable for alerting drivers to return to the control loop because of its advantageous takeover time, lane change time, and minimum time to collision. Although participants preferred the speech TOR, it led to relatively poor takeover performance. In addition, the auditory NDRT was found to have a detrimental impact on auditory TORs. When drivers were engaged in the auditory NDRT, the takeover time and lane change time advantages of earcon TORs no longer existed. These findings highlight the importance of considering the influence of auditory NDRTs when designing an auditory takeover interface. The present study also has some practical implications for researchers and designers when designing an auditory takeover system in automated vehicles.
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2.
  • Han, Zhengbiao, et al. (författare)
  • Worried, anxious and uplifted : emotions of Chinese parents of children with autism spectrum disorder when expressing information needs
  • 2024
  • Ingår i: Aslib Journal of Information Management. - 2050-3806 .- 2050-3814.
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose – To reveal the emotions and information needs expressed by Chinese parents of children with autism spectrum disorder (ASD) in an online forum, and their relationship.Design/methodology/approach – The 10,062 data were from “Yi Lin”, China’s largest online forum for ASD. Open coding identified parents’ emotions and information needs, and a chi-squared test explored the correlation.Findings – First, parents’ emotions were categorized into four themes: emotions about coping with their child’s care, emotions about the parents’ own behavior, emotions about social support with other parents and emotions about anticipating the future. Parents’ overall emotions were negative (72.47%), while the tendency of emotions varied among the four themes. Second, five information needs topics were expressed: intervention and training of ASD, parenting experiences, schooling issues, social interaction and support and future development. Different information needs topics contained different themes of emotions. Third, the tendency of emotions and expression of information needs were significantly correlated. Negative emotions had a statistically significant correlation in expression of information needs.Originality/value – This study reveals the relationship between the emotions and information needs expressed by parents of children with ASD. The ASD forum could develop emotional support modules and functions for parents and facilitate emotional communication between parents.
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3.
  • Li, Yujia, et al. (författare)
  • Incubation and Verification Processes in Information Seeking : A Case Study in the Context of Autonomous Learning
  • 2023
  • Ingår i: Proceedings of the 2023 Conference on Human Information Interaction and Retrieval. - New York, NY, USA : Association for Computing Machinery (ACM). - 9798400700354 ; , s. 153-160
  • Konferensbidrag (refereegranskat)abstract
    • Autonomous learning regards students as the center and orientation rather than teachers’ guidance. During autonomous learning, information seeking is not only a process of interactions with systems and stakeholders, but also a process of learning and cognitive transformation from low-level to high-level activities. This study investigated users’ cognitive process and cognitive paths, as well as the creation strategies for independent topic selection during the information seeking process. We conducted a longitudinal study through tracking interviews with eight university students who planned to select a topic for their theses or independent study. The interviews were conducted weekly to collect data of their cognitive process and seeking behaviors. It is found that: (1) four lower levels of cognitive process (understanding, applying, analyzing and evaluating) often occur during the stages before formulation, while creating occurs in the formulation stage; (2) three cognitive paths for topic selection were identified: "understand - apply - create", "understand - analyze - create" and "understand - analyze - evaluate - create", and (3) two creation strategies for topic selection according to the duration of creation stages were identified: Incubation and Verification. These results shed light on the design of search systems that could better assist the autonomous learning process and for users to accomplish creative learning tasks.
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4.
  • Liu, Chang, et al. (författare)
  • Characterising users' task completion process in learning-related tasks : A search pace model
  • 2023
  • Ingår i: Journal of information science. - : SAGE Publications. - 0165-5515 .- 1741-6485. ; 49:6, s. 1462-1480
  • Tidskriftsartikel (refereegranskat)abstract
    • This study investigated users’ searching, reading and writing interactions and their activity transitions during task completion process when users were collecting information for learning-related search tasks. Task completion process was defined as the process users started to search till the time when they have collected enough information to accomplish the search tasks. The data analysis was conducted from a new process perspective through synthesising macro- and micro-process levels. Four evenly distributed stages were divided according to the total task completion time in each search session. Our results demonstrated that users generally experienced three sub-processes during task completion process: exploration, accumulation and composition/reporting. Exploration sub-process is basically the first quarter of the total task completion time, during which users often issue more queries and visit more search engine result pages (SERPs) to collect information, and the dominant activity transition is switching between searching and reading; accumulation sub-process is mainly the second and third quarters of the total task completion time, during which they visit more unique content pages, have more revisits per content page, and they switch between reading and writing activities frequently; the last stage is composition/reporting sub-process, which is dominated by writing, and users often switch between writing and reading, and between writing and searching. Based on these findings, we propose a search pace model to describe how users proceed from the beginning to the end of task completion process in these three sub-processes. The methodology applied has been proved to be effective to examine users’ interaction behaviours from the process perspective on both the micro- and macro-levels. The findings of this article help us understand how users proceed their dynamic searching, reading and writing behaviours for learning-related tasks, and also have implications for the design of search systems that support learning-related tasks.
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5.
  • Menezes, Marluci, et al. (författare)
  • Guideline Principles to Accomplish Social Inclusiveness in Placemaking
  • 2023
  • Ingår i: Placemaking in Practice Volume 1. - : Brill Academic Publishers. - 9789004542389 ; , s. 204-225
  • Bokkapitel (refereegranskat)abstract
    • Placemaking is a collaborative process to design urban spaces through creatively sharing interests, needs, activities and ideas. The literature on urban planning, design, human-computer interaction (HCI), geography, sociology and anthropology is rich in examples of methods that can be used in placemaking. However, the rationality that defines the methodological approach is essential to acquire a common view for places, ensuring an inclusive and open process. Before or in parallel to defining why, how and what to do in placemaking, it is relevant to consider different methodological approaches. In this chapter, we explore three methodological principles: (1) providing a multidimensional view on the context together with interdisciplinary and transdisciplinary knowledge, and with early engagement with people and stakeholders; (2) responding to the common view, needs and priorities regarding the transformation, regeneration and urban management of spaces; (3) experimenting with the inclusion capacity of the methodological approach, improving methodological efficiency and effectiveness, adhering to the social actors and stakeholders, detecting difficulties and correcting and improving the placemaking process from an inclusive perspective. An overview of the subject of placemaking will subsequently be performed and afterwards two methodological approaches presented. Finally, considering that the issue of placemaking is a dynamic and collaborative process, this chapter explores how the role of the methodological approach impacts inclusiveness.
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6.
  • Schleussinger, Maurice, 1991-, et al. (författare)
  • Immersive information seeking–A scoping review of information seeking in virtual reality environments
  • 2023
  • Ingår i: Journal of information science. - 0165-5515 .- 1741-6485.
  • Forskningsöversikt (refereegranskat)abstract
    • Recently, virtual reality (VR) technology has become more widespread. Humans increasingly interact with information in VR, and a detailed look into those activities is warranted. Thus, a scoping literature review (PRISMA-ScR) is conducted. It overviews all relevant literature about information-seeking behaviour in VR, focusing on existing models and theories. Out of 536 publications, 37 qualify for this review. Eight publications show an understanding related to information behaviour theories from information science. Pressingly, no publications relate models, frameworks or general theories of information seeking to VR. This review overviews VR-related cognitive and behavioural human factors based on this research gap. Those factors include immersion and presence, affordances, embodiment, cognitive load, human error, flow and engagement. The review is concluded with an explorative framework for future research that is constructed with Marchionini’s process model of information seeking as a baseline and in conjunction with the discussed human factors.
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7.
  • Shi, Dingyu, et al. (författare)
  • Monetization of first questions by text mining : how do peer patients respond to online health information in a Q&A forum?
  • 2024
  • Ingår i: Aslib Journal of Information Management. - 2050-3806 .- 2050-3814.
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose - Online health question-and-answer (Q&A) forums have developed a new business model whereby listeners (peer patients) can pay to read health information derived from consultations between askers (focal patients) and answerers (physicians). However, research exploring the mechanism behind peer patients' purchase decisions and the specific nature of the information driving these decisions has remained limited. This study aims to develop a theoretical model for understanding how peer patients make such decisions based on limited information, i.e. the first question displayed in each focal patient-physician interaction record, considering argument quality (interrogative form and information details) and source credibility (patient experience of focal patients), including the contingent role of urgency.Design/methodology/approach - The model was tested by text mining 1,960 consultation records from a popular Chinese online health Q&A forum on the Yilu App. These records involved interactions between focal patients and physicians and were purchased by 447,718 peer patients seeking health-related information until this research.Findings - Patient experience embedded in focal patients' questions plays a significant role in inducing peer patients to purchase previous consultation records featuring exchanges between focal patients and physicians; in particular, increasingly detailed information is associated with a reduced probability of making a purchase. When focal patients demonstrate a high level of urgency, the effect of information details is weakened, while the interrogative form is strengthened.Originality/value - The originality of this study lies in its exploration of the monetization mechanism forming the trilateral relationship between askers (focal patients), answerers (physicians) and listeners (peer patients) in the business model “paying to view others' answers” in the online health Q&A forum and the moderating role of urgency in explaining the mechanism of how first questions influence peer patients' purchasing behavior.
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8.
  • Xu, Wenjie, et al. (författare)
  • MathKingdom : Teaching Children Mathematical Language Through Speaking at Home via a Voice-Guided Game
  • 2023
  • Ingår i: CHI '23. - : Association for Computing Machinery (ACM). - 9781450394215
  • Konferensbidrag (refereegranskat)abstract
    • The amount and quality of mathematical language in the family are positively associated with promoting children’s mathematical abilities. However, mathematical language in many families is poor. Through need-finding investigation, we developed MathKingdom, a voice-agent-based game that helps children aged 4–7 learn and use rich, accurate mathematical language (e.g., mathematical expressions related to measurement, sequence, patterns). The game has four flows, in which users can wake up, transform, decorate, and perform as their avatars, as well as practice basic mathematical vocabulary, mathematical single sentences, coherent mathematical statements, and free expression. We refined the system design through wizard-of-oz testing and then evaluated it with 18 families. The results showed that MathKingdom effectively engaged children, enhanced their mathematical language skills and mathematical abilities, and encouraged parent-child conversations about math.
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9.
  • Xue, Mengru, et al. (författare)
  • Co-constructing Stories Based on Users Lived Experiences to Investigate Visualization Design for Collective Stress Management
  • 2023
  • Ingår i: DIS '23. - : Association for Computing Machinery (ACM). - 9781450398930 ; , s. 652-663
  • Konferensbidrag (refereegranskat)abstract
    • Collective stress is the stress within a group or an organization. It affects individuals’ well-being and group productivity. HCI research has started exploring collective stress visualization to facilitate group awareness and collective coping via testing prototypes in controlled settings. However, an in-depth understanding of users’ needs and envisaged scenarios based on their authentic experiences are still lacking. In this study, we utilized a participatory approach called co-constructing stories to investigate how a collective stress visualization would be used in office workers’ authentic workday routines. We constructed use case stories with a group of office workers separately based on their personal lived experiences, using a design probe called AffectiveGarden. Our results categorized six clusters of benefits for collective coping through visualization and their implications for future design practice.
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10.
  • Ye, Xujie, et al. (författare)
  • Exploring the Information Cues of Danmaku Comments to Stimulate Users' Affective Generation in Reaction Videos
  • 2023
  • Ingår i: Proceedings of the Association for Information Science and Technology. - 2373-9231. ; 60:1, s. 723-727
  • Tidskriftsartikel (refereegranskat)abstract
    • Reaction video, a new form of online video that records users' instant reactions to a particular thing, has emerged on social media in recent years. Its unique content composition and hedonic and emotional characteristics make the information cues that influence the affective generation in danmaku comments quite different from those in traditional videos. To explore the information cues of danmaku comments to stimulate users’ affective generation in reaction videos, we conduct thematic coding using the content analysis method by selecting the danmaku resources, video content, and reactors’ responses from 11 popular videos in different categories as samples to identify information cues that influence user affects in danmaku comments. The preliminary findings show that there are three main types of information cues in the reaction videos: the content of the original video, reactors’ reaction and danmaku comments, which could trigger danmaku users’ affect in reaction videos from the perspective of orientation type, parasocial interaction, and peer influence, respectively.
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