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Träfflista för sökning "AMNE:(NATURAL SCIENCES) AMNE:(Computer and Information Sciences) AMNE:(Human Computer Interaction) srt2:(2005-2009)"

Sökning: AMNE:(NATURAL SCIENCES) AMNE:(Computer and Information Sciences) AMNE:(Human Computer Interaction) > (2005-2009)

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1.
  • Liu, Yuanhua, 1971, et al. (författare)
  • Considering the importance of user profiles in interface design
  • 2009
  • Ingår i: User Interfaces. ; , s. 23-
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice.
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2.
  • Laaksoharju, Mikael, 1977-, et al. (författare)
  • Can micro world simulations assess and stimulate ethical competence?
  • 2008
  • Ingår i: Proceedings of the Tenth International Conference ETHICOMP 2008. - Mantua, Italy : University of Pavia. - 9788890286995 ; , s. 503-510
  • Konferensbidrag (refereegranskat)abstract
    • Micro worlds can be constructed to assess and promote the ethical competence of users. However, the theoretical basis has to be on psychological problem solving and decision making processes. In this paper we discuss the conditions necessary for a micro world as a method to measure and train ethical competence. Two things in particular are interesting to investigate: 1) To determine which parameters to measure, that indicate autonomous decision making, and 2) to establish a model for interpreting the proceedings and the subject’s interaction with the simulation as a representation of the psychological problem solving and decision making process.
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3.
  • Laaksoharju, Mikael, et al. (författare)
  • Computerized support for ethical analysis
  • 2009
  • Ingår i: Computer ethics. - Corfu, Greece : Ionian University. - 9789602726549 ; , s. 425-437
  • Konferensbidrag (refereegranskat)abstract
    • EthXpert is a computer based, interactive tool to help decision makers analyze the underlying preconditions of real-life moral problems. It is based on a social scientific approach focusing on the process of ethical decision making. EthXpert’s goals are: 1) to block heteronomy and support autonomy, 2) to organize interrelationships and data in a systematic way and, 3) present the complexity of the issue in a comprehensive way and provide easy access to all data. By using EthXpert a decision maker can take control of his/her own ethical decision process and of the moral problem itself.
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4.
  • Pousman, Zachary, et al. (författare)
  • Living with Tableau Machine : A Longitudinal Investigation of a Curious Domestic Intelligence
  • 2008
  • Ingår i: Proceedings of the 10th International Conference on Ubiquitous Computing. - New York, NY, USA : ACM Press. ; , s. 370-379
  • Konferensbidrag (refereegranskat)abstract
    • We present a longitudinal investigation of Tableau Machine, an intelligent entity that interprets and reflects the lives of occupants in the home. We created Tableau Machine (TM) to explore the parts of home life that are unrelated to accomplishing tasks. Task support for "smart homes" has inspired many researchers in the community. We consider design for experience, an orthogonal dimension to task-centric home life. TM produces abstract visualizations on a large LCD every few minutes, driven by a set of four overhead cameras that capture a sense of the social life of a domestic space. The openness and ambiguity of TM allow for a cycle of co-interpretation with householders. We report on three longitudinal deployments of TM for a period of six weeks. Participant families engaged with TM at the outset to understand how their behaviors were influencing the machine, and, while TM remained puzzling, householders interacted richly with TM and its images. We extract some key design implications for an experience-focused smart home.
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5.
  • Romero, Mario, 1973-, et al. (författare)
  • Alien Presence in the Home : The Design of Tableau Machine
  • 2008
  • Ingår i: Personal and Ubiquitous Computing. - : Springer. - 1617-4909 .- 1617-4917. ; 12:5, s. 373-382
  • Tidskriftsartikel (refereegranskat)abstract
    • We introduce a design strategy, alien presence, which combines work in human---computer interaction, artificial intelligence, and media art to create enchanting experiences involving reflection over and contemplation of daily activities. An alien presence actively interprets and characterizes daily activity and reflects it back via generative, ambient displays that avoid simple one-to-one mappings between sensed data and output. We describe the alien presence design strategy for achieving enchantment, and report on Tableau Machine, a concrete example of an alien presence design for domestic spaces. We report on an encouraging formative evaluation indicating that Tableau Machine does indeed support reflection and actively engages users in the co-construction of meaning around the display.
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6.
  • Kavathatzopoulos, Iordanis, 1956- (författare)
  • AvI-index : A tool to assess usability
  • 2009
  • Rapport (övrigt vetenskapligt/konstnärligt)abstract
    • AvI-index is a usability measurement questionnaire to assess IT systems  usability as a factor dependent on efficiency, effectiveness and work environment. It is focused on how personal skills and organizational processes contribute to successful user participation and through that to higher usability, to better work environment, and to higher effectiveness and efficiency. Reliability coefficients and correlations to objective criteria were high confirming the original hypothesis. AvI-index can be used to acquire information about an IT system s usability in an easy and quick way. It can be used to evaluate interventions and changes of IT systems. It is also a suitable method to apply continuously over a longer period of time. Although AvI-index only provides an indicative value, such a diagnosis of usability in an organization s IT infrastructure is valuable as an alert and to determine the extent of further initiatives.
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7.
  • Bresin, Roberto, et al. (författare)
  • Auditory feedback through continuous control of crumpling sound synthesis
  • 2008
  • Ingår i: Proceedings of Sonic Interaction Design. - : IUAV University of Venice. - 9788890341304 ; , s. 23-28
  • Konferensbidrag (refereegranskat)abstract
    • A realtime model for the synthesis of crumpling sounds ispresented. By capturing the statistics of short sonic transients which give rise to crackling noise, it allows for a consistent description of a broad spectrum of audible physical processes which emerge in several everyday interaction contexts.The model drives a nonlinear impactor that sonifies every transient, and it can be parameterized depending on the physical attributes of the crumpling material. Three different scenarios are described, respectively simulating the foot interaction with aggregate ground materials, augmenting a dining scenario, and affecting the emotional content of a footstep sequence. Taken altogether, they emphasize the potential generalizability of the model to situations in which a precise control of auditory feedback can significantly increase the enactivity and ecological validity of an interface.
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8.
  • Visell, Y., et al. (författare)
  • Sound design and perception in walking interactions
  • 2009
  • Ingår i: International journal of human-computer studies. - : Elsevier BV. - 1071-5819 .- 1095-9300. ; 67:11, s. 947-959
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper reviews the state of the art in the display and perception of walking generated sounds and tactile vibrations, and their current and potential future uses in interactive systems. As non-visual information sources that are closely linked to human activities in diverse environments, such signals are capable of communicating about the spaces we traverse and activities we encounter in familial and intuitive ways However, in order for them to be effectively employed in human-computer interfaces, significant knowledge is required in areas including the perception of acoustic signatures of walking, and the design, engineering, and evaluation of interfaces that utilize them. Much of this expertise has accumulated in recent years, although many questions remain to be explored We highlight past work and current research directions in this Multidisciplinary area of investigation, and point to potential future trends.
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9.
  • Kalimikeraki, Katerina, et al. (författare)
  • Υπολογιστές ως Εργαλεία Μυαλού για την Απόκτηση Δεύτερης Γλώσσας
  • 2006
  • Ingår i: Διδακτική της Ελληνικής Γλώσσας ως Δεύτερης Ξένης. - Θεσσαλονίκη : University Studio Press. - 9601215123 ; , s. 215-230
  • Konferensbidrag (refereegranskat)abstract
    • The students who are taught Greek as a second or foreigner language are in many cases expected to face two educational processes simultaneously. They have to learn the language as well as all the school subjects taught in this language: history, geography, religion, physics etc Compared to their schoolmates, who are functioning in the familiar environment of their mother language, these students should make double the effort and work twice as hard in order to keep pace with the rest of the class. A lot of different pedagogic approaches have been applied over the years in order to facilitate the learning of a second language in the elementary schools around the world. The experts in the field of education support that the teachers should find suitable motives in order to mobilise their students’ potentials so that their academic objectives are achieved. Based on the reality that the children today are surrounded by numerous high technology media and that the fashionable computer games can be particularly addictive, the teachers can borrow from the industry of entertainment and create pleasant and effective conditions of teaching. In the attractive environment of the "virtual class" and with the suitable "mind tool" accessible to the students, so much the learning of a second language as well as the learning of the subjects taught in this language can be promoted successfully. Moreover, the Greek school teachers that travel in many different countries in order to teach the Greek language to the children of immigrants, can surely benefit from such educational software and facilitate their mission by participating in the "school-twinning" networks of the world. After briefly reviewing the psychological theories of language learning and acquisition, we will discuss the possibilities and weaknesses of using certain technical systems in the classroom for the conquest of a second language. Our main hypothesis is that the learning and the usage of the Greek language presupposes real activities in a Greek linguistic environment and that the systems of technology and information have the possibility of creating such an environment that will strengthen the learning. The presentation will try to address the issues generated above.
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10.
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