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Open Access
Article
Publication date: 13 July 2021

Henrietta Jylhä and Juho Hamari

Customization by segmenting within human–computer interaction is an emerging phenomenon. Appealing graphical elements that cater to user needs are considered progressively…

2493

Abstract

Purpose

Customization by segmenting within human–computer interaction is an emerging phenomenon. Appealing graphical elements that cater to user needs are considered progressively important, as the way a graphic is visually represented can greatly contribute to the interaction. However, aesthetic perceptions are subjective and may differ by target group. Understanding variations in user perceptions may aid in design processes; therefore, we set out to investigate the effects of demographic differences relating to perceptions of graphical user interface (GUI) element (i.e. game app icon) aesthetics.

Design/methodology/approach

The authors employed a vignette experiment with random participant (n = 513) assignment to evaluate 4 icons from a total of 68 pre-selected mobile game icons using semantic differential scales. This resulted in a total of 2052 individual icon evaluations. Regression analyses were performed with the effects of age, gender and time using graphical user interfaces (i.e. app stores) and the interactions of these variables relating to perceptions of GUI element aesthetics.

Findings

The results indicate that, overall, demographic factors have relatively little effect on how icons are perceived. Significant relations suggest that experienced users, younger audiences and women are more critical in their perception of aesthetic excellence, and that perceptions change for younger women. The implications of the findings are discussed via adaptive decision-making theory.

Originality/value

In the context of graphical user interface element aesthetics, demographic differences have received minimal attention as moderating variables regardless of their relevance in design and development. Hence, it merits further research.

Details

Internet Research, vol. 32 no. 7
Type: Research Article
ISSN: 1066-2243

Keywords

Open Access
Article
Publication date: 22 November 2019

Wu Chen, Xin Tang and Ting Mou

The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering…

3380

Abstract

Purpose

The purpose of this paper is to provide some references for teachers who use KidsProgram or other graphic programming tools platform for STEAM (science, technology, engineering, arts and mathematics) education at distance by game-based teaching. From the design of the STEAM class, teachers can know how to stimulate students’ interest in programming and cultivating their ability to innovate and solve practical problems more clearly with KidsProgram.

Design/methodology/approach

This paper will explain the teaching design from ten aspects and implement it in real class to see the result. The ten aspects are situations creation, knowledge popularization, raising problems, analyzing problems, concepts introduction, interface design, logic design, self-evaluation and mutual evaluation, teacher comments and extension and innovation. With the KidsProgram platform, this paper takes “The Missile Convey,” a sub-course of “Discovery Universe” as an example. Through the situation created by the teacher, students brainstorm the dangers that the earth may encounter in the universe and then learn relevant scientific knowledge. Next, students raise and analyze problems according to the situation under the guidance of the teacher. Through the interaction with teachers, students review the programming concepts and the usage of corresponding coding blocks needed for the project, like “random number.” They need to carry out interface design and logic design for the project, and complete the project. After that, the students use the self-evaluation form and the mutual evaluation form to modify and then show and share the projects to the in front of the class. After self-evaluation and peer evaluation, the teacher will make a final summary evaluation and make some suggestions for improvement. From the students’ programming productions and the interviews with them, the teaching result can be known.

Findings

With elaborate teaching design and appropriate teaching strategies, students can flexibly use multi-disciplinary knowledge of science, technology, engineering, art and mathematics to solve problems in the process of creation, which is conducive to the cultivation and improvement of students’ comprehensive quality on KidsProgram classroom, under the guidance of STEAM education. In other words, in this class, students need to use engineering thinking to plan the whole project based on the understanding of scientific principles, design interfaces with artistic ideas, use mathematical knowledge for logical operations, and gradually solve technical problems with the above knowledge or methods in a comprehensive way.

Originality/value

The KidsProgram is a leading graphical programming tool platform in China in recent years. It deeply reconstructs the concept of Scratch designed by MIT. Graphic programming, a method of programming by dragging and dropping blocks containing natural languages, is different from traditional code programming. In this paper, the visualized cases in the class will be demonstrated in the “interface design” and “logic design.” This paper designs a course in STEAM education at distance via KidsProgram, hoping to provide some reference for other research on teaching of graphical programming tools.

Details

Asian Association of Open Universities Journal, vol. 14 no. 2
Type: Research Article
ISSN: 2414-6994

Keywords

Open Access
Article
Publication date: 19 November 2018

Benliu Qiu and Ningxuan Zhang

With the recent development of science and technology, research on information diffusion has become increasingly important.

Abstract

Purpose

With the recent development of science and technology, research on information diffusion has become increasingly important.

Design/methodology/approach

To analyze the process of information diffusion, researchers have proposed a framework with graphical evolutionary game theory (EGT) according to the theory of biological evolution.

Findings

Through this method, one can study and even predict information diffusion.

Originality/value

This paper summarizes three existing works using graphical EGT to discuss how to obtain the static state and the dynamics of information diffusion in social network.

Open Access
Article
Publication date: 6 March 2017

Savvas Papagiannidis, Eleonora Pantano, Eric W.K. See-To, Charles Dennis and Michael Bourlakis

The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The…

13067

Abstract

Purpose

The purpose of this paper is to examine the determinants of users’ simulated experience in a virtual store and to show the subsequent impact of that experience on engagement. The outcome of that engagement is examined in relation to enjoyment, satisfaction and purchase intentions.

Design/methodology/approach

The method comprised an experiment comparing users’ perceptions of a standard 2D online clothing store with an enhanced, immersive one that aimed to provide shopping value approaching that of a traditional store by using a 3D experience where participants wore special glasses and a data glove.

Findings

Results demonstrate the major role of telepresence components in simulated experience and the critical role of that experience, along with hedonic and utilitarian values, in engagement. Purchase intention is influenced by satisfaction, which is in turn influenced by enjoyment and engagement. Engagement in turn is influenced by utilitarian and hedonic value and the experience of product simulation or telepresence, which is composed of control, colour and graphics vividness, and 3D authenticity. In the immersive, 3D environment, experience is more associated with engagement and enjoyment, leading to greater purchase intention. The immersive, 3D environment, thus, has the potential to rival traditional shopping in terms of experience, resulting in higher sales for retailers and satisfaction for consumers.

Originality/value

This work has evaluated a robust model of purchase intention and demonstrated it to hold not only in a 3D environment on a conventional computer platform, but also in an immersive one, where participants wear special glasses and a data glove.

Details

Information Technology & People, vol. 30 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Article
Publication date: 26 July 2023

Fong Yew Leong, Dax Enshan Koh, Wei-Bin Ewe and Jian Feng Kong

This study aims to assess the use of variational quantum imaginary time evolution for solving partial differential equations using real-amplitude ansätze with full circular…

1124

Abstract

Purpose

This study aims to assess the use of variational quantum imaginary time evolution for solving partial differential equations using real-amplitude ansätze with full circular entangling layers. A graphical mapping technique for encoding impulse functions is also proposed.

Design/methodology/approach

The Smoluchowski equation, including the Derjaguin–Landau–Verwey–Overbeek potential energy, is solved to simulate colloidal deposition on a planar wall. The performance of different types of entangling layers and over-parameterization is evaluated.

Findings

Colloidal transport can be modelled adequately with variational quantum simulations. Full circular entangling layers with real-amplitude ansätze lead to higher-fidelity solutions. In most cases, the proposed graphical mapping technique requires only a single bit-flip with a parametric gate. Over-parameterization is necessary to satisfy certain physical boundary conditions, and higher-order time-stepping reduces norm errors.

Practical implications

Variational quantum simulation can solve partial differential equations using near-term quantum devices. The proposed graphical mapping technique could potentially aid quantum simulations for certain applications.

Originality/value

This study shows a concrete application of variational quantum simulation methods in solving practically relevant partial differential equations. It also provides insight into the performance of different types of entangling layers and over-parameterization. The proposed graphical mapping technique could be valuable for quantum simulation implementations. The findings contribute to the growing body of research on using variational quantum simulations for solving partial differential equations.

Details

International Journal of Numerical Methods for Heat & Fluid Flow, vol. 33 no. 11
Type: Research Article
ISSN: 0961-5539

Keywords

Open Access
Article
Publication date: 3 February 2020

Hangjing Zhang, Yan Chen and H. Vicky Zhao

The purpose of this paper is to have a review on the analysis of information diffusion based on evolutionary game theory. People now get used to interact over social networks, and…

Abstract

Purpose

The purpose of this paper is to have a review on the analysis of information diffusion based on evolutionary game theory. People now get used to interact over social networks, and one of the most important functions of social networks is information sharing. Understanding the mechanisms of the information diffusion over social networks is critical to various applications including online advertisement and rumor control.

Design/methodology/approach

It has been shown that the graphical evolutionary game theory (EGT) is a very efficient method to study this problem.

Findings

By applying EGT to information diffusion, the authors could predict every small change in the process, get the detailed dynamics and finally foretell the stable states.

Originality/value

In this paper, the authors provide a general review on the evolutionary game-theoretic framework for information diffusion over social network by summarizing the results and conclusions of works using graphical EGT.

Details

International Journal of Crowd Science, vol. 4 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

Open Access
Article
Publication date: 18 June 2019

Liam Funnell, Isabel Garriock, Ben Shirley and Tracey Williamson

The purpose of this paper is to understand factors that affect viewing of television news programmes by people living with dementia, and to identify dementia-friendly design…

1190

Abstract

Purpose

The purpose of this paper is to understand factors that affect viewing of television news programmes by people living with dementia, and to identify dementia-friendly design principles for television news programmes and factors for personalising object-based media broadcast.

Design/methodology/approach

Extensive public involvement comprising two discussion groups with people with dementia and family carers informed the study design and provided supplementary secondary data. Primary data collection comprised a focus group interview with people with dementia (n=4) and family carers (n=4). Past viewing experiences and perceived barriers and facilitators to viewing television were explored. Participants commented on an array of video clips comprising varying segments of fictional news programmes, plus control versions of each segment.

Findings

Four themes were identified: content (general comments, context, type of media and pace); presenter (body language, clothing and accent); background (location and studio appearance); and technical aspects (graphics, sound, colours, camera, transitions, general issues).

Research limitations/implications

Limitations included a modest sample size which is offset by exemplary public involvement in informing the study design.

Practical implications

Measures ensured research involvement and participation was made accessible to people living with dementia.

Social implications

Participants benefited from sharing views with peers and expressed enhanced wellbeing from knowing their participation could lead to improved television viewing, an important social occupation, for people with dementia in the future.

Originality/value

This study is the first to be published which focusses on dementia-friendly television news programmes.

Details

Journal of Enabling Technologies, vol. 13 no. 3
Type: Research Article
ISSN: 2398-6263

Keywords

Open Access
Article
Publication date: 27 July 2023

Birgit Teufer, Martin K.J. Waiguny and Sonja Grabner-Kräuter

Sustainability labels play a crucial role in providing consumers with quick and easily accessible information to assess the environmental, social and economic impacts of products…

1427

Abstract

Purpose

Sustainability labels play a crucial role in providing consumers with quick and easily accessible information to assess the environmental, social and economic impacts of products. This research examines how different sustainability labels influence consumer perceptions and assessments of alternative food networks (AFNs).

Design/methodology/approach

The authors conducted three cross-sectional studies to explore consumer perceptions of sustainability labels for AFNs. The authors tested labels representing the three sustainability dimensions, labels of different graphical quality and different awarding bodies.

Findings

Consumers did not differentiate between sustainability dimensions but assessed labels in a holistic manner. The overall rating of a label positively influenced perceived sustainability. Self-designed and professionally designed labels had a positive effect on the intention to buy from an AFN. Professionally designed labels also enhanced the perceived authenticity of the networks. Notably, the source of the label, whether self-awarded or awarded by an official body, did not significantly impact consumer perceptions. However, interaction effects revealed professionally designed labels had a stronger positive effect on purchase intention when they were self-awarded.

Practical implications

AFNs can derive benefits from using labels. Self-organized, non-profit AFNs are well advised to have labels professionally designed.

Originality/value

This research contributes to the understanding of the effects of sustainability labels for community-based AFNs, diverging from the traditional focus on individual products.

Details

Baltic Journal of Management, vol. 18 no. 4
Type: Research Article
ISSN: 1746-5265

Keywords

Open Access
Article
Publication date: 1 June 2005

P. J. Hassall and S. Ganesh

This paper provides a further investigation into the application of Correspondence Analysis (CA) as outlined by Greenacre (1984, 1993), which is one technique for “quantifying…

Abstract

This paper provides a further investigation into the application of Correspondence Analysis (CA) as outlined by Greenacre (1984, 1993), which is one technique for “quantifying qualitative data” in research on learning and teaching. It also builds on the utilisation of CA in the development of the emerging discipline of English as an International Language provided by Hassall and Ganesh (1996, 1999). This is accomplished by considering its application to the analysis of attitudinal data that positions the developing pedagogy of Teaching English as an International Language (TEIL) (see Hassall, 1996a & ff.) within the more established discipline of World Englishes (cf. Kachru, 1985, 1990). The multidimensional statistical technique Correspondence Analysis is used to provide an assessment of the interdependence of the rows and columns of a data matrix (primarily, a two-way contingency table). In this case, attitudinal data, produced at a number of international workshops which focused on the development of a justifiable pedagogy for Teaching English as an International Language (TEIL), are examined to provide a more complete picture of how these venues differed from each other with respect to the collective responses of the respondents. CA facilitates dimensionality reduction and provides graphical displays in low-dimensional spaces. In other words, it converts the rows and columns of a data matrix or contingency table into a series of points on a graph. The current study presents analyses of two different interpretations of this data.

Details

Learning and Teaching in Higher Education: Gulf Perspectives, vol. 2 no. 1
Type: Research Article
ISSN: 2077-5504

Open Access
Article
Publication date: 14 January 2020

Antonio Armillotta

This paper aims to investigate the feasibility of adding macro-textures to triangle meshes for additive manufacturing (AM) focusing on possible time and quality issues in both…

Abstract

Purpose

This paper aims to investigate the feasibility of adding macro-textures to triangle meshes for additive manufacturing (AM) focusing on possible time and quality issues in both software processing and part fabrication.

Design/methodology/approach

A demonstrative software tool was developed to apply user-selected textures to existing meshes. The computational procedure is a three-dimensional extension of the solid texturing method used in computer graphics. The tool was tested for speed and quality of results, considering also the pre- and post-processing operations required. Some textured meshes were printed by different processes to test build speed and quality.

Findings

The tool can handle models with realistic complexity in acceptable computation times. Parts are built without difficulties or extra-costs achieving a good aesthetic yield of the texture.

Research limitations/implications

The tool cannot reproduce sample patterns but requires the development of a generation algorithm for different type of textures. Mesh processing operations may take a long time when very fine textures are added to large parts.

Practical implications

Direct texturing can help obtain parts with aesthetic or functional textures without the need for surface post-treatments, which can be especially difficult and expensive for plastic parts.

Originality/value

The proposed method improves the uniformity and consistency of textures compared to existing approaches, and can support future systematic studies on the detail resolution of AM processes.

1 – 10 of over 1000