Electronic Workshops in Computing最新文献

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Mediation in the Post-Internet Condition 后互联网条件下的调解
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.15
Elisavet Christou
{"title":"Mediation in the Post-Internet Condition","authors":"Elisavet Christou","doi":"10.14236/ewic/eva2022.15","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.15","url":null,"abstract":"This paper examines the dimension of mediation in the post-Internet condition through the postInternet art medium. In the post-Internet condition, human and non-human actors, humans and machines, networks, algorithms and technologies, co-create conditions of life in a hybrid and liquid state of mediation. The paper discusses three important areas of mediatisation as highlights and indicators of the hybrid and multifaceted character of mediation post-Internet. These are mediated publicness, mediated self and mediated trust. The artworks discussed in this paper help illuminate the dynamics, tensions and experiences of contemporary mediation and act as examples of how important the role of mediation is in our understanding of the world and of ourselves in it and how vital it is to continue to explore and critically engage with its processes. Mediation. Mediated publicness. Mediated self. Mediated trust. Post-Internet art. Post-Internet condition. The Status Project , is a study of the construction of our ‘official identities’ and creates what Bunting describes as “…an expert system for identity mutation”. The work explores how information supplied by the public in their interactions with organisations and institutions is logged. The project draws on his direct encounters with specific database collection processes and the information he was obliged to supply in his life as a public citizen in order to access specific services; this includes data collected from the Internet and information found on governmental databases. This data is then used to map and illustrate how we behave, choose things, travel and move around in social spaces.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"163 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115315411","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}
引用次数: 0
Addressing Motivation in an E-Learning Scenario by applying Narration and Choice 运用叙述和选择来解决电子学习情境中的动机问题
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/hci2022.18
Philipp Schaper, Anna Riedmann, Miriam Semineth, Birgit Lugrin
{"title":"Addressing Motivation in an E-Learning Scenario by applying Narration and Choice","authors":"Philipp Schaper, Anna Riedmann, Miriam Semineth, Birgit Lugrin","doi":"10.14236/ewic/hci2022.18","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.18","url":null,"abstract":"Self-directed learning is a critical requirement in adult education, which stresses the importance of appropriate learning environments, to support this process. Moreover, motivation of learners is critical for the acquisition of knowledge in a self-directed manner. Gamification, theoretically framed by self-determination theory, provides a framework to address learners ’ three basic psychological needs for competence, autonomy and relatedness and might therefore benefit motivation in the long term. We conducted a theory-based approach for an experimental comparison, which was preregistered. To this end, we implemented a learning environment with gamified adaptions including a narrative, a pedagogical agent and allowing choice in the course of the learning environment to address the three basic psychological needs as proposed by self-determination theory, with a focus on autonomy and relatedness. In a user study, we compared the gamified learning environment with a control version to examine the effect of the gamification elements on need satisfaction and situational motivation. Our results show that the need for autonomy was significantly better addressed within the presented gamified learning environment, but no other significant positive effects on motivational, cognitive or behavioural outcomes can be determined.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116261065","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}
引用次数: 0
Blended Experience Narratives 混合体验叙事
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/hci2022.9
Tom Flint, Brian O'Keefe, Michael Mastermaker, M. Sturdee, D. Benyon
{"title":"Blended Experience Narratives","authors":"Tom Flint, Brian O'Keefe, Michael Mastermaker, M. Sturdee, D. Benyon","doi":"10.14236/ewic/hci2022.9","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.9","url":null,"abstract":"Our work employs conceptual integration, otherwise known as blending, as a tool for designing interactions that work across and between the digital/physical divide. Theoretical approaches to blends can be difficult to navigate and a hard subject to get to grips with, particularly for novice designers. This paper offers a synthesis of the literature around this topic developed into a framework. We use speculative design as a means for iterating solutions that employ physical/digital transitions. Working collaboratively with thirteen undergraduate university students attending a twelve-day Blended Interactions workshop, we developed speculative narrative storyboards over the course of a live theatre festival ultimately presenting proposed solutions as part of the festival itself. Narratives drew on data gathered through participant observation and interviews of stakeholders with data and feedback from over 380 festival visitors. Presenting the storyboards to festival participants provided direct feedback. The student storyboards were professionally illustrated affording us a means for evaluating our framework in further work.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114805633","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}
引用次数: 0
Connecting Colour-Coding and Hand-Drawn Interfaces for Study Resources, Menu and Navigation to Enrich Student Learning Experience Research Workshop 将彩色编码和手绘界面连接到学习资源、菜单和导航中,丰富学生的学习体验研究工作坊
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.49
Joskaude Pakalkaite
{"title":"Connecting Colour-Coding and Hand-Drawn Interfaces for Study Resources, Menu and Navigation to Enrich Student Learning Experience Research Workshop","authors":"Joskaude Pakalkaite","doi":"10.14236/ewic/eva2022.49","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.49","url":null,"abstract":"In this short paper, I present the theory behind a new innovative concept of connecting colour coding and hand-drawn interfaces, as well as their application in the development of the navigation system of the Study Skills Online Resources section. Next, I present the methods used to develop the navigation system. Finally, I explore the significance of this design and provide future directions for further study.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123501320","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}
引用次数: 0
Majority World Diasporas 大多数世界侨民
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.51
Daniella Chukwuezi
{"title":"Majority World Diasporas","authors":"Daniella Chukwuezi","doi":"10.14236/ewic/eva2022.51","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.51","url":null,"abstract":"Leading British sociologist Stuart Hall states “language is the privileged medium in which we make sense of things, in which meaning is produced and exchanged” (1982). It is made up of signs and symbols that come together to create meaning in culture, meanings that have been given to them by culture makers. Words have connotations that people, as participants of a culture, use as a frame of reference in their understanding of the world. To challenge ideological injustices in culture, the language of a society must be challenged as well.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123230760","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}
引用次数: 0
Exploring Next-Generation Touch-Rich Interactions for Consumer Well-Being 为消费者福祉探索下一代触摸互动
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.42
Daniel Barrios-O'Neill, Joskaude Pakalkaite
{"title":"Exploring Next-Generation Touch-Rich Interactions for Consumer Well-Being","authors":"Daniel Barrios-O'Neill, Joskaude Pakalkaite","doi":"10.14236/ewic/eva2022.42","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.42","url":null,"abstract":"This article critically examines the touchscreen as a lived technology and argues that next-generation devices should take advantage of more ‘touch-rich’ interactions. We begin from the premise that the ubiquity of touch-screen devices, combined with the frequency of use, appear to have a negative effect on consumer well-being (Lee et al. 2014; Elhai et al. 2016). Today’s industry heavily relies on the image-based economy (of photographic desires, concepts, and visual attention), which significantly contributes to the information overload, unhealthy consumption of visual information through basic touch interactions and largely overlooks designing for other senses (Schroeder 2004; Shedroff 1999). The smoothness of the touchscreen provides an ideal interface for an unbroken visual information stream; this is its benefit from an industry standpoint but is also linked to several concerns regarding consumer well-being, due to an intense, constant influx of informational ‘noise’ (Himma 2007). We argue that the infinite stream of incoming information could be reduced by shifting focus to developing touch-rich interactions for tactile senses instead of visual-based perception, and suggest this as a clear, near- future direction for interface design, whereby touch replaces noise. Combining insights from interaction design, product design and cognitive psychology, we argue for more touch-rich interface experiences as a mode of disrupting current device conventions. We project five keyways in which touch-richness might enhance user experience, with implications for consumer well-being. Touch. Tactility. Touch-poor interactions. Touch-rich interactions. Design for touch-rich experience.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131674422","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}
引用次数: 0
Virtual Reality Mirror Therapy (VRMT) to Improve Finger Dexterity in Post-stroke Survivors: A Preliminary Feasibility Study of a Home-based Intervention 虚拟现实镜像疗法(VRMT)改善中风后幸存者手指灵活性:一项基于家庭干预的初步可行性研究
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/hci2022.27
Bethany Strong, Biao Zeng, Peter McCarthy, A. Roula, Liucheng Guo
{"title":"Virtual Reality Mirror Therapy (VRMT) to Improve Finger Dexterity in Post-stroke Survivors: A Preliminary Feasibility Study of a Home-based Intervention","authors":"Bethany Strong, Biao Zeng, Peter McCarthy, A. Roula, Liucheng Guo","doi":"10.14236/ewic/hci2022.27","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.27","url":null,"abstract":"There are 1.2 million stroke survivors living in the UK, of which approximately 77% have lost some upper limb function. Traditional mirror therapy (MT) uses repetition, motor priming, and action observation to promote motor recovery in stroke patients. Although a range of intense repetitive exposure to therapeutic interventions, such as exercises and mirror therapy, appear key in motor recovery, it can be difficult to keep patients motivated as change can be slow and therapy appears monotonous. Virtual reality (VR) systems offer the ability of tracking hand function, which could benefit MT as it may provide realistic feedback, in a game like environment to increase motivation. In addition, VR may increase the variety of therapeutic exercises needed for patients as it is not restricted by the physical barrier of the mirror box. This study aimed to develop and evaluate the feasibility and effectiveness of a Virtual Reality Mirror Therapy (VRMT) system, intended to improve finger dexterity in post-stroke patients. Ten post stroke participants with upper limb hemiparesis were recruited for this study, which was run virtually at the participants’ home. Participants were randomly allocated into three groups: Group 1 used the VRMT intervention; Group 2 used the Nine-hole peg (9HPT) test and Group 3 received no intervention (Control group). The results show that Groups 1 and 2 increased their 9HPT scores more than Group 3. Feedback from participants highlighted functional issues with the VR controller, which may have impacted on usability and motivation. The results of this study indicate that VRMT has the potential to improve finger function, can be used by post-stroke individuals and could increase engagement with therapeutic exercises post-conventional treatment.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130390023","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}
引用次数: 0
Design for Digital Humanities Practices Focusing On People With Visual Impairment 关注视觉障碍人群的数字人文实践设计
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.18
C. Portugal, Monica Moura, Márcio Guimaraes, Iana Perez, J.C. Magro
{"title":"Design for Digital Humanities Practices Focusing On People With Visual Impairment","authors":"C. Portugal, Monica Moura, Márcio Guimaraes, Iana Perez, J.C. Magro","doi":"10.14236/ewic/eva2022.18","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.18","url":null,"abstract":"This work is an unfolding of the paper published on Eva London 2021, where the pilot Project “Lembrei de Você (LDV)” – “ I remember you”, which aimed to create a network of people who would support one another during pandemics using online technologies This paper goes a step ahead and discusses the proposal of a platform based on the feedback of studies carried out from LDV’s pilot project aiming to create easier efforts in order to reduce the stage of solicitude of people in insolation, being them or not visually impaired one. The current study will address issues concerning the design and practices in digital humanities, as well as the methodologic processes for developing a communications and distribution platform for visually impaired people design. Post-pandemic.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130503386","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}
引用次数: 0
Memory Pods: Upcycled objects and the stories they encapsulate: One (wo)man's trash is another (wo)man's inspiration 记忆舱:升级回收的物品和它们所包含的故事:一个人的垃圾是另一个人的灵感
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/eva2022.54
Maslisa Zainuddin
{"title":"Memory Pods: Upcycled objects and the stories they encapsulate: One (wo)man's trash is another (wo)man's inspiration","authors":"Maslisa Zainuddin","doi":"10.14236/ewic/eva2022.54","DOIUrl":"https://doi.org/10.14236/ewic/eva2022.54","url":null,"abstract":"","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131650865","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}
引用次数: 0
Assessing Task Difficulty in Software Testing using Biometric Measures 利用生物测量技术评估软件测试中的任务难度
Electronic Workshops in Computing Pub Date : 2022-07-01 DOI: 10.14236/ewic/hci2022.5
Daryl Camilleri, C. Porter, Mark Micallef
{"title":"Assessing Task Difficulty in Software Testing using Biometric Measures","authors":"Daryl Camilleri, C. Porter, Mark Micallef","doi":"10.14236/ewic/hci2022.5","DOIUrl":"https://doi.org/10.14236/ewic/hci2022.5","url":null,"abstract":"In this paper, we investigate the extent to which we could classify task difficulty in the software testing domain, using psycho-physiological sensors. Following a literature review, we selected and adapted the work of Fritz et al. (2014) among software developers, and transposed it to the testing domain. We present the results of a study conducted with 16 professional software testers carrying out predefined tasks in a lab setting, while we collected eye tracking, electroencephalogram (EEG) and electrodermal activity (EDA) data. On average, each participant took part in a two-hour data-collection session. Throughout our study, we captured approximately 14Gb of biometric data, consisting of more than 120 million data points. Using this data, we trained 21 na¨ıve Bayes classifiers to predict task difficulty from three perspectives (by participant, by task, by participant-task) and using the seven possible combinations of sensors. Our results confirm that we can predict task difficulty for a new tester with a precision of 74.4% and a recall of 72.5% using just an eye tracker, and for a new task with a precision of 72.2% and a recall of 70.0% using eye tracking and electrodermal activity. The results achieved are largely consistent with the work of Fritz et al. (2014). We conclude by providing insights as to which combinations of sensors would provide the best results, and how this work could be used to enhance well-being and workflow support tools in an industry setting.","PeriodicalId":413003,"journal":{"name":"Electronic Workshops in Computing","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127052355","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}
引用次数: 0
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