Towards successful 3D virtual learning - a case study on teaching human computer interaction

Author(s):  
I. Perera ◽  
C. Allison ◽  
J. Nicoll ◽  
T. Sturgeon
2021 ◽  
Vol 28 (5) ◽  
pp. 1-29
Author(s):  
Amanda Lazar ◽  
Ben Jelen ◽  
Alisha Pradhan ◽  
Katie A. Siek

Researchers in Human–Computer Interaction (HCI) have long developed technologies for older adults. Recently, researchers are engaging in critical reflections of these approaches. IoT for aging in place is one area around which these conflicting discourses have converged, likely in part driven by government and industry interest. This article introduces diffractive analysis as an approach that examines difference to yield new empirical understandings about our methods and the topics we study. We constructed three analyses of a dataset collected at an IoT design workshop and then conducted a diffractive analysis. We present themes from this analysis regarding the ways that participants are inscribed in our research, considerations related to transferability and novelty between work centered on older adults and other work, and insights about methodologies. Our discussion contributes implications for researchers to form teams and account for their roles in research, as well as recommendations how diffractive analysis can support other research agendas.


Author(s):  
Diana Pérez-Marín ◽  
Ismael Pascual-Nieto

According to User-Centered Design, computer interactive systems should be implemented taking into account the users’ preferences. However, in some cases, it is not easy to apply conventional Human-Computer interaction evaluation techniques to identify the users’ needs and improve the user-system interaction. Therefore, this chapter proposes a procedure to model the interaction behaviour from the analysis of conversational agent dialog logs. A case study in which the procedure has been applied to model the behaviour of 20 children when interacting with multiple personality Pedagogic Conversational Agents is described as an illustrative sample of the goodness and practical application of the procedure.


Author(s):  
Wei Xu

This paper demonstrates that work domain analysis (WDA), a cognitive engineering approach based on Rasmussen's abstraction hierarchy (AH) framework, is a valuable and alternate analytic tool for analyzing human-computer interaction (HCI) in complex work domains through a case study. In the case study, we use WDA to examine automation awareness, an HCI issue in automated flight decks. The case study shows that WDA provides an effective approach to systematically assess collected human factors data in order to identify the gaps in satisfying the work requirements across interrelated factors. It helps assess the adequacy of domain information provided to workers via training in order to build a fairly accurate and effective mental model, adequacy of domain information presented to workers at the interface, and the adequacy of operation procedures designed for workers to copy with unfamiliar situations. Finally, WDA also helps generate needs for enhancements of existing systems from a work domain perspective.


1987 ◽  
Vol 31 (1) ◽  
pp. 125-129 ◽  
Author(s):  
Douglas J. Brems ◽  
William B. Whitten

Icons, or graphic symbols, have recently become widely available as a means of human-computer interaction. The range of applications and interface styles that benefit from the use of icons have, however, not been extensively studied. This paper presents a case study of an interface in which some aspects seemed favorable for the use of icons, while other aspects seemed unfavorable. In such situations, interface decisions should benefit from testing learning and preference for possible icons. In this study, icons were easily learned, but verbal representations and labeled icons were preferred over unlabeled icons. These results underscore the idea that icon-based interfaces are not always preferred. Both “learning” and “preference” should be considered before implementing an icon-based interface for any new application.


1993 ◽  
Vol 22 (442) ◽  
Author(s):  
Susanne Bødker

<p>This paper develops two ways of analyzing the human-computer interaction of a computer application in use in an organization. The techniques, historical analyses and conflicting perspectives analysis, and the interplay between them, are used in providing the basis for a more detailed analysis.</p><p>Historical analyses focus on the historical development of artifacts and their use. Conflicting perspectives analysis reflects on the roles of the artifact in use, as system, tool, or medium. Combined, the two types of analysis allow for a focus in particular on conflicts between the roles of a specific artifact in use.</p><p>The techniques are based on human activity theory. They are illustrated by means of a case study of a computer application from a project with the Danish National Labour Inspection Service.</p>


2015 ◽  
Vol 1 (1) ◽  
pp. 12 ◽  
Author(s):  
Morgan G. Ames

<div class="page" title="Page 1"><div class="layoutArea"><div class="column"><p><span>To explain the uncanny holding power that some technologies seem to have, this paper presents a theory of </span><span>charisma </span><span>as attached to technology. It uses the One Laptop per Child project as a case study for exploring the features, benefits, and pitfalls of charisma. It then contextualizes OLPC’s charismatic power in the historical arc of other charismatic technologies, highlighting the enduring nature of charisma and the common themes on which the charisma of a century of technological progress rests. In closing, it discusses how scholars and practitioners in human-computer interaction might use the concept of charismatic technology in their own work. </span></p></div></div></div>


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