Results for ' HCI'

67 found
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  1.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The (...)
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  2. HCI Model with Learning Mechanism for Cooperative Design in Pervasive Computing Environment.Hong Liu, Bin Hu & Philip Moore - 2015 - Journal of Internet Technology 16.
    This paper presents a human-computer interaction model with a three layers learning mechanism in a pervasive environment. We begin with a discussion around a number of important issues related to human-computer interaction followed by a description of the architecture for a multi-agent cooperative design system for pervasive computing environment. We present our proposed three- layer HCI model and introduce the group formation algorithm, which is predicated on a dynamic sharing niche technology. Finally, we explore the cooperative reinforcement learning and fusion (...)
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  3.  38
    Reflections on emerging HCI–AI research.Swaroop Panda & Shatarupa Thakurta Roy - 2024 - AI and Society 39 (1):407-409.
    Human computer interaction (HCI) has grown into a mature field of research. With artificial intelligence (AI) finding ubiquitous applications, HCI research is now moving ahead towards accommodating and integrating these approaches. A part of the research community is of the opinion that HCI and AI are fundamentally opposed to each other: with AI-powered devices being demonic and humans are to lose in a race against them and HCI-oriented products being human centred being the flag bearers of the human race. In (...)
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  4.  15
    Afordancje w HCI. Recenzja książki Affordances and Design.Witold Wachowski - 2018 - Avant: Trends in Interdisciplinary Studies 9 (3):141-129.
    Artykuł stanowi przegląd recenzyjny książki Victora Kaptelinina Affordances and Design, w której omówiono koncepcję afordancji w interakcji człowiek–komputer. Adresowany do polskiego czytelnika, umożliwia mu zorientowanie się w podstawowych relacjach i różnicach między filozofią i psychologią ekologiczną a teoriami projektowania, głównie na przykładzie pionierskiej propozycji Jamesa Gibsona i koncepcji Donalda Normana, w pewnym odniesieniu do szerszego kontekstu.
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  5.  22
    SIGCAS, CAS, HCI & sustainability.Janet Davis - 2008 - Acm Sigcas Computers and Society 38 (2):19-21.
    Greetings from 35,000 feet! I am en route from my home in Grinnell, Iowa to Sydney, Australia to participate in a workshop on---oddly enough---environmental sustainability. Reducing negative environmental impacts is a current hot topic in my field of Human-Computer Interaction ; indeed, so much so that I've seen at least one researcher reduce his carbon footprint by using iChat to remotely present a conference paper. Computing technology has a tremendous capacity both to make the problem worse and to help us (...)
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  6. Pattern Languages in HCI.Andy Dearden & Janet Finlay - 2006 - A Critical Review. Human-Computer Interaction 21.
     
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  7.  34
    The sense of the interface: Applying semiotics to HCI research.Carlos Scolari - 2009 - Semiotica 2009 (177):1-27.
    The objective of this article is to reflect on the application of Semiotics to Human-Computer Interaction (HCI) and interface analysis. To accomplish the objective the article presents an example of semiotic analysis of a blog interface but the methodology proposed, conveniently adapted, may be applied to any kind of digital interactive environment. The analysis reconstructs the interface sense production device (including the surface of the page and the link architecture), identifies implied users and exchange scenes of the blog and concludes (...)
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  8.  31
    The anthropocosmic vision of mixed reality: Taking HCI artwork Flow of Qi (2007) as a case study.Yi-Chen Wu - 2018 - Technoetic Arts 16 (3):377-386.
    This article critically investigates the potential confrontation that exists between mixed reality in Human-Computer Interaction (HCI) artworks that are, respectively, based on the concepts of phenomenology and Chinese Qi. My proposal is exemplified by the Industrial Technology Research Institute of Taiwan’s Flow of Qi (2007), which uses ultra wide band technology that instantly transforms the data of a pair of participants’ real-time breath into the replication of calligraphy masterworks projected onto the floor in front of the participants. To explore how (...)
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  9. The Use-Mention Distinction and its Importance to HCI.Michael L. Anderson & Yoshi A. Okamoto - unknown
    In this paper we contend that the ability to engage in meta-dialog is necessary for free and exible conversation. Central to the possibility of meta-dialog is the ability to recognize and negotiate the distinction between the use and mention of a word. The paper surveys existing theoretical approaches to the use-mention distinction, and brie y describes some of our ongoing e orts to implement a system which represents the use-mention distinction in the service of simple meta-dialog.
     
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  10.  24
    Controlled empowerment of women: intersections of feminism, HCI and political communication in India.Nimmi Rangaswamy & Isha Mangurkar - 2022 - Feminist Theory 23 (2):171-206.
    Twitter played a dominant role during the 2014 general elections in India, ushering a right-wing party into power. Political leaders employed Twitter to augment their public image and push right-wing campaign agendas to millions of followers. A prominent and strategic use of Twitter was credited to Prime Ministerial candidate Narendra Modi, portrayed as a visionary leader supporting economic development, social empowerment and good governance. Within this narrative, women's empowerment debates underwent multiple transformations. Through this article, we aim to establish the (...)
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  11. pages 265 {296, Amsterdam, 1989. North Holland.[8] G. Cockton. Interaction Ergonomics, Control and Separation: Open Problems in User Inter-face Management Systems. Technical Report AMU8811/03H, Scottish HCI Centre, February. [REVIEW]Knowledge Acquisition In P. Guida & G. Tasso - 1985 - Cognitive Science 9:171-216.
     
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  12. Reframing Deception for Human-Centered AI.Steven Umbrello & Simone Natale - 2024 - International Journal of Social Robotics 16 (11-12):2223–2241.
    The philosophical, legal, and HCI literature concerning artificial intelligence (AI) has explored the ethical implications and values that these systems will impact on. One aspect that has been only partially explored, however, is the role of deception. Due to the negative connotation of this term, research in AI and Human–Computer Interaction (HCI) has mainly considered deception to describe exceptional situations in which the technology either does not work or is used for malicious purposes. Recent theoretical and historical work, however, has (...)
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  13.  6
    Ontologies in human–computer interaction: A systematic literature review.Simone Dornelas Costa, Monalessa Perini Barcellos & Ricardo de Almeida Falbo - 2021 - Applied ontology 16 (4):421-452.
    Human–Computer Interaction (HCI) is a multidisciplinary area that involves a diverse body of knowledge and a complex landscape of concepts, which can lead to semantic problems, hampering communication and knowledge transfer. Ontologies have been successfully used to solve semantics and knowledge-related problems in several domains. This paper presents a systematic literature review that investigated the use of ontologies in the HCI domain. The main goal was to find out how HCI ontologies have been used and developed. 35 ontologies were identified. (...)
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  14.  26
    Waves and forms: constructing the cultural in design.Ammar Halabi & Basile Zimmermann - 2019 - AI and Society 34 (3):403-417.
    While research in HCI on dealing with cultural issues when designing ICTs tended to adopt fixed and taxonomic views, recent theoretical perspectives closer to the social sciences have called for attending to the contingent, fluid, and dynamic aspects of the notion of culture. In this article, we contribute to translating these perspectives into an approach for informing design. We focus on abandoning prior conceptions of culture to allow the discovery of cultural differences through inductive field research while engaging with the (...)
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  15.  51
    Factors influencing college students' confidence in using electronic books as learning tools.Queen E. Booker & Fred L. Kitchens - 2011 - Acm Sigcas Computers and Society 41 (2):7-17.
    An earlier version of this paper was presented at the 2011 IEEE International Symposium on Technology and Society at Saint Xavier University in Chicago, Illinois. This paper examines factors in college student confidence in using electronic books as learning tools between 2007 and 2009. The study was done in response to the growing concern over the cost of textbooks and the increase in the use of e-textbooks to counteract that cost. This study shows that despite a lack of a gap (...)
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  16. The epistemology and ontology of human-computer interaction.Philip Brey - 2005 - Minds and Machines 15 (3-4):383-398.
    This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic: computers are used as information-processing and problem-solving tools that extend human cognition, thereby creating hybrid cognitive systems consisting of a human processor and an artificial processor that process information in tandem. In this role, computer systems extend human cognition. Next, (...)
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  17. Cognitive Ecology as a Framework for Shakespearean Studies.Evelyn Tribble & John Sutton - 2011 - Shakespeare Studies 39:94-103.
    ‘‘COGNITIVE ECOLOGY’’ is a fruitful model for Shakespearian studies, early modern literary and cultural history, and theatrical history more widely. Cognitive ecologies are the multidimensional contexts in which we remember, feel, think, sense, communicate, imagine, and act, often collaboratively, on the fly, and in rich ongoing interaction with our environments. Along with the anthropologist Edwin Hutchins,1 we use the term ‘‘cognitive ecology’’ to integrate a number of recent approaches to cultural cognition: we believe these approaches offer productive lines of engagement (...)
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  18. Embodied Cognition and the Magical Future of Interaction Design.David Kirsh - 2013 - ACM Transactions on Computer-Human Interaction 20 (1):30.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...)
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  19. Supporting human autonomy in AI systems.Rafael Calvo, Dorian Peters, Karina Vold & Richard M. Ryan - 2020 - In Christopher Burr & Luciano Floridi, Ethics of digital well-being: a multidisciplinary approach. Springer.
    Autonomy has been central to moral and political philosophy for millenia, and has been positioned as a critical aspect of both justice and wellbeing. Research in psychology supports this position, providing empirical evidence that autonomy is critical to motivation, personal growth and psychological wellness. Responsible AI will require an understanding of, and ability to effectively design for, human autonomy (rather than just machine autonomy) if it is to genuinely benefit humanity. Yet the effects on human autonomy of digital experiences are (...)
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  20.  15
    The Talent Training Mode of International Service Design Using a Human–Computer Interaction Intelligent Service Robot From the Perspective of Cognitive Psychology.Yayun Yang - 2021 - Frontiers in Psychology 12.
    To effectively improve the efficiency of international service design talent training and make it more in line with society's needs, we analyze the current status of international service design talent training and its professional training focus. Based on the above problems, from the perspective of cognitive psychology, artificial intelligence and human–computer interaction technology are used to construct the international service design talent training mode of the HCI intelligent service robot. This mode can be used to solve the existing teaching problems (...)
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  21.  52
    How Human–Chatbot Interaction Impairs Charitable Giving: The Role of Moral Judgment.Yuanyuan Zhou, Zhuoying Fei, Yuanqiong He & Zhilin Yang - 2022 - Journal of Business Ethics 178 (3):849-865.
    Interactions between human beings and chatbots are gradually becoming part of our everyday social lives. It is still unclear how human–chatbot interactions, compared to human–human interactions, influence individual morality. Building on the dual-process theory of moral judgment, a secondary data analysis, and two scenario-based experiments provide sufficient evidence that HCIs support utilitarian judgments, which reduce participants' donation amount. Study 3 further demonstrates that the negative effects of HCIs can be attenuated by inducing a social-oriented communication style in chatbots’ verbal language (...)
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  22.  27
    Understanding and Resolving Failures in Human-Robot Interaction: Literature Review and Model Development.Shanee Honig & Tal Oron-Gilad - 2018 - Frontiers in Psychology 9:351644.
    While substantial effort has been invested in making robots more reliable, experience demonstrates that robots operating in unstructured environments are often challenged by frequent failures. Despite this, robots have not yet reached a level of design that allows effective management of faulty or unexpected behavior by untrained users. To understand why this may be the case, an in-depth literature review was done to explore when people perceive and resolve robot failures, how robots communicate failure, how failures influence people's perceptions and (...)
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  23.  28
    The quest for appropriate models of human-likeness: anthropomorphism in media equation research.Nils Klowait - 2018 - AI and Society 33 (4):527-536.
    Nass’ and Reeves’ media equation paradigm within human–computer interaction challenges long-held assumptions about how users approach computers. Given a rudimentary set of cues present in the system’s design, users are said to unconsciously treat computers as genuine interactants—extending rules of politeness, biases and human interactive conventions to machines. Since the results have wide-ranging implications for HCI research methods, interface design and user experiences, researchers are hard-pressed to experimentally verify the paradigm. This paper focuses on the methodology of attributing the necessary (...)
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  24.  51
    Socially responsive technologies: toward a co-developmental path.Daniel W. Tigard, Niël H. Conradie & Saskia K. Nagel - 2020 - AI and Society 35 (4):885-893.
    Robotic and artificially intelligent (AI) systems are becoming prevalent in our day-to-day lives. As human interaction is increasingly replaced by human–computer and human–robot interaction (HCI and HRI), we occasionally speak and act as though we are blaming or praising various technological devices. While such responses may arise naturally, they are still unusual. Indeed, for some authors, it is the programmers or users—and not the system itself—that we properly hold responsible in these cases. Furthermore, some argue that since directing blame or (...)
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  25.  15
    Human–Computer Interaction-Oriented African Literature and African Philosophy Appreciation.Jianlan Wen & Yuming Piao - 2022 - Frontiers in Psychology 12.
    African literature has played a major role in changing and shaping perceptions about African people and their way of life for the longest time. Unlike western cultures that are associated with advanced forms of writing, African literature is oral in nature, meaning it has to be recited and even performed. Although Africa has an old tribal culture, African philosophy is a new and strange idea among us. Although the problem of “universality” of African philosophy actually refers to the question of (...)
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  26.  27
    Can AI Language Models Improve Human Sciences Research? A Phenomenological Analysis and Future Directions.Marika D'Oria - 2023 - ENCYCLOPAIDEIA 27 (66):77-92.
    The article explores the use of the “ChatGPT” artificial intelligence language model in the Human Sciences field. ChatGPT uses natural language processing techniques to imitate human language and engage in artificial conversations. While the platform has gained attention from the scientific community, opinions on its usage are divided. The article presents some conversations with ChatGPT to examine ethical, relational and linguistic issues related to human-computer interaction (HCI) and assess its potential for Human Sciences research. The interaction with the platform recalls (...)
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  27.  20
    Systematic iterative design of interactive devices for animals.Ilyena Hirskyj-Douglas - 2023 - Interaction Studies 24 (2):225-256.
    The numerous systems designed to facilitate animals’ use of computers often are specific to the animals involved, their unique context, and the applications – enrichment among them. Hence, several development methods have arisen in parallel, largely transposed from the human-computer interaction (HCI) domain. In light of that prior work, the paper presents a step-by-step guide for iteratively designing and constructing interactive computers for animals, informed by the rich history of HCI yet applying animal-centred principles, to enrich animal-computer interaction. For each (...)
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  28.  40
    (1 other version)Dual-Process Approach to the Problem of Artificial Intelligence Agency Perception.Marcin Rabiza - 2022 - Filozofia i Nauka 10:303-314.
    Thanks to advances in machine learning in recent years the ability of AI agents to act independently of human oversight, respond to their environment, and interact with other machines has significantly increased, and is one step closer to human-like performance. For this reason, we can observe contemporary researchers’ efforts towards modeling agency in artificial systems. In this light, the aim of this paper is to develop a dual-process approach to the problem of AI agency perception, and to discuss possible triggers (...)
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  29.  26
    Phantasm of Subjectivity in the Key of Interactivity. The Case of Computer Screen.Hajrudin Hromadžić - 2007 - Filozofska Istrazivanja 27 (1):127-142.
    Simboličko ishodište za tekst predstavlja Malevičev »Crni kvadrat«, odnosno epistemološki prijelaz u teorijskom razumijevanju spomenutog umjetničkog djela: iz fenomenološko-ontološke perspektive ka psihoanalitičkoj interpretaciji istog. Putem aplikacije Lacanovog koncepta pogleda, povlačimo paralelu između simbolike Malevičevog kvadrata i primjera ekrana kroz opozicijsko sučeljavanje televizijskog i kompjutorskog ekrana. Definiranjem razlika između televizijskog i kompjutorskog ekrana reaktualiziramo i spomenuti Lacanov koncept, te ga u redefiniranoj verziji apliciramo na primjere kompjutorskog virtualnog prostora i identitet tzv. virtualnog subjekta. Tako uspostavljen problemski motiv obrađujemo i preko razmatranja (...)
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  30.  23
    Bionetworking over DNA and biosocial interfaces: Connecting policy and design.Denisa Kera - 2010 - Genomics, Society and Policy 6 (1):1-14.
    Personal genetic information services (PGI) or direct-to-consumer genomics (DTC) presents a convergence of web 2.0 platforms with consumer-oriented genetics that brings together issues of policy and design. The rise of networking over DNA profile and biodata (bionetworking) challenges the common design and HCI notions of interaction, social networking and user needs. It confronts design thinking and HCI with various biopolitical and biosocial issues discussed in STS studies. These interfaces intensify the troubled relationship between what is social and biological, collective and (...)
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  31.  85
    Automatic facial expression interpretation: where human computer interaction, artificial intelligence and cognitive science intersect.Christine L. Lisetti & Diane J. Schiano - 2000 - Pragmatics and Cognition 8 (1):185-236.
    We discuss here one of our projects, aimed at developing an automatic facial expression interpreter, mainly in terms of signaled emotions. We present some of the relevant findings on facial expressions from cognitive science and psychology that can be understood by and be useful to researchers in Human-Computer Interaction and Artificial Intelligence. We then give an overview of HCI applications involving automated facial expression recognition, we survey some of the latest progresses in this area reached by various approaches in computer (...)
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  32.  16
    Exploration of micro-video teaching mode of college students using deep learning and human–computer interaction.Yao Liu, Na Cai, Zizai Zhang & Hai Fu - 2022 - Frontiers in Psychology 13.
    In order to improve the efficiency of teaching and learning in Colleges and Universities, this work combines the Browser/Server framework with Model View Presenter technology to build a college student–oriented micro-video teaching system based on Deep Learning and Human–Computer Interaction technology. Firstly, it makes an in-depth analysis of the problems in the classroom teaching of Chinese CAUs. Three functional modules are designed for the micro-video online teaching platform: video management, user learning, and system management. Then, it uses MVP technology to (...)
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  33.  13
    A bibliometric analysis of linguistic research on COVID-19.Zhibin Peng & Zhiyong Hu - 2022 - Frontiers in Psychology 13.
    Research on COVID-19 has drawn the attention of scholars around the world since the outbreak of the pandemic. Several literature reviews of research topics and themes based on scientometric indicators or bibliometric analyses have already been conducted. However, topics and themes in linguistic-specific research on COVID-19 remain under-studied. With the help of the CiteSpace software, the present study reviewed linguistic research published in SSCI and A&HCI journals to address the identified gap in the literature. The overall performance of the documents (...)
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  34.  14
    Politikk og vitenskap – behovet for flervitenskapelig til- nærming til en politisk håndtering av en pandemi.Dag Svanæs & Knut Ove Æsøy - 2021 - Studier i Pædagogisk Filosofi 10 (1).
    Dag Svanæs is involved in the Norwegian public debate on how to handle the Corona pandemic. During the last year, he has written articles, participated in many debates and given lectures on the pandemic. He is the initiator of the website Coronakritikk.no, where they document the debate and present scientific knowledge about the pandemic. Svanæs is a professor at the Department of Computer Technology and Informatics at NTNU and studies the interaction between humans and technology. Svanæs received his Ph.D. in (...)
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  35.  21
    The Use of Deep Learning and VR Technology in Film and Television Production From the Perspective of Audience Psychology.Yangfan Tong, Weiran Cao, Qian Sun & Dong Chen - 2021 - Frontiers in Psychology 12.
    As the development of artificial intelligence technology, the deep-learning -based Virtual Reality technology, and DL technology are applied in human-computer interaction, and their impacts on modern film and TV works production and audience psychology are analyzed. In film and TV production, audiences have a higher demand for the verisimilitude and immersion of the works, especially in film production. Based on this, a 2D image recognition system for human body motions and a 3D recognition system for human body motions based on (...)
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  36.  22
    Changing Perspective: Building Creative Mindsets.Yung-Yi Juliet Chou & Barbara Tversky - 2020 - Cognitive Science 44 (4):e12820.
    The search for new ideas often frustratingly cycles back to old ones, a phenomenon known as fixation. Recent research has shown ways to kick‐start finding new uses for familiar objects, a prototypical creativity task: wandering in the mind or the world or working on a messy desk. Those techniques seem to succeed by helping break fixation, but do not guide the search for new ideas. The perspective‐taking or human‐centric or empathic mindset championed by many in HCI and in design firms (...)
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  37. Influencing the Others’ Minds: an Experimental Evaluation of the Use and Efficacy of Fallacious-reducible Arguments in Web and Mobile Technologies.Antonio Lieto & Fabiana Vernero - 2014 - PsychNology Journa 12 (3):87-105.
    The research in Human Computer Interaction (HCI) has nowadays extended its attention to the study of persuasive technologies. Following this line of research, in this paper we focus on websites and mobile applications in the e-commerce domain. In particular, we take them as an evident example of persuasive technologies. Starting from the hypothesis that there is a strong connection between logical fallacies, i.e., forms of reasoning which are logically invalid but psychologically persuasive, and some common persuasion strategies adopted within these (...)
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  38.  34
    Transitions in human–computer interaction: from data embodiment to experience capitalism.Tony D. Sampson - 2019 - AI and Society 34 (4):835-845.
    This article develops a critical theory of human–computer interaction intended to test some of the assumptions and omissions made in the field as it transitions from a cognitive theoretical frame to a phenomenological understanding of user experience described by Harrison et al. as a third research paradigm and similarly Bødker :24–31; Bødker, Interactions 22):24–31, 2015) as third-wave HCI. Although this particular focus on experience has provided some novel avenues of academic enquiry, this article draws attention to a distinct bridge between (...)
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  39. Unveiling the link between logical fallacies and web persuasion.Antonio Lieto & Fabiana Vernero - 2013 - In Antonio Lieto & Fabiana Vernero, ACM Proceedings of the 5th Web Science Conference, Paris. ACM.
    In the last decade Human-Computer Interaction (HCI) has started to focus attention on forms of persuasive interaction where computer technologies have the goal of changing users behavior and attitudes according to a predefined direction. In this work, we hypothesize a strong connection between logical fallacies (forms of reasoning which are logically invalid but cognitively effective) and some common persuasion strategies adopted within web technologies. With the aim of empirically evaluating our hypothesis, we carried out a pilot study on a sample (...)
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  40.  32
    Perceived Ownership of Avatars Influences Visual Perspective Taking.Christian Böffel & Jochen Müsseler - 2018 - Frontiers in Psychology 9:350620.
    Modern computer-based applications often require the user to interact with avatars. Depending on the task at hand, spatial dissociation between the orientations of the user and the avatars might arise. As a consequence, the user has to adopt the avatar's perspective and identify herself/himself with the avatar, possibly changing the user's self-representation in the process. The present study aims to identify the conditions that benefit this change of perspective with objective performance measures and subjective self-estimations by integrating the idea of (...)
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  41.  77
    A different way of seeing: Albert Borgmann’s philosophy of technology and human–computer interaction. [REVIEW]Daniel Fallman - 2010 - AI and Society 25 (1):53-60.
    Traditional human–computer interaction (HCI) allowed researchers and practitioners to share and rely on the ‘five E’s’ of usability, the principle that interactive systems should be designed to be effective, efficient, engaging, error tolerant, and easy to learn. A recent trend in HCI, however, is that academic researchers as well as practitioners are becoming increasingly interested in user experiences, i.e., understanding and designing for relationships between users and artifacts that are for instance affective, engaging, fun, playable, sociable, creative, involving, meaningful, exciting, (...)
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  42. Transdisciplinary AI Observatory—Retrospective Analyses and Future-Oriented Contradistinctions.Nadisha-Marie Aliman, Leon Kester & Roman Yampolskiy - 2021 - Philosophies 6 (1):6.
    In the last years, artificial intelligence (AI) safety gained international recognition in the light of heterogeneous safety-critical and ethical issues that risk overshadowing the broad beneficial impacts of AI. In this context, the implementation of AI observatory endeavors represents one key research direction. This paper motivates the need for an inherently _transdisciplinary_ AI observatory approach integrating diverse retrospective and counterfactual views. We delineate aims and limitations while providing hands-on-advice utilizing _concrete practical examples_. Distinguishing between unintentionally and intentionally triggered AI risks (...)
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  43.  32
    Human–Computer Interaction Research Needs a Theory of Social Structure: The Dark Side of Digital Technology Systems Hidden in User Experience.Ryan Gunderson - 2022 - Human Studies 45 (3):529-550.
    A sociological revision of Aron Gurwitsch provides a helpful layered theory of conscious experience as a four-domain structure: _the theme_, _the thematic field_, _the halo_, and _the social horizon_. The social horizon—the totality of the social world that is unknown, vaguely known, taken for granted, or ignored by the subject despite objectively influencing the thoughts and actions of the subject—, helps conceptualize how everyday human–computer interaction (HCI) can obscure social structures. Two examples illustrate the usefulness of this framework: (1) illuminating (...)
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  44.  36
    Operative communication: project Cybersyn and the intersection of information design, interface design, and interaction design.Sebastian Vehlken - 2022 - AI and Society 37 (3):1131-1152.
    This article examines the connecting lines between the Chilean Project Cybersyn’s interface design, the German Hochschule für Gestaltung Ulm and its cybernetically inspired approaches towards information design, and later developments in interaction design and the emerging field of Human–Computer Interaction in the USA. In particular, it first examines how early works of designers Tomàs Maldonado and Gui Bonsiepe on operative communication, that is, language-independent pictogram systems and visual grammars for computational systems, were intertwined with attempts to ground industrial design in (...)
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  45.  46
    Studies of Japanese Society and Culture: Sociology and Cognate Disciplines in Hong Kong.Yin-wah Chu - 2012 - Japanese Journal of Political Science 13 (2):201-221.
    This paper reviews the studies of Japanese society and culture undertaken by Hong Kong-based sociologists and scholars in related disciplines. It presents information on research projects funded by the Research Grants Council, Social Sciences Citation Index (SSCI), and Arts and Humanities Citation Index (A&HCI) journal articles, authored and edited books, book chapters, non-SSCI and non-A&HCI journal articles, as well as master and doctoral theses written by scholars and graduate students associated with Hong Kong's major universities. It is found that the (...)
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  46.  9
    Jia yuan shen qing yu kong jian li san: ru jia de shen xin ti zheng.Zhaoyang Pan - 2013 - Taibei Shi: Guo li Taiwan shi fan da xue chu ban zhong xin.
    華藝數位(airiti Press Inc.)自西元 2000 年成立以來,促進兩岸學術的交流,為華文學術環境貢獻心力,一直是華藝努力不懈的目標。華藝一貫秉持「創新華文知識服務」的精神,陸續建構電子期刊、論文、電子書等產品,讓全球的學術研究者能便捷地取得華文學術結 晶,致力將臺灣的學術研究拓展至全世界。 2009 年華藝將旗下學術資源平台進行整合,完成了「airiti Library 華藝線上圖書館」的架設,提供一個整合臺灣、大陸兩岸學術資源的檢索平台,結合強大的搜尋引擎功能,讓所有的學術文獻發揮關聯性與影響力,透過此單一檢索介面,即可跨學科、跨領域搜尋文獻來源,滿足眾多閱讀需求。 然全球的網路資源分布不甚平均,此一檢索平台仍有不能顧及之處,故華藝在2011 年又著手編製《臺灣優質期刊要目總覽》,以祈能便利更多的學術研究者在參閱與選訂臺灣學術期刊時提供參考。 《臺灣優質期刊要目總覽》中所收錄的期刊,主要是從「airiti Library 華藝線上圖書館」之 CEPS 中文期刊資料庫與「ACI 學術引用文獻資料庫」中精選的近千種臺灣優質期刊,以 A&HCI、THCI、SCI、SSCI、EI、TSSCI、Medline 等相關標準收錄,並依人文學、社會科學、自然科學、應用科學、醫學與生命科學等五大學術領域進行分類與統整,最後編輯而成。.
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  47.  10
    Kua wen hua shi yu xia de ru jia lun chang.Zhaoyang Pan (ed.) - 2012 - Taibei Shi: Guo li Taiwan shi fan da xue.
    華藝數位(airiti Press Inc.)自西元 2000 年成立以來,促進兩岸學術的交流,為華文學術環境貢獻心力,一直是華藝努力不懈的目標。華藝一貫秉持「創新華文知識服務」的精神,陸續建構電子期刊、論文、電子書等產品,讓全球的學術研究者能便捷地取得華文學術結 晶,致力將臺灣的學術研究拓展至全世界。 2009 年華藝將旗下學術資源平台進行整合,完成了「airiti Library 華藝線上圖書館」的架設,提供一個整合臺灣、大陸兩岸學術資源的檢索平台,結合強大的搜尋引擎功能,讓所有的學術文獻發揮關聯性與影響力,透過此單一檢索介面,即可跨學科、跨領域搜尋文獻來源,滿足眾多閱讀需求。 然全球的網路資源分布不甚平均,此一檢索平台仍有不能顧及之處,故華藝在2011 年又著手編製《臺灣優質期刊要目總覽》,以祈能便利更多的學術研究者在參閱與選訂臺灣學術期刊時提供參考。 《臺灣優質期刊要目總覽》中所收錄的期刊,主要是從「airiti Library 華藝線上圖書館」之 CEPS 中文期刊資料庫與「ACI 學術引用文獻資料庫」中精選的近千種臺灣優質期刊,以 A&HCI、THCI、SCI、SSCI、EI、TSSCI、Medline 等相關標準收錄,並依人文學、社會科學、自然科學、應用科學、醫學與生命科學等五大學術領域進行分類與統整,最後編輯而成。.
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  48. Cognitive Biases for the Design of Persuasive Technologies: Uses, Abuses and Ethical Concerns.Antonio Lieto - 2021 - ACM Distinguished Speakers - Lecture Series.
    In the last decades Human-Computer Interaction (HCI) has started to focus attention on “persuasive technologies” having the goal of changing users’ behavior and attitudes according to a predefined direction. In this talk we show how some of the techniques employed in such technologies trigger some well known cognitive biases by adopting a strategy relying on logical fallacies (i.e. forms of reasoning which are logically invalid but psychologically persuasive). In particular, we will show how the mechanisms reducible to logical fallacies are (...)
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  49.  47
    Age discrimination in healthcare institutions perceived by seniors and students.Beata Dobrowolska, Bernadeta Jędrzejkiewicz, Anna Pilewska-Kozak, Danuta Zarzycka, Barbara Ślusarska, Alina Deluga, Aneta Kościołek & Alvisa Palese - 2019 - Nursing Ethics 26 (2):443-459.
    Background: Old age–based discrimination is observed as the most tolerated prejudice in society and has also been witnessed in healthcare institutions. Aims: The aim of this study is to explore age-based discrimination in healthcare institutions as perceived by seniors and students of Medicine and Nursing. Research design: A multi-method study design, by involving a triangulation design. Participants and research context: A purposeful sample of individuals aged 65+ (n = 80) and medical and nursing students (n = 100) in the eastern (...)
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  50. Interaction and resistance: The recognition of intentions in new human-computer interaction.Vincent C. Müller - 2011 - In Anna Esposito, Antonietta M. Esposito, Raffaele Martone, Vincent C. Müller & Gaetano Scarpetta, Towards autonomous, adaptive, and context-aware multimodal interfaces: Theoretical and practical issues. Springer. pp. 1-7.
    Just as AI has moved away from classical AI, human-computer interaction (HCI) must move away from what I call ‘good old fashioned HCI’ to ‘new HCI’ – it must become a part of cognitive systems research where HCI is one case of the interaction of intelligent agents (we now know that interaction is essential for intelligent agents anyway). For such interaction, we cannot just ‘analyze the data’, but we must assume intentions in the other, and I suggest these are largely (...)
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