{"title":"Psychophysiological responses to digital media: frontal EEG alpha asymmetry during newspaper reading on a tablet versus print","authors":"Dorina Rajanen, M. Salminen, N. Ravaja","doi":"10.1145/2818187.2818297","DOIUrl":"https://doi.org/10.1145/2818187.2818297","url":null,"abstract":"This paper reports the frontal electroencephalographic (EEG) alpha asymmetry, an index of approach/withdrawal motivation, during natural reading of a newspaper on the traditional print medium and a tablet computer. The moderating influences of dispositional behavioral activation system (BAS) and behavioral inhibition system (BIS) sensitivities, demographics, and reading style on frontal asymmetry were examined. Reading the print newspaper induced relatively greater left frontal cortical activation, suggesting higher approach motivation during reading on paper than on a tablet in the presence of moderating effects of personality, reading style, and level of experience with a tablet. In general, higher scores of Drive and Fun Seeking were associated with higher frontal asymmetry when reading on print than on a tablet. Reading style showed also a moderating effect on frontal EEG asymmetry; focused readers experienced greater approach motivation towards the print newspaper. A higher experience with a tablet predicted a lower approach motivation in the tablet reading condition than in the print reading condition. The results show that dispositional BAS sensitivities, reading style, and level of experience with a tablet have moderating influences on approach motivation elicited during reading on digital media, and thus, these human factors should be taken into account when designing interfaces for newspaper applications.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127293259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The heat is on: thermal input for immaterial interaction","authors":"K. Palovuori, I. Rakkolainen","doi":"10.1145/2818187.2818272","DOIUrl":"https://doi.org/10.1145/2818187.2818272","url":null,"abstract":"In this paper, we present THIO - a non-contact human-computer-interface based on thermal imaging of the body heat. The interface is inherently ambient and can be completely concealed for truly ubiquitous user experience. By using a miniature, low-cost and exports exempt thermal imager we present a general purpose point-and-click input system operating through 'immaterial' display screen at a distance of 50 cm, with better than 0.2 mm spatial resolution and at 9 Hz update rate.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114595074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Categorizing video game audio: an exploration of auditory-psychological effects","authors":"Andreas Westerberg, Henrik Schoenau-Fog","doi":"10.1145/2818187.2818295","DOIUrl":"https://doi.org/10.1145/2818187.2818295","url":null,"abstract":"This paper investigates the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. The proposed categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not fit to categorize all sounds. This can however possibly be changed though a new proposed model - the Flexible Game Audio Model for Categorization (FGAMC) - which rethinks how the player interprets audio.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124781681","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jose Cañas-Bajo, Piia M. H. Perälä, Johanna M. Silvennoinen, P. Saariluoma
{"title":"Affective contents of cross-cultural audiovisual experience","authors":"Jose Cañas-Bajo, Piia M. H. Perälä, Johanna M. Silvennoinen, P. Saariluoma","doi":"10.1145/2818187.2818294","DOIUrl":"https://doi.org/10.1145/2818187.2818294","url":null,"abstract":"Audiovisual presentation of a product has a direct impact on the mental representation of an individual when interacting with a product. Companies produce audiovisual contents that can be used in different cultural environments as a way of having broader impact at a cheaper cost. But do video contents have the same impact in different countries? We addressed this question by using images and videos of Iittala products (Finnish design) with the goal of finding whether participants from two countries, Finland and Spain, appraised the designs similarly. We performed an experiment in which participants interacted with three audiovisual products depicting images/videos of the brand design. Through content analysis, we identified four main categories that defined the representation of the product and their relative weight depending on nationality and the type of presentation (image/video). The results indicate common elements of audiovisual product that affects viewers of two different countries.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127033241","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Walkthrough and let's play: evaluating preservation methods for digital games","authors":"Niklas Nylund","doi":"10.1145/2818187.2818283","DOIUrl":"https://doi.org/10.1145/2818187.2818283","url":null,"abstract":"Heritage organizations have lately become increasingly interested in preserving digital games. Initial probing into the field of digital game preservation has shown that it faces some unique problems. Different technological preservation methods that aim to keep digital games playable in the future have been proposed, but they can only preserve the game in a playable form for future generations, not convey the ways people play games now. In order to understand the ways games are played, we need to look into ways of preserving the playing context. In this paper, I discuss two preservation candidates born within the digital game community, walkthrough texts and Let's Play videos, and evaluate their suitability for long term preservation.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126327402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Universal design as a cause of triggering innovation levels for sustainability-a deliberative concept","authors":"Tobias Nyström, M. Mustaquim","doi":"10.1145/2818187.2818279","DOIUrl":"https://doi.org/10.1145/2818187.2818279","url":null,"abstract":"Sustainability achievement through design could be seen as a connective result of design and innovation. The role of universal design (UD) for sustainability is well known, although how any innovation through this could be produced by the practice of UD is not evident. Different innovation levels could be triggered positively towards sustainability by practicing UD in an advanced way. In this paper, different innovation levels associated with sustainability achievement were scrutinized within the scope of UD. It was presented how the advance perspective of UD could have a direct impact on incrementing innovation levels of organisations, thereby ensuing sustainability. The advance concept of UD was then revisited in a deliberative way to justify the argument of the extensiveness of UD beyond the traditional scope of the accessibility domain only. Finally, the concept of sustainable human-computer interaction (HCI) was also re-explored within the context of UD and its practice.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116351071","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Meeri Mäkäräinen, J. Kätsyri, Klaus Förger, T. Takala
{"title":"The funcanny valley: a study of positive emotional reactions to strangeness","authors":"Meeri Mäkäräinen, J. Kätsyri, Klaus Förger, T. Takala","doi":"10.1145/2818187.2818292","DOIUrl":"https://doi.org/10.1145/2818187.2818292","url":null,"abstract":"The uncanny valley hypothesis states that an artificial character creates an unsettling impression if it resembles a real human too closely. In previous literature, uncanniness has usually been interpreted as a single feature that manifests itself in two ways: the character is perceived as strange, and it arouses emotions with negative valence in the viewer. The present study contradicts this view by demonstrating that strangeness and negative valence are not necessarily associated with each other. We showed people images of facial expressions that had already been rated for strangeness in a previous experiment. This time, we measured the viewers' emotional reactions using facial electromyography and self-assessment. Our results demonstrated that high strangeness was associated with positive emotional reactions instead of negative ones. When our participants saw strange faces, they smiled instead of frowning, and they reported experiencing amusement instead of negatively valenced emotions. We conclude that for human-like characters, strangeness is not always accompanied by emotions with negative valence, but these characters can also be uncanny in a funny way.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130965169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cultural persuasive affordances in advergaming design across cultures: a conceptual model","authors":"V. Wanick, A. Ranchhod, G. Wills","doi":"10.1145/2818187.2818293","DOIUrl":"https://doi.org/10.1145/2818187.2818293","url":null,"abstract":"This paper presents a discussion on across-cultural design and persuasive gaming, particularly for advertising purposes. The concept of advergaming is related to the integration of the brand attributes and the creation of persuasive messages inside the advergame. From a design perspective, aspects that are part of persuasive design across cultures are examined. Following this, a conceptual framework with the integration of cultural persuasive affordances that could be considered in studies involving persuasion, gaming, branding and cross-cultural consumer behavior is presented.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"70 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127993224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using role-taking and behavioral mimicking in games to increase awareness on the bystander effect","authors":"J. Andersen, Henrik Schoenau-Fog","doi":"10.1145/2818187.2818290","DOIUrl":"https://doi.org/10.1145/2818187.2818290","url":null,"abstract":"This study presents a concept on how a serious game might raise awareness of the bystander effect by using elements of game theory as well as a few psychological terms. The paper summarizes the theories and concludes with the description of a concept, which is a third person role playing game with behavioral mimicking. The game concept should include a relatable (preferably player modifiable) avatar, so the player can relate and adhere to the empathy and intent to help. Since the bystander effect takes place in groups where deindividuation also is common, this should require a behavioral change of this particular group's norms. However, groups (especially of friends) can aid as support in case there is need for intervention as opposed to being passive bystanders.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"455 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114073150","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Fitsilis, Kyriakos Tilentzidis, I. Moustakas, I. Stamelos, D. Settas
{"title":"Enabling open software project management data with antipatterns","authors":"P. Fitsilis, Kyriakos Tilentzidis, I. Moustakas, I. Stamelos, D. Settas","doi":"10.1145/2818187.2818286","DOIUrl":"https://doi.org/10.1145/2818187.2818286","url":null,"abstract":"Antipatterns describe commonly occurring solutions to problems that generate negative consequences. By defining a vocabulary of terms for commonly occurring problematic processes and implementations within organisations, antipatterns help in the identification of poor design decisions and offer suggestions on how software can be refactored or improved. Seventeen years have passed since the first publication on Software Project Management (SPM) Antipatterns. Over this period of time a considerable amount of literature has been published on SPM Antipatterns and a significant amount of antipatterns has been listed and documented on Web pages. Despite the fact that a significant body of antipattern research focuses on the identification and documentation of new antipatterns, difficulties associated with SPM antipattern searches on research databases (i.e. the ACM Portal, IEEE Xplore, the Web of Knowledge and Google Scholar) are still being reported in the relevant literature. Furthermore, leveraging from the antipatterns that are listed on Web pages and consolidating them in a single knowledge base with open access remains an open issue. This paper presents a set of tools that transform SPM antipatterns to open SPM data in order to overcome the difficulties associated with detecting and using SPM antipatterns. The common characteristic of these tools is the open data architecture that is achieved with a combination of Semantic Web, Web Interface and Open Source technologies that allows open access to SPM antipattern data, collaborative development of antipatterns, as well as intelligent detection of antipatterns that exist in software projects. These tools have lead to the creation of good quality SPM antipattern data that can be easily accessed via the Web.","PeriodicalId":243393,"journal":{"name":"Proceedings of the 19th International Academic Mindtrek Conference","volume":"19 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120924403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}