Apple pie a la mode: Combining subjective and performance data in human computer interaction tasks

1999 ◽  
Author(s):  
Christopher B. Grounds ◽  
Annette R. Ensing
Author(s):  
Yong Che ◽  
C. B. Sivaparthipan ◽  
J. Alfred Daniel

AbstractCollege physical education system is an essential component of the national health plan. Promoting the technical and modernized construction of the physical education curriculum in colleges and universities is crucial to enhance higher education's science and performance. In this technological era, the Internet of Things (IoT) is used in physical education to train and record physical activities. In this research, the AI-based IoT system (AI-IoTS) Wearable technology is promoted for IoT-based Human–Computer Interaction for College Physical education. This AI-IoTS consist of a Cloud Platform and three layers of AI. The AI-IoTS recognizes the data required for the students. Collect the data from the cloud using an IoT platform and processes it with the help of AI. The student can train themselves using wearable technology without the help of the Physical instructor. The simulation method of the proposed framework "AI-IoTS" proved that it could collect and teach students independently. The proposed AI-based IoT System (AI-IoTS) Wearable technology for IoT-based Human–Computer Interaction for College Physical education has been validated based on the optimization parameter, which outperforms conventional methods.


2021 ◽  
Vol 3 ◽  
Author(s):  
Lizette De Wet

In teaching Human-Computer Interaction at university level, it has always been beneficial to explain the related theory and engage students in a practical way, whether individually or in groups. And then came COVID-19. Face-to-face classes were replaced by emergency remote teaching methods. Students became student numbers in cyber space. The danger became real to convert back to the traditional way of presenting lectures, namely a lecturer doing all the talking and the students being the passive audience. This paper describes how the author had to adapt and innovate in terms of teaching Human-Computer Interaction modules to university students in a practical way during the COVID-19 pandemic. Frequent online quizzes, audio messages, online group discussion, smaller topic-dedicated practical activities, and webinars encouraging student participation, were employed. Instead of having access to eye-tracking technology in a usability laboratory, students had to innovate for usability evaluation assignments by employing observation, think-aloud protocols, and performance and self-reported metrics as data gathering methods. The laboratory had to be replaced by COVID-compliant places of residence. The outcomes of adapting previously-used teaching methods and inventing new ways to encourage student participation, were surprisingly positive. An additional advantage was that many of these methods turned out to be so successful that their application could be continued and extended to post-pandemic times for a blended learning approach to further enrich Human-Computer Interaction teaching.


Author(s):  
Fiona Carroll

This chapter investigates the potential of aesthetics in the design of Human-Computer Interaction (HCI). In particular, it aims to provide a means by which aesthetics can be applied in photorealistic Virtual Reality (VR) to create engaging experiences. Indeed, this chapter suggests that much can be gained from looking at the aesthetics of photorealistic VR content as opposed to solely looking at the more traditional HCI approaches that have mainly concentrated on the performance and efficiency issues of the technology. The chapter is motivated by the very notion that the aesthetic potential of photorealistic VR content is, and continues to be, underestimated whilst the emphasis on the development of newer and more efficient technologies to create engaging VR experiences increases. Challenging this, the author reports on the results of a comparative analysis performed on two photorealistic virtual environments. These results highlight how both aesthetic form and functionality – efficiency and performance issues – need to be considered in tandem in order to create engaging VR experiences. In demonstrating this, the chapter aims to not only successfully emphasize the experiential side of photorealistic VR, but also to advance the idea of the engaged interaction and in doing so, a new design drive for HCI.


2021 ◽  
Author(s):  
Florian Brühlmann

In Human-Computer Interaction (HCI), research has shifted from a focus on usability and performance towards the holistic notion of User Experience (UX). Research into UX places special emphasis on concepts from psychology, such as emotion, trust, and motivation. Under this paradigm, elaborate methods to capture the richness and diversity of subjective experiences are needed. Although psychology offers a long-standing tradition of developing self-reported scales, it is currently undergoing radical changes in research and reporting practice. Hence, UX research is facing several challenges, such as the widespread use of ad-hoc questionnaires with unknown or unsatisfactory psychometric properties, or a lack of replication and transparency. Therefore, this thesis contributes to several gaps in the research by developing and validating self-reported scales in the domain of user motivation (manuscript 1), perceived user interface language quality (manuscript 2), and user trust (manuscript 3). Furthermore, issues of online research and practical considerations to ensure data quality are empirically examined (manuscript 4). Overall, this thesis provides well-documented templates for scale development, and may help improve scientific rigor in HCI.


2014 ◽  
Vol 1006-1007 ◽  
pp. 618-622
Author(s):  
Can Xu ◽  
Jing Ru Zhang ◽  
Ben Chen ◽  
Tao Xie

The technologies of Web-based teleoperation and somatosensory Human-Computer Interaction have become a hot technology in recent years. Combining with these two technologies, this paper is based on the web server, using Kinect as the front-end of the robot teleoperation human-computer interaction equipment to acquire human-interactive data. Data transfer by using the WebSocket based on HTML 5 and establish the model by using WebGL to realize the remote teleoperation of robot. After the test of the function and performance of the system, indicating the practicality of the system.


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