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Passive brain-computer interfacing allows computer systems direct access to aspects of their user's cognition. In essence, a computer system can gain information about its user without this user needing to explicitly communicate it. Based on this information, human-computer interaction can be made more symmetrical, solving an age-old but still fundamental problem of present-day interaction techniques...
How diverse are the ways that programming is done? While a variety of accounts exist, each appears in isolation, neither framed in terms of a distinct practice, nor as one of many such practices. In this work we explore accounts spanning software engineering, bricolage/tinkering, sketching, live coding, code-bending, and hacking. These practices of programming are analyzed in relation to ongoing research,...
Retrieving, recalling, processing, organising and storing information are integral parts of the human information seeking process and many socio-cognitive theories suggest that the approach of the seekers is closely related to their cognitive processing styles and abilities. The aim of this study is to investigate the impact of wholistic-analytic cognitive style to players' behaviour in the context...
This paper explores how to exploit game based motivation as a way to promote engagement in computer-based instruction, and in particular in online learning interaction. The paper explores the human psychology of gaming and how this can be applied to learning, the computer mechanics of media presentation, affordances and possibilities, and the emerging interaction of playing games and how this itself...
Social-affective aspects of interaction play a vital role in making human communication a rich and dynamic experience. Observation of complex emotional phenomena requires rich sets of labeled data of natural interaction. Although there has been an increase of interest in constructing corpora containing social interactions, there is still a lack of spontaneous and emotionally rich corpora. This paper...
It has long been a tradition in the Child Computer Interaction Community to engage with children in the design of their own products and games. The engagement of whole schoolclasses of children, in the design of games and products has been a feature of our work for several years and a suite of methods, including the Bluebells method and Obstructed Theatre have been developed to facilitate this process...
Traditional resource model based on distributed cognition mainly includes two major parts, which are resource information structure and resource information interaction. To improve this models capability in resource description and practical application, the description of resource in this model is to be classified by two categories, which are the forward resource information structure and backward...
The paper discusses issues related to human computer interaction errors due to the factor of local language primacy. It is posited that more errors are reported when a language that is not the local or mother tongue is used for data entry. Data entry is a means of lively hood for many rural based service providers [11]. The results of this experiment reported in this paper are expected to influence...
The paper investigates the relative efficiency of visual and phonetic features of e-learning system for student's learning effectiveness leading to better academic achievement and employability. The e-learning system is a form of human computer interaction process build and transferable skills through computer. The features used in e-learning system to sustain student's long span of focus attention...
This study empirically evaluates how user perceptions and attitudes influence behavioral intention use of multi-touch gestures on a large multi-touch screen by using Technology Acceptance Model (TAM). In the study the researchers presented 20 novice users with an introduction and hands-on of multi-touch gestures on window, object and image manipulations. Following the hand-on session, data on user...
We evaluate to what extent students are interacting with mobile devices in one of four ways intended in the design of a mobile learning activity. Video data from one class of fifth grade students were analyzed using a model of four different types of interaction. The evaluation shows that the students interacted with the devices in the ways intended in design 64% of the time. The contribution is an...
To improve the existing techniques of Human Computer Interaction (HCI) for children, some principles for HCI design are proposed based on children's psychological and physiological characteristics. Then a HCI structure WisPad is presented for children according to the principles. WisPad incorporates tangible user interface, gesture interaction, Avatar-based HCI, high-level semantics interactive technology...
Consideration of the availability of learning resources, or the ability of mobile learners to find information, is not enough when defining mobile and ubiquitous learning approaches. This limited consideration could play a role in blending both learning approaches as they assist the mobile learners. Moreover, the essential requirements for mobile learners may be overlooked by this consideration and...
Scientific workflow (SWF) is considered as a way to automate the decision making with a compilation of known sequences of actions for routine procedure. Current scientific workflow systems lack abilities, in the one hand, in capturing the “context” of the case of the scientific workflow, and, in the other hand, in delivering the real-time assistance to help the user make effective decisions. We propose...
Situation awareness (SA) is a prerequisite to timely and accurate decision-making in the fast and highly stressful context of infantry operational environments. The introduction of electronic support technologies onto the battlefield is expected to improve SA by providing the right information, at the right time, and in the right format. In the cur rent paper, we report a systematic and innovative...
There are not many initiatives in the area of game development for children with special needs, specially children with Down syndrome. The major purpose of our research is to promote cognitive development of disabled children in the context of inclusive education. In order to do so, we address aspects of interaction, communication and game design in stimulating selected cognitive abilities. By using...
A learner's interaction with her computer can be recorded and stored in the format of Contextualized Attention Metadata. The collected data can then be analyzed to support the learner in her self-reflection processes. We present two ways to discover patterns in the collected attention metadata by applying methodologies based on the Rough Set Theory and explain how these results can support a learner...
In fast growing world we are in need of information for place we are in right now. For these types of services the Pervasive Computing is used. In Olden days, if we need some information means, we have to go to our computer and had the necessary information. Nowadays we have our laptop Computer with us and have the information where ever we are now. The sub domain of Pervasive Computing is Context...
With the fast growth of computer and technology, information are spread out all over the world. Information are gathered and maintained in internet in a fashion that anyone can get answer or solution to a question within a faction of second. But this facility is only limited among the privileged people those who are digitally literate. The main approach of this paper is to provide an interface for...
Cyber-Individual, with a short term 'Cyber-I', is a real individual's counterpart in cyberspace. It is closely related to human-centric computing ideology which focuses on placing human in the center of computing. The study on Cyber-I tries to re-examine and analyze human essence in the digital era. Cyber-I's vision is to create a unique, digital, comprehensive description for every real person being...
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