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1 – 10 of over 34000The 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.
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Keywords
Muhammad Awais Azam and Jonathan Loo
The aim of the research work presented in this paper is to investigate a mechanism that can recognise high level activities (for example, going for a walk, travelling on the bus…
Abstract
Purpose
The aim of the research work presented in this paper is to investigate a mechanism that can recognise high level activities (for example, going for a walk, travelling on the bus, doing evening activity, etc.) and behaviour of low entropy people (people with regular daily life routines, e.g. elderly people with dementia, patients with regular routines) in order to help them improve their health related daily life activities by using wireless proximity data (e.g. Bluetooth, Wi‐Fi).
Design/methodology/approach
The paper adopted a tiered approach to recognise activities and behaviour. Higher level activities are divided into sub‐activities and tasks. Separating the tasks from the raw wireless proximity data is achieved by designing task separator (TASE) algorithm. TASE takes wireless proximity data as an input and separates it into different tasks. These detected tasks and the high level daily activity plans that are made in a planning language Asbru, are then fed into the activity recogniser that compares the detected tasks with the plans and recognises the high level activities that the user is performing.
Findings
The paper provides an insight to how only wireless proximity data can be utilised to recognise high level activities and behaviour of individuals. A number of scenarios and experiments are designed to prove the validity of the proposed methodology.
Research limitations/implications
This paper focussed on relatively low entropy individuals with regular routines and behavioural patterns which can be improved by increasing the level of entropies in behavioural routines.
Practical implications
The paper includes implications for the utilisation in health care environments for elderly people and physically impaired individuals.
Originality/value
This paper provides a detailed and original study of algorithms and techniques that can be used to recognise high level activities and behaviour of individuals by using only wireless proximity data.
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Woonkian Chong, Simon Rudkin and Junhui Zhang
Exponential growth in online video content makes viewing choice and video promotion increasingly challenging. While explicit recommendation systems have value, they inherently…
Abstract
Purpose
Exponential growth in online video content makes viewing choice and video promotion increasingly challenging. While explicit recommendation systems have value, they inherently distract the user from normal behaviour and are open to numerous biases. To enhance user interest evaluation accuracy, the purpose of this paper is to comprehensively examine the relationship between implicit feedback and online video content, and reviews gender differentials in the interest indicated by a comprehensive set of viewer responses.
Design/methodology/approach
This paper includes 200 useable observations based on an experiment of user interaction with the Youku platform (one of the largest video-hosting websites in China). Logistic regression was employed for its simple interpretation to test the proposed hypotheses.
Findings
The findings demonstrate gender differentials in cursor movement behaviour, explainable via well-studied splits in personality, biological factors, primitive behaviour and emotion management. This work offers a solution to the sparsity of work on implicit feedback, contributing to the literature that combines explicit and implicit feedback.
Practical implications
This study offers a launch point for further work on human–computer interaction, and highlights the importance of looking beyond individual metrics to embrace wider human traits in video site design and implementation.
Originality/value
This paper links implicit feedback to online video content for the first time, and demonstrates its value as an interest capturing tool. By reviewing gender differentials in the interest indicated by a comprehensive set of viewer responses, this paper indicates how user characteristics remain critical. Consequently, this work signposts highly fruitful directions for both practitioners and researchers.
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Fatima M. Isiaka, Awwal Adamu and Zainab Adamu
Basic capturing of emotion on user experience of web applications and browsing is important in many ways. Quite often, online user experience is studied via tangible measures such…
Abstract
Purpose
Basic capturing of emotion on user experience of web applications and browsing is important in many ways. Quite often, online user experience is studied via tangible measures such as task completion time, surveys and comprehensive tests from which data attributes are generated. Prediction of users’ emotion and behaviour in some of these cases depends mostly on task completion time and number of clicks per given time interval. However, such approaches are generally subjective and rely heavily on distributional assumptions making the results prone to recording errors. This paper aims to propose a novel method – a window dynamic control system – that addresses the foregoing issues.
Design/methodology/approach
Primary data were obtained from laboratory experiments during which 44 volunteers had their synchronized physiological readings – skin conductance response, skin temperature, eye movement behaviour and users activity attributes taken by biosensors. The window-based dynamic control system (PHYCOB I) is integrated to the biosensor which collects secondary data attributes from these synchronized physiological readings and uses them for two purposes: for detection of both optimal emotional responses and users’ stress levels. The method’s novelty derives from its ability to integrate physiological readings and eye movement records to identify hidden correlates on a webpage.
Findings
The results from the analyses show that the control system detects basic emotions and outperforms other conventional models in terms of both accuracy and reliability, when subjected to model comparison – that is, the average recoverable natural structures for the three models with respect to accuracy and reliability are more consistent within the window-based control system environment than with the conventional methods.
Research limitations/implications
Graphical simulation and an example scenario are only provided for the control’s system design.
Originality/value
The novelty of the proposed model is its strained resistance to overfitting and its ability to automatically assess user emotion while dealing with specific web contents. The procedure can be used to predict which contents of webpages cause stress-induced emotions to users.
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M.D.J. McNeill, D.K. Charles, J.W. Burke, J.H. Crosbie and S.M. McDonough
Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as…
Abstract
Purpose
Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as well as upper limb (hand and arm).
Design/methodology/approach
More recently there has been a trend towards the use of game‐based systems to deliver rehabilitation goals. The authors' interdisciplinary group has been working in the area of motor function recovery of the hand and arm (following stroke) for a number of years, using both high‐end virtual reality (VR) technology as well as low‐cost video capture technology.
Findings
Over this time it has become clear that there are many challenges in designing usable, effective game‐based systems for motor function rehabilitation.
Originality/value
This paper reflects on user experiences across the range of technologies developed by the group. It presents a summary review of the authors' systems and details the protocols and user evaluation instruments used. It then critically reflects on this work and reviews other recent advances in game usability and playability, leading to suggestions for how the user experience of games for rehabilitation may be improved in future work.
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Fatima Isiaka, Salihu Aish Abdulkarim, Kassim Mwitondi and Zainab Adamu
Detecting emotion on user experience of web applications and browsing is important in many ways. Web designers and developers find such approach quite useful in enhancing…
Abstract
Purpose
Detecting emotion on user experience of web applications and browsing is important in many ways. Web designers and developers find such approach quite useful in enhancing navigational features of webpages, and biomedical personnel regularly use computer simulations to monitor and control the behaviour of patients. On the other hand, law enforcement agents rely on human physiological functions to determine the likelihood of falsehood in interrogations. Quite often, online user experience is studied via tangible measures such as task completion time, surveys and comprehensive tests from which data attributes are generated. Prediction of users' emotion and behaviour in some of these cases depends mostly on task completion time and number of clicks per given time interval. However, such approaches are generally subjective and rely heavily on distributional assumptions making the results prone to recording errors.
Design/methodology/approach
The authors propose a novel method-a window dynamic control system that addresses the foregoing issues. Primary data were obtained from laboratory experiments during which forty-four volunteers had their synchronised physiological readings, skin conductance response (SCR), skin temperature (ST), eye movement behaviour and users’ activity attributes taken using biosensors. The window-based dynamic control system (PHYCOB I) is integrated to the biosensor which collects secondary data attributes from these synchronised physiological readings and uses them for two purposes. For both detection of optimal emotional responses and users' stress levels. The method's novelty derives from its ability to integrate physiological readings and eye movement records to identify hidden correlates on a webpage.
Findings
Results show that the control system detects basic emotions and outperforms other conventional models in terms of both accuracy and reliability, when subjected to model comparison that is, the average recoverable natural structures for the three models with respect to accuracy and reliability are more consistent within the window-based control system environment than with the conventional methods.
Research limitations/implications
The paper is limited to using a window control system to detect emotions on webpages, while integrated to biosensors and eye-tracker.
Originality/value
The originality of the proposed model is its resistance to overfitting and its ability to automatically assess human emotion (stress levels) while dealing with specific web contents. The latter is particularly important in that it can be used to predict which contents of webpages cause stress-induced emotions to users when involved in online activities.
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Pradipta Biswas and Pat Langdon
The purpose of this paper is to design an adaptation algorithm to facilitate pointing in electronic interfaces by users with motor impairment.
Abstract
Purpose
The purpose of this paper is to design an adaptation algorithm to facilitate pointing in electronic interfaces by users with motor impairment.
Design/methodology/approach
First, the algorithm was optimized using a simulator, then the algorithm was validated through a user study involving seven motor‐impaired and six able‐bodied users and three different pointing devices.
Findings
The algorithm significantly reduces pointing time overall and most participants pointed quicker with the gravity well than without it.
Originality/value
The adaptation algorithm can significantly reduce pointing time for both motor and situational impairment.
Details
Keywords
This article will explore many of the challenges facing the future of effective user involvement as we prepare ourselves for a new government drug strategy and National Treatment…
Abstract
This article will explore many of the challenges facing the future of effective user involvement as we prepare ourselves for a new government drug strategy and National Treatment Agency era, which on first viewing appears to have turned its back on a movement that it has long paid lip service to as a valued and respected partner and component of effective drug treatment. The tone of this article is intentionally opinionated and provocative and is based on 10 years experience of being an illicit drug user (although admittedly never a service user) working in the harm reduction and user involvement field as a coalface worker, strategic co‐ordinator and presently, manager of a national charity. If this piece polarises opinion and stimulates debate then it has been successful; user involvement used to be dictated by personal politics and passion, not a pension, and in order to survive, it may need to rediscover that.
Ibrahim Sipan, Abdul Hamid Mar Iman and Muhammad Najib Razali
The purpose of this study is to develop a spatio-temporal neighbourhood-level house price index (STNL-HPI) incorporating a geographic information system (GIS) functionality that…
Abstract
Purpose
The purpose of this study is to develop a spatio-temporal neighbourhood-level house price index (STNL-HPI) incorporating a geographic information system (GIS) functionality that can be used to improve the house price indexation system.
Design/methodology/approach
By using the Malaysian house price index (MHPI) and application of geographically weighted regression (GWR), GIS-based analysis of STNL-HPI through an application called LHPI Viewer v.1.0.0, the stand-alone GIS-statistical application for STNL-HPI was successfully developed in this study.
Findings
The overall results have shown that the modelling and GIS application were able to help users understand the visual variation of house prices across a particular neighbourhood.
Research limitations/implications
This research was only able to acquire data from the federal government over the period 1999 to 2006 because of budget limitations. Data purchase was extremely costly. Because of financial constraints, data with lower levels of accuracy have been obtained from other sources. As a consequence, a major portion of data was mismatched because of the absence of a common parcel identifier, which also affected the comparison of this system to other comparable systems.
Originality/value
Neighbourhood-level HPI is needed for a better understanding of the local housing market.
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Saeid SadighZadeh and Marjan Kaedi
Online businesses require a deep understanding of their customers’ interests to innovate and develop new products and services. Users, on the other hand, rarely express their…
Abstract
Purpose
Online businesses require a deep understanding of their customers’ interests to innovate and develop new products and services. Users, on the other hand, rarely express their interests explicitly. The purpose of this study is to predict users’ implicit interest in products of an online store based on their mouse behavior through various product page elements.
Design/methodology/approach
First, user mouse behavior data is collected throughout an online store website. Next, several mouse behavioral features on the product pages elements are extracted and finally, several models are extracted using machine learning techniques to predict a user’s interest in a product.
Findings
The results indicate that focusing on mouse behavior on various page elements improves user preference prediction accuracy compared to other available methods.
Research limitations/implications
User mouse behavior was used to predict consumer preferences in this study, therefore gathering additional data on user demography, personality dimensions and emotions may significantly aid in accurate prediction.
Originality/value
Mouse behavior is the most repeated behavior during Web page browsing through personal computers and laptops. It has been referred to as implicit feedback in some studies and an effective way to ascertain user preference. In these studies, mouse behavior is only assessed throughout the entire Web page, lacking a focus on different page elements. It is assumed that in online stores, user interaction with key elements of a product page, such as an image gallery, user reviews, a description and features and specifications, can be highly informative and aid in determining the user’s interest in that product.
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