SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "L773:1071 5819 OR L773:1095 9300 "

Sökning: L773:1071 5819 OR L773:1095 9300

  • Resultat 1-25 av 44
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  •  
2.
  • Gennari, J.H., et al. (författare)
  • The evolution of Protégé : An environment for knowledge-based systems development
  • 2003
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 58:1, s. 89-123
  • Tidskriftsartikel (refereegranskat)abstract
    • The Protégé project has come a long way since Mark Musen first built the Protégé meta-tool for knowledge-based systems in 1987. The original tool was a small application, aimed at building knowledge-acquisition tools for a few specialized programs in medical planning. From this initial tool, the Protégé system has evolved into a durable, extensible platform for knowledge-based systems development and research. The current version, Protégé-2000, can be run on a variety of platforms, supports customized user-interface extensions, incorporates the Open Knowledge-Base Connectivity (OKBC) knowledge model, interacts with standard storage formats such as relational databases, XML, and RDF, and has been used by hundreds of individuals and research groups. In this paper, we follow the evolution of the Protégé project through three distinct re-implementations. We describe our overall methodology, our design decisions, and the lessons we have learned over the duration of the project. We believe that our success is one of infrastructure: Protégé is a flexible, well-supported, and robust development environment. Using Protégé, developers and domain experts can easily build effective knowledge-based systems, and researchers can explore ideas in a variety of knowledge-based domains. © 2002 Elsevier Science Ltd. All rights reserved.
  •  
3.
  • Hollnagel, Erik (författare)
  • Is affective computing an oxymoron?
  • 2003
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; 59:1-2, s. 65-70
  • Forskningsöversikt (refereegranskat)abstract
    • An overview of affective computing in respect with the human-computer interaction was presented. It dealt with the affective states of a computer which are similar to humans, hence computer can also show affects and emotions. In this regard, the concept of enhancement of effective of communication by imitating the emotional aspects was also discussed.
  •  
4.
  • Akalin, Neziha, 1988-, et al. (författare)
  • Do you feel safe with your robot? Factors influencing perceived safety in human-robot interaction based on subjective and objective measures
  • 2022
  • Ingår i: International journal of human-computer studies. - : Academic Press. - 1071-5819 .- 1095-9300. ; 158
  • Tidskriftsartikel (refereegranskat)abstract
    • Safety in human-robot interaction can be divided into physical safety and perceived safety, where the later is still under-addressed in the literature. Investigating perceived safety in human-robot interaction requires a multidisciplinary perspective. Indeed, perceived safety is often considered as being associated with several common factors studied in other disciplines, i.e., comfort, predictability, sense of control, and trust. In this paper, we investigated the relationship between these factors and perceived safety in human-robot interaction using subjective and objective measures. We conducted a two-by-five mixed-subjects design experiment. There were two between-subjects conditions: the faulty robot was experienced at the beginning or the end of the interaction. The five within-subjects conditions correspond to (1) baseline, and the manipulations of robot behaviors to stimulate: (2) discomfort, (3) decreased perceived safety, (4) decreased sense of control and (5) distrust. The idea of triggering a deprivation of these factors was motivated by the definition of safety in the literature where safety is often defined by the absence of it. Twenty-seven young adult participants took part in the experiments. Participants were asked to answer questionnaires that measure the manipulated factors after within-subjects conditions. Besides questionnaire data, we collected objective measures such as videos and physiological data. The questionnaire results show a correlation between comfort, sense of control, trust, and perceived safety. Since these factors are the main factors that influence perceived safety, they should be considered in human-robot interaction design decisions. We also discuss the effect of individual human characteristics (such as personality and gender) that they could be predictors of perceived safety. We used the physiological signal data and facial affect from videos for estimating perceived safety where participants’ subjective ratings were utilized as labels. The data from objective measures revealed that the prediction rate was higher from physiological signal data. This paper can play an important role in the goal of better understanding perceived safety in human-robot interaction.
  •  
5.
  • Allwood, Jens, et al. (författare)
  • Cooperation, dialogue and ethics
  • 2000
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 53:6, s. 871-914
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper describes some of the basic cooperative mechanisms of dialogue. Ideal cooperation is seen as consisting of four features (cognitive consideration, joint purpose, ethical consideration and trust), which can also to some extent be seen as requirements building on each other. Weaker concepts such as ‘coordination’ and ‘collaboration’ have only some of these features or have them to lesser degrees. We point out the central role of ethics and trust in cooperation, and contrast the result with popular AI accounts of collaboration. Dialogue is also seen as associated with social activities, in which certain obligations and rights are connected with particular roles. Dialogue is seen to progress through the written, vocal or gestural contributions made by participants. Each of the contributions has associated with it both expressive and evocative functions, as well as specific obligations for participants. These functions are dependent on the surface form of a contribution, the activity and the local context, for their interpretation. We illustrate the perspective by analyzing dialogue extracts from three different activity types (a travel dialogue, a quarrel and a dialogue with a computer system). Finally, we consider what kind of information is shared in dialogue, and the ways in which dialogue participants manifest this sharing to each other through linguistic and other communicative behaviour. The paper concludes with a comparison to other accounts of dialogue and prospects for integration of these ideas within dialogue systems.
  •  
6.
  • Almeida Costa, Nicole, 1988, et al. (författare)
  • Implementing human centred design in the context of a graphical user interface redesign for ship manoeuvring
  • 2017
  • Ingår i: International Journal of Human Computer Studies. - : Elsevier BV. - 1095-9300 .- 1071-5819. ; 100, s. 55-65
  • Tidskriftsartikel (refereegranskat)abstract
    • Human Centred Design (HCD) has been well-established in industrial and interaction design since the 1990's. HCD has a significant role to play as maritime industries struggle to retain the best crews and decrease risk in terms of human and environmental safety. This case study describes a test of an HCD approach, conducted within the European Commission project Crew-centred Design and Operations of Ships and Ship Systems (CyClaDes) under its Seventh Framework Programme. The HCD case study was undertaken by a design team at a partner firm for the redesign of a bridge wing conning display (a ship manoeuvring system) in their full mission ship bridge simulator. This paper summarizes the findings from the case study and discusses them from the perspective of the challenges, benefits, and most effective ways to introduce and use HCD in firms in the maritime sector unfamiliar with the concept. The authors of this paper performed observations, interviews and focus groups at regular intervals, augmented with reports and a resource survey completed by the design team. The conclusions highlight the impact of industrial context and constraints on the application of the HCD approach, as well as the impact of who applies HCD, of how it is depicted in literature and perceived by HCDnovice teams.
  •  
7.
  • Aspling, Fredrik, et al. (författare)
  • Theorizing Animal–Computer Interaction as Machinations
  • 2017
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 98, s. 135-149
  • Tidskriftsartikel (refereegranskat)abstract
    • The increased involvement of animals in digital technology and user-computer research opens up for new possibilities and forms of interaction. It also suggests that the emerging field of Animal–Computer Interaction (ACI) needs to reconsider what should be counted as interaction. The most common already established forms of interaction are direct and dyadic, and limited to domesticated animals such as working dogs and pets. Drawing on an ethnography of the use of mobile proximity sensor cameras in ordinary wild boar hunting we emphasize a more complex, diffuse, and not directly observable form of interaction, which involves wild animals in a technological and naturalistic setting. Investigating human and boar activities related to the use of these cameras in the light of Actor-Network Theory (ANT) and Goffman's notion of strategic interaction reveals a gamelike interaction that is prolonged, networked and heterogeneous, in which members of each species is opposed the other in a mutual assessment acted out through a set of strategies and counter-strategies. We stress the role of theory for the field of ACI and how conceptualizations of interaction can be used to excite the imagination and be generative for design. Seeing interaction as strategies and acknowledging the existence of complex interdependencies could potentially inspire the design of more indirect and non-dyadic interactions where a priori simplifications of design challenges as either human or animal can be avoided.
  •  
8.
  • Bresin, Roberto, 1963-, et al. (författare)
  • Sonification of the self vs. sonification of the other : Differences in the sonification of performed vs. observed simple hand movements
  • 2020
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 144
  • Tidskriftsartikel (refereegranskat)abstract
    • Existing works on interactive sonification of movements, i.e., the translation of human movement qualities from the physical to the auditory domain, usually adopt a predetermined approach: the way in which movement features modulate the characteristics of sound is fixed. In our work we want to go one step further and demonstrate that the user role can influence the tuning of the mapping between movement cues and sound parameters. Here, we aim to verify if and how the mapping changes when the user is either the performer or the observer of a series of body movements (tracing a square or an infinite shape with the hand in the air). We asked participants to tune movement sonification while they were directly performing the sonified movement vs. while watching another person performing the movement and listening to its sonification. Results show that the tuning of the sonification chosen by participants is influenced by three variables: role of the user (performer vs observer), movement quality (the amount of Smoothness and Directness in the movement), and physical parameters of the movements (velocity and acceleration). Performers focused more on the quality of their movement, while observers focused more on the sonic rendering, making it more expressive and more connected to low-level physical features.
  •  
9.
  •  
10.
  • Coyle, D., et al. (författare)
  • Emotional wellbeing
  • 2014
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 72:8-9
  • Tidskriftsartikel (refereegranskat)
  •  
11.
  • Dinka, David, et al. (författare)
  • Identity and role-A qualitative case study of cooperative scenario building
  • 2006
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 64:10, s. 1049-1060
  • Tidskriftsartikel (refereegranskat)abstract
    • In this study, we argue that users participating in the design process will form the participation as a function of their professional role, but also as a function of their identity more or less independent from their role. In order to get the full potential of cooperative design the user identity in general and in this case their attitudes towards technology in particular should be incorporated into the design process. This case study consists of participatory design sessions with two different organizations, in the context of a media production tool development project. Facilitator skills, and workshop interventions to balance attitudes and to take them into account in design are discussed. Furthermore, we argue that attitudes will affect a subsequent implementation of a technical system, and that knowledge about stakeholder identity can be useful for further design activities and for planning system implementation. © 2006.
  •  
12.
  • Dozio, Nicoló, et al. (författare)
  • A design methodology for affective Virtual Reality
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 162
  • Tidskriftsartikel (refereegranskat)abstract
    • In the era of ‘metaverse’, virtual environments are gaining popularity among new multimedia contents and are also recognized as a valuable means to deliver emotional content. This is favoured by cost reduction, availability and acceptance by end-users of virtual reality technology. Creating effective virtual environments can be achieved by exploiting several opportunities: creating artificial worlds able to generate different stories, mixing sensory cues, and making the whole interactive. The design space for creating emotional virtual environments is ample, and no clear idea of how to integrate the various components exists. This paper discusses how to combine multiple design elements to elicit five distinct emotions. We developed and tested two scenarios per emotion. We present the methodology, the development of the case studies, and the results of the testing. © 2022 Elsevier Ltd
  •  
13.
  • Eriksson, Henrik (författare)
  • The semantic-document approach to combining documents and ontologies
  • 2007
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 65:7, s. 624-639
  • Tidskriftsartikel (refereegranskat)abstract
    • An ontology is a powerful way of representing knowledge for multiple purposes. There are several ontology languages for describing concepts, properties, objects, and relationships. However, ontologies in information systems are not primarily written for human reading and communication among humans. For many business, government, and scientific purposes, written documents are the primary description and communication media for human knowledge communication. Unfortunately, there is a significant gap between knowledge expressed as textual documents and knowledge represented as ontologies. Semantic documents aim at combining documents and ontologies, and allowing users to access the knowledge in multiple ways. By adding annotations to electronic-document formats and including ontologies in electronic documents, it is possible to reconcile documents and ontologies, and to provide new services, such as ontology-based searches of large document databases. To accomplish this goal, semantic documents require tools that support both complex ontologies and advanced document formats. The Protégé ontology editor, together with a custom-tailored documentation-handling extension, enables developers to create semantic documents by linking preexisting documents to ontologies. © 2007 Elsevier Ltd. All rights reserved.
  •  
14.
  • Ferati, Mexhid, et al. (författare)
  • Audemes at work : Investigating features of non-speech sounds to maximize content recognition
  • 2012
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 70:12, s. 936-966
  • Tidskriftsartikel (refereegranskat)abstract
    • To access interactive systems, blind users can leverage their auditory senses by using non-speech sounds. The structure of existing non-speech sounds, however, is geared toward conveying atomic operations at the user interface (e.g., opening a file) rather than evoking broader, theme-based content typical of educational material (e.g., an historical event). To address this problem, we investigate audemes, a new category of non-speech sounds whose semiotic structure and flexibility open new horizons for the aural interaction with content-rich applications. Three experiments with blind participants examined the attributes of an audeme that most facilitate the accurate recognition of their meaning. A sequential concatenation of different sound types (music, sound effect) yielded the highest meaning recognition, whereas an overlapping arrangement of sounds of the same type (music, music) yielded the lowest meaning recognition. We discuss seven guidelines to design well-formed audemes.
  •  
15.
  • Ghorayeb, Abir, et al. (författare)
  • Older Adults' Perspectives of Smart Home Technology : Are We Developing the Technology That Older People Want?
  • 2021
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 147
  • Tidskriftsartikel (refereegranskat)abstract
    • New technology and smart homes have the potential to improve quality of life, safety, and care for older people. However, we do not yet know how older people's perceptions of these technologies may vary, in particular how views based on experience of actual use may differ from those related to anticipated use. We also do not know how older people living independently might view technology that may be of future rather than current value to them. This paper explores older people's views of smart home monitoring technology and compares these between people with direct experience and those without. Four focus groups were conducted with six older people recruited from the community with no smart home experience and seven drawn from a large-scale Interdisciplinary Research Collaboration that is developing a sensor platform for health and lifestyle at home. For the seven participants, the sensor platform was installed and operated in their homes for eight to twelve months before the current study.The study found that participants in each group had some similar and some different understandings of smart home technologies. Among participants who had already tried the smart home monitoring technology, acceptance increased over time and with use. They expressed fewer concerns than non smart homes participants regarding privacy, trust, usability, and more concerns about utility. Non smart home participants focused on the extent to which this technology might increase household's vulnerability and they considered the technology somewhat intrusive and noticeable. It appeared that the more positive views of participants who had direct experience of smart homes related to the degree of trust between them and the researchers who installed and maintained the smart home system. Both groups of participants shared views about the technical feasibility, affordability, impact on relationships, and about the engagement and competencies of those who would view the monitoring data. They suggested that the technology would be more acceptable if it was possible to customize functionality and features. These findings have implications for development of smart home technologies so that they are appropriate and acceptable to older people who are living independently.
  •  
16.
  • Hollnagel, Erik, et al. (författare)
  • Principles for modelling function allocation
  • 2000
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 52:2, s. 253-265
  • Tidskriftsartikel (refereegranskat)abstract
    • Automation is the key element in safety, reliability of industrial processes. Selecting the right type and level of automation requires careful consideration of how to allocate tasks between operators and automation. This is important in order that the joint system, human and machine as seen together, perform in the intended manner. The Halden Reactor Project is currently engaged in a project to study this topic, with an emphasis on maximizing the operator's ability to maintain control and handle unexpected events. Functional models can be used to study this in a process control environment, because they explicitly describe the functions that must be provided by the process or the operator. This paper describes how functional modelling of the joint system can be used to provide a basis for how functions should be allocated.
  •  
17.
  • Huang, Lida, et al. (författare)
  • Eyes can draw : A high-fidelity free-eye drawing method with unimodal gaze control
  • 2023
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 170
  • Tidskriftsartikel (refereegranskat)abstract
    • EyeCompass is a novel free-eye drawing system enabling high-fidelity and efficient free-eye drawing through unimodal gaze control, addressing the bottlenecks of gaze-control drawing. EyeCompass helps people to draw using only their eyes, which is of value to people with motor disabilities. Currently, there is no effective gaze-control drawing application due to multiple challenges including involuntary eye movements, conflicts between visuomotor transformation and ocular observation, gaze trajectory control, and inherent eye-tracking errors. EyeCompass addresses this using two initial gaze-control drawing mechanisms: brush damping dynamics and the gaze-oriented method. The user experiments compare the existing gaze-control drawing method and EyeCompass, showing significant improvements in the drawing performance of the mechanisms concerned. The field study conducted with motor-disabled people produced various creative graphics and indicates good usability of the system. Our studies indicate that EyeCompass is a high-fidelity, accurate, feasible free-eye drawing method for creating artistic works via unimodal gaze control.
  •  
18.
  • Huang, Ying Ying, et al. (författare)
  • Auditory Feedback in Haptic Collaborative Interfaces
  • 2012
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 70:4, s. 257-270
  • Tidskriftsartikel (refereegranskat)abstract
    • The combined effect of haptic and auditory feedback in shared interfaces, on the cooperation between visually impaired and sighted persons is under-investigated. A central challenge for cooperating group members lies in obtaining a common understanding of the elements of the workspace and maintaining awareness of the other members’, as well as one’s own, actions during the work process. The aim of the experimental study presented here, was to investigate if adding audio cues in a haptic and visual interface makes collaboration between a sighted and a blindfolded person more efficient. Results showed that task performance was significantly faster in the audio, haptic and visual feedback condition compared to the haptic and visual feedback condition. One special focus was also to study how participants utilize the auditory and haptic force feedback in order to obtain a common understanding of the workspace and to maintain an awareness of the group members’ actions. Results from a qualitative analysis showed that the auditory and haptic feedback was used in a number of important ways for the group members’ action awareness and in the participants’ grounding process.
  •  
19.
  • Isbister, Katherine, et al. (författare)
  • Evaluating affective interactions
  • 2007
  • Ingår i: International journal of human-computer studies. - 1071-5819 .- 1095-9300. ; vol. 65:issue 4, s. pp. 273-
  • Tidskriftsartikel (refereegranskat)
  •  
20.
  • Junestrand, S, et al. (författare)
  • Private and public digital domestic spaces
  • 2001
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 54, s. 753-778
  • Tidskriftsartikel (refereegranskat)abstract
    • With the introduction of information and communication technologies into our homes and the different physical and communicative expressions this implies for our living spaces the concepts of being private and of being public become crucial. In this paper, we introduce A Pattern Language, developed by Christopher Alexander in the 1970s, in order to handle these problems systematically. The presentation formally follows Alexander’s structure in five cases all related to practical experiments on being private and public at home. We start with a number of concrete user situations related to human-computer interaction. Social and communicative phenomena or possibilities end up in novel design patterns at the interface between an architectural and a technological perspective. The novel patterns presented are primarily based on experiences from practical work on the development of a conceptual dwelling of the future, comHOME, designed and constructed as a full-scale model of a flat. By creating different zones for video-mediated communication, comZONES, the user can control the private and public digital areas varying in time and space. The novel patterns refer to two separate levels. On the first level a specific pattern, called “PRIVATE AND PUBLIC DIGITAL SPACES”, is designed as a conceptual floor plan layout. This plan distributes private and public digital spaces for video-mediated communication over the flat. At a second level, four patterns show the integration of the specific comZONES aiming at solving four specific problems with video-mediated communication at home. Our intention is to describe the application of design patterns as a method for analysing and solving novel problems encountered with the introduction of information and communication technologies in our homes. The video-mediated set-ups are not dealt with in depth. They serve mainly as designs that make it possible to apply the design patterns. (C) 2001 Academic Press.
  •  
21.
  • Keenan, Fiona, et al. (författare)
  • Evaluating a Sonic Interaction Design Based on a Historic Theatre Sound Effect
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 164
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper reports on the procedure and results of a preliminary experiment to evaluate participants’ perceptual experiences of a mechanical theatre sound effect and its digital counterpart. The theatre sound effect chosen - an acoustic wind machine - affords a simple rotational gesture; turning its crank handle at varying speeds produces a convincing wind-like sound. A prototype digital model of a working acoustic wind machine was programmed. The mechanical interface of the acoustic wind machine drove both the digital model and its own acoustic sound in performance, therefore preserving the same tactile and kinaesthetic feedback across the two continuous sonic interactions. Participants were presented with two listening tests to examine the perceived similarity of these wind-like sounds and the perceived connection between the speed of the crank handle and the resulting sound. Participants’ performances of both the acoustic and digital systems were then elicited with sound stimuli produced from simple gestural performances of the wind-like sounds. The results of this study show that, while the sound of the prototype digital model requires further calibration to bring the experience of its performance closer to that of its acoustic counterpart, the acoustic wind machine is significantly easier to play, and the mechanism of its interface may play a role in perceptually guiding performance gestures.
  •  
22.
  • Khan, Muhammad Sikandar Lal, 1988-, et al. (författare)
  • Gaze perception and awareness in smart devices
  • 2016
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 92-93, s. 55-65
  • Tidskriftsartikel (refereegranskat)abstract
    • Eye contact and gaze awareness play a significant role for conveying emotions and intentions duringface-to-face conversation. Humans can perceive each other's gaze quite naturally and accurately. However,the gaze awareness/perception are ambiguous during video teleconferencing performed by computer-based devices (such as laptops, tablet, and smart-phones). The reasons for this ambiguity are the(i) camera position relative to the screen and (ii) 2D rendition of 3D human face i.e., the 2D screen isunable to deliver an accurate gaze during video teleconferencing. To solve this problem, researchers haveproposed different hardware setups with complex software algorithms. The most recent solution foraccurate gaze perception employs 3D interfaces, such as 3D screens and 3D face-masks. However, todaycommonly used video teleconferencing devices are smart devices with 2D screens. Therefore, there is aneed to improve gaze awareness/perception in these smart devices. In this work, we have revisited thequestion; how to improve a remote user's gaze awareness among his/her collaborators. Our hypothesis isthat ‘an accurate gaze perception can be achieved by the ‘3D embodiment’ of a remote user's head gestureduring video teleconferencing’. We have prototyped an embodied telepresence system (ETS) for the 3Dembodiment of a remote user's head. Our ETS is based on a 3-DOF neck robot with a mounted smartdevice (tablet PC). The electromechanical platform in combination with a smart device is a novel setupthat is used for studying gaze awareness/perception in 2D screen-based smart devices during videoteleconferencing. Two important gaze-related issues are considered in this work; namely (i) ‘Mona-LisaGaze Effect’ – the gaze is always directed at the person independent of his position in the room, and (ii)‘Gaze Awareness/Faithfulness’ – the ability to perceive an accurate spatial relationship between theobserving person and the object by an actor. Our results confirm that the 3D embodiment of a remoteuser head not only mitigates the Mona Lisa gaze effect but also supports three levels of gaze faithfulness,hence, accurately projecting the human gaze in distant space.
  •  
23.
  • Mancini, Clara, et al. (författare)
  • Animal-Computer Interaction : The emergence of a discipline
  • 2017
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 98, s. 129-134
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • In this editorial to the IJHCS Special Issue on Animal-Computer Interaction (ACI), we provide an overview of the state-of-the-art in this emerging field, outlining the main scientific interests of its developing community, in a broader cultural context of evolving human-animal relations. We summarise the core aims proposed for the development of ACI as a discipline, discussing the challenges these pose and how ACI researchers are trying to address them. We then introduce the contributions to the Special Issue, showing how they illustrate some of the key issues that characterise the current state-of-the-art in ACI, and finally reflect on how the journey ahead towards developing an ACI discipline could be undertaken.
  •  
24.
  • Morgan, Phillip L., et al. (författare)
  • Reducing risk to security and privacy in the selection of trigger-action rules: Implicit vs. explicit priming for domestic smart devices
  • 2022
  • Ingår i: International journal of human-computer studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 168
  • Tidskriftsartikel (refereegranskat)abstract
    • Smart home device usage is increasing, as is the diversity of users and range of devices. Additionally, it is becoming increasingly common to interconnect devices (e.g., via trigger-action rules) which, while bringing benefits, can bring unforeseen security and privacy risks. Developing strategies to protect users as well as understanding what biographical or attitudinal characteristics contribute to these risks is a critical step for ensuring empowered, but safe, interconnected smart device usage. Using narrative descriptions of domestic smart devices, two experiments explored how the prevailing security/privacy contexts—priming conditions—in which 20 trigger-action rules (developed via a Delphi Study) were presented influenced the adoption of rules favoring either security or privacy. Both experiments contrasted three priming conditions: no prime, security prime, privacy prime. Experiment 1 (n=254) used explicit priming, giving direct instruction to maximize a security or privacy outcome while Experiment 2 (n=325) used implicit priming, with an apparently unrelated security or privacy problem-solving puzzle. Across both experiments, priming promoted safer rule adoption, markedly so when explicit. Explicit priming produced an asymmetry however: privacy priming improved privacy scores with security scores unchanged and security primes improved security scores while worsening privacy scores. Across experiments, two dimensions of user attitudes shaped riskier rule choice: perceived benefits of technology and pre-existing trusting beliefs in online companies. Our novel findings reveal that implicit and explicit priming shape safe use of trigger-action rules in domestic settings and that age, perceived trust and perceived benefits should be considered when designing safety messaging.
  •  
25.
  • Niedenthal, Simon, et al. (författare)
  • A graspable olfactory display for virtual reality
  • 2023
  • Ingår i: International Journal of Human-Computer Studies. - : Elsevier. - 1071-5819 .- 1095-9300. ; 169
  • Tidskriftsartikel (refereegranskat)abstract
    • The sense of smell, olfaction, is seldom engaged in digital interactive systems, but, supported by the proper technology, olfaction might open up new interaction domains. Human olfactory experience involves active exploration, directed sniffing and nuanced judgements about odour identity, concentrations, and blends, yet to date most compact olfactory displays do not directly support these experiences. We describe the development and validation of a compact, low-cost olfactory display fitted to the hand controller of the HTC Vive Virtual Reality (VR) system that employs stepless valves to enable control of scent magnitude and blending (Fig. 1). Our olfactory display allows for concealed (i.e., unknown to the user) combinations of odours with virtual objects and contexts, making it well suited to applications involving interactions with odorous objects in virtual space for recreational, educational, scientific, or therapeutic functions. Through a user study and gas sensor analysis, we have been able to demonstrate that our device presents clear and consistent scent output, is intuitive from a user perspective, and supports gameplay interactions. We present results from a smell training game in a virtual wine tasting cellar in which the initial task of identifying wine aroma components is followed by evaluating more complex blends, allowing the player to “level up” as they proceed to higher degrees of connoisseurship. Novice users were able to quickly adapt to the display, and we found that the device affords sniffing and other gestures that add verisimilitude to olfactory experience in virtual environments. Test-retest reliability was high when participants performed the task two times with the same odours. In sum, the results suggest our olfactory display may facilitate use in game settings and other olfactory interactions.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-25 av 44
Typ av publikation
tidskriftsartikel (43)
forskningsöversikt (1)
Typ av innehåll
refereegranskat (40)
övrigt vetenskapligt/konstnärligt (4)
Författare/redaktör
MacKinnon, Scott, 19 ... (2)
Eriksson, Henrik (2)
Hollnagel, Erik (2)
Juhlin, Oskar (2)
Linehan, C (1)
Håkansson, Anne (1)
visa fler...
Li, Haibo (1)
Loutfi, Amy, 1978- (1)
Schmidt, D (1)
Palm, Rainer (1)
Ferati, Mexhid (1)
Tollmar, Konrad (1)
Akalin, Neziha, 1988 ... (1)
Kristoffersson, Anni ... (1)
Edman, Anneli (1)
Nilsson, Lars-Göran (1)
Höök, Kristina, 1964 ... (1)
Jokinen, K. (1)
Allwood, Jens (1)
Traum, D. (1)
Almeida Costa, Nicol ... (1)
Lundh, Monica, 1961 (1)
Holder, Eric (1)
Comber, Robert, Asso ... (1)
Balaam, Madeline (1)
Comber, Rob (1)
Elblaus, Ludvig, 198 ... (1)
Bye, A (1)
Isbister, Katherine (1)
Lundén, Peter (1)
Ljungstrand, Peter (1)
Sallnäs Pysander, Ev ... (1)
Gulz, Agneta (1)
Moll, Jonas (1)
Andersson, Gerd (1)
Sjölinder, Marie (1)
Lundberg, Jonas (1)
Haake, Magnus (1)
Ståhl, Anna (1)
Iversen, M. (1)
Chen, Hao (1)
Salovaara, Antti (1)
Aspling, Fredrik (1)
ur Réhman, Shafiq (1)
Choi, Jaz Hee-jeong (1)
Magnússon, Sindri, 1 ... (1)
Pauletto, Sandra (1)
Besançon, Lonni (1)
Hamfelt, Andreas (1)
Bates, Oliver (1)
visa färre...
Lärosäte
Kungliga Tekniska Högskolan (11)
Stockholms universitet (7)
Linköpings universitet (7)
Uppsala universitet (6)
RISE (3)
Umeå universitet (2)
visa fler...
Örebro universitet (2)
Lunds universitet (2)
Chalmers tekniska högskola (2)
Linnéuniversitetet (2)
Karolinska Institutet (2)
Göteborgs universitet (1)
Luleå tekniska universitet (1)
Högskolan i Halmstad (1)
Mälardalens universitet (1)
Jönköping University (1)
Malmö universitet (1)
Blekinge Tekniska Högskola (1)
visa färre...
Språk
Engelska (43)
Odefinierat språk (1)
Forskningsämne (UKÄ/SCB)
Naturvetenskap (21)
Samhällsvetenskap (12)
Teknik (10)
Humaniora (2)
Medicin och hälsovetenskap (1)

År

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy