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Abstract

Details

Designing XR: A Rhetorical Design Perspective for the Ecology of Human+Computer Systems
Type: Book
ISBN: 978-1-80262-366-6

Article
Publication date: 14 March 2022

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…

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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

Aslib Journal of Information Management, vol. 74 no. 5
Type: Research Article
ISSN: 2050-3806

Keywords

Book part
Publication date: 13 March 2023

Ertugrul Uysal, Sascha Alavi and Valéry Bezençon

Anthropomorphism in Artificial Intelligence (AI)-powered devices is being used increasingly frequently in consumer-facing situations (e.g., AI Assistants such as Alexa, virtual…

Abstract

Purpose

Anthropomorphism in Artificial Intelligence (AI)-powered devices is being used increasingly frequently in consumer-facing situations (e.g., AI Assistants such as Alexa, virtual agents in websites, call/chat bots, etc.), and therefore, it is essential to understand anthropomorphism in AI both to understand consequences for consumers and to optimize firms' product development and marketing. Extant literature is fragmented across several domains and is limited in the marketing domain. In this review, we aim to bring together the insights from different fields and develop a parsimonious conceptual framework to guide future research in fields of marketing and consumer behavior.

Methodology

We conduct a review of empirical articles published until November 2021 in Financial Times Top 50 (FT50) journals as well as in 41 additional journals selected across several disciplinary domains: computer science, robotics, psychology, marketing, and consumer behavior.

Findings

Based on literature review and synthesis, we propose a three-step guiding framework for future research and practice on AI anthropomorphism.

Research Implications

Our proposed conceptual framework informs marketing and consumer behavior domains with findings accumulated in other research domains, offers important directions for future research, and provides a parsimonious guide for marketing managers to optimally utilize anthropomorphism in AI to the benefit of both firms and consumers.

Originality/Value

We contribute to the emerging literature on anthropomorphism in AI in three ways. First, we expedite the information flow between disciplines by integrating insights from different fields of inquiry. Second, based on our synthesis of literature, we offer a conceptual framework to organize the outcomes of AI anthropomorphism in a tidy and concise manner. Third, based on our review and conceptual framework, we offer key directions to guide future research endeavors.

Details

Artificial Intelligence in Marketing
Type: Book
ISBN: 978-1-80262-875-3

Keywords

Article
Publication date: 13 June 2016

Minjung Kang and Dong-Hee Shin

– The purpose of this paper is to examine how types of virtual brand community (VBC) benefits influence VBC loyalty through specific types of interaction.

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Abstract

Purpose

The purpose of this paper is to examine how types of virtual brand community (VBC) benefits influence VBC loyalty through specific types of interaction.

Design/methodology/approach

The study targeted 250 brand community users to conduct an empirical analysis using SPSS 19.0.

Findings

Consumers’ perceived benefits (functional, experiential, and symbolic) were found to be the leading variables in inducing consumer loyalty. Brand community managers should not focus only on the benefits offered by the brand community, but also on how these benefits can be associated with human-to-computer and consumer-to-consumer (C2C) interaction.

Research limitations/implications

The virtual community (VC) has an important role as a marketing tool. As the VC within the virtual space has gradually been increasing, its importance has grown as well, therefore making research studies on heightening members’ brand community site loyalty important.

Originality/value

This study broadens and contextualizes our understanding of what type of VBC interaction can be further activated in the process of enhancing the members’ VBC loyalty, which is affected by consumers’ perceived benefits.

Article
Publication date: 1 April 2006

Torkil Clemmensen

To outline how psychology as one of the original approaches to humancomputer interaction (HCI) has formed a key part of the HCI literature, and to discuss the need for…

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Abstract

Purpose

To outline how psychology as one of the original approaches to humancomputer interaction (HCI) has formed a key part of the HCI literature, and to discuss the need for psychological approaches to HCI and system development.

Design/methodology/approach

The contributions to the journal HumanComputer Interaction is examined from the journal's start in 1985 up to the millennium. The analysis focuses the three main elements, task, user and computer, in the classic study “Psychology of humancomputer interaction” from 1983.

Findings

Provides information about authorship, and form and focus of research published. The paper concludes that already from the beginning, HCI researchers too narrowly used Card et al.'s analytical framework. Today it has developed into a sub‐theory within a multidisciplinary HCI science and in this role it continues to be an important cumulative factor in HCI.

Research limitations/implications

The main conclusion about the role of psychology in HCI only applies to the mainly US authors who published in the journal investigated in the given period. European research focusing on information technology and people may differ in important ways.

Practical implications

A much needed discussion of a central document of historical importance tying together many HCI researchers and a range of HCI studies.

Originality/value

This paper fulfils partly the need for meta‐analyses of the psychological approach to HCI.

Details

Information Technology & People, vol. 19 no. 2
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 3 April 2009

J.H. Abawajy

The purpose of this paper is to explore characteristics of humancomputer interaction when the human body and its movements become input for interaction and interface control in…

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Abstract

Purpose

The purpose of this paper is to explore characteristics of humancomputer 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

International Journal of Pervasive Computing and Communications, vol. 5 no. 1
Type: Research Article
ISSN: 1742-7371

Keywords

Article
Publication date: 3 February 2020

Shiqing Wu, Zhonghou Wang, Bin Shen, Jia-Hai Wang and Li Dongdong

The purpose of this study is to achieve multi-variety and small-batch assembly through direct cooperation between equipment and people and to improve assembly efficiency as well…

Abstract

Purpose

The purpose of this study is to achieve multi-variety and small-batch assembly through direct cooperation between equipment and people and to improve assembly efficiency as well as flexibility.

Design/methodology/approach

Firstly, the concept of the humancomputer interaction is designed. Secondly, the machine vision technology is studied theoretically. Skin color filter based on hue, saturation and value color model is put forward to screen out images that meet the skin color characteristics of the worker, and a multi-Gaussian weighted model is built to separate moving objects from its background. Both of them are combined to obtain the final images of the target objects. Then, the key technology is applied to the smart assembly workbench. Finally, experiments are conducted to evaluate the role of the humancomputer interaction features in improving productivity for the smart assembly workbench.

Findings

The result shows that multi-variety and small-batch considerable increases assembly time and the developed humancomputer interaction features, including prompting and introduction, effectively decrease assembly time.

Originality/value

This study proves that the machine vision technology studied in this paper can effectively eliminate the interferences of the environment to obtain the target image. By adopting the humancomputer interaction features, including prompting and introduction, the efficiency of manual operation is improved greatly, especially for multi-variety and small-batch assembly.

Details

Assembly Automation, vol. 40 no. 3
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 24 August 2021

Hala Hossam Eldin, Ramy Bakir and Sherif El-Fiki

This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of…

Abstract

Purpose

This research investigates the means of tacit knowledge (TK) communication between the designer and the computer in architectural design. Despite the integration of state-of-the-art computational technologies in different design phases, this integration happens within a limited scope, focusing mainly on tangible aspects of the design process, such as technical systems and visual representations. This lets architectural design miss the wider scope technology provides, where it can help in developing the computational design process through incorporating new intangible knowledge domains that were usually neglected, such as tacit knowledge, and through incorporating more design entities that were not included in the design process before.

Design/methodology/approach

The study conducts an interdisciplinary analytical review of the literature to achieve two main research goals. The first goal investigates TK communication between human beings and the second understands approaches of TK communication between humans and computers. For each goal, three phases were implemented; an initial research phase, where main keywords are identified, a sampling and selection of literature phase and an analysis of literature phase.

Findings

Through interlinking findings from different disciplines, the study presents a theoretical framework for TK communication. The framework provides architects with an approach to construct and transfer TK while using the computer in a computational design environment, presenting an individual and a social set of conditions and factors revealed from the review of the analyzed literature. The framework particularly emphasizes the significance of a humancomputer symbiotic relationship for the process of TK communication to take place.

Originality/value

This paper presents a novel interdisciplinary reading into the literature of fields beyond architectural design, incorporating intangible knowledge domains into the computational design process and expanding the capabilities of computational design tools to allow for the transfer of intangible design attributes between different design entities, particularly tacit design knowledge.

Details

Open House International, vol. 46 no. 3
Type: Research Article
ISSN: 0168-2601

Keywords

Content available
Article
Publication date: 13 November 2023

Sheuli Paul

This paper presents a survey of research into interactive robotic systems for the purpose of identifying the state of the art capabilities as well as the extant gaps in this…

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Abstract

Purpose

This paper presents a survey of research into interactive robotic systems for the purpose of identifying the state of the art capabilities as well as the extant gaps in this emerging field. Communication is multimodal. Multimodality is a representation of many modes chosen from rhetorical aspects for its communication potentials. The author seeks to define the available automation capabilities in communication using multimodalities that will support a proposed Interactive Robot System (IRS) as an AI mounted robotic platform to advance the speed and quality of military operational and tactical decision making.

Design/methodology/approach

This review will begin by presenting key developments in the robotic interaction field with the objective of identifying essential technological developments that set conditions for robotic platforms to function autonomously. After surveying the key aspects in Human Robot Interaction (HRI), Unmanned Autonomous System (UAS), visualization, Virtual Environment (VE) and prediction, the paper then proceeds to describe the gaps in the application areas that will require extension and integration to enable the prototyping of the IRS. A brief examination of other work in HRI-related fields concludes with a recapitulation of the IRS challenge that will set conditions for future success.

Findings

Using insights from a balanced cross section of sources from the government, academic, and commercial entities that contribute to HRI a multimodal IRS in military communication is introduced. Multimodal IRS (MIRS) in military communication has yet to be deployed.

Research limitations/implications

Multimodal robotic interface for the MIRS is an interdisciplinary endeavour. This is not realistic that one can comprehend all expert and related knowledge and skills to design and develop such multimodal interactive robotic interface. In this brief preliminary survey, the author has discussed extant AI, robotics, NLP, CV, VDM, and VE applications that is directly related to multimodal interaction. Each mode of this multimodal communication is an active research area. Multimodal human/military robot communication is the ultimate goal of this research.

Practical implications

A multimodal autonomous robot in military communication using speech, images, gestures, VST and VE has yet to be deployed. Autonomous multimodal communication is expected to open wider possibilities for all armed forces. Given the density of the land domain, the army is in a position to exploit the opportunities for human–machine teaming (HMT) exposure. Naval and air forces will adopt platform specific suites for specially selected operators to integrate with and leverage this emerging technology. The possession of a flexible communications means that readily adapts to virtual training will enhance planning and mission rehearsals tremendously.

Social implications

Interaction, perception, cognition and visualization based multimodal communication system is yet missing. Options to communicate, express and convey information in HMT setting with multiple options, suggestions and recommendations will certainly enhance military communication, strength, engagement, security, cognition, perception as well as the ability to act confidently for a successful mission.

Originality/value

The objective is to develop a multimodal autonomous interactive robot for military communications. This survey reports the state of the art, what exists and what is missing, what can be done and possibilities of extension that support the military in maintaining effective communication using multimodalities. There are some separate ongoing progresses, such as in machine-enabled speech, image recognition, tracking, visualizations for situational awareness, and virtual environments. At this time, there is no integrated approach for multimodal human robot interaction that proposes a flexible and agile communication. The report briefly introduces the research proposal about multimodal interactive robot in military communication.

Book part
Publication date: 20 September 2018

Stephen B. Gilbert, Michael C. Dorneich, Jamiahus Walton and Eliot Winer

This chapter describes five disciplinary domains of research or lenses that contribute to the design of a team tutor. We focus on four significant challenges in developing…

Abstract

This chapter describes five disciplinary domains of research or lenses that contribute to the design of a team tutor. We focus on four significant challenges in developing Intelligent Team Tutoring Systems (ITTSs), and explore how the five lenses can offer guidance for these challenges. The four challenges arise in the design of team member interactions, performance metrics and skill development, feedback, and tutor authoring. The five lenses or research domains that we apply to these four challenges are Tutor Engineering, Learning Sciences, Science of Teams, Data Analyst, and HumanComputer Interaction. This matrix of applications from each perspective offers a framework to guide designers in creating ITTSs.

Details

Building Intelligent Tutoring Systems for Teams
Type: Book
ISBN: 978-1-78754-474-1

Keywords

1 – 10 of over 54000