Advances in Human and Social Aspects of Technology - Technology-Enhanced Human Interaction in Modern Society
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Published By IGI Global

9781522534372, 9781522534389

Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

The possibility that millions of users have a free access to a website to send and receive multimedia messages has contributed to the democratization of the Internet since 1995 in the south of Europe. We present how those websites in the second decade of the new millennium tend to a radial and vertical structure of online services. A heuristic and diachronical analysis of the main design categories of Yahoo Spain has been carried out in a human-computer interaction lab whose results are presented in the current research work. The informative aspects of the dynamic and/or static media have also been analyzed, especially in the content and also in the presentation of the online information, on the PC and tablet screens.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jim Carré ◽  
Valeria M. Ficarra

We present a new category of interactive design called “eidomix”. Besides, the early results of a heuristic evaluation of communicability with the purpose of highlighting the main elements of a website related to the diffusion of cultural heritage such as “World Digital Library” (www.wdl.org), from UNESCO. Finally, a first guidelines is presented for the generation of interactive contents aimed at the future era of expansion of communicability called “quantic-nanotechnological-self-sufficient.”


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Valeria M. Ficarra

In the current appendix are presented the results of a heuristic study about the lack of educational control related to the new technologies and the future generations, especially children. A set of examples make known the real factors which increase the digital divide among the European population of 2020. Finally, a heuristic equation is presented to detect quickly and easily the professionals who currently tend to be misleading in their interactive design for children.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Miguel Cipolla-Ficarra

In this research work, we make known the excellent advantages of the use of computer animations in 3D with the purpose of transferring scientific heritage into paper support to the current generations of users of interactive systems. In it the archetypes factor is analyzed (semiotics perspective) and communicative inference of the analyzed examples. Besides, the main components of the layout category are analyzed, which are related to graphic computing and communicability inside the interface of the interactive system.


Author(s):  
Francisco V. Cipolla-Ficarra

We present the main aspects of the importance of carrying out quality measurements in multimedia/interactive systems in the current era of expansion of communicability. Besides we disclose the first key elements to carry out techniques and/or methodologies to discover the quality attributes of an interactive system, such as the realization of quality metrics and the process of a heuristic evaluation. A set of examples online and off-line complete the current research work. In this set is stressed the economic importance of the process of evaluation in services and products related to the software, as well as some of the human factors to gain the hegemony of quality control.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Jim Carré ◽  
Valeria M. Ficarra

In the chapter are indicated the main links of the isotopies between the static information and the different ways of graphic representation for the readers of online newspapers. Besides, a set of examples of news is presented with statistic data, analyzing those that boost or discourage iconicity and the ease of understanding. Finally, a study is made of the link between the statistic and the use of the comic to draw the attention of the user.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jacqueline Alma ◽  
Miguel Cipolla-Ficarra

In this chapter the increase of the digital divide among the third age users and the digital television is studied. From an ergonomic point of view of the remote command keys the technological impact is analyzed of the introduction of the digital television, in a sample of the senior population in the south of Europe, at the moment of interacting with television. We also present the results of the experiments in a communicability and usability lab such as the changes of habits to get information about the latest local, national and international news.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Valeria M. Ficarra

In the chapter, the semantemes are amalyzed which serve as dychotomic links in the core of the online links with the negative goal of online interactive communication. We present the importance of literary recourses to describe or locate the way to be followed until reaching the origin of a node or set of them, which have been intertwined among themselves in the shape of a labyrinth with the purpose of disguising illicit deeds in the network, such as can be online attacks. In the analysis is presented a practical case and the strategy followed to detect in a reliable and safe way the kernel of those hypertextual labyrinths.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Alejandra Quiroga ◽  
Jim Carré ◽  
Jacqueline Alma

In the current chapter is analyzed the latest interface of the video game that has been capable of adapting to the evolution of the software and the hardware for almost a quarter of a century: SimCity. By using notions of semiotics and interactive design the isotopies have been detected that boost the interaction of the users. Besides, the elements of the layout of the Web 2.0 are studied which have been incorporated into the latest version of the video game.


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