Search results
1 – 10 of over 4000The purpose of this paper is to explore characteristics of human‐computer interaction when the human body and its movements become input for interaction and interface control in…
Abstract
Purpose
The purpose of this paper is to explore characteristics of human‐computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings.
Design/methodology/approach
The paper quantifies the performance of human movement based on Fitt's Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium.
Findings
The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm.
Practical implications
In pervasive computing environments the challenge is to create intuitive and user‐friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user's body‐based interaction styles.
Originality/value
The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings.
Details
Keywords
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…
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
Keywords
BRIAN VICKERY and ALINA VICKERY
There is a huge amount of information and data stored in publicly available online databases that consist of large text files accessed by Boolean search techniques. It is widely…
Abstract
There is a huge amount of information and data stored in publicly available online databases that consist of large text files accessed by Boolean search techniques. It is widely held that less use is made of these databases than could or should be the case, and that one reason for this is that potential users find it difficult to identify which databases to search, to use the various command languages of the hosts and to construct the Boolean search statements required. This reasoning has stimulated a considerable amount of exploration and development work on the construction of search interfaces, to aid the inexperienced user to gain effective access to these databases. The aim of our paper is to review aspects of the design of such interfaces: to indicate the requirements that must be met if maximum aid is to be offered to the inexperienced searcher; to spell out the knowledge that must be incorporated in an interface if such aid is to be given; to describe some of the solutions that have been implemented in experimental and operational interfaces; and to discuss some of the problems encountered. The paper closes with an extensive bibliography of references relevant to online search aids, going well beyond the items explicitly mentioned in the text. An index to software appears after the bibliography at the end of the paper.
Yu Luo, Zewei Fang, Juzhi Guo, Hao Lu and Juan Li
This paper aims to improve the scene sense of a virtual scene, the welding model of a virtual reality system of riser automatic equipment was constructed using Unity3D and UG…
Abstract
Purpose
This paper aims to improve the scene sense of a virtual scene, the welding model of a virtual reality system of riser automatic equipment was constructed using Unity3D and UG software, which mainly included a welding car, welding guide rail, welding power supply, virtual camera and other equipment and the model was rendered.
Design/methodology/approach
The human-computer interaction page and simulation test of the system was produced using the user interface GUI system for creating a human-computer interaction scene. The operator could capture the welding status of the physical equipment accurately and in real-time so the virtual reality technology was very suitable for the remote monitoring operation integrated with the welding system.
Findings
Human-computer interaction design and collision detection were realized. In addition, the system simulation experiment was accomplished. With the continuous improvement and development of virtual reality technology real-time virtual simulation and monitoring, technology will become the main development trend.
Research limitations/implications
Based on virtual reality, the monitoring system can capture the operation status of physical welding equipment in real-time and accurately, which is very suitable for remote monitoring operation integrated with the welding system and also conducive to improving the monitoring level of the welding process.
Practical implications
This technology is time-saving and money-saving, for the operators do not have to be in a real welding environment and therefore they can get away from dangerous places. Consequently, it can avoid unnecessary injuries and problems.
Social implications
This technology can replace people to enter the dangerous and extreme environment to carry out welding operation, so it becomes the most effective means of nuclear power plant maintenance, space structure construction and marine engineering construction. In addition, it is time-saving and money-saving.
Originality/value
With the rapid development of virtual reality technology in recent years, it is a new research direction to apply virtual reality technology to the remote welding operation. This technology is different from the traditional way of welding for the operators can stay away from the welding scene especially some dangerous places.
Details
Keywords
This review reports on the current state and the potential of tools and systems designed to aid online searching, referred to here as online searching aids. Intermediary…
Abstract
This review reports on the current state and the potential of tools and systems designed to aid online searching, referred to here as online searching aids. Intermediary mechanisms are examined in terms of the two stage model, i.e. end‐user, intermediary, ‘raw database’, and different forms of user — system interaction are discussed. The evolution of the terminology of online searching aids is presented with special emphasis on the expert/non‐expert division. Terms defined include gateways, front‐end systems, intermediary systems and post‐processing. The alternative configurations that such systems can have and the approaches to the design of the user interface are discussed. The review then analyses the functions of online searching aids, i.e. logon procedures, access to hosts, help features, search formulation, query reformulation, database selection, uploading, downloading and post‐processing. Costs are then briefly examined. The review concludes by looking at future trends following recent developments in computer science and elsewhere. Distributed expert based information systems (debis), the standard generalised mark‐up language (SGML), the client‐server model, object‐orientation and parallel processing are expected to influence, if they have not done so already, the design and implementation of future online searching aids.
Tyler Pace, Aaron Houssian and Victoria McArthur
The purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation…
Abstract
Purpose
The purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.
Design/methodology/approach
A novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.
Findings
This study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy literature and from their own game lore. The socially exclusive values deal largely with extreme and immutable racial and sexual dimorphism.
Research limitations/implications
Interfaces which present users with color palettes and/or smooth slider‐based body modifiers do not lend themselves well to this method of analysis. In addition to this, only a handful of the popular MMORPGs are analyzed within the body of this work.
Practical implications
This paper demonstrates that MMORPG players and designers need to be more aware about how they are constructing and embedding social values in their worlds. Avatars are critical conduits for online social dynamics and embedding socially exclusive values may transfer negative ideologies from old media to new.
Originality/value
This paper offers one of the earliest critiques of embedded values in avatar creation interfaces of MMORPGs. The paper aims to begin discussion on an overlooked area of now popular media that has not received any critical attention regarding its embedded messages of social inclusiveness or exclusiveness.
Details
Keywords
The field of natural language processing (NLP) demonstrates rapid changes in the design of information retrieval systems and human‐computer interaction. While natural language is…
Abstract
The field of natural language processing (NLP) demonstrates rapid changes in the design of information retrieval systems and human‐computer interaction. While natural language is being looked on as the most effective tool for information retrieval in a contemporary information environment, the systems using it are only beginning to emerge. This study attempts to evaluate the current state of NLP IR systems from the user’s point of view: what techniques are used by these systems to guide their users through the search process? The analysis focused on the structure and components of the systems’ help mechanisms. Results of the study demonstrated that systems which claimed to be using natural language searching in fact used a wide range of information retrieval techniques from real natural language processing to Boolean searching. As a result, the user assistance mechanisms of these systems also varied. While pseudo‐NLP systems would suit a more traditional method of instruction, real NLP systems primarily utilised the methods of explanation and user‐system “dialogue”.
Details
Keywords
Rodrigo Freese Gonzatto and Frederick M.C. van Amstel
This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or…
Abstract
Purpose
This research theorizes the condition of human beings reduced to being users (and only users) in human-computer interaction (HCI), a condition that favors them becoming objects or targets of commercial dark patterns, racialized profiling algorithms, generalized surveillance, gendered interfaces and heteromation.
Design/methodology/approach
The reconceptualization of the users’ condition is done by confronting HCI theories on users with a dialectical-existential perspective over human ontology. The research is presented as a conceptual paper that includes analyzing and revising those theories to develop a conceptual framework for the user oppression in HCI.
Findings
Most HCI theories contribute to the user oppression with explicit or implicit ontological statements that denies their becoming-more or the possibility of users developing their handiness to the full human potential. Put together, these statements constitute an ideology called userism.
Social implications
HCI needs to acknowledge its role in structuring oppression not just in sexism, racism, classism and ableism, but also the specific relation that pertains to HCI: userism. Similar to other fields, acknowledging oppression is the first step toward liberating from oppression.
Originality/value
The user is an existential condition for HCI theories, yet few theories can explain in depth how this condition affects human development. From the dialectical-existential perspective, the user condition can be dehumanizing. Computers may intensify existing oppressions through esthetic interactions but these interactions can be subverted for liberation.
Details
Keywords
The underlying objective of this literature review was to investigate what kinds of semiotics researches have been employed in user interfaces design and usability evaluation, and…
Abstract
Purpose
The underlying objective of this literature review was to investigate what kinds of semiotics researches have been employed in user interfaces design and usability evaluation, and how were they employed.
Design/methodology/approach
This research follows a systematic literature review process that consists of three key stages: planning the review, conducting the review, and reporting the review. Starting with an initial set of about 1,000 research articles, 65 were selected for this review, using an inclusion and exclusion criteria. Qualitative and quantitative data were extracted from the selected literatures following a data extraction strategy in six themes of data extraction. The extracted data were synthesized to formulate the stated research questions to obtain the review goals.
Findings
This systematic review identified research strengths, gaps, and challenges. Apart from this, further research possibilities were also explored in this review. For research, the review showed clear needs for more researches to increase both the number and the quality of studies that can be focused on the research gaps identified by this systematic review related to: outcome validation; cultural issues consideration; user interfaces of mobile applications and websites; semiotics perception in usability evaluation; and further improve the value and applicability of research ideas. For practice, the review showed the significance of semeiotics in user interface design and usability evaluation to develop users' intuitive interfaces for boosting the system's usability.
Originality/value
Based on a systematic literature review, the paper not only depicts the current status of semiotics research in user interface design and evaluation, but also provides a number of implications for research and practice. Thus, the review contributes to the scientific community of user interface design and evaluation, as well as suggesting the actual advances in the state of the practice in semiotics research on user interface.
Details