Conference Paper

Leonardo's Laptop: Human Needs and the New Computing Technologies

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Abstract

The old computing was about what computers could do; the new computing is about what people can do.To accelerate the shift from the old to the new computing designers need to:reduce computer user frustration. Recent studies show 46% of time is lost to crashes, confusing instructions, navigation problems, etc. Public pressure for change could promote design improvements and increase reliability, thereby dramatically enhancing user experiences.promote universal usability. Interfaces must be tailorable to a wide range of hardware, software, and networks, and users. When broad services such as voting, healthcare, and education are envisioned, the challenge to designers is substantial.envision a future in which human needs more directly shape technology evolution. Four circles of human relationships and four human activities map out the human needs for mobility, ubiquity, creativity, and community. The World Wide Med and million-person communities will be accessible through desktop, palmtop and fingertip devices to support e-learning, e-business, e-healthcare, and e-government.Leonardo da Vinci could help as an inspirational muse for the new computing. His example could push designers to improve quality through scientific study and more elegant visual design. Leonardo's example can guide us to the new computing, which emphasizes empowerment, creativity, and collaboration. Information visualization and personal photo interfaces will be shown: PhotoMesa (www.cs.umd.edu/hcil/photomesa) and PhotoFinder (www.cs.umd.edu/hcil/photolib).For more: http://mitpress.mit.edu/leonardoslaptop and http://www.cs.umd.edu/hcil/newcomputing.

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... Cyberspace, henceforth, is an object of study of a wide range of academic branchesphilosophy of modern humanities, psychology, sociology, cultural studies, etc. By virtue of objective historical and geopolitical context (the cybernetization, globalization, informatization of society, the Americanization of global culture - (Heim, 1993), (Hillis, 1999), (Tapscott, 2008) at the turn of the millenium modern English, is a priority communicative medium of primary speech coding, speech and meta-language (terminology) representation of cyberspace elements and structures mapping (Crystal, 2001), (Quinion, 2003), (Shneiderman, 2002). Methodological perspectives of the modern view of natural language activity in the area of advanced technologies, include a macro-factor of the vocabulary functional updates (Makhachashvili, 2020), (Lazebna, 2021), , a cognitive structure, a segment of supranational worldview, a discursive digital communicative medium (Davis, 2001), (Schrijver, 2010), that gets extrapolated onto computer mediated discourse and terminology of European and Oriental languages alike. ...
... Based on the conceptual identification system of onto-mental and linguisticmental complex structures to determine reality constructs, Cyberspace and its innovative linguistic casing can be located within the set of the following philosophic ontological coordinates: A specific type of substance -material and ideal reality united in all forms of developmentbeing (Khoruzhy, 1997); Implementation environment for "post-humanistic" trends of anthropogenesis (Smolin, 2004); A segment of the noosphere (the technosphere); A system of hierarchal social relations (Rheingold, 1999)sociosphere; A psychosomatic and emotional plane, the sphere of spiritual experience (Shneiderman, 2002); A worldview, semiotic model of the world. ...
Article
The 21st century has witnessed qualitative advances in ontological reality structuring and approaches to perception and cognition by the human mind. The study objective is the investigation of the innovative philosophic aspects of cyberspace through the lenses of the language development processes in the sphere of innovative computer technologies and digital communication. The study design is the disclosure of cyberspace as an ontology model and as a linguistic model in the template of a logosphere. The linguistic philosophy approach to the study of cyberspace allows to efficiently investigate the empirical manifestation of cyberspace ontology (space and time dimensions), the generic categories and dimensions of cyber-epistemology, to denote the existential anthropocentric character of cyberspace. Philosophical foundations of the study of cyberspace as an integrated macro-and micro-entity are determined by the substantive features of innovative logosphere as a macrostructure and by the phenomenological characteristics and properties of the substrate of linguistic units of innovative cyberspace logosphere.
... The ecological cognition framework (ECF) has presented a purpose-built alternative to Abraham Maslow's hierarchy of needs theory in terms of understanding of virtual environments (Bishop, 2007b), which has been especially online communities and other large-scale virtual environments (LSVEs). Maslow's model has been referred to by a number of scholars in the area of online communities (Del Grosso, 2001;Kim, 2000;Shneiderman, 2002), but equally the ecological cognition framework has become adopted widely to understand online communities (Bougrine, Ouchraa, Ahiod, & El Imrani, 2014;Cheng & Chen, 2014;Kutay, 2014;Stutsky, 2009). Unlike Maslow's hierarchy of needs, however, the ECF has a theoretical basis in cognitive neurobiology as many of the elements that form part of it are verifiable through forms of neuro-imaging (Bishop, 2011c;Bishop, 2012). ...
... Some have suggested Figure 5. The Base-5 ecological cognition framework (2005)(2006)(2007) Abraham Maslow's hierarchy of needs ( Figure 6) as a suitable approach (Del Grosso, 2001;Kim, 2000;Shneiderman, 2002). ...
Chapter
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The proliferation of media-rich social networking services has changed the way people use information society and audio-visual media services. Existing theories of cognition in human-computer interaction have limitations in dealing with the unique problems that exist in contemporary virtual environments. The presence of significant numbers of people using these at the same time causes behavioural issues not previously envisaged at the time of multi-user domains (MUDs) or the first massively-multiplayer online role-playing games. To understand such large-scale virtual environments, this chapter makes use of data generated from questionnaires, usability testing, and social and web metrics to assess the relevance of ecological cognition theory for the current age. Through making use of a biometric measure called ‘knol', the chapter suggests a new framework for measuring emotion and cognition in these and future environments.
... There have been a number of attempts to capture the differences in personality among those who participate in online communities and other forms of Large-scale virtual environment. Some have suggested Abraham Maslow's hierarchy of needs as a suitable approach (Del Grosso, 2001;Kim, 2000;Shneiderman, 2002), some have suggested character theories (Bartle, 1996;Bishop, 2008;Crocels Working Paper Series (2020) The Crocels Press Limited: Swansea, GB environments (Hardaker, 2013a;Powazek, 2002;Preece, Nonnecke, & Andrews, 2004;Wallace, 1999). On their own, these offer little value, but this study seeks to make use of a way of understanding personality that conceptualises behaviour by people focuses on friendship and socialising as empathic and behaviour focused around individuality and ideas as autistic (Bishop, 2013;Bishop, 2015b;Bolognini, 1997). ...
... Maslow's hierarchy of needs theory in terms of understanding of virtual environments (Bishop, 2007b), which has been especially online communities and other large-scale virtual environments (LSVEs). Maslow's model has been referred to by a number of scholars in the area of online communities (Del Grosso, 2001;Kim, 2000;Shneiderman, 2002), but equally the ecological cognition framework has become adopted widely to understand online communities (Bougrine, Ouchraa, Ahiod, & El Imrani, 2014;Cheng & Chen, 2014;Kutay, 2014;Stutsky, 2009). Unlike Maslow's hierarchy of needs, however, the ECF has a theoretical basis in cognitive neurobiology as many of the elements that form part of it are verifiable through forms of neuro-imaging (Bishop, 2011c;Bishop, 2012). ...
Preprint
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The proliferation of media rich social networking services, including Second Life, Amazon Prime Video, and services provided through Tobii Eye-Tracking, as well as Oculus, Google Glass and Microsoft HoloLens headsets, has changed the way people use information society and audiovisual media services. Existing theories of cognition in human-computer interaction have limitations in dealing with the unique problems that exist in contemporary virtual environments. The presence of significant numbers of people using these at the same time causes behavioural issues not previously envisaged at the time of MultiUser Domains (MUDs) or the first Massively-Multiplayer Online Role-Playing Games (MMORGs). To understand such large-scale virtual environments (LSVEs), this chapter makes use of data generated from questionnaires, usability testing and social and web metrics, to assess the relevance of ecological cognition theory for the current age. Through making use of a biometric measure called 'knol,' the paper suggests a new framework for measuring emotion and cognition in these and future environments, such as is possible with Oculus Rift and Tobii technologies.
... Rooted in education and human-computer interaction, Shneiderman (2002) presents a framework for designing person-and experience-centered technology for social good. Here what Shneiderman calls "design" we can understand as information creation. ...
... Information creation is part of use, drawing on information that was previously found and synthesized (from Leckie et al., 1996); Constraints and pressures from a person's role and setting affect information creation (from Leckie et al., 1996); Information creation can be instructive and is often publicly disseminated (from Hektor, 2001); Information creation can promote social good (from Shneiderman, 2002); Created information has physical (technological), mental (informational), and social (cultural) aspects (from Lund, 2004); Creating information involves iterative remixing, tinkering, and visualizing (from Koh, 2013;cf. Makri and Warwick, 2010); Created information can be communicative (from Robson and Robinson, 2013); Information can be created by companies, not just individuals (from Robson and Robinson, 2013); Created information can reflect bigger or smaller creativity (from Thomson, 2017). ...
Article
This paper contributes to the conceptualization of information creation in the field of information behavior. To do so, it synthesizes discussions and conceptual models on information creation and related topics, such as communication, design and documentation, which to date have been disconnected. A number of models are discussed, as well as some of the strengths, weaknesses and unique contributions of each with respect to information creation. This discussion leads to a number of paths for further research, both conceptual and empirical, on information creation. In particular, one fruitful site for further research in information creation is art. Drawing on the ground-breaking work of Tidline, it is clear that art is informative, and that the activities involved in and surrounding the creation of art showcase the aspects of information creation that have been highlighted in theoretical models of information behavior. Further research should consider the information behavior involved in an artistic task from start to finish.
... são perguntas às quais o programa de televisão, por si só, dificilmente irá responder. Este trabalho enquadra-se num contexto em que os dispositivos móveis, nomeadamente smartphones estão a assumir um papel de segundo ecrã face à televisão ( Shneiderman, 2003), e de que forma esta investigação pretende tomar partido desse recurso para propor um modelo de aplicação móvel que ambicione otimizar a experiência televisiva. Para isso, será apresentada a problemática e pertinência da investigação, serão reveladas as questões de investigação que serviram de ponto de partida para este estudo, as finalidades e objetivos que a investigação pretende alcançar e, em jeito de conclusão do capítulo, será clarificada a estrutura desta dissertação. ...
... O telespectador que passou a ser utilizador com a iTV é o elemento chave na compreensão do consumo televisivo, e somente um estudo que o abarque permitirá identificar as tarefas, processos comunicacionais e fatores comportamentais em torno da televisão. De acordo com Shneiderman, as tecnologias bem sucedidas são as que estão em harmonia com as necessidades dos utilizadores e que apoiam as relações e atividades que enriquecem as suas experiências ( Shneiderman, 2003). Para ser possível compreender as escolhas, motivações e necessidades que levam os portugueses a consumir media, serão tidos em conta estudos do Observatório da Comunicação ( Lima, 2011) ( Paisana & Lima, 2012), cruzados com a teoria dos usos e satisfações ( McQuail, 1998) e as categorias de utilização ( Livaditi, Vassilopoulou, Lougos, & Chorianopoulos, 2003). ...
Thesis
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Over the last few years, the television viewer has been assuming an ever increasingly active behaviour, creating new habits in face of television using the technology available. In this perspective, the mobile device has been playing a key role as second screen, into which the plot leaks or where complementary information is presented. The perfect conditions for the creation of a medium, where knowledge related to television shows can be created and shared, are then in place. This research takes advantage of this opportunity, starting with a preliminary study to access the needs and expectations of potential users. From the gathered results, a mobile application that makes available complementary information for the television shows through automatic content recognition was conceptualised. A proof of concept was implemented and, following the ensuing laboratory evaluation, it was possible to infer about the optimisation of the television experience and the sharing of information about the shows between viewers.
... Based on the constraints on human abilities to learn during a lifetime, we cannot expect individuals to maintain the prerequisite knowledge in their technological discipline, and at the same time to have the needed competence in the social sciences and in domain-specific application domains (e.g. a computer scientist knowing about a variety of tools and at the same time understanding relevant issues in cognitive science, sociology, anthropology and having acquired substantial knowledge in specific domains). While being a "Renaissance Scholar" (such as Leonardo da Vinci, who was equally adept in the arts and the sciences (Shneiderman, 2002)) was a realistic possibility in the 15th century, the objective of learning and education in the 21st century should be focused on "Renaissance Communities". Although humans can delegate some functionality to more or less intelligent machines, such systems are highly dependent on providing support for solving already known problemsolution pairs. ...
Article
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Purpose The main argument behind this paper is learning in the digital age should not be restricted to creating digital infrastructures for supporting current forms of learning nor taking schools in their current form as God-given, natural entities, but changing current forms of education by developing new frameworks and socio-technical environments for making learning an integral part of life. The authors provide a framework for this argumentation as well as a call-to-action for research on the co-evolution of learning, media, and learning organizations. Design/methodology/approach This paper theoretically and argumentatively explores the core assumption that the digitalization of society results in challenges and opportunities for learning and education based on fundamental transformations (Collins and Halverson, 2009; Fischer et al. , 2020). Findings The digital age greatly enhances the opportunities and supports the necessity for “making learning a part of life”. But while the growth of technology is certain, the inevitability of any particular future is not. The impact of schooling goes beyond that new information about computers, the Internet, and social media are integrated into the schools of today. The transformation of schools needs to be informed by an understanding of the impact of mindset formation that will determine people's approach to learning for the rest of their lives. The authors’ framework is focused on moving “beyond gift-wrapping” by not only fixing and existing systems but to change them and not only reforming but transforming them. Originality/value It is the authors’ hope that this article will be of interest to many stakeholders (including learners, teachers, curriculum designers, technology experts, parents, and politicians) and provide a foundation for an ongoing debate and informed actions for “Making Learning a Part of Life” in the digital age.
... Understanding this kind of user value (driven by how people feel about the products after having used them) is essential to develop products that fit in the human value system and drive adoption and acceptance of these products. For example, technologies such as text messaging, emails, and chat messaging allow people to stay in touch; they augment people's ability to communicate, and at the same time, fit the human value system that believes communication enriches relationships between people [17]. ...
Article
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This study investigated the experiences of older adults with technologies they own and determined how they value them. Thirty-seven older adults participated in a Show and Tell co-creation session at a one-day workshop. Participants described why they loved or abandoned technologies they own. Their responses were recorded and analysed using Atlas.ti 22.0.0. Seven main themes representing experiential value in older adults emerged from the analysis: Convenience, Economy, Learning and Support, Currency of Technology, Privacy and Security, Emotions and Identity aspects of their experiences. This qualitative study has resulted in implications to design that recommends (a) Design for product ecosystems with technologies and services well-coordinated and synchronized to facilitate use of the technology (b) Create awareness and information on privacy and security issues and technical language associated with it (c) Make anti-virus and anti-phishing software accessible to older population (d) Design technologies as tools that allow older adults to identify themselves in the community and family (e) Create services that make technologies and services in the ecosystem affordable for the older adults. The outcomes of this study are significant as they provide recommendations that target systemic issues which present barriers in the use of technology.
... Text processing systems were incrementally studied and improved (Card, Moran & Newell, 1983). Many other computer-based systems have been developed and related usages studied, such as graphical user interfaces and visualization (Shneiderman, 1986(Shneiderman, , 2002, usability engineering (Nielsen, 1993), participatory design (Grudin, 1993;Bødker, 1996;Muller, 2007), computer-supported cooperative work (CSCW) systems (Poltrock & Grudin, 1994), and other things related to the user experience of computing systems (Buxton, 2010;Norman, 2013). Other conferences were developed, such as HCI International, providing a large forum for both academia and industry 5 . ...
Book
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Human Systems Integration (HSI) denotes processes and results of contemporary systems engineering that concurrently considers technological, organizational and human factors during a system’s entire life cycle. This life cycle includes design, development, certification, delivery, operations and decommissioning. The concept of “system” represents people, organizations and machines, who are cognitively and physically defined in terms of structures and functions. The system’s physical and cognitive attributes can be designed to satisfy a set of principles and criteria, which lead to a set of requirements in terms of tasks and activities. After reviewing the evolution of human-centered approaches, this chapter delves into the overall question of system from human-centered system science and development points of view. We propose a foundation for HSI and human-centered design (HCD), with illustrations from aerospace and more generally life-critical industrial examples illustrate theoretical developments.
... Há anos os temas Design e Hipermídia têm sido objeto de investigação de diversos autores que abordam principalmente as relações entres essas duas áreas (por exemplo: Leão, 1999;Jonhson, 2001;Shneiderman, 2002;Farkas & Farkas, 2003). Entretanto, à medida que as tecnologias avançam e com elas surgem novos nichos de atuação para os designers, as 'intersecções' entre Design e Hipermídia se tornam o cerne de pesquisas mais vinculadas ao Design da informação e surgem, com mais notoriedade, parcerias com as áreas de ergonomia e HCI 1 (por exemplo: Padovani, 2005;Preece, Sharp & Rogers, 2005;Ulbricht, 2006), sendo vistas como 'ferramentas' para garantir princípios de usabilidade e interatividade de sistemas digitais através de interfaces hipertextuais. ...
Article
Moura, Mnica. Design de Hipermdia: dos princpios aos elementos. So Paulo: NMD; Rosari, 2007. 117p.[ISBN: 978-85-88343-55-9]No bastasse a importncia de propor discusses h tanto tempo desejadas pelos designers da informao,o e-book Design de hipermdia traz tona uma proposta inovadora na apresentao de seu contedo e naabordagem do tema em questo. O direcionamento do texto est voltado, principalmente, para estudantes eprofissionais desta rea, ao considerar a premissa de que um designer deve estar atento a tudo ao seuredor, exercitando infinitamente a sua sensibilidade, a sua criatividade e a sua capacidade deexperimentao; o que no significa a inexistncia de um mtodo (Moura, 2007). [ Download ]
... In-deed, individuals and organizations are evolving in their interactions as they recognize and learn to appreciate how they can stay in touch by e-mail or in online discussion forums with hundreds of people all over the globe. These social networks, which may be public or private, are about collaboration and empowerment for individuals, organizations, and societies (Shneiderman, 2002). They leave behind copious evidence of the evolving social networks and the revolutionary ways users are participating. ...
Chapter
Conventional wisdom has it that user participation in information systems development (ISD) is essential for systems success. Though the significance of user participation to systems success has been much discussed in the literature, results from empirical studies are inconsistent and suggest, that perhaps new avenues need to be explored. One approach may be viewing user participation as a social network that is, looking at the emergence of social structures and their technological expressions during the user participation process. In this chapter, a framework is presented that organizes user participation approaches that emerge from the different worldviews existing within organizations. This user participation approach (UPA) framework is used as the structure for the systematic arrangement of user participation approaches into a fourfold taxonomy based on extrinsic information attributed to them in the literature. In addition, a categorical analysis and social network analysis (SNA) are used to map and visualize the relationships between analyst and users, thus providing a conceptual and visual representation of the relational structures.
... Furthermore, as technology and global issues become more complex, many STEM fields are crossing boundaries and becoming more interdisciplinary with each other, which requires graduates who are capable of thinking about and working in multiple fields (Kezar & Elrod, 2012). The next generation of creative STEM professionals will need a polymathic blend of interests and skills in creative fields and multiple STEM fields (Shneiderman, 2003). Based on the prior research regarding the benefits of having a female role model in STEM subjects and adding the arts to STEM in order to increase interdisciplinary practitioners in the STEM field, the following hypotheses were formulated. ...
Article
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This study investigated female students who attended a STEM course with the Arts (STEAM) in comparison to a traditional STEM course and the impact it had on desire to pursue a STEM degree. An independent-samples t-test was conducted to compare female to male students’ interest in pursuing STEM degrees. In addition, follow up data for registration in STEM subjects was calculated. The participants (N = 58) consisted of college students (35 female students and 23 male students) attending a postsecondary institution in the northeastern United States. The study found significant differences (p < .05) between the groups and a larger percentage of female students from the STEAM course than from the traditional STEM course enrolled in another STEM course at follow up. These results support the positive relationship between female students attending a STEAM course and desire to pursue a STEM degree. The implications and results of adding interdisciplinary elements to traditional STEM courses for female students are discussed.
... De acuerdo con las observaciones de la práctica reportadas en el Capítulo 4 y los reportes de trabajos relacionados en la literatura en el Capítulo 3 (por ejemplo, [172,26,132,184] el bocetado interactivo con software y hardware puede considerarse una actividad de composición creativa en los términos propuestos por Shneiderman [215]. El diseñador genera o selecciona, modifica, interactúa y juega con artefactos tales como programas, diagramas, diseños, textos imágenes, componentes electrónicos, etc. en una actividad intensa que suele combinar además tinkering, desguace de artefactos usados para reutilizarlos o refuncionalizarlos. ...
Thesis
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El continuo desarrollo de tecnologías interactivas y la mayor comprensión de la participación del cuerpo en los procesos cognitivos ha impulsado al diseño de interacciones en el marco de las investigaciones HCI a la necesidad de resolver la relación del usuario con una multitud de dispositivos que se extienden más allá de los escritorios. Estos ámbitos de diseño abren nuevos desafíos a la hora de disponer de procesos, métodos y herramientas para alcanzar experiencias de uso adecuadas. En la medida que nuevos dispositivos y sistemas involucran los aspectos corporales y sociales del ser humano, se hace más relevante la consideración de paradigmas, teorías y modelos de soporte que excedan la selección de nodos de navegación y organización visual apropiada de widgets y pantallas. El diseño de interacción debe ocuparse no sólo de conseguir que se construya el producto de manera adecuada, sino además que se construya el producto correcto. Esta tesis se constituye en el cruce de tres temas: el diseño de sistemas interactivos que combinan un pie en lo digital y uno en lo físico, las teorías de la cognición corporizada y enactiva y las prácticas creativas soportadas por el bocetado, en particular los procesos de generación, evaluación y comunicación de ideas o propuestas de diseño. Este trabajo incluye contribuciones de diferente carácter. Se realiza un estudio profundo de las teorías sobre cognición corporizada y enactiva, del diseño de interacción con dispositivos digitales y del bocetado como herramienta básica del diseño creativo. Sobre la base de este análisis de la bibliografía existente y con una caracterización de la práctica de bocetado de interacciones enactivas basada en estudios etnometodológicos se plantea un framework para organizar conceptualmente esa práctica y una herramienta de soporte a esa actividad concebida como una composición creativa. Se discuten las contribuciones y se plantean posibles líneas de trabajo futuro.
... Information technology has an important potential role as a tool (or system) to support people working in many different areas of creative endeavour. In our own investigations we have been particularly influenced by the extensive work of Candy and Edmonds in the area [2,3,4,5] and Shneiderman's research on Creativity Support Tools [14,15]. We consider our model (Figure 1) to be a useful way of illustrating our particular area of interest. ...
... Protentional questions could be explored including the troubles people face in everyday life when using technologies and their individual goals and preferences. A better understanding of individual practices is key to shape more usable and useful technologies [3]. ...
Preprint
Full-text available
Human-computer Interaction (HCI) is an interdisciplinary research field involving multiple disciplines, such as computer science, psychology, social science and design. It studies the interaction between users and computer in order to better design technologies and solve real-life problems. This position paper characterizes HCI research in China by comparing it with international HCI research traditions. We discuss the current streams and methodologies of Chinese HCI research. We then propose future HCI research directions such as including emergent users who have less access to technology and addressing the cultural dimensions in order to provide better technical solutions and support.
... Protentional questions could be explored including the troubles people face in everyday life when using technologies and their individual goals and preferences. A better understanding of individual practices is key to shape more usable and useful technologies [7]. ...
Conference Paper
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This position paper takes the first step to attempt to present the initial characterization of HCI research in China. We discuss the current streams and methodologies of Chinese HCI research based on two well-known HCI theories: Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with a survey of Chinese publications at CHI 2019, which shows HCI research in China has less attention to Macro-HCI topics and the third paradigms of HCI (Phenomenologically situated Interaction). We then propose future HCI research directions such as paying more attention to Macro-HCI topics and third paradigm of HCI, combining research methodologies from multiple HCI paradigms, including emergent users who have less access to technology, and addressing the cultural dimensions in order to provide better technical solutions and support.
... Several attempts were made to make this possible with the production of the Xerox Dynabook, the Osborne 1, Compaq 1-3, Compaq SLT, and Subnotebook (Gookin, 2010). With the introduction of the personal computers in the late 20 th century, diverse user needs were given considerable consideration, resulting in a variety of applications such as graphical user interfaces and information visualization (Shneiderman, 2003). These have impacted the laptop technology in such a way that user needs are now addressed more effectively. ...
Article
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Today’s digital natives enthuse educators to consider the impact of technology on learning and plan proper instruction, involving the use of laptop along with other technologies. However, implementing laptop use in classrooms without adequate support from administration, IT and faculty can have limited benefits. This article presents the results of a project conducted to identify the perceptions of students and faculty about ways in which the laptop use affects the learning environment at the Petroleum Institute, Abu Dhabi for two courses: Strategies for Team Based Engineering Problem Solving and Communication. Sixty-four freshman students, six instructors and two IT members were involved in the project. Quantitative and qualitative data were collected from students and faculty using a student survey, weekly electronic faculty-feedback logs, and electronic student journals. Data revealed that the use of laptops in the classrooms enhanced the feedback process on team-assignments in particular. Instructors felt that integration of laptops facilitated syllabus delivery and classroom management. Results also indicated challenges related to technical issues such as battery-life and Wi-Fi interference. It was further found that initial student and faculty training is essential for the project to have greater success. Results are discussed and recommendations are made for effective integration of the laptop in active learning environments. © 2018, Anadolu University, Faculty of Communication Sciences. All rights reserved.
... We can praise science and engineering, but there is still a paradox about technology that helps us to be more productive, perform our work more rapidly and effectively. Therefore, there is an effort for developing creativity support tools, which enable us to explore, discover, imagine, innovate, compose and collaborate [16]. Joy et al. [17] suggest that people who generate multiple possible solutions are more likely to produce solutions which are less common. ...
Chapter
We describe a crowdsourcing platform for writing called CreativeWall, where users can preserve their creative writings and share them with the community. By using images, moods and locations we create a more visual perspective of a moment that can bring creativity and mental well-being to the writer. We also present an evaluation of our crowdsourced platform. Our findings suggest that, from a mental well-being perspective, the participants felt more inspired, more focused, more creative and more immersed when using the CreativeWall add-in. Additionally, CreativeWall helps writers to trigger their creativity while writing. We highlight some results triangulating qualitative and quantitative data. Results show that users performing the tasks with CreativeWall lost track of time more often than participants using our baseline. From user interviews, results suggest that the tasks performed with the CreativeWall add-in were more enjoyable and that the users had no issues kickstarting the writing process, which could mean that these tools can help in the initial phase of the creative writing process.
... HCI has extended our understanding of interaction with information technology products and how to put this understanding to practical use in the design and evaluation of daily used products. The concept is supported by Shneiderman [21] who noted that we are now in the second transformation of computing in which the shift from machine-centered automation to usercentered services and tools is enabling users to be more creative. Beyond HCI, we need a better understanding of Human-Culture Interaction not just for taking part in the cultural context, but also for developing the interactive experience of users. ...
... We can give cheers for science and engineering, but there is still a paradox about this technology that helps us to be more productive, perform our work more rapidly and effectively. Therefore, there is an effort for developing creativity support tools, which enable us to explore, discover, imagine, innovate, compose and collaborate [24]. Joy et al. [25] suggest that people who generate multiple possible solutions are more likely to produce solutions which are less common. ...
Conference Paper
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Developments in Virtual Reality (VR) technology have modified the creative potential of each individual. We introduce a new concept, called "mild place illusion", as a new paradigm for designing VR-based user interfaces targeted at stimulating creativity. We show that for creative tasks - such as creative writing, new product ideation, and brainstorming - a "just-enough" amount of place illusion leads to a greater self-perception of creativity, as opposed to a "full-level" place illusion. This is a somewhat unexpected result since one would suppose, a priori, to have the full-level place illusion as the optimal setup for stimulating creativity. We considered that the methodology in this work was fairly complex, but our results show -- through a data triangulation approach -- that we were able to identify more consistent and personal creative experiences. Therefore, the main contribution of this paper is a new paradigm for designing VR user interfaces targeted at stimulating creativity by showing that a "one-illusion interspace" leads to a greater self-perception of creativity.
... In other words the Time was "fragmental", distinguished in direct correspondence with the nonvirtual one. But, however, a proposition has been made throughout the Web to provide a single uniform Internet time, measured not in terms of minutes and seconds, but in terms of information units (1000 per day) [4]. (Note yet another linguo-ontological cornerstone of cyber-reality -information). ...
... Several attempts were made to make this possible with the production of the Xerox Dynabook, the Osborne 1, Compaq 1-3, Compaq SLT, and Subnotebook (Gookin, 2010). With the introduction of the personal computers in the late 20 th century, diverse user needs were given considerable consideration, resulting in a variety of applications such as graphical user interfaces and information visualization (Shneiderman, 2003). These have impacted the laptop technology in such a way that user needs are now addressed more effectively. ...
... Several attempts were made to make this possible with the production of the Xerox Dynabook, the Osborne 1, Compaq 1-3, Compaq SLT, and Subnotebook (Gookin, 2010). With the introduction of the personal computers in the late 20 th century, diverse user needs were given considerable consideration, resulting in a variety of applications such as graphical user interfaces and information visualization (Shneiderman, 2003). These have impacted the laptop technology in such a way that user needs are now addressed more effectively. ...
Article
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Today’s digital natives enthuse educators to consider the impact of technology on learning and plan proper instruction, involving the use of laptop along with other technologies. However, implementing laptop use in classrooms without adequate support from administration, IT and faculty can have limited benefits. This article presents the results of a project conducted to identify the perceptions of students and faculty about ways in which the laptop use affects the learning environment at the Petroleum Institute, Abu Dhabi for two courses: Strategies for Team Based Engineering Problem Solving and Communication. Sixty-four freshman students, six instructors and two IT members were involved in the project. Quantitative and qualitative data were collected from students and faculty using a student survey, weekly electronic faculty- feedback logs, and electronic student journals. Data revealed that the use of laptops in the classrooms enhanced the feedback process on team-assignments in particular. Instructors felt that integration of laptops facilitated syllabus delivery and classroom management. Results also indicated challenges related to technical issues such as battery-life and Wi-Fi interference. It was further found that initial student and faculty training is essential for the project to have greater success. Results are discussed and recommendations are made for effective integration of the laptop in active learning environments.
... Las personas, al ser más productivos y eficientes cumplen algunos objetivos del uso de la tecnología [125,126,124]. No solo se trata de mejorar nuestro trabajo sino también nuestra vida fuera del trabajo, nuestra conexión con los amigos, las familias, y nuestra capacidad de ser más creativos [127]. Dado que los usuarios son diversos y utilizan la tecnología de muchas maneras diferentes, hay necesidad de una accesibilidad universal de TI [128]. ...
Book
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En ambientes pervasivos (AP) existen una gran cantidad de entidades de software, hard-ware y personas en constante movimiento, cada uno con sus recursos y conocimientos limitados, por lo tanto existe la necesidad de interactuar entre ellos con el fin de lograr objetivos comunes y/o metas individuales o grupales, dentro de un contexto dinámico o específico. Para mejorar la interactividad entre estas entidades se propone un modelo de interacción que permite asociaciación, coordinación y adaptación de los elementos embebidos en el AP con el fin de extender la comprensión y capacidades de las personas al momento de interactuar con el ambiente, obteniendo servicios, datos y/o información adecuada e inclusive personalizada con base en su perfil, comportamiento, acciones y rendimiento. El modelo permite tener una interacción más eficiente minimizando errores, incrementando la satisfacción, disminuyendo la frustración y, en definitiva, hace más productivas las tareas que rodean a las personas. Adicionalmente el modelo de interacción hace uso de agentes con percepciones difusas que tratan la incertidumbre y la imprecisión presentada, con el fin de aprender el comportamiento de los usuarios y controlar la aplicación adecuándola a las preferencias de los usuarios.
... (p. 398) (please see also Horton, 2005;Lazar, 2007;Shneiderman, 2003). ...
Chapter
This chapter discusses the relationship between the accessibility and usability constructs and how they relate to the user experience (UX) theoretical approach. We present an integrated model of interaction evaluation, a new evaluation perspective based on UX that is intended to be used as a framework for evaluating users’ interactions with assistive technology (AT) and to organize and evaluate the AT assessment process. The evaluator’s mental model is used to evaluate the relationship between the designers’ and the users’ mental models from objective and the subjective points of view. The new perspective endorsed by the chapter is that the UX concept can be used not only to set up an evaluation of users’ interactions with AT, but also to organize and evaluate the AT assessment process and to design (or redesign) technologies to overcome the barriers to use that disabled users typically experience. The redesign of a sonificated web search engine is presented as an example of the growing need to use a UX-based approach to AT design.
... One example, is writing prompts [7,8] that are simple phrases meant to help writers trigger their creativity and start writing fluently without losing their time with a "writer's block", not being able to write a single line of text. Shneiderman [9] argues that there's an effort for developing creativity support tools, which enable us to explore, discover, imagine, innovate, compose and collaborate. Even with decades of creativity research, there is no single, agreed upon methodology for evaluating how well a creativity support tools to aid the creativity of its users [10]. ...
Conference Paper
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Humans perceive different objects, scenes or places using all their senses. Our sensory richness also plays an important role for creative activities. Humans also recall those sensory experiences in order to spark creativity, e.g. while writing a text. This paper presents a study with 100 students, divided in groups, that explores the effect of auditory and olfactory cues and their combination during a creative writing exercise. Our results provide useful insights suggesting that olfactory cues have an important role in the creative process of users and even when this type of cues are combined with auditory cues. We believe, that this type of modalities should gain more relevance on the development of creativity support tools and environments for supporting the creative writing process .
... So far, numerous programs have been produced intended to support the creative process [4]. The analyzed publications oscillate around three areas of interest of their authors as follows: the relationship between man and computer [5][6][7][8], searching for the cognitive components of the creative process [9,10], and process and product design [11][12][13][14]. However, this software requires from its user a considerable knowledge from the field of creative problem solutions. ...
Article
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The article presents possibilities of using fields of creative problem solving for engineering issues. The article characterizes the individual construction steps of a system that assists in non-routine decision-making – a program designed to select stimulation methods in an optimal manner according to the user requirements. The aim of the tool is to assist the user in decision-making: it shows a possible outcome, but requires thinking. An effective use of the stimulation methods requires engineers to tediously go through many stages that often differ, depending on the selected method. This special program helps engineers search for and select numerous complex data.
... Nowadays, end users evolve from passive consumers of computer tools to a more active role of information and software artifacts producers (Fischer, 2002). This is also highlighted by the Shneiderman's (2002) claim: "the old computing was about what computers could do; the new computing is about what users can do" (p. 2). ...
Chapter
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End-user development means the active participation of end users in the software development process. In this perspective, tasks that are traditionally performed by professional software developers at design time are transferred to end users at use time. This creates a new challenge for software engineers: designing software systems that can be evolved by end users. Metadesign, a new design paradigm discussed in this chapter, is regarded as a possible answer to this challenge. In this line, we have developed a metadesign methodology, called Software Shaping Workshop methodology, that supports user work practice and allows experts in a domain to personalize and evolve their own software environments. We illustrate the Software Shaping Workshop methodology and describe its application to a project in the medical domain. The work proposes a new perspective on system personalization, distinguishing between customization and tailoring of software environments. The software environments are customized by the design team to the work context, culture, experience, and skills of the user communities; they are also tailorable by end users at runtime in order to adapt them to the specific work situation and users’ preferences and habits. The aim is to provide the physicians with software environments that are easy to use and adequate for their tasks, capable to improve their work practice and determine an increase in their productivity and performance.
Thesis
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The study intends to examining the views on the use of technology of middle school 7th grade students in times of the Covid-19 Pandemic. The Covid-19 epidemic has altered the educational learning/teaching environment. Due to this, students' usage of technology has risen. In this purpose, the data obtained from the participants were interpreted and students' technology usage purposes, technology usage experiences and as a result their attitudes on technology were researched during the Covid-19 Pandemic.
Thesis
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A mixed-initiative user interface is one where both human and computer contribute proactively to a process. A mixed-initiative creative interface is the same principle applied in the domain of computational creativity support, such as in digital production of music or visual arts. The title “Mixed-Initiative Music Making” therefore implies a kind of music making that puts human and computer in a tight interactive loop, and where each contributes to modifying the output of the other. Improvisational collective music making is often referred to as jamming. This thesis focuses on jamming-oriented approaches to music making, which takes advantage of the emergent novelty created by group dynamics. The research question is: How can a mixed-initiative interactive music system aid human musicians in the initial ideation stage of music making? Starting from a vantage point of dynamical systems theory, I have addressed this question by adopting a Research through Design approach within a methodological framework of triangulation between theory, observation, and design. I have maintained a focus on the activity of collective music making through four studies over a period of two years, where the gradual development of a mixed-initiative interactive music system has been informed by findings from these studies. The first study was a focus group with musicians experienced in collective music making, where the goal was to establish commonalities in musical interaction and idea development with a focus on viable conceptual frameworks for subsequent studies. The second study was a case study of two improvising musicians engaged in an improvised session. They were separated in two rooms, and could only communicate instrumentally or through preset commands on a computer screen. The session was analyzed in terms of how the musicians dynamically converged and diverged, and thus created musical progression. In the third study, several musicians were invited to jam with a prototype of an interactive music system. Unbeknownst to them, they had been recruited to a Wizard of Oz study—behind the scenes was a human keyboard player pretending to be a computational agent. The purpose of this arrangement was to obtain empirical data about how musicians experience co-creativity with a perceived computational agent before the implementation of the computational agent had begun in earnest. In the final study, two different implementations of a mixed-initiative interactive music system were developed for a comparative user study, where the tradeoff between user control and system autonomy was a central premise. Combined, the studies show that a mixed-initiative interactive music system offers musicians freedom from judgement and freedom to explore their own creativity in relation to an unknown agency. Social factors make these kinds of freedom difficult to attain with vi other musicians. Hence, playing with interactive music systems can lead to different kinds of musical interaction than can be achieved between people. An acceptance of machine aesthetics may lead to surprising creative results. Repeated exposure to mixed-initiative interactive music systems could help cultivate attitudes that are valuable for collective music making in general, such as maintaining a process-oriented approach and accepting the loss of idea ownership.
Chapter
Computer-aided translation (CAT) has become the mainstream mode of translation in the language industry. In the process of translation, the CAT systems’ irritating features often cause considerable cognitive friction on the part of translators. In this context, this study evaluates and compares, qualitatively and quantitatively, the user experience of four CAT systems, namely, SDL Trados Studio, memoQ, Snowman CAT, and YiCAT. Over 100 graduate students in translation from a Chinese university completed a battery of tasks. They then filled out a questionnaire, which included the standardised System Usability Scale, preferences for the four CAT systems based on key functions, and open-ended questions regarding each CAT system's weaknesses and strengths. The study seeks to raise CAT vendors’ awareness of UX and find out what usability problems translators have encountered. It has implications for CAT tool development, pedagogy as well as cognitive translation studies.
Article
The chronic (permanent), wicked (unsolvable) problem of SPAM and, in particular, the criminal exploitation of trust and mistrust in so-called SPAM initiated 'phishing' attacks on UK Banking sites continues to undermine consumer faith in online transactions. Without trust, clearly a transaction cannot satisfy the particular risk-reward equilibria that are explicit or implicit and ubiquitous to all kinds of transactions. Using an actual phishing email that targeted customers of the NatWest bank in March 2004 as an exemplar, we seek to highlight that e-mediated transactions expose all the various participants and mediators to risk, rewards and dangers. The relevance of trust is thus a key context for transactions, in both its tangible and intangible manifestations. To explicate this aspect and appreciate its significance, conceptual graphs are used to model the transactions that occur. The paper illustrates that problems like phishing SPAM are in themselves a transaction, and illuminates areas that have been currently overlooked in the production of a solution to such problems. The investigation reveals the role that semiotics plays in this fraudulent scam and how this again needs to be considered to enhance the solutions that are currently available or play a role in the production of a new more robust solution. Viewing the issue under this semiotic, conceptual graphs-based transactional lens reveals why an individual becomes a victim of deception (duped). It thus highlights an alternative approach in ameliorating this chronic, wicked problem.
Chapter
The contribution discloses the theoretical and methodological determination of the dynamic principles of the innovative logosphere of computer being. The phenomenological, ontological and epistemological models of the macro- and microstructures of the innovative logosphere dynamics are outlined. The chapter identifies the digital lexicographic and corpus tools for empirical verification, diagnostics and forecasting of the content of in-depth dynamics processes in the computer being logosphere.
Thesis
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The field of human-computer interaction (HCI) strives for innovative user interfaces. Innovative and novel user interfaces are a challenge for a growing population of older users and endanger older adults to be excluded from an increasingly digital world. This is because older adults often have lower cognitive abilities and little prior experiences with technology. This thesis aims at resolving the tension between innovation and age-inclusiveness by developing user interfaces that can be used regardless of cognitive abilities and technology-dependent prior knowledge. The method of image-schematic metaphors holds promises for innovative and age-inclusive interaction design. Image-schematic metaphors represent a form of technology-independent prior knowledge. They reveal basic mental models and can be gathered in language (e.g. bank account is container from "I put money into my bank account"). Based on a discussion of previous applications of image-schematic metaphors in HCI, the present work derives three empirical research questions regarding image-schematic metaphors for innovative and age-inclusive interaction design. The first research question addresses the yet untested assumption that younger and older adults overlap in their technology-independent prior knowledge and, therefore, their usage of image-schematic metaphors. In study 1, a total of 41 participants described abstract concepts from the domains of online banking and everyday life. In study 2, ten contextual interviews were conducted. In both studies, younger and older adults showed a substantial overlap of 70% to 75%, indicating that also their mental models overlap substantially. The second research question addresses the applicability and potential of image-schematic metaphors for innovative design from the perspective of designers. In study 3, 18 student design teams completed an ideation process with either an affinity diagram as the industry standard, image-schematic metaphors or both methods in combination and created paper prototypes. The image-schematic metaphor method alone, but not the combination of both methods, was readily adopted and applied just as a well as the more familiar standard method. In study 4, professional interaction designers created prototypes either with or without image-schematic metaphors. In both studies, the method of image-schematic metaphors was perceived as applicable and creativity stimulating. The third research question addresses whether designs that explicitly follow image-schematic metaphors are more innovative and age-inclusive regarding differences in cognitive abilities and prior technological knowledge. In two experimental studies (study 5 and 6) involving a total of 54 younger and 53 older adults, prototypes that were designed with image-schematic metaphors were perceived as more innovative compared to those who were designed without image-schematic metaphors. Moreover, the impact of prior technological knowledge on interaction was reduced for prototypes that had been designed with image-schematic metaphors. However, participants' cognitive abilities and age still influenced the interaction significantly. The present work provides empirical as well as methodological findings that can help to promote the method of image-schematic metaphors in interaction design. As a result of these studies it can be concluded that the image-schematic metaphors are an applicable and effective method for innovative user interfaces that can be used regardless of prior technological knowledge.
Chapter
This chapter explores how designers have incorporated recycled materials to create new products. It examines the methods and hardware for physically capturing, measuring and modelling surfaces, as well as the emergence of physical and virtual libraries and resources that can assist the designer. The chapter focuses on historical and emerging printing technologies responded to the demands of printing and packaging production. It shows how the print industry will function in the twenty‐first century. If we consider relief printing as a bridge between two‐dimensional (2D) and three‐dimensional (3D) printing, it is possible to seek a way of appropriating from both digital and words and merge some of the boundaries that result in annoying obstacles to overcome higher dimensional challenges. Reflecting on exhibitions that consider the relationship of digital technologies and craft skills, many thought‐provoking examples were demonstrated at the Victoria and Albert Museum (V&A) and Crafts Council exhibitions: The Power of Making and What is Luxury.
Article
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The paper is focused on the methodological argument and premise of open verbal e-environment structure, phenomenology, subject matter and corresponding ICT research tools. The phenmenological approach to integrative research directions, mechanisms, ways and means of the modern English open verbal e-environment, supplied in this paper, allows to highlight those aspects of English development, provides a generalized in-depth understanding of the phenomenological nature of linguistic reality encoding processes, linguistic recreation and mechanisms of neologozation, categorization, language reference, significative correlation, respectively.
Article
El presente estudio basado en la Interacción Humano Computadora en el ámbito educativo, tuvo como objetivo incorporar una fase previa a la integración curri-cular, que para este efecto la hemos denominado "fase de prueba de usabilidad pedagógica", como un procesos que debe ejecutarse para validar la interacción sujeto-objeto. El contexto de la experiencia se realizó en el marco del Enfoque del Currículo Bimodal, el mismo que se basó en dos líneas de acción orientadas a promover: conocimientos, memoria y actividades con integración pedagógi-ca, la tecnología, como computadora, software que generen Objetos de Apren-dizaje y el uso de internet, complementado con el Proyecto Quimimedia enfo-cados a contenidos específicos de Química Orgánica, del área curricular de Ciencia Tecnología y Ambiente, en el que se aplicaron metodologías para lo-grar los conocimientos de esta ciencia y mejorar la capacidad de explicar con argumentos científicos fenómenos químicos elevando el nivel de aprendizaje en estudiantes de educación secundaria. El estudio se realizó bajo el enfoque de Complementariedad Paradigmática, en la metodología de la fase cuantitativa se obtuvo evidencia empírica a partir de la aplicación de una escala de valoración, en una muestra de usuarios (estudiantes), y en la fase cualitativa para conocer el nivel de usabilidad pedagógica, que permita determinar, si era viable y perti-nente su integración curricular para el aprendizaje de las ciencias.
Conference Paper
The paper continues a discourse on methods and organization of software development teaching and learning process through the perspective of considering computer science disciplines within the context of liberal arts. We examine the methodology gap in software development education, and argue that more collaborative activities should be introduced into teaching process, thus enabling students to have more opportunities for public display of their works. Instead of a common non-creative lecture/lab organization, we introduce a workflow of connected activities transforming a study process to active learning where both sides (instructors and students) actively interact and cooperate. We make an effort to revisit the question, how teaching forms and practices existing in humanities can be applied to a case of computer science education. With an example of programming courses taught at the University of Aizu to international students, we argue that any live activities (such as lectures in a lab, hands-on, testing and review sessions) are of extreme importance for involving students into a creative process. This approach aims at transforming one-way information transmission between a teacher and a student to their communication and, therefore, to better understanding of each other's perspectives.
Experiment Findings
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This report has been produced to conclude the exercise of the Pilot Study and proceed with the implementation of the One Tablet Per Child initiative according to the work programme of the Government of Malta. Compared to studies carried out abroad, the Pilot Study in Malta should stand out in terms of both the breadth and the depth of the undertaking and the resulting research. Indeed, Malta is one of the few countries in the world investing in 1:1 computing devices at a national level that covers all the students in particular age groups and so, the research is breaking new ground in this area of education. The main report covers several aspects related to the use of tablets in an educational setting, from pedagogy to curriculum, from technical performance to the support ICT infrastructure, from educational to technical support, from special educational needs to health and safety issues, and project management. What it does not provide is a comparative study of different brands of technological solutions. The research report has focused on the teaching and learning experience with a tablet and the recommendations reflect this framework.
Book
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This book presents the proceedings of the Gmunden Retreat on NeuroIS 2016, reporting on topics at the intersection of Information Systems (IS) research, neurophysiology and the brain sciences. Readers will discover the latest findings from top scholars in the field of NeuroIS, which offer detailed insights on the neurobiology underlying IS behavior, essential methods and tools and their applications for IS, as well as the application of neuroscience and neurophysiological theories to advance IS theory.
Article
Thumbnail images are discreet, yet central navigational tools in increasingly complex visual information environments. Indeed, without thumbnail images there would be no image search: they are an inherent part of the information architecture of most digital information platforms. Yet, how might we understand the role of the thumbnail as an attention technology in the digital economy? And what kind of aesthetic does it produce? This paper examines the legal negotiations of the thumbnail image and the ensuing decision to conceptualize the thumbnail as a functional image against the cultural history of visual attention technologies and the aesthetics of their connective function. Such an endeavour, we propose, allows us to understand and appreciate the significant digital economy and particular aesthetic of the thumbnail image despite its apparent subtlety.
Article
Thumbnail images are discreet, yet central navigational tools in increasingly complex visual information environments. Indeed, without thumbnail images there would be no image search: they are an inherent part of the information architecture of most digital information platforms. Yet, how might we understand the role of the thumbnail as an attention technology in the digital economy? And what kind of aesthetic does it produce? This paper examines the legal negotiations of the thumbnail image and the ensuing decision to conceptualize the thumbnail as a functional image against the cultural history of visual attention technologies and the aesthetics of their connective function. Such an endeavour, we propose, allows us to understand and appreciate the significant digital economy and particular aesthetic of the thumbnail image despite its apparent subtlety.
Article
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Charts displayed on mobile devices was verified in comparison to standardized ETDRS charts. Such method of visual acuity assessment is characterized by stabile brightness and contrast. Moreover the ability to dynamically display random optotypes eliminates the problem of memorizing the contents of charts, making measurements more reliable. Our tests showed that the VA measured with mobile device and the VA tested using standardized printed charts are not significantly different. Full Text: PDF ReferencesB. Shneiderman, Leonardo's Laptop: Human Needs and the New Computing Technologies (Boston, MIT Press 2002).A. Holzinger, M. Errath, "Mobile computer Web-application design in medicine: some research based guidelines", P. Univ. Access Inf. Soc. 6, 31 (2007). CrossRef R. K. Lord et al., "Novel Uses of Smartphones in Ophthalmology", Ophthalmology 117, 1274 (2010). CrossRef M. D. Crossland, R. S. Silva and A. F. Macedo, "Smartphone, tablet computer and e-reader use by people with vision impairment", Ophthalmic Physiol. Opt. 34, 552 (2014). CrossRef E. Zvornicanin, J. Zvornicanin and B. Hadziefendic, "The Use of Smart phones in Ophthalmology", Acta Inform. Med. 22, 206 (2014). CrossRef S. Tofigh et al., "Effectiveness of a smartphone application for testing near visual acuity", Eye 29, 1464 (2015). CrossRef C. Perera et al., "The Eye Phone Study: reliability and accuracy of assessing Snellen visual acuity using smartphone technology", Eye 29, 888 (2015). CrossRef Department of Epidemiology and Preventive Medicine, Early Treatment Diabetic Retinopathy Study: Manual of Operations. (Baltimore, U.S. Department of Commerce 1985).F. L. Ferris et al., "New Visual Acuity Charts for Clinical Research", Am. J. Ophthalmol. 94, 91 (1982). CrossRef W. F. Long, G. C. S. Woo, "Measuring Light Levels with Photographic Meters", Optometry Vision Sci. 57, 51 (1980). CrossRef F. L Ferris, R. D. Sperduto, "Standardized Illumination for Visual Acuity Testing in Clinical Research", Am. J. Ophthalmol. 94, 97 (1982). CrossRef Ch. Dancey, J. Reidy, Statistics Without Maths for Psychology (Harlow, Prentice Hall 2011).N. Balakrishnan, Methods and applications of statistics in the life and health sciences (New Jersey, John Wiley & Sons 2010).ISO 8596:2009 Ophthalmic optics - Visual acuity testing - Standard optotype and its presentation (2009).S. Koenig et al., "Assessing visual acuity across five disease types: ETDRS charts are faster with clinical outcome comparable to Landolt Cs", Graefes Arch. Clin. Exp. Ophthalmol. 252, 1093 (2014). CrossRef A. Glasser, M. W. C. Campbell, "Presbyopia and the optical changes in the human crystalline lens with age", Vision Research 38, 209 (1998). CrossRef P. K. Kaiser, "Prospective Evaluation of Visual Acuity Assessment: A Comparison of Snellen Versus ETDRS Charts in Clinical Practice (An AOS Thesis)", Trans. Am. Ophthalmol. Soc. 107, 311 (2009). DirectLink L. Hyvärinen, R. Näsänen and P. Laurinen, "New Visual Acuity Test For Pre-School Children", Acta Ophthalmol. 58, 507 (1980). CrossRef M. Schuster, "Speech Recognition for Mobile Devices at Google", Lecture Notes in Computer Science 6230 (2010). CrossRef M. Werner, M. Kessel and C. Marouane, "Indoor positioning using smartphone camera", IPIN, International Conference on. IEEE (2011). CrossRef
Article
This article argues that thumbnail images are infrastructural images that raise issues of uncertainty in two distinct, but interrelated, areas: a legal question of how to define, understand and govern visual information infrastructures, in particular image search systems in epistemological and strategic terms; and a cultural question of how human–computer interaction design works with navigational uncertainty, both as an experience to be managed and a resource to be exploited. This paper considers two copyright infringement cases that involved search engines as defendants, Kelly v. Arriba Soft (2003) and Perfect 10, Inc. v. Amazon.com, Inc. and A9.com Inc. and Google Inc (2007). The cases are revealing of the issues that arise when thinking about thumbnails as infrastructural images in relation to uncertainty. Legal research on thumbnail images has focused on fitting them into the framework of copyright—which precedes digital technology. This article revolves around the infrastructuration of thumbnail images in a medial sense: as infrastructures of logistics and desire. The article draws on infrastructure studies, feminist visual and human computer interaction (HCI) theory and legal theory to examine how the thumbnail has been negotiated in legal terms, its cultural infrastructures, and the information behaviours they are designed to produce.
Article
Increasing customer demand coupled with limitations in current fourth-generation (4G) wireless mobile networks and advances toward the next-generation wireless mobile network have all together created a need for us to look at what customers today expect from the upcoming fifth-generation (5G) network. This study was conducted among existing 4G users in the United States, the United Kingdom, Singapore, and Australia. The research was completed in two parts: qualitative and quantitative. The quantitative part was accomplished by performing data collection and selection through surveys and data evaluation by structural equation modeling (SEM) using SMARTPLS.
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