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Dissertations / Theses on the topic 'Psychological aspects of Interactive computer system'

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1

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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2

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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3

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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5

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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6

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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7

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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8

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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11

Yang, Tao. "Brand and usability in content-intensive websites." Thesis, 2014. http://hdl.handle.net/1805/4667.

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Indiana University-Purdue University Indianapolis (IUPUI)
Our connections to the digital world are invoked by brands, but the intersection of branding and interaction design is still an under-investigated area. Particularly, current websites are designed not only to support essential user tasks, but also to communicate an institution's intended brand values and traits. What we do not yet know, however, is which design factors affect which aspect of a brand. To demystify this issue, three sub-projects were conducted. The first project developed a systematic approach for evaluating the branding effectiveness of content-intensive websites (BREW). BREW gauges users' brand perceptions on four well-known branding constructs: brand as product, brand as organization, user image, and brand as person. It also provides rich guidelines for eBranding researchers in regard to planning and executing a user study and making improvement recommendations based on the study results. The second project offered a standardized perceived usability questionnaire entitled DEEP (design-oriented evaluation of perceived web usability). DEEP captures the perceived website usability on five design-oriented dimensions: content, information architecture, navigation, layout consistency, and visual guidance. While existing questionnaires assess more holistic concepts, such as ease-of-use and learnability, DEEP can more transparently reveal where the problem actually lies. Moreover, DEEP suggests that the two most critical and reliable usability dimensions are interface consistency and visual guidance. Capitalizing on the BREW approach and the findings from DEEP, a controlled experiment (N=261) was conducted by manipulating interface consistency and visual guidance of an anonymized university website to see how these variables may affect the university's image. Unexpectedly, consistency did not significantly predict brand image, while the effect of visual guidance on brand perception showed a remarkable gender difference. When visual guidance was significantly worsened, females became much less satisfied with the university in terms of brand as product (e.g., teaching and research quality) and user image (e.g., students' characteristics). In contrast, males' perceptions of the university's brand image stayed the same in most circumstances. The reason for this gender difference was revealed through a further path analysis and a follow-up interview, which inspired new research directions to unpack even more the nexus between branding and interaction design.
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12

Lin, Aleck Chao-Hung. "Designing web sites for enjoyment and learning : a study of museum experiences." Phd thesis, 2007. http://hdl.handle.net/1885/146697.

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13

Kim, Hyojin. "The effects of interactivity on learning: implications for stereotype change." Thesis, 2005. http://hdl.handle.net/2152/1591.

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14

Ford, Gabrielle. "Researching the effects of culture on usability." Diss., 2005. http://hdl.handle.net/10500/1829.

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An experiment was conducted to determine the effects of subjective culture on the usability of computerized systems. The results of the experiment did not provide sufficient evidence to conclude that any of the tested cultural dimensions affected the usability of the product. Analysis of the results indicated that the differences in scores could have been attributable to variables other than those tested and controlled for. This indicated a need to build a more detailed conceptual model of usability before empirical research of this nature can be effectively conducted. Consequently, further work needed to be done to identify the variables that influence usability, and the strategies for controlling for these variables under experimental conditions. Through a literature investigation, the validity of some of the proposed variables was established, and some additional variables were identified. The valid variables were then incorporated into a conceptual model of usability for use in future research endeavors.
Information systems
M. Sc.
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15

Singh, Vidya Bhushan. "User Modeling and Optimization for Environmental Planning System Design." Thesis, 2014. http://hdl.handle.net/1805/6114.

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Indiana University-Purdue University Indianapolis (IUPUI)
Environmental planning is very cumbersome work for environmentalists, government agencies like USDA and NRCS, and farmers. There are a number of conflicts and issues involved in such a decision making process. This research is based on the work to provide a common platform for environmental planning called WRESTORE (Watershed Restoration using Spatio-Temporal Optimization of Resources). We have designed a system that can be used to provide the best management practices for environmental planning. A distributed system was designed to combine high performance computing power of clusters/supercomputers in running various environmental model simulations. The system is designed to be a multi-user system just like a multi-user operating system. A number of stakeholders can log-on and run environmental model simulations simultaneously, seamlessly collaborate, and make collective judgments by visualizing their landscapes. In the research, we identified challenges in running such a system and proposed various solutions. One challenge was the lack of fast optimization algorithm. In our research, several algorithms are utilized such as Genetic Algorithm (GA) and Learning Automaton (LA). However, the criticism is that LA has a slow rate of convergence and that both LA and GA have the problem of getting stuck in local optima. We tried to solve the multi-objective problems using LA in batch mode to make the learning faster and accurate. The problems where the evaluation of the fitness functions for optimization is a bottleneck, like running environmental model simulation, evaluation of a number of such models in parallel can give considerable speed-up. In the multi-objective LA, different weight pair solutions were evaluated independently. We created their parallel versions to make them practically faster in computation. Additionally, we extended the parallelism concept with the batch mode learning. Another challenge we faced was in User Modeling. There are a number of User Modeling techniques available. Selection of the best user modeling technique is a hard problem. In this research, we modeled user's preferences and search criteria using an ANN (Artificial Neural Network). Training an ANN with limited data is not always feasible. There are many situations where a simple modeling technique works better if the learning data set is small. We formulated ways to fine tune the ANN in case of limited data and also introduced the concept of Deep Learning in User Modeling for environmental planning system.
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Moola, Sabihah. "Communication dynamics in producing effective patient care : a case study at Stanger Hospital’s diabetes clinic in Kwazulu-Natal, South Africa." Thesis, 2015. http://hdl.handle.net/10500/20679.

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Text in English
Interactive health communication between the health-care professional (HCP) and patient relationship for diabetes health-care positively contributes to patient-centred care. Hence individual patient concerns are addressed and catered for in the medical system. The purpose of this study was to analyse in-depth how HCP-patient relationships and HCP-HCP teamwork dynamics positively contribute to effective diabetes patient care and treatment adherence. Different health communication models and theories were reviewed and a conceptual framework was developed from the literature. A qualitative case study approach was used to collect data at Stanger Hospital’s diabetes clinic. Data was collected using three different methods, namely in-depth interviews with HCPs and patients individually, observations conducted at the clinic analysing both the HCPs and patients, and finally, documentation that emerged as a third data collection method where patient files and diabetes educational material were analysed at the clinic. Triangulation by means of the three methods ensured that reliable, valid and credible data was collected in the field. Diabetes health-care and treatment management are affected by the social context/social system which includes family and culture. These social factors are acknowledged as core in the literature. However, a single comprehensive health communication model did not exist solely in this regard. The data indicated that at the Stanger Hospital’s diabetes clinic, patient-centred (individual tailor-made treatment plans) care was only implemented after patients had defaulted treatment for reasons linked to their social circumstances. The findings of the study indicate that teamwork was favoured in the HCP-HCP relationship at the diabetes clinic, and that this made a positive contribution to effective diabetes patient care. HCPs were overburdened at the clinic since patient numbers were high and there were staff shortages. The patients’ empirical data indicated that interactive communication positively contributed to their medical concerns being catered for at the diabetes clinic, but this tended to occur only after non-adherence. Patients required care and support from HCPs in order to learn to accept diabetes and manage their illness.
Sociology
D. Litt. et Phil. (Sociology)
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