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Träfflista för sökning "hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) hsv:(Människa datorinteraktion interaktionsdesign) "

Sökning: hsv:(NATURVETENSKAP) hsv:(Data och informationsvetenskap) hsv:(Människa datorinteraktion interaktionsdesign)

  • Resultat 1-10 av 12
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1.
  • Faraon, Montathar, 1983- (författare)
  • Webbutveckling med PHP och MySQL
  • 2016. - 2
  • Bok (övrigt vetenskapligt/konstnärligt)abstract
    • PHP är ett av de ledande programmeringsspråken för webbutveckling. Det är ett flexibelt och enkelt språk som används för att skapa dynamiska webbplatser. Denna bok ger en tillgänglig introduktion till PHP och databashantering. Läsaren får den kunskap som krävs för att snabbt utveckla egna webbapplikationer.Boken förutsätter inga tidigare erfarenheter av webbprogrammering. Läsaren leds framåt genom ett rikt utbud av övningar som ger möjlighet att tillämpa innehållet.Denna andra utgåva av boken har reviderats och uppdaterats grundligt. Bland nyheterna finns PHP 7, databashantering med PHP Data Objects (PDO), fler helhetsexempel samt kodexempel i färg.Webbutveckling med PHP och MySQL är avsedd för universitets- och gymnasiestudier i webbprogrammering, men är även en handbok för yrkesverksamma webbutvecklare och programmerare.
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2.
  • Faraon, Montathar, 1983-, et al. (författare)
  • Fake news and aggregated credibility : conceptualizing a co-creative medium for evaluation of sources online
  • 2020
  • Ingår i: International Journal of Ambient Computing and Intelligence (IJACI). - 1941-6237 .- 1941-6245. ; 11:4, s. 1-25
  • Tidskriftsartikel (refereegranskat)abstract
    • The accelerated spread of fake news via the Internet and social media such as Facebook and Twitter have created a debate concerning the credibility of sources online. Assessing the credibility of these sources is generally a complex task and cannot solely rely on computer-based algorithms as evaluation still requires human intelligence. The research question guiding this article deals with the conceptualization of a theoretically anchored concept of a participatory and co-creative medium for evaluation of sources online. The concept-driven design research methodology was applied to address the research question, which consisted of seven activities that unify design and theory. The result of this article is a proposed concept that aims to support the assessment of the credibility of sources online using crowdsourcing as an approach for evaluation. The practical implications of the proposed concept could be to constrain the spread of fake news, strengthen online democratic discourse, and potentially improve the quality of online information.
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3.
  • Faraon, Montathar, 1983-, et al. (författare)
  • From mobilization to consensus : innovating cross-media services to organize crowds into collaborative communities
  • 2013
  • Ingår i: CeDEM13. - : Edition Donau-Universität Krems. ; , s. 13-227
  • Konferensbidrag (refereegranskat)abstract
    • The purpose of the current paper is to contribute to the field of e-participation by presenting a design concept for mediating technology that incorporates current information technology such as social and collaborative media designed for the purposes of civic engagement in society. Such technology could empower people to mobilize and engage themselves in proactive consensus-seeking and co-creation. Social media are broadly adopted in the reactive mobilization of citizen-initiated participatory activity in society such as protests like the London riots and the Occupy movements. In our view, there is a demand to organize mobilized crowds to collaborate in a consensus-seeking manner. For instance, there does not yet exist online applications that specifically serve the purposes of massive simultaneous co-editing of documents by citizens seeking consensus in societal issues. However, as we argue, there is no reason for such not to be integrated from existing technological components that are commonly accessible.
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4.
  • Faraon, Montathar, 1983- (författare)
  • Mobile tracking and privacy in the coronavirus pandemic
  • 2020
  • Ingår i: Interactions. - New York : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 27:4, s. 50-51
  • Tidskriftsartikel (refereegranskat)abstract
    • The worldwide pandemic of coronavirus disease (Covid-19) is testing societies, companies, and citizens. Life, health, and jobs are at stake. In this critical moment, the HCI community is working together to design, test, and execute ideas, prototypes, and solutions. HCI is working to strengthen our resistance with abilities, expertise, and methods to design intuitive solutions that are accessible, understandable, and usable. The coronavirus disease has had far-reaching consequences for public health, financial markets, and everyday life. With currently over 6 million infected and 370,000 deaths, the disease has left few people unaffected by its impact. Technological developments in transportation over the years have contributed to the rapid movement of people and, in turn, to the worldwide spread of the disease. Likewise, researchers, designers, and developers around the world are racing to understand, design, and develop digital technology to trace and mitigate the spread.
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5.
  • johansson, michael, 1962-, et al. (författare)
  • Place-specific computing : conceptual design cases from urban contexts in four countries
  • 2008
  • Ingår i: DIS '08. - New York : Association for Computing Machinery (ACM). - 9781605580029 ; , s. 99-108
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a 'spatial turn' in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult project place-specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future research.
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6.
  • Johansson, Michael (författare)
  • The City of Abadyl
  • 2011
  • Ingår i: Metaplasticity in Virtual Worlds. - : IGI Global. - 9781609600778 ; , s. 251-265
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • In the City of Abadyl we try to explore a complex digital space in a setting that invites to participation. We provide a detailed and complex, yet open world that can be utilized in order to generate scenarios for the temporary co-creators of Abadyl, who would then interact in an optional environment and in the end producing new artefacts. Abadyl is a database that contains all the gathered information in different file formats, it is a storage facility for all of the physical artefacts, it is a website used for communication and documentation, it is a map for navigating the City. This combination of interactive situations and artefactual production we called “fieldasy”. We are concentrated on developing collaboration in the production of new media and it´s artefacts. We try to produce artwork that actually incorporates surprising visual and technical proposals that are unusual, enriching and engaging. By building prototypes and iterate it over time and amongst the co-creators, it let us explore this area in a fruitful way, moving between artistic intentions/screen writing, artefacts and digital generated expressions and script/code writing. Here the virtual object can challenge the physical with qualities that is very hard to achieve in the physical world, and in that conflict, new expressions can be developed. Today Hybrid creations have become a method for working with cultural production not only with different elements of form, but as blending identities of the creators as well. In our prototype work we focus especially on interactive installations and stage design; we realize that the digital design process both demand new forms of conceptualization and prototyping activities to support the design of the expression of the final artwork itself – and maybe in the long run propose a updated and appropriate design theory in this field.
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7.
  • Ruse, Vidal, et al. (författare)
  • Hue combinations for the web : towards a repertoire of design guidelines for combining color hues based on cultural background
  • 2019
  • Ingår i: ICCTA 2019 Proceedings of the 2019 5th International Conference on Computer and Technology Applications. - New York. - 9781450371810 ; , s. 63-70
  • Konferensbidrag (refereegranskat)abstract
    • Existing research shows that users tend to assess the visual appeal of a web page within 50 ms and color is the first thing that is noticed on a screen. This directly influences the user's perception of a website, and a choice of appealing color combinations may, therefore, be crucial in successful web design. This article aims to identify, formulate, and evaluate design guidelines to support designers in the process of combining color hues for websites in the context of the Swedish and Thai cultures. A quantitative approach was used to evaluate the proposed design guidelines. The results show that culture plays a role in the evaluation of color hue combinations; Thai participants rated Thai designs significantly more highly than the Swedish participants, but the reverse was not true, and Thai designs were rated more highly than Swedish designs by all participants. The results may have implications for practitioners working in the field of web design and for the broader debate of cultural influence on color preference.
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8.
  • Siess, Andreas, et al. (författare)
  • Worldmaking : designing for audience participation, immersion and interaction in virtual and real spaces
  • 2019
  • Ingår i: Interactivity, game creation, design, learning, and innovation. - Cham : Springer. - 9783030061340 ; , s. 58-68
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Artists often try to open up new experiences for people, challenging them to extend horizons and perception. This becomes particularly relevant when thinking about experiencing built environments: Here, technologies like Cave Automatic Virtual Environments (CAVE) or Head-Mounted Displays (HMD) can be used as a tool to offer richer experiences to the audience in both art installations and exhibitions. We have been developing several exhibitions tackling the challenges that come with exhibiting in (semi -) public spaces: how do we engage visitors in our exhibitions, what role do bystanders play and how can this be considered in the development and design process? The exhibitions were built in a chronological order (2015–2018) and increasing degree of immersion and interaction. For exhibition one (“step-in/Ideal Spaces”), we built a CAVE-like “tryptic” projection showing linear pre-rendered videos of seven different built environments. In exhibition two (“fly-over/Super Nubibus”) we build a replica of a hot-air-balloon and let people experience architecture from birds eye view using a HMD. Exhibition three (“cruise/Biketopia”) is also an immersive VR using a HMD, but from a very different angle. Here we use a bike to let people actively explore a space by regulating speed and direction of the bike. By using the discreet method of observation, we ensured that the visitors were not disturbed in their experience, which in turn would falsify our findings. So we are able to compare and discuss these three approaches in regards to the above mentioned criteria within this paper.
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9.
  • Soneson, Thore, 1953-, et al. (författare)
  • ‘Wanderlost’ : a participatory art and design endeavor
  • 2018
  • Ingår i: Mediterranean cities and island communities. - Cham : Springer. - 9783319994444 - 9783319994437 ; , s. 135-160
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • ‘Wanderlost’ addresses the growing complexity of life in today’s city spaces and the imminent challenges to the development of the urban environment. It delineates experiences gained from a project’s work, which incorporated workshops, artists’ collaborations, interactive participatory setups in public, theatre and performance spaces. It is a result of two public workshops in the end of the four-year-long period in the People Smart Sculpture (PS2) framework in the cities of Kristianstad and Copenhagen, with public events in April/May 2017 and October 2017. In this article we discuss how the project was prepared, set-up and implemented. We call this storyworld ‘Wanderlost’, developed from the project CubeX “The Journey to Abadyl”. We describe this work in the sections Collaboration, Research and Methods to show how we draw knowledge, methods and research from our work in the collaborative network PRAMnet in developing participatory concepts using a virtual city, the city of Abadyl as a backdrop. We put forward our models for engaging participation in a storyworld to imagine the world and our relations anew. We conclude that the ‘Wanderlost’ concept and project can be reused and re-situated in other contexts and environments; keeping the fundamental three formats with a digitally mediated tool, physical guides and explorative walks and a map of amusing and provoking artworks as a matrix.
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10.
  • Svenningsson, Nina, et al. (författare)
  • Artificial intelligence in conversational agents : a study of factors related to perceived humanness in chatbots
  • 2019
  • Ingår i: Proceedings of 2019 2nd Artificial Intelligence and Cloud Computing Conference (AICCC 2019) and 2019 Asia Digital Image Processing Conference (ADIP 2019). - New York : Association for Computing Machinery (ACM). - 9781450372633 ; , s. 151-161
  • Konferensbidrag (refereegranskat)abstract
    • Artiicial intelligence (AI) is gaining traction in service-oriented businesses in the form of chatbots. A chatbot is a popular type of social AI that uses natural language processing to communicate with users. Past studies have shown discrepancies in terms of whether or not a chatbot should communicate and behave like a human. This article aims to explore these discrepancies in order to provide a theoretical contribution of a list of factors related to perceived humanness in chatbots and how these may consequently lead to a positive user experience. The results suggest that a chatbot should have the following characteristics: avoiding small talk and maintaining a formal tone; identifying itself as a bot and asking how it can help; providing speciic information and articulating itself with sophisticated choices of words and well-constructed sentences; asking follow-up questions during decision-making processes and; providing an apology when the context is not comprehensible, followed by a question or a statement to dynamically move a conversation forward. These results may have implications for designers working in the eeld of AI as well as for the wider debates and the broader discourse around the adoption of AI in society.
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