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Understanding the user experience has become over the last decade a major concern for both scientific community and industry. In the field of virtual reality, user experience models have already been established, however, only some of them have been empirically validated. Furthermore, the potential impact of verbal communication on user experience appears to be marginally studied by scholars. This...
In this paper, we examine the implicit aspects of quality activated by the design and storytelling components of the consumer's product and the consumption environment. We describe what affects the consumers' assessment of the product by looking beyond its surface. We review several design and marketing examples including previous research in multimedia and information processing and other fields...
Modern software systems are increasingly complex and are controlling critical activities in many different domains. The traditional assumption that these systems will work in a controlled context is slightly vanishing. Therefore, it emerges the need of methodologies able to determine under what conditions desired goals will be achieved and behavioural strategies will be preserved despite (often unavoidable)...
This paper explores the possibility that requirements engineering is, in principle, detrimental to software project success. Requirements engineering is conceptually divided into two distinct processes: sense making (learning about the project context) and problem structuring (specifying problems, goals, requirements, constraints, etc.). An interdisciplinary literature review revealed substantial...
Until now, freehand and micro gestures have only been investigated separately. We conducted a driving simulator study to investigate on the effects on the driving performance when controlling a music player and the user experience provided. Subjects felt that stimulation, control, popularity, and physical-form were addressed by both gesture types, but slightly better by freehand gestures. But micro...
This document outlines a qualitative study with the aim of fostering the transfer of Science, Technology, Engineering, and Math (STEM) content while working through engineering design problems. Teaching for transfer offers a vehicle to foster the transfer of STEM content through the abstraction of knowledge in each individual discipline. Many theoretical approaches to explaining knowledge transfer...
Presence is widely recognized as a central concept for the study of mediated communication, however, its role in the maintenance of geographically distal close relationships remains unclear. Drawing upon research from HCI, communication, cognitive science, and psychology, we present the Dyadic Model of Mediated Communication to provide a better understanding of presence in mediated communication....
Social learning enables learners to interact with one another, which is a critical way to foster creativity. Although online social networking technologies have been widely adopted, few empirical studies have been conducted to illustrate the effect of online social interactions on creativity in the context of learning. In this research-in-progress, we attempt to fill this gap by investigating how...
This study examines the antecedents and consequences of gender swapping in online games. While previous studies considered gender swapping as abnormal or a minuscule exception in self-presentation, this study hypothesizes that people swap their genders for a rational benefit. To study this, a survey was conducted with 318 male players of Massively Multiplayer Online Role Playing Games. Findings indicate...
The use of game design elements to foster user engagement in non-game contexts, such as marketing, education, training, and healthcare, is rapidly gaining interest. Despite the growing attention given to gamification, little research has been conducted to theorize and empirical assess how and why game design elements influence user engagement. The resulting lack of an empirically validated theoretical...
In agile software development, the prioritization of backlog items is the mission-critical responsibility of the product owners in order to maximize the customer value created by development teams. However, in the reality of large-scale development, the degree of freedom for such a prioritization is substantially restricted by various types of interdependencies between backlog items. In this work,...
This work represents an initial attempt to formalize a practical facilitation technique for collaborative sorting tasks that are used to help achieve convergence outcomes. The "Sort-your-own (SYO) Method" is a simple approach to a collaborative sorting task that (in practice) promises to be an efficient way to complete the idea organization phase of a session more quickly, and with improved...
Strategy alignment challenges are a longstanding concern of information technology (IT) executives as both business dependence and spending on IT have grown continually. Dominant research shows that the varying degrees of contribution from IT investments are closely tied to alignment. However, limited attention has been given to the examination of middle management, top management's driving force...
Despite its acknowledged benefits for health promotion, the full potential of persuasive technology is not (yet) reached in regard to usability, effectiveness, and reproducibility. It often lacks an effective combination of technical features and behavior change strategies. This paper presents a multidisciplinary approach, addressing both aspects. It builds on the frameworks of situated Cognitive...
Social simulation implies two preconditions: determining a population and simulate the information diffusion within it. A population represents a group of interconnected individuals sharing information. In this paper, the population we generate is detailed by socio-cultural features, specifically the way that people tend to link together. To this end, the use of a social network is a little bit restrictive:...
Citation lists and metrics applied on them are considered a leading indication of a researcher's scientific impact. In this work we consider the publication outlet where citing papers are published in order to extract a deeper understanding of a researcher's scientific impact. Topics' graph, journal associations with the topics' graph and researchers' impacts are all stored in (fuzzy) ontological...
This paper aims to propose a framework for assessing information system (IS) success considering the impact of culture. Previous frameworks for assessing information system (IS) success, such as DeLone and McLean model, only concern about the status of IS implementation itself. But none of the models have included the dimensions for assessing culture even though researchers have shown the strong relationship...
This paper provides a rational for the inconsistencies in evaluating the embodiment of Pedagogical Conversational Agents (PA) in empirical research. The leading hypothesis for the bulk of studies in this field is that providing embodied agents in educational interfaces and online learning systems will increase the sociability of these interfaces, and thus will have a positive impact on learning and...
Goals are abstractions that express agents' intention and allow them to organize their behavior appropriately. How can agents develop such goals autonomously? This paper proposes a conceptual and computational account to this longstanding problem. We argue to consider goals as abstractions of lower-level intention mechanisms such as rewards and values, and point out that goals need to be considered...
This paper discusses approaches to teaching parts of the foundations of interactive narrative for the design of interactive media and games in a course offered to undergraduate New Media and Game Design students. The course is offered to upper division students, most of whom are in the Game Design degree in the School of Interactive Games and Media at the Rochester Institute of Technology. While traditional...
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