scholarly journals Cognitive Offloading: Can ubimus technologies affect our musicality?

2019 ◽  
Author(s):  
Leandro Costalonga ◽  
Marcelo Pimenta

An interaction design that lean towards musical traits based on and constrained by our cognitive and biological system could, not only provide a better user experience, but also minimize collateral effects of excessive use of such technology to make music. This paper presents and discuss innate abilities involved in musical activities that - in the authors´ viewpoint - could be considered in design guidelines to computer music technologies, especially those related to ubimus.

Per Musi ◽  
2021 ◽  
pp. 1-16
Author(s):  
Leandro Costalonga ◽  
Marcelo Pimenta ◽  
Marcelo Wanderley

Recent works recognize musicality is based on and constrained by our cognitive and biological system. Taking in account a concept from cognitive science - cognitive offloading - as a principle for technology-supported musical activities, in this paper we discuss some principles (guidelines) to be taken into account when designing, developing and evaluating computer music technologies, especially those related to ubimus. We think that Ubimus technology can shape the way we think about music and have a positive (or negative) influence on our musicality.


2021 ◽  
pp. 104176
Author(s):  
Leonardo Madariaga ◽  
Miguel Nussbaum ◽  
Iván Gutiérrez ◽  
Camila Barahona ◽  
Alejandra Meneses

AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


2012 ◽  
Vol 3 (2) ◽  
pp. 26-43 ◽  
Author(s):  
Johan Eliasson ◽  
Robert Ramberg

In location-based and contextual mobile learning, students are continually mobile in the virtual, social, and physical environment. A common problem in this view of mobile learning is that students spend time focusing on the mobile devices at the expense of interacting with other students or exploring the physical environment. The authors approach this problem from an interaction design perspective, where they design and analyse geometry-learning activities in two iterations. Based on video data from groups of students participating in the learning activities, the authors analyse when mobile devices are in the foreground and background of their interaction. The authors present six guidelines for designing location-based and contextual mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. Finally, the guidelines are evaluated using a model of interaction, which represents mobile device interaction as one of four different modes of human interaction with technology.


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