Academic literature on the topic 'Psychological aspects of Interactive computer system'

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Journal articles on the topic "Psychological aspects of Interactive computer system"

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Min, Xiaojie. "The Interaction of Internet Fun Design Resources Based on the Network Communication System." Mobile Information Systems 2022 (April 7, 2022): 1–11. http://dx.doi.org/10.1155/2022/5374389.

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The interactive function of the Internet is the basis of all data transmission. The functions of Internet products are becoming more and more complex, and the amount of information they carry also increases dramatically. People and products mainly interact with products through the product interface, and the operation of the interface becomes more and more complex and more important. With the help of the interactive function of the Internet, various “Internet +” businesses are carried out in an orderly manner. The realization of Internet functions also requires user-centric interactive design. This puts higher demands on the fun of Internet interaction. This article aims to study the interaction of interesting design resources on the Internet, so as to make the Internet interaction more interesting. This article proposes to add interesting elements to the interactive functions of the Internet on the basis of the network communication system and stimulate the user’s feelings from many aspects such as actions, pictures, sounds, and colors, so as to make the users feel psychologically happy and trigger. The experimental results in this paper show that fun interaction design can enhance user experience by 20%.
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Tran, Thi Ngoc Trang, Alexander Felfernig, and Nava Tintarev. "Humanized Recommender Systems: State-of-the-art and Research Issues." ACM Transactions on Interactive Intelligent Systems 11, no. 2 (July 19, 2021): 1–41. http://dx.doi.org/10.1145/3446906.

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Psychological factors such as personality, emotions, social connections , and decision biases can significantly affect the outcome of a decision process. These factors are also prevalent in the existing literature related to the inclusion of psychological aspects in recommender system development. Personality and emotions of users have strong connections with their interests and decision-making behavior. Hence, integrating these factors into recommender systems can help to better predict users’ item preferences and increase the satisfaction with recommended items. In scenarios where decisions are made by groups (e.g., selecting a tourism destination to visit with friends), group composition and social connections among group members can affect the outcome of a group decision. Decision biases often occur in a recommendation process, since users usually apply heuristics when making a decision. These biases can result in low-quality decisions. In this article, we provide a rigorous review of existing research on the influence of the mentioned psychological factors on recommender systems. These factors are not only considered in single-user recommendation scenarios but, importantly, also in group recommendation ones, where groups of users are involved in a decision-making process. We include working examples to provide a deeper understanding of how to take into account these factors in recommendation processes. The provided examples go beyond single-user recommendation scenarios by also considering specific aspects of group recommendation settings.
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Zaslavskaya, Olga Yu. "Interactive game as a means of developing extracurricular activities in informatics." RUDN Journal of Informatization in Education 16, no. 2 (December 15, 2019): 138–48. http://dx.doi.org/10.22363/2312-8631-2019-16-2-138-148.

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Problem and goal. The article describes the processes of development of methods of teaching computer science in the organization of extracurricular activities, which contributes to the effectiveness of teaching computer science through the use of games and game forms of organization of extracurricular activities. The aim was to identify the features of the development of an interactive computer game, which is characterized in that it combines all the topics of the course of computer science grades 5-8 and allows to use the tools of an interactive whiteboard, combining them into a single system (grouping objects, working with layers, etc.), and also provides the ability to play using mobile devices, both in the classroom and remotely. This allowed us to take into account the peculiarities of the method of using interactive games in the process of teaching informatics in the conditions of extracurricular activities of students in grades 5-8 and to assess the effectiveness of training, increase motivation and consolidation of students’ knowledge in informatics and increase interest in the subject “Informatics”. Methodology. The development of a specially designed interactive game in the process of teaching informatics in the conditions of extracurricular activities of students in grades 5-8 is carried out by analyzing the possibility of didactic features of extracurricular activities in informatics of schoolchildren in grades 5-8, studying the psychological and pedagogical aspects of teaching students in the conditions of extracurricular activities in informatics using interactive games, observation, organization and conduct of pedagogical experiment and analysis of its results. Results. The possibilities and role of interactive game in the process of teaching informatics in the conditions of extracurricular activities of schoolchildren are revealed. This theoretical justification for the use of interactive games as a tool for development of extracurricular activities in informatics for school students grades 5-8. On the basis of the obtained data, an interactive computer game was developed, introduced and tested as a means of developing extracurricular activities in computer science, the contents of interactive game tasks were selected and systematized, the effectiveness of the method of using interactive games in extracurricular activities in computer science was tested. Conclusion. The results allowed us to conclude that the effectiveness of the game is entirely determined by the extent to which it is implemented educational goals due to the state standard of secondary education in computer science and information and communication technologies. Creation and application of interactive games in extracurricular activities on informatics of pupils of 5-8 classes should take into account general didactic principles (scientific character, availability, systematicity, visibility, continuity, etc.), as well as specific didactic principles due to the use of the advantages of interactive whiteboard - adaptability and interactivity of learning, the implementation of computer visualization capabilities, the development of intellectual potential of students.
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Yamazaki, Yoichi, Masayuki Ishii, Takahiro Ito, and Takuya Hashimoto. "Frailty Care Robot for Elderly and its Application for Physical and Psychological Support." Journal of Advanced Computational Intelligence and Intelligent Informatics 25, no. 6 (November 20, 2021): 944–52. http://dx.doi.org/10.20965/jaciii.2021.p0944.

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To achieve continuous frail care in the daily lives of the elderly, we propose AHOBO, a frail care robot for the elderly at home. Two types of support systems by AHOBO were implemented to support the elderly in both physical health and psychological aspects. For physical health frailty care, we focused on blood pressure and developed a support system for blood pressure measurement with AHOBO. For psychological frailty care, we implemented reminiscent coloring with the AHOBO as a recreational activity with the robot. The usability of the system was evaluated based on the assumption of continuous use in daily life. For the support system in blood pressure measurement, we performed a qualitative evaluation using a questionnaire for 16 subjects, including elderly people under blood pressure measurement by the system. The results confirmed that the proposed robot does not affect the blood pressure readings and is acceptable in terms of ease of use based on subjective evaluation. For the reminiscent coloring interaction, subjective evaluation was conducted on two elderly people under the verbal fluency task, and it has been confirmed that the interaction can be used continuously in daily life. The widespread use of the proposed robot as an interface for AI that supports daily life will lead to a society in which AI robots support people from the cradle to the grave.
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Maklakova, О. А., S. L. Valina, I. Е. Shtina, and D. А. Eisfeld. "Age-related aspects in risk of developing nervous system pathology in gymnasium students." Health Risk Analysis, no. 4 (December 2021): 74–81. http://dx.doi.org/10.21668/health.risk/2021.4.08.

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Growing neuropsychic disorders caused by intensified educational process are a peculiar feature of schoolchildren’s health at present. Our research aim was to examine age-related peculiarities in risks of developing nervous system pathology in school-children attending a gymnasium. We performed clinical examination of 94 children in primary school (Group A) and 56 children in middle school (Group B) who attended a gymnasium. The examination included determining contents of neuromediators and neurotrophic factors in blood, neuro-psychological computer testing (reaction test and STROOP-test). Educational activities were evaluated to determine whether the educational process conformed to hygienic standards. Statistical data analysis involved determining relative risk and odds ratio as well as establishing cause–effect relations. Hygienic assessment of educational activities revealed several adverse factors that made for developing disorders of the nervous system. They included growing weekly educational loads, irrational distribution of school subjects in schedules, and too long use of interactive whiteboards during lessons. We established that nervous system pathology was already developing in 62.8 % children in primary school and 42.9 % children in middle school. We also revealed that asthenoneurotic syndrome and neurosis-like syndrome were by 2.2 times more probable among primary schoolchildren whereas vegetative dysfunction was by 1.6 times more probable among middle school children. Asthenoneurotic syndrome in primary school children was accompanied with lower NOTCH-1 levels in 41.9 % cases; lower acetylcholine content in blood, in 66.7 %; greater serotonin content in blood, in 29.2 %. The disorder became apparent through increased fatigability and weakness, as well as children being too whiny and moody. Middle school children had by 3.1–6.4 times higher risks of lower neuregulin-1β and tumor necrosis factor contents in blood; developing vegetative dysfunctions in them were accompanied with sleeping disorders, headaches, and palpitation. Primary school children were established to have slower perception of a visual and sound stimulus, developing fatigue of kinesthetic reactions as well as rigid cognitive control and poorly automated gnostic functions.
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Maklakova, O. A., S. L. Valina, I. E. Shtina, and D. А. Eisfeld. "Age-related aspects in risk of developing nervous system pathology in gymnasium students." Health Risk Analysis, no. 4 (December 2021): 74–81. http://dx.doi.org/10.21668/health.risk/2021.4.08.eng.

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Growing neuropsychic disorders caused by intensified educational process are a peculiar feature of schoolchildren’s health at present. Our research aim was to examine age-related peculiarities in risks of developing nervous system pathology in school-children attending a gymnasium. We performed clinical examination of 94 children in primary school (Group A) and 56 children in middle school (Group B) who attended a gymnasium. The examination included determining contents of neuromediators and neurotrophic factors in blood, neuro-psychological computer testing (reaction test and STROOP-test). Educational activities were evaluated to determine whether the educational process conformed to hygienic standards. Statistical data analysis involved determining relative risk and odds ratio as well as establishing cause–effect relations. Hygienic assessment of educational activities revealed several adverse factors that made for developing disorders of the nervous system. They included growing weekly educational loads, irrational distribution of school subjects in schedules, and too long use of interactive whiteboards during lessons. We established that nervous system pathology was already developing in 62.8 % children in primary school and 42.9 % children in middle school. We also revealed that asthenoneurotic syndrome and neurosis-like syndrome were by 2.2 times more probable among primary schoolchildren whereas vegetative dysfunction was by 1.6 times more probable among middle school children. Asthenoneurotic syndrome in primary school children was accompanied with lower NOTCH-1 levels in 41.9 % cases; lower acetylcholine content in blood, in 66.7 %; greater serotonin content in blood, in 29.2 %. The disorder became apparent through increased fatigability and weakness, as well as children being too whiny and moody. Middle school children had by 3.1–6.4 times higher risks of lower neuregulin-1β and tumor necrosis factor contents in blood; developing vegetative dysfunctions in them were accompanied with sleeping disorders, headaches, and palpitation. Primary school children were established to have slower perception of a visual and sound stimulus, developing fatigue of kinesthetic reactions as well as rigid cognitive control and poorly automated gnostic functions.
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Velychko, Stepan, Natalia Donets, and Oleksandr Marinov. "Special aspects of using modern digital complexes vernier dychimack cycamics." Academic Notes Series Pedagogical Science 1, no. 189 (August 2020): 19–22. http://dx.doi.org/10.36550/2415-7988-2020-1-189-19-22.

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The current level of development of science, technology and modern technologies requires humanity to have a large number of competencies: flexibility of thinking, creativity, rapid adaptation to new conditions and tasks, and others. The National Strategy for the Development of Education in Ukraine for the period 2012–2021 provides for a large number of actions, the implementation of which will increase the efficiency of the educational process based on the implementation of the achievements of psychological and pedagogical science, pedagogical innovations, information and communication technologies. The Ministry of Education and Science of Ukraine, responding to the requirements of modern society, introduces modern information and communication technologies into the educational process. Provides educational institutions with modern computers, interactive whiteboards, other various and various digital devices. This trend is positive and helps to improve the overall educational process, its efficiency, accessibility in institutions of both general secondary education and in higher education institutions. Thus, the task of educational institutions of all levels is to ensure the ability of complexes of students to carry out independent activities with the help of existing modern innovative equipment, modern innovative kits, digital measuring systems. Considering the educational process in higher education institutions, we understand that it should be built in such a way that student learning should meet the goals of advanced learning. Therefore, graduates of pedagogical institutions of higher education must be ready to work with new technologies. The latest digital equipment, complexes, digital laboratories – is a new generation of natural laboratories, designed to conduct frontal and demonstration experiments, laboratory work at the modern scientific and technical level. The use of new digital laboratories allows to supplement knowledge, expand the horizons in other related fields. Therefore, the article considers the feasibility of using modern digital measuring systems in the educational process.
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Salehi, Pegah, Syed Zohaib Hassan, Myrthe Lammerse, Saeed Shafiee Sabet, Ingvild Riiser, Ragnhild Klingenberg Røed, Miriam S. Johnson, et al. "Synthesizing a Talking Child Avatar to Train Interviewers Working with Maltreated Children." Big Data and Cognitive Computing 6, no. 2 (June 1, 2022): 62. http://dx.doi.org/10.3390/bdcc6020062.

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When responding to allegations of child sexual, physical, and psychological abuse, Child Protection Service (CPS) workers and police personnel need to elicit detailed and accurate accounts of the abuse to assist in decision-making and prosecution. Current research emphasizes the importance of the interviewer’s ability to follow empirically based guidelines. In doing so, it is essential to implement economical and scientific training courses for interviewers. Due to recent advances in artificial intelligence, we propose to generate a realistic and interactive child avatar, aiming to mimic a child. Our ongoing research involves the integration and interaction of different components with each other, including how to handle the language, auditory, emotional, and visual components of the avatar. This paper presents three subjective studies that investigate and compare various state-of-the-art methods for implementing multiple aspects of the child avatar. The first user study evaluates the whole system and shows that the system is well received by the expert and highlights the importance of its realism. The second user study investigates the emotional component and how it can be integrated with video and audio, and the third user study investigates realism in the auditory and visual components of the avatar created by different methods. The insights and feedback from these studies have contributed to the refined and improved architecture of the child avatar system which we present here.
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Kongsilp, Sirisilp, and Matthew N. Dailey. "User Behavior and the Importance of Stereo for Depth Perception in Fish Tank Virtual Reality." PRESENCE: Virtual and Augmented Reality 27, no. 2 (February 2020): 206–25. http://dx.doi.org/10.1162/pres_a_00327.

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Since one of the most important aspects of a Fish Tank Virtual Reality (FTVR) system is how well it provides the illusion of depth to users, we present a study that evaluates users' depth perception in FTVR systems using three tasks. The tasks are based on psychological research on human vision and depth judgments common in VR applications. We find that participants do not perform well under motion parallax cues only, when compared with stereo only or a combination of both kinds of cues. Measurements of participants' head movement during each task prove valuable in explaining the experimental findings. We conclude that FTVR users rely on stereopsis for depth perception in FTVR environments more than they do on motion parallax, especially for tasks requiring depth acuity.
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Rusanova, Dina V., M. V. Kuleshova, E. V. Katamanova, N. V. Kartapoltseva, V. A. Pankov, O. L. Lakhman, P. V. Kazakova, and N. G. Kuptsova. "Vibration disease: hygienic and medical aspects." Hygiene and sanitation 95, no. 12 (October 28, 2019): 1180–83. http://dx.doi.org/10.18821/0016-9900-2016-95-12-1180-1183.

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The hygienic assessment of working conditions of employees exposed to local vibration established that working conditions for employees ofvibration dangerous occupations at the aircraft plant according to the degree from a health standpoint and hazard are referred to the fourth (dangerous) class of the degree of danger that stipulates stable high levels of the morbidity rate. The leading factor is a local vibration that results in the consistently high levels of occupational morbidity rate. There was shown the efficiency of the use of the pulsed magnetic stimulation in the treatment ofpatients with vibration disease associated with the exposure to local vibration. For the evaluation of the effectiveness of treatment in patients the condition of the central nervous system was determined with the use of computer electroencephalography with the registration of visual and auditory evoked potentials and somatosensory evoked potentials; there was studied the state of the peripheral nerves in arms and legs relying upom electromyographic data; there was performed psychological study. After the performance of pulse magnetic stimulation in patients diagnosed to have the vibration diseases there were observed the improvement in the interaction of cortical-subcortical structures and associative areas of the frontal and temporal lobes of the brain. After treatment there was noted the shortening of the time of the conduction of the afferent wave of the excitation at the level of the cervical spinal cord, subcortical structures and the central conduction time. There was restored previously reduced the speed of the conduction of the impulse via the distal parts of the tibial and median nerve, through the ulnar nerve in the area of the elbow joint. There was noted the rise in the average temperature on the hands; the decline of thresholds of vibration and pain sensitivity; the improvement of indices characterizing of the state of mnestic- attentional and psycho-emotional scope of activity.
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Dissertations / Theses on the topic "Psychological aspects of Interactive computer system"

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Koenig, Vincent. "Contribution à l'étude de l'utilisabilité dans le contexte des systèmes d'information à usage professionnel: conception d'un laboratoire d'utilisabilité et applications." Doctoral thesis, Universite Libre de Bruxelles, 2005. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210902.

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Santos, Paulo Alexandre Vieira Jacinto dos. "Automatic detection of user transitionality by analysis of interaction." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9154.

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Stander, Adrie. "Computer user interfaces in a multicultural society." Thesis, Cape Technikon, 1997. http://hdl.handle.net/20.500.11838/1369.

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Thesis (MTech(Information Technology))--Cape Technikon, Cape Town, 1997
This research discusses some of the cultural issues that could influence the human computer encounter in a multicultural community. The results of research to determine differences in computer usage caused by cultural differences when using computer user interfaces in simulated and real-world environments are also discussed. Various cultural aspects could possibly influence the effectiveness of the user interface in a multicultural society. Language is an important factor and studies have shown that simple translation will increase productivity (Bodley, 1993:23). However all languages do not contain the necessary technical vocabulary. Mothers from a lower social class typically use a limited language code when communicating with their children (Mussen et aI.,1984:206). As this causes the children to think in more concrete and less conceptual terms, it may influence the human computer interaction, particularly where a high degree of abstraction, such as in graphical interfaces, is used. Symbolism is problematic as symbols like light bulbs, recycle bins and VCR controls do not feature in the life of users living in slum and backward rural conditions. Lack of exposure to technology might negatively influence user attitude (Downton, 1991:25) with a corresponding inhibition of learning and performance. All external locus of control is common among disadvantaged groups due to the high degree of rejection, hostile control and criticism they experience. As the sense of being out of control is largely associated with the indication to avoid stressful situations, users from these groups might prefer to avoid situations where they do not feel in control. The strong differentiation between the roles of the sexes in certain cultures can also influence the encounter with the computer (Downton, 1991:10) It has been shown that the different gender orientations towards problem solving in these cultures can have an important influence on computer usage. The intracultural factors of social class play a significant role in determining how a person acts and thinks (Baruth & Manning, 1991 :9-1 0). Such differences may sometimes be more pronounced than those resulting from cultural diversity and may influence the orientation of the user towards abstraction and generalization.
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Van, De Leemput Cécile. "Contribution à la psychologie ergonomique: apport de l'analyse des stratégies individuelles lors de l'étude de l'interaction homme-ordinateur." Doctoral thesis, Universite Libre de Bruxelles, 1990. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/213103.

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Guynes, Jan L. (Jan Lucille). "Impacts of Personality Type and Computer System Response Time on Anxiety and User Response Time." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc330969/.

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The purpose of this research was to determine if personality type and system response time have any effect on state anxiety and user response time. The sample for this study consisted of senior and graduate level college students who possessed basic know 1 edge of a text editor. Each test subject was administered the Jenkins Activity Survey to determine scores for Type A versus Type B, speed and impatience, involvement, and competitiveness. The test subjects were randomly assigned to one of three treatment groups (good, variable, and poor system response time). They were required to edit a text file which contained multiple errors. The test subjects were provided hard copies of the file with errors (errors highlighted) and the file as should appear without the errors. The test situation for each test subject was identical, except for changes in system response time. The A-state scale of the State-Trait Anxiety Inventory (STAI) was administered to the test subjects immediately prior to the edit task in order to determine pre-task state anxiety levels. The A-state scale of the STAI was again administered immediately after the edit task in order to determine post-task state anxiety levels. Analysis of variance, analysis of covariance, regression, and two sample t-tests were used to analyze the data collected. All hypotheses were tested at the alpha .05 level. The most significant finding of this study was the positive relationship between state anxiety and system response time. It was originally predicted that the Type A personality would experience a greater increase in state anxiety than the Type B personality. However, that was not found to be true. Both Type A and Type B individuals experience an increase in state anxiety during periods of poor or variable system response time. This study also confirms prior research regarding user and system response time. There is a significant positive relationship between user response time and system response time. Personality type, specifically the Type A personality, contributes toward this relationship.
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Grindle, Mark. "The power of digital storytelling to influence human behaviour." Thesis, University of Stirling, 2014. http://hdl.handle.net/1893/21800.

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The aim of this multi-disciplinary research was to explore the power of digital, interactive or participatory storytelling to influence human behaviour in the context of public health. It addressed three related questions: RQ1: Does digital storytelling have the power to influence human behaviour? RQ2: If digital storytelling can influence human behaviour then how might it do so? RQ3: Is a ‘digital storytelling framework’ feasible as an approach to behaviour change? Four linked qualitative studies were conducted: a scoping review, in-depth interviews with 11 international ‘digital storytellers’, two case studies of ‘digital storytelling designed to influence human behaviour’ and six focus groups with 35 adolescent ‘digital story participants’. The research found that: RA1: Digital storytelling appears to influence human behaviour. RA2: Digital storytelling appears to influence by engaging at ever deepening emotional and non-conscious levels. Commerce appears to understand and embrace this power: But public health appears to rely on traditional uni-directional, non-participatory message led approaches and appeals to cognition. This presents threats and opportunities to public health. RA3: The proposed ‘digital storytelling framework’ is feasible and desirable as a behaviour change paradigm. The thesis concludes that Digital Storytelling appears to influence human behaviour. It appears to derive its power to influence by facilitating unprecedented depths of emotional engagement potentially en route to behaviour change. The current imbalance in how commerce and public health corral the power of digital storytelling suggests that the latter might embrace its potential; and tougher regulation might constrain how the former uses it to market harmful products. The proposed digital storytelling framework makes a valuable creative, analytical and critical contribution to both of these ends. Its core principles have informed the design of numerous story-led digital health interventions; and they now sit at the core of a counter-marketing campaign to reduce harmful effects of marketing on children’s health.
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Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore the feasibility of improvement and enhancement of sonic interactive systems in combination with embodied interaction. For this reason, data from three experiments has been gathered and evaluated into the conclusions of this study.
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Bilyayeva, Tetiana A. "Cross-Cultural Comparative Study of Users’ Perception of the Navigation Organization of an E-Commerce Web Application." UNF Digital Commons, 2012. http://digitalcommons.unf.edu/etd/413.

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The object of this study was to assess the influence of native language, as a principal cultural characteristic, one users’ behavior when using a web-based e-commerce application. The study expands on previous research by comparing English and Russian users. The research also considered demographic data to assess additional factors that influence behavior and task performance. The research design encompassed an online shopping application with two different navigation menus. One menu was based on the action-object model and the other was based on the object-action model. The user interface was created in two different languages (Russian and English). This study suggests that language, as a cultural indicator, has a direct relationship to user satisfaction and performance in e-commerce web applications.
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Saleh, Diana. "Interaction Design for Remote Control of Military Unmanned Ground Vehicles." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-174074.

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The fast technology development for military unmanned ground vehicles (UGVs) has led to a considerable demand to explore the soldier’s role in an interactive UGV system. This thesis explores how to design interactive systems for UGVs for infantry soldiers in the Swedish Armed Force. This was done through a user-centered design approach in three steps; (1) identifying the design drivers of the targeted military context through qualitative observations and user interviews, (2) using the design drivers to investigate concepts for controlling the UGV, and (3) create and evaluate a prototype of an interactive UGV system design. Results from interviews indicated that design drivers depend on the physical and psychological context of the intended soldiers. In addition, exploring the different concepts showed that early conceptual designs helped the user express their needs of a non-existing system. Furthermore, the results indicate that an interactive UGV system does not necessarily need to be at the highest level of autonomy in order to be useful for the soldiers on the field. The final prototype of an interactive UGV system was evaluated using a demonstration video, a Technology Acceptance Model (TAM), and semi-structured user interviews. Results from this evaluation suggested that the soldiers see the potential usefulness of an interactive UGV system but are not entirely convinced. In conclusion, this thesis argues that in order to design an interactive UGV system, the most critical aspect is the soldiers’ acceptance of the new system. Moreover, for soldiers to accept the concept of military UGVs, it is necessary to understand the context of use and the needs of the soldiers. This is done by involving the soldiers already in the conceptual design process and then throughout the development phases.
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Wilkerson, David A. "Integrating individual and social learning strategies in a small-group model for online psychoeducational intervention : a mixed methods study of a parent-management training program." Thesis, 2014. http://hdl.handle.net/1805/6182.

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Indiana University-Purdue University Indianapolis (IUPUI)
In the fields of formal and informal online adult education, the absence of a social context for instruction has been found to present significant limitations for learner persistence and retention. In the field of online psychoeducational intervention, self-administered and self-paced individualized prevention programs have been developed for delivery to large populations of anonymous users. These delivery models provide limited social context for instructional activities, due in part to the anonymity of their participants. When social interaction is included in their prevention programs through voluntary, asynchronous self-help/mutual aid discussion forums, anonymity may still limit social interaction, in favor of observational learning advantages for self-efficacy appraisals derived from "lurking". When these large-group models have been applied to online psychoeducation intervention programs for the purposes of encouraging mutual aid, interactive participation has been limited. This mixed methods study focused on a model for the design of an online small group psychoeducational intervention that integrated individual and social learning in a parent management training program. Self-paced participation was replaced with facilitator-led participation in an asynchronous discussion forum where topics were prioritized and sequenced with learning content from individual web-based training modules. Social interaction was facilitated through online problem-based learning discussion group. Despite assertions that interactive participation in online psychoeducational discussion forums may only be accomplished once a subscriber threshold of several hundred participants has been reached, this study found that small group participation through the program's integrated design resulted large effects for increases in parent self-agency and reduction of over-reactive, coercive parenting behaviors. Participation in the online problem-based group discussion forum was found to have contributed to participant outcomes when posting characteristics revealed the presence of both mutual aid processes and the application of individual learning module content.
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Books on the topic "Psychological aspects of Interactive computer system"

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K, Bikson Tora. Cognitive press in computer-mediated work. Santa Monica, CA: Rand, 1987.

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P, Robertson Scott, Zachary Wayne, Black John B. 1947-, and American Association for the Advancement of Science. Section J--Psychology., eds. Cognition, computing, and cooperation. Norwood, N.J: Ablex Pub., 1990.

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The psychology of menu selection: Designing cognitive control ot the human/computer interface. Norwood, N.J: Ablex Pub. Corp., 1991.

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Bødker, Susanne. Through the interface: A human activity approach to user interface design. Aarhus, Denmark: Aarhus Universitet, Matematisk Institut, Datalogisk Afdeling, 1987.

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Through the interface: A human activity approach to user interface design. Hillsdale, N.J: L. Erlbaum, 1990.

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Bødker, Susanne. Through the interface: A human activity approach to user interface design. Hillsdale, N.J: Lawrence Erlbaum, 1991.

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INTERCHI '93 Conference (1993 Amsterdam, The Netherlands). INTERCHI '93 conference proceedings: Conference on Human Factors in Computing Systems : INTERACT '93 and CHI '93 : bridges between worlds, Amsterdam, The Netherlands, 24-29 April 1993. Edited by Ashlund Stacey, SIGCHI (Group : U.S.), International Federation for Information Processing. Technical Committee 13 on Human Computer Interaction., IFIP Conference on Human-Computer Interaction (4th : 1993 : Amsterdam, The Netherlands), and CHI '93 Conference (1993 : Amsterdam, The Netherlands). New York: ACM Press, 1993.

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CHI, Conference (1990 Seattle Wash ). Empowering people: Conference on Human Factors in Computing Systems. New York, NY: Association for Computing Machinery, 1990.

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Network Seminar of the International Union of Psychological Science on Man-Computer Interaction Research. (1st 1984 Berlin, Germany). Man-computer interaction research: MACINTER-I : proceedings of the First Network Seminar of the International Union of Psychological Science (IUPsyS) on Man-Computer Interaction Research, Berlin, German Democratic Republic, October 16-19, 1984. Amsterdam: North-Holland, 1986.

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Chep'um ŭi sayongja kyŏnghŏm kwa tijain: Chep'um ŭi kyŏnghŏm e taehan silchŭngjŏk yŏn'gu = Product experience. Kyŏnggi-do P'aju-si: Han'guk Haul Chŏngbo, 2012.

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Book chapters on the topic "Psychological aspects of Interactive computer system"

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Shepherd, J. W. "An Interactive Computer System for Retrieving Faces." In Aspects of Face Processing, 398–409. Dordrecht: Springer Netherlands, 1986. http://dx.doi.org/10.1007/978-94-009-4420-6_42.

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Ruiz Vergara, Catalina, Sandra Patricia Cano Mazuera, and Alvaro Felipe Bacca Maya. "Integrating Collaborative Aspects in the Design an Interactive System in Teaching of Literacy to Children with Moderate Cognitive Impairment." In Communications in Computer and Information Science, 169–83. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05270-6_13.

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Lazarova, Elena, Sara Mora, Davide Armanino, Alessandro Poire, Fabio Furlani, and Mauro Giacomini. "A Web Based Tool to Support a Personalized Therapeutic Path Through the Use of Psychological Tests." In pHealth 2021. IOS Press, 2021. http://dx.doi.org/10.3233/shti210600.

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Psychology tests are tools used to evaluate specific aspects of individual psyche and behavior, in clinical practice and for research purposes. They are validated and standardized both in the administration procedures and interpretation of results. Nowadays, most of these tests are questionnaires administered to patients on paper support. The patient’s answers to the questionnaires constitute a basis for self-presentation and self-awareness at the beginning of the therapeutic path. The computer is a valuable aid allowing a quickly consultation of all the answers and highlighting the most salient ones. The main aim of this work was to design, develop and test a computerized support tool for the interpretation of psychological tests that allow good interaction between groups of therapists sharing the same operating modes. The developed system allows: first the storing of the numerical values corresponding to the answers to the questionnaires of the patients; then it creates a complete ’Picture’ of the patient and allows the automatic computation of the correlation between the indexes of the various scales. The graphical correlations between scales can be also a valuable aid in finding the outliers, so patients far away from the trend line.
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Talbot, Thomas B., and Albert Skip Rizzo. "Virtual Standardized Patients for Interactive Conversational Training." In Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations, 62–86. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7461-3.ch003.

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The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.
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Chroust, G. "Motivation in Component-Based Software Development." In Encyclopedia of Human Computer Interaction, 414–21. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch063.

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Information systems are designed for the people, by the people. The design of software systems with the help of software systems is another aspect of human-computer interfaces. New methods and their (non-)acceptance play an important role. Motivational factors of systems developers considerably influence the type and quality of the systems they develop (Arbaoui, Lonchamp & Montangero, 1999; Kumar & Bjoern-Andersen, 1990). To some extent, the quality of systems is a result of their developers’ willingness to accept new and (supposedly) better technology (Jones, 1995). A typical example is component-based development methodology (Bachmann et al., 2000; Cheesman & Daniels, 2001). Despite considerable publication effort and public lip service, component-based software development (CBD) appears to be getting a slower start than anticipated and hoped for. One key reason stems from the psychological and motivational attitudes of software developers (Campell, 2001; Lynex & Layzell, 1997). We therefore analyze the attitudes that potentially hamper the adoption of the component-based software development approach. Maslow’s Hierarchy of Need (Boeree, 1998; Maslow, 1943) is used for structuring the motives.
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Yap, Moi Hoon, and Hassan Ugail. "Facial Image Processing in Computer Vision." In Applied Signal and Image Processing, 179–90. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-477-6.ch011.

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The application of computer vision in face processing remains an important research field. The aim of this chapter is to provide an up-to-date review of research efforts of computer vision scientist in facial image processing, especially in the areas of entertainment industry, surveillance, and other human computer interaction applications. To be more specific, this chapter reviews and demonstrates the techniques of visible facial analysis, regardless of specific application areas. First, the chapter makes a thorough survey and comparison of face detection techniques. It provides some demonstrations on the effect of computer vision algorithms and colour segmentation on face images. Then, it reviews the facial expression recognition from the psychological aspect (Facial Action Coding System, FACS) and from the computer animation aspect (MPEG-4 Standard). The chapter also discusses two popular existing facial feature detection techniques: Gabor feature based boosted classifiers and Active Appearance Models, and demonstrate the performance on our in-house dataset. Finally, the chapter concludes with the future challenges and future research direction of facial image processing.
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Cipolla-Ficarra, Francisco V., and Miguel Cipolla-Ficarra. "Computer Animation for Ingenious Revival." In Advances in Human and Social Aspects of Technology, 159–81. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3437-2.ch008.

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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.
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Lee, YunJoon Jason. "Using Web-Based Tools for Flipped ESL Learning in the Korean Language Education System." In Computer-Assisted Language Learning, 1203–17. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7663-1.ch057.

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With the continued proliferation of digital technologies, students are absorbing more information than ever. As a result, the relationship between students and teachers in a traditional face-to-face classroom can be limiting. As the flipped classroom approach has emerged, the classroom culture has changed. The active environment, interactive approach, and content-specific flipped learning has great potential for the ESL-learning context, especially for Korean college students. Korean college students were accustomed to the face-to-face, top-down structure of learning, and flipped learning provided an opportunity for them to look at and experience learning differently. More specifically, the top-down relationship between teacher and student shifted into a more balanced and interactive learning culture. The positive aspects of flipped learning were beneficial for the Korean ESL college students. This chapter features a case study of a college English language conversation class in Korea and explores how to set up a flipped classroom through web-based tools in order to keep the students motivated and generate a participatory environment.
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Ugliotti, Francesca Maria. "Virtual Representations for Cybertherapy." In Advances in Human and Social Aspects of Technology, 573–95. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-4854-0.ch024.

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The development of serious games has enabled new challenges for the healthcare sector in psychological, cognitive, and motor rehabilitation. Thanks to virtual reality, stimulating and interactive experiences can be reproduced in a safe and controlled environment. This chapter illustrates the experimentation conducted in the hospital setting for the non-pharmacological treatment of cognitive disorders associated with dementia. The therapy aims to relax patients of the agitation cluster through a gaming approach through the immersion in multisensory and natural settings in which sound and visual stimuli are provided. The study is supported by a technological architecture including the virtual wall system for stereoscopic wall projection and rigid body tracking.
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DURAC, LIVIA. "ETHICAL AND BEHAVIOURAL ASPECTS OF ON-LINE EDUCATION." In Values, models, education. Contemporary perspectives. Eikon Publishing House, 2022. http://dx.doi.org/10.56177/epvl.ch2.2022.en.

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The implementation of online education has roughly the same beginnings as the Internet. Without being new, therefore, education in the online system - adopted selectively and optionally, depending on the needs and possibilities of different geographical areas of the world - has become, as a result of the medical context generated by COVID-19, part of the educational reality of any student and teaching staff respectively. An extreme situation that required the adaptation and instant reconfiguration of methods of knowledge transmission and evaluation within the institutionalized training process. Beyond the component of replacing the physical space of the class/course with a domestic environment, (a variable of great psychological impact on the subjects) there is the problem of adjustment, respectively reception and reproduction (through evaluation) of informational contents in an exclusively non-interactive manner proved to be the real challenge. One that everyone involved in the didactic process had to face, this time the "selective" and "optional" criteria becoming imperative. Even though before the start of the period in question, the e-learning system was an integral part of the educational process, it operated in a hybrid manner, with participants having the possibility of direct collaboration. The new reality, translated by cancelling these possibilities, brought with it profound transformations, especially at the cognitive, behavioural, and relational level. How the students understood to report this new reality from the perspective of ethical behaviour objectifies this article.
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Conference papers on the topic "Psychological aspects of Interactive computer system"

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Bordegoni, Monica, Marina Carulli, and Yuan Shi. "Investigating the Use of Smell in Vehicle-Driver Interaction." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60541.

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Every year approximately more than one million people die on world’s road. Human factors are the largest contributing factors to the traffic crashes and fatality, and recent researches have identified drivers’ cognitive aspect as the major cause of human errors in 80% of crash events. Thus, the development of countermeasures to manage drivers’ cognitive aspect is an important challenge to address. Driver-Assistance Systems have been developed and integrated into vehicles to acquire data about the environment and the driver, and to communicate information to the driver, usually via the senses of vision and hearing. Unfortunately, these senses are already subjected to high demands, and the visual and auditory stimuli can be underestimate or considered as annoying. However, other sensory channels could be used to elicit the drivers’ cognitive aspect. In particular, smell can impact on various aspects of humans’ psychological state, such as people’s attention level, and can induce activation states in people. The research presented in this paper aims at investigating whether olfactory stimuli, instead of auditory ones, can be used to influence the cognitive aspect of the drivers. For this purpose, an experimental framework has been set up and experimental testing sessions have been performed. The experimental framework is a multisensory environment consisting of an active stereo-projector and a screen used for displaying a video that reproduces a very monotonous car trip, a seating-buck for simulating the car environment, a wearable Olfactory Display, in-ear earphones and the BioGraph Infiniti system for acquiring the subjects’ physiological data. The analysis of the data collected in the testing sessions shows that, in comparison to the relaxation state, olfactory stimuli are effective in increasing subjects’ attention level more than the auditory ones.
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Butenina, D. V., and A. S. Ivanov. "MODERN EDUCATIONAL TECHNOLOGIES IN THE TEACHING OF ENGINEERING AND COMPUTER SCIENCES." In MODELING AND SITUATIONAL MANAGEMENT THE QUALITY OF COMPLEX SYSTEMS. Saint Petersburg State University of Aerospace Instrumentation, 2021. http://dx.doi.org/10.31799/978-5-8088-1558-2-2021-2-29-32.

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Article has survey character and is based on the discussion on technologies for teaching computer and engineering Sciences through the use of modern digital tools and best practices to engineering courses in the period of the pandemic. Experts from Finland, Croatia and France took part in the discussion. The discussion was held within the framework of a foresight session organized by the Foundation “center for strategic research” North-West “ in partnership with the International scientific and methodological center of MEPhI. The article deals with the following topics: collecting a digital trace, features of interaction with students online, psychological aspects of distance learning. also, attention is paid to various platforms and SOFTWARE for providing a remote learning process.
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Wenli, Liang, and Guo Yongyan. "Gesture Interaction Preference of Healthy APP for Elderly Users." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001726.

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Purpose: With the increase in the number of elderly people, the social problems of aging are becoming more and more prominent, and the consumption for the elderly is forming a larger market, and health issues are more important. Therefore, using smartphones to solve health issues will become an effective measure. At the same time, with the continuous development of information technology, the way of human-computer interaction has gradually changed from buttons and knobs to a way closer to normal communication. Gesture interaction has attracted much attention due to its natural, effective and friendly characteristics. According to the survey, there are currently many types of health apps, but they lack consideration of the needs of the elderly. Today, 28% of the elderly have mastered the use of mobile phones, but there is a big difference in usage habits and physical and psychological needs from young people. It is of great significance to study the gesture interaction preferences of the elderly in the field of health apps. Combining the physiological and psychological characteristics of elderly users, we are committed to developing an exclusive gesture interaction system for elderly users.Methods: Firstly, the theory and current situation of gesture interaction were summarized, and the concept and supporting technology of gesture interaction were clarified. The second part analyzes the characteristics of the elderly population from the aspects of physiology and psychology. The third part draws on the previous research results and summarizes the existing health app gesture operations. The specific interaction gestures are mainly divided into nine types, mainly including: 1. Return, 2. Confirm, 3. Cancel, 4. Move, 5. Delete, 6. Return to home page, 7. Call out multitasking, 8. Zoom in and out, 9. Rotate. Each operation corresponds to a variety of gestures, such as: return includes single-click, right-click, right-swipe on the screen, and so on. Then, through the quantitative method of questionnaire survey, the gesture interaction of the elderly is investigated, so as to obtain the gesture interaction preference of the elderly in the field of health app, and use this as a guide to improve the user experience of the elderly group.Results: For the "Back" task, the "click the 'Back' button" gesture action was the best action; for the "OK" and "Cancel" tasks, the "Click 'OK'" and "Click the 'Cancel' button" actions is the best operation; for the "move" task, the "one-finger press and drag" gesture is the best operation; for the "delete" task, the "long press the target point to delete" gesture operation is the best operation; for the return home page For multitasking and calling out, the best gesture actions are the third: "click the Home button" and "long press the Home button"; for "zoom" and "rotation" tasks, "two-finger pinch" and "two-finger pinch" The "Rotate" gesture operation is the best operation.Conclusion :Through the experiment, the preference of the elderly about the gesture interaction corresponding to 9 kinds of operations in the field of health app is obtained, which provides a better experience for the elderly users, has certain guiding significance, and provides theoretical guidance for designers.
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Shieh, Yao, Mengkai Shieh, Chien-Hung Chang, and Scott Goodwin. "An Interactive, Visually-Oriented Computer-Assisted ASPECTS Scoring System for Acute Stroke Care." In Biomedical Engineering. Calgary,AB,Canada: ACTAPRESS, 2016. http://dx.doi.org/10.2316/p.2016.832-036.

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Harrison, M. D., R. Fields, and P. C. Wright. "The user context and formal specification in interactive system design." In Proceedings of the BCS-FACS Workshop on Formal Aspects of the Human Computer Interface. BCS Learning & Development, 1996. http://dx.doi.org/10.14236/ewic/fac1996.5.

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Mengoni, Maura, Margherita Peruzzini, and Michele Germani. "Virtual vs. Physical: An Experimental Study to Improve Shape Perception." In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86225.

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Product designers, in order to create value, need to enrich their understanding of users products experience and the whole set of activities involved in it. Human-Centered Design (HCD) regards with the development of design principles to support product features definition answering to physical, psychological, social and cultural needs of human beings. Usability tests generally allow the investigation of product performance in terms of efficiency, effectiveness and users satisfaction in order to reduce the gap between the perceived and the designed product quality. Main problems concern with the assessment of emotional usability, the identification of product features stimulating affective response and their translation into design requirements. Usability tests are generally carried out only at the end of the design cycle once a final physical prototype has been realized. As a consequence design modifications increase time to market. Instead of traditional CAD-based systems (Computer Aided Design), Virtual Reality (VR) represents new Human-Computer Interfaces that can support the multimodal interaction with virtual prototypes to perform usability tests at the early design stages. The present paper explores the potentialities of VR to support usability testing mainly focusing on emotional aspects. A protocol study is defined to analyze how sample users perceive product attributes determining affordances and synaesthesia qualities. The protocol adopts qualitative and quantitative metrics to objectify users emotional response while interacting with products. It allows correlating product attributes, in terms of materials, shape and aesthetic features combination, with user behavior and product performance. It has been applied in the field of household appliances. Two different experimental set-ups, physical and virtual, have been used to validate the protocol and highlight the main VR technologies drawbacks.
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Suhir, Ephraim, and Inna Bedny. "Surgeon’s performance: analogy with aircraft pilot’s challenges." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001814.

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There is an obvious analogy between the challenges that an aircraft pilot has to cope with when fulfilling his/her long-term mission or when encountering a short-term abnormal situation, and the challenges that a surgeon faces during his/her "mission", a surgical operation, which is always a highly challenging and sometimes unpredictable effort. Kao and Thomas seem to be the first ones who paid attention to this analogy that could be viewed today as a part of what is identified as human-system-integration/interaction (HSI) field. This extraordinarily broad field includes the role of human performance in various psychological and ergonomics tasks in general and critical aspects of human interactions with an intelligent system in particular: predictive modeling (PM), both computer simulations based and analytical; vehicular engineering, such as aerospace, automotive, railway, and maritime; medical electronics; and, of course, all kind of the human-in-the loop (HITL) and human factor (HF) related activities, attributes and challenges. The outcome of these activities is highly dependent on the mental (cognitive) workload (MWL) and, mostly long-term, human capacity factor (HCF). Probabilistic predictive modeling (PPM) enables evaluating, improving, assuring and ultimately, if possible and appropriate, even specifying the acceptable (adequate and never-zero) probability of failure of a HITL mission or a situation, when the reliability of the equipment/instrumentation, the performance of the human-in-control (the pilot or the surgeon) and the response of the object-of-control (the air or spacecraft, not to mention the patient undergoing surgery), and the interfaces of these and other uncertainties contribute jointly to the importance of the outcome of the undertaking. Systemic-Structural Activity Theory (SSAT) is applicable to the analysis and improvement of the efficiency and reliability of the highly challenging types of human activity. The objective of this paper is to indicate the need for quantifying the role of the HF in making a surgical operation less risky and to indicate that the consideration of the analogy of this effort with the aircraft pilot challenges, which have been addressed and modeled in a number of recent publications, could be helpful. The paper uses a simplified double-exponential-probability-distribution function (DEPDF) to make our point and to "bring down to earth" the more general model for the probability of the human-non-failure (HnF). By predicting this probability and making it adequate for a particular surgical application, one could put various "educated guesses" and "gut feelings" about the instrumentation and human reliability during the fulfillment of the surgical mission on a really "reliable" quantified foundation. Plenty of additional, both analytical and computer simulation-based modeling, as well as experimental and clinical and statistical work should be done to “reduce to practice” the general idea of the need for quantifying, in one way or another, the numerous challenges that a surgeon faces in his/hers never-routine activity, in which the analogy with the pilot's performance might be helpful.
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Voloshina, Svetlana, and Tat’yana Dubovitskaya. "Practical aspects of the safety of using quasi-scientific video blogging in education." In Safety psychology and psychological safety: problems of interaction between theorists and practitioners. «Publishing company «World of science», LLC, 2020. http://dx.doi.org/10.15862/53mnnpk20-19.

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The article contains data on the features of using quasi-scientific video blogging in the educational process of a medical College. The main approaches to the definition of "digital security" in the modern Internet environment within the framework of social networks and in the broader aspect of the globalization of the information space are considered. It is proposed to conceptualize social network digital security as an element of the General culture of a modern student. The introduction of interactive methods of engagement using the potential of the Internet makes it possible to update students ' skills in applying the rules of in-network security, as well as to increase the effectiveness of training. The article examines the influence of quasi-scientific video blogging as a system for preparing content, posting it in social networks, and receiving feedback from other network users on the image of students, professional self-determination, and their attitude to intra-network security.
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Zaeva-Burdonskaya, Elena, and Elmira Khusanbaeva. "Interactive Design as a Model of Creative Communication: the WATT Mobile App in the "Sensitive City" System." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-882-890.

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The Smart City program has become a step towards the development of digital space in the urban environment of megacities such as Moscow. Despite the global nature of the idea of the communicative-digital urban model, an attempt at a human-oriented approach remains. In the digital space, the function of anthropocentrism is assumed by interactive design that serves as an adaptation of the manifold urban environment. Design becomes a tool creating a person's comfort zone, implementing various urban socio-cultural scenarios interactively, taking into account the psycho-emotional state of a person. In the developed concept of WATT interactive application a person acts as an energetic and emotional "component" of the city. The product answers the goal of the design system of the sensual stratum of the environment, forming the concept of a Sensitive city and its important parameter: an indicator mood of the urban environment’s mood. The innovative character of the approach lies on the city aimed at the creation of an new energetical product - a tool that forms the eco-energy exchange between the resident and the city, results as an index of resident’s "happiness". The application becomes an example of the hybrid existence of urban environment, harmonizes the relationship between the digital field and the citizen: it supports the emotional and psychological state and offers various rehabilitation programs. This becomes especially relevant due to the need to neutralize the consequences of self-isolation after the pandemic.
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Matveeva, K. M., M. A. Serova, and E. S. Glumova. "The Specifics of Creating a Virtual Interactive Exhibition." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-1186-1192.

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Modern technology allows to transfer exhibitions into an interactive, virtual format using some gamification techniques. The article provides a comprehensive analysis of the process of creating a virtual space, formulates the basic requirements for the system and the exhibition units. The substantiation of the advantages and disadvantages of the technical solution is given, which could serve as a guide for the further implementation of similar projects. During the development of threedimensional objects of the virtual space were used modern software tools - Blender, Unreal Engine. Export of fbx-models from Blender into Unreal Engine is carried out. The questions of restoration and transfer of graphic information validity are solved by by experiment. The requirements for hardware and software for developing an interactive exhibition are given. The results of the research can be used in the areas of virtual space development, information and technical support. The article describes the technical aspects of developing a graphic interior and exhibits, instructions for their correct transfer from one environment to another, and recommendations for using the project in the educational sphere. Further research is planned in the field of placing the created interactive exhibition in free access on the Internet with full immersion of the user into virtual reality.
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Reports on the topic "Psychological aspects of Interactive computer system"

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Shyshkina, Mariya, Uliana Kohut, and Maiia Popel. The Design and Evaluation of the Cloud-based Learning Components with the Use of the Systems of Computer Mathematics. Sun SITE Central Europe, May 2018. http://dx.doi.org/10.31812/0564/2253.

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In the article the problems of the systems of computer mathematics use as a tool for the students learning and research activities support are investigated. The promising ways of providing access to the mathematical software in the university learning and research environment are considered. The special aspects of pedagogical applications of these systems to support operations research study in the process of bachelors of informatics training are defined. The design and evaluation of the cloud-based learning components with the use of the systems of computer mathematics (on the example of Maxima system) as enchasing the investigative approach to learning of engineering and mathematics disciplines and increasing the pedagogical outcomes is justified. The set of psychological and pedagogical and also technological criteria of evaluation is substantiated. The results of pedagogical experiment are provided. The analysis and evaluation of existing experience of mathematical software use both in local and cloud-based settings is proposed.
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Shyshkina, Mariya, Uliana Kohut, and Maiia Popel. The Comparative Analysis of the Cloud-based Learning Components Delivering Access to Mathematical Software. [б. в.], June 2019. http://dx.doi.org/10.31812/123456789/3171.

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In the article, the problems of the systems of computer mathematics use as a tool for the students learning and research activities support are investigated. The promising ways of providing access to the mathematical software in the university learning and research environment are considered. The special aspects of pedagogical applications of these systems to support mathematics and computer science disciplines study in a pedagogical university are considered. The design and evaluation of the cloud-based learning components with the use of the systems of computer mathematics (on the example of the Maxima system and CoCalc) as enchasing the investigative approach to and increasing pedagogical outcomes is justified. The set of psychological and pedagogical and also technological criteria of evaluation is used to compare different approaches to the environment design. The results of pedagogical experiment are provided. The analysis and evaluation of existing experience of mathematical software use both in SaaS and IaaS cloud-based settings is proposed.
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