Academic literature on the topic 'Social aspects of Human-computer interaction'

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Journal articles on the topic "Social aspects of Human-computer interaction"

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Brown, John Seely, and Paul Duguid. "Borderline Issues: Social and Material Aspects of Design." Human-Computer Interaction 9, no. 1 (March 1, 1994): 3–36. http://dx.doi.org/10.1207/s15327051hci0901_2.

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Bonarini, Andrea. "Communication in Human-Robot Interaction." Current Robotics Reports 1, no. 4 (August 27, 2020): 279–85. http://dx.doi.org/10.1007/s43154-020-00026-1.

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Abstract Purpose of Review To present the multi-faceted aspects of communication between robot and humans (HRI), putting in evidence that it is not limited to language-based interaction, but it includes all aspects that are relevant in communication among physical beings, exploiting all the available sensor channels. Recent Findings For specific purposes, machine learning algorithms could be exploited when data sets and appropriate algorithms are available. Summary Together with linguistic aspects, physical aspects play an important role in HRI and make the difference with respect to the more limited human-computer interaction (HCI). A review of the recent literature about the exploitation of different interaction channels is presented. The interpretation of signals and the production of appropriate communication actions require to consider psychological, sociological, and practical aspects, which may affect the performance. Communication is just one of the functionalities of an interactive robot and, as all the others, will need to be benchmarked to support the possibility for social robots to reach a real market.
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Quayle, Michael, and Kevin Durrheim. "When the chips are down: Social and technical aspects of computer failure and repair." Interacting with Computers 18, no. 6 (December 2006): 1260–77. http://dx.doi.org/10.1016/j.intcom.2006.03.003.

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Beňuš, Štefan. "Social Aspects of Entrainment in Spoken Interaction." Cognitive Computation 6, no. 4 (April 10, 2014): 802–13. http://dx.doi.org/10.1007/s12559-014-9261-4.

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Nakauchi, Yasushi. "Special Issue on Human Robot Interaction." Journal of Robotics and Mechatronics 14, no. 5 (October 20, 2002): 431. http://dx.doi.org/10.20965/jrm.2002.p0431.

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Recent advances in robotics are disseminating robots into the social living environment as humanoids, pets, and caregivers. Novel human-robot interaction techniques and interfaces must be developed, however, to ensure that such robots interact as expected in daily life and work. Unlike conventional personal computers, such robots may assume a variety of configurations, such as industrial, wheel-based, ambulatory, remotely operated, autonomous, and wearable. They may also implement different communications modalities, including voice, video, haptics, and gestures. All of these aspects require that research on human-robot interaction become interdisciplinary, combining research from such fields as robotics, ergonomics, computer science and, psychology. In the field of computer science, new directions in human-computer interaction are emerging as post graphical user interfaces (GUIs). These include wearable, ubiquitous, and real-world computing. Such advances are thereby bridging the gap between robotics and computer science. The open-ended problems that potentially face include the following: What is the most desirable type of interaction between human beings and robots? What sort of technology will enable these interactions? How will human beings accept robots in their daily life and work? We are certain that readers of this special issue will be able to find many of the answers and become open to future directions concerning these problems. Any information that readers find herein will be a great pleasure to its editors.
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Jogatama purhita, Edi. "AFFORDANCE DALAM DESAIN INTUITIF DAN HUMAN COMPUTER INTERACTION (HCI)." JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI 10, no. 1 (April 16, 2020): 7–14. http://dx.doi.org/10.51903/jtikp.v10i1.139.

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Abstract The concept of affordance comes from ecological psychology proposed by James Gibson to show the possibility of actions given to actors by the environment. Something has a quality to understand, where they are capable of being something when they are felt. Product perception is connected with the perception of its function. Affordance as a perception of meaning by combining the functions and meanings of a product. Thus, the meaning of a product will make what the product is capable of. People treat products from their environment according to the affordance of the product. Good product design is intuitive, can be used without thinking hard. Design that allows us, by seeing it we can do things directly and correctly. The concept of affordance was also introduced to the field of design, and finally Human Computer Interaction, by Donald Norman. He defines affordance as the perceived or actual nature of the object, especially the fundamental properties that determine how objects or technological products can be used. Affordance is the interpretive relationship between users and technology that arises during user interaction with technology in the environment that is lived. In a broader view of affordance, it covers social and cultural aspects in the use of technology in our daily lives.
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Tian, Leimin, and Sharon Oviatt. "A Taxonomy of Social Errors in Human-Robot Interaction." ACM Transactions on Human-Robot Interaction 10, no. 2 (May 2021): 1–32. http://dx.doi.org/10.1145/3439720.

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Robotic applications have entered various aspects of our lives, such as health care and educational services. In such Human-robot Interaction (HRI), trust and mutual adaption are established and maintained through a positive social relationship between a user and a robot. This social relationship relies on the perceived competence of a robot on the social-emotional dimension. However, because of technical limitations and user heterogeneity, current HRI is far from error-free, especially when a system leaves controlled lab environments and is applied to in-the-wild conditions. Errors in HRI may either degrade a user’s perception of a robot’s capability in achieving a task (defined as performance errors in this work) or degrade a user’s perception of a robot’s socio-affective competence (defined as social errors in this work). The impact of these errors and effective strategies to handle such an impact remains an open question. We focus on social errors in HRI in this work. In particular, we identify the major attributes of perceived socio-affective competence by reviewing human social interaction studies and HRI error studies. This motivates us to propose a taxonomy of social errors in HRI. We then discuss the impact of social errors situated in three representative HRI scenarios. This article provides foundations for a systematic analysis of the social-emotional dimension of HRI. The proposed taxonomy of social errors encourages the development of user-centered HRI systems, designed to offer positive and adaptive interaction experiences and improved interaction outcomes.
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Reer, Felix, and Nicole C. Krämer. "A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games." Entertainment Computing 34 (May 2020): 100353. http://dx.doi.org/10.1016/j.entcom.2020.100353.

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Pollmann, Kathrin, and Daniel Ziegler. "A Pattern Approach to Comprehensible and Pleasant Human–Robot Interaction." Multimodal Technologies and Interaction 5, no. 9 (August 27, 2021): 49. http://dx.doi.org/10.3390/mti5090049.

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HRI designers are faced with the task of creating robots that are easy and pleasant to use for the users. The growing body of research in human–robot interaction (HRI) is still mainly focused on technical aspects of the interaction. It lacks defined guidelines that describe how behavioral expressions for social robots need to be designed to promote high usability and positive user experience. To achieve this goal, we propose to apply the concept of design patterns to HRI. We present a design process that provides step-by-step guidance and methods for HRI designers to generate high quality behavioral patterns for social robots that can be used for different robots and use cases. To document the resulting patterns, we developed a documentation format that provides a clear, standardized structure to note down all relevant aspects of a pattern so that others can understand its design recommendations and apply them to their own robot and use cases. In the present paper, we demonstrate our pattern approach based on an example and describe how we arrived at a pattern language of 40 behavioral patterns that found the basis for future social robot design and related research activities.
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van Baaren, Rick, Loes Janssen, Tanya L. Chartrand, and Ap Dijksterhuis. "Where is the love? The social aspects of mimicry." Philosophical Transactions of the Royal Society B: Biological Sciences 364, no. 1528 (August 27, 2009): 2381–89. http://dx.doi.org/10.1098/rstb.2009.0057.

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One striking characteristic of human social interactions is unconscious mimicry; people have a tendency to take over each other's posture, mannerisms and behaviours without awareness. Our goal is to make the case that unconscious mimicry plays an important role in human social interaction and to show that mimicry is closely related to and moderated by our connectedness to others. First we will position human unconscious mimicry in relation to types of imitation used in cognitive psychology and cognitive neuroscience. Then we will provide support for social moderation of mimicry. Characteristics of both the mimicker and the mimickee influence the degree of mimicry in a social interaction. Next, we turn to the positive social consequences of this unconscious mimicry and we will present data showing how being imitated makes people more assimilative in general. In the final section, we discuss what these findings imply for theorizing on the mechanisms of imitation and point out several issues that need to be resolved before a start can be made to integrate this field in the broader context of research on imitation.
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Dissertations / Theses on the topic "Social aspects of Human-computer interaction"

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Campano, Erik. "Online Shaming : Ethical Tools for Human-Computer Interaction Designers." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172899.

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A set of tools – concepts, guidelines, and engineering solutions – are proposed to help human-computer interaction designers build systems that are ethical with regards to online shaming. Online shaming’s ethics are unsolved in the literature, and the phenomenon can have devastating consequences, as well as serve social justice. Kantian ethics, as interpreted by Christine Korsgaard, provide our analytical methodology. Her meta-ethics invokes Wittgenstein’s private language argument, which also models relevant concepts in human-computer interaction theory. Empirical studies and other ethicists’ views on online shaming are presented. Korsgaard’s Kantian methodology is used to evaluate the other ethicists’ views’ moral acceptability, and guidelines are drawn from that analysis. These guidelines permit shaming, with strong constraints. Technical engineering solutions to ethical problems in online shaming are discussed. All these results are situated in the public dialogue on online shaming, and future research from other ethical traditions is suggested.
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Downes, Daniel M. "Interactive realism : a study in the metaphors, models, and poetics of Cyberspace." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0001/NQ44414.pdf.

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Ryan, John. "A uses and gratifications study of the Internet social interaction site LambdaMOO : talking with "Dinos"." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/958777.

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One approach to studying media is uses and gratifications, a model that suggests media audiences can explain why and for what purpose they use the media. This study took a Uses and Gratifications approach to the Internet social interaction site LambdaMOO. On LambdaMOO, users log on and create an alternate persona to interact with other users. Using a set of questions, 222 selected LambdaMOO users were asked about why they use LambdaMOO, their actions as an alternate persona and their opinions on LambdaMOO. Answers from the subjects were content analyzed to find commonality against several preselected categories and sub-categories. Upon analysis, the subjects were found to use LambdaMOO for talking to other users, "building" up the site through programming and surveying the current events and political movements on the site. Also, the subjects were determined not to act different from their real life actions and preceived attitudes, although the opportunity for freedom through anonymity was everpresent.
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Wagner, Alan Richard. "The role of trust and relationships in human-robot social interaction." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31776.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Arkin, Ronald C.; Committee Member: Christensen, Henrik I.; Committee Member: Fisk, Arthur D.; Committee Member: Ram, Ashwin; Committee Member: Thomaz, Andrea. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Piccolo, Lara Schibelsky Godoy 1977. "Motivational aspects in the design of technology for social changes = Aspectos motivacionais no design de tecnologia para mudanças sociais." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275540.

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Orientador: Maria Cecília Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-26T21:24:50Z (GMT). No. of bitstreams: 1 Piccolo_LaraSchibelskyGodoy_D.pdf: 12553498 bytes, checksum: 5ee94e1c70ca11d1475031685986a445 (MD5) Previous issue date: 2015
Resumo: Conectando pessoas e presente em todos os aspectos da vida, quando projetadas para este fim, as tecnologias têm potencial de influenciar a forma com que pessoas em um grupo social percebem e se relacionam com as coisas no ambiente. Este estudo de doutorado em Interação Humano-Computador (IHC) investiga como elementos motivacionais da Psicologia podem ser aplicados para informar o design, explo- rando esse potencial da tecnologia em promover mudanças sociais. O estudo é instanciado no domínio de consumo de energia elétrica, lidando com o desafio contemporâneo de cons- cientizar a sociedade dos limites naturais do planeta no que diz respeito ao uso de recursos naturais. Informar o design com aspectos motivacionais é uma abordagem recente em IHC. Quando encontrada na literatura, comumente tem foco em aspectos individuais e intrín- secos da motivação. Contudo, como argumentado nessa pesquisa, o contexto sociocultural evidencia a importância de considerar também os fatores externos que motivam as pessoas a se engajarem com uma tecnologia e com uma determinada questão social. Por considerar tanto fontes intrínsecas quanto extrínsecas de motivação, a Teoria da Autodeterminação é então considerada o principal referencial teórico da Psicologia nessa investigação, e a Semiótica Organizacional é a base metodológica para analisar os elemen- tos socioculturais que influenciam a motivação extrínseca. A análise situada dos dados socioculturais por uma perspectiva motivacional levou ao design da Tecnologia Socialmente Informada para Eco-Feedback de Energia (sigla SEET, em inglês), uma arquitetura que tem por objetivo estabelecer um novo padrão de com- portamento, ou uma nova maneira de perceber o consumo de energia coletivamente. O SEET é composto por um sistema interativo que promove colaboração, e pela Árvore da Energia, um dispositivo de feedback tangível para locais onde há encontro de pessoas. O SEET é avaliado em dois cenários complementares: uma Escola de Ensino Funda- mental no Brasil, onde os dados socioculturais foram coletados, analisados e aplicados para informar o design; e no contexto de um departamento de uma universidade no Reino Unido. Aspectos motivacionais da arquitetura do SEET são então analisadas, assim como o impacto dessa tecnologia ao desencadear as esperadas mudanças sociais
Abstract: By connecting people and being present in almost all aspects of life, when properly de- signed for that, technology can potentially influence the way people in a social group perceive and relate with things in their environment. This PhD study in the Human-Computer Interaction (HCI) field investigates how motivational elements from Psychology can be applied to inform the design aiming at exploring this potential of technology for promoting a social change. The study is in- stantiated in the energy consumption domain, coping with the contemporary challenge of raising awareness among the society of the planet¿s natural resources usage and limits. Informing the design with motivational aspects is a recent approach in HCI. When found in literature, it is mostly focused on individual and intrinsic aspects of motivation. However, as argued in this research, the sociocultural context evidences the importance of considering also the external factors that motivate people to be engaged with technology and the social issue. By taking into account both intrinsic and extrinsic sources of motivation, the Self- Determination Theory is then considered the main theoretical background from Psychol- ogy in this investigation, and the Organisational Semiotics the methodological basis to analyse sociocultural elements that influence extrinsic motivation. The situated analysis of sociocultural data with motivational lenses has led to the de- sign of a Socially-informed Energy Eco-feedback Technology (SEET), an architecture that aims at establishing a "new pattern of behaviour", or a new way of perceiving collective energy consumption. The SEET is composed by an interactive system that promotes collaboration and The Energy Tree, a tangible and public feedback device for gathering places. The SEET is evaluated in two complementary scenarios: an elementary school in Brazil, where the sociocultural data was collected, analysed and applied to inform design; and in the context of an university department in the United Kingdom. Motivational as- pects of the SEET architecture are then analysed, as well as the impact of this technology to trigger the desired social change
Doutorado
Ciência da Computação
Doutora em Ciência da Computação
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Park, Sung Jun. "Social responses to virtual humans the effect of human-like characteristics /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29601.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.
Committee Chair: Richard Catrambone; Committee Member: Gregory Corso; Committee Member: Jack Feldman; Committee Member: John T. Stasko; Committee Member: Wendy A. Rogers. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Caine, Kelly Erinn. "Exploring everyday privacy behaviors and misclosures." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31665.

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Thesis (Ph.D)--Psychology, Georgia Institute of Technology, 2010.
Committee Chair: Fisk, Arthur; Committee Member: Catrambone, Richard; Committee Member: Foley, Jim; Committee Member: Jeffries, Robin; Committee Member: Rogers, Wendy. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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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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Lindberg, Jenny, and Rebecca Ses. ""Me, my selfie and I" : A qualitative study of reasons, experiences andbeliefs connected to human computer interaction in the context of selfieculture." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50245.

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This research paper illustrates the social effects of social media and selfie posting on older age generations. These generational groups are called “Baby-boomers” and “Baby-busts” and are born before the existence of Internet and social media and therefore have had to adapt to the online context. The goal of this study is to make comparison between younger and older generations in terms of experiences, beliefs and feelings they encounter when posting and observing self-photos.  By using Semi-structured Qualitative interviews, which is set up as an interview guide based on questions designed to give open ended answers, we had the possibility to obtain a deeper understanding of the topic studied. This study has shown different perspectives of how generations born before the Internet era have adapted to social platforms and how they understood the selfie culture. Results identified have proven older age generations have higher level of self-esteem and prefer posting real and honest selfies, whereas the younger ones are interested in their looks and appearance on social media and they value their popularity by the number of likes received for their self-photos. As we discovered that likes and followers have no value for participants in our study, we concluded there is no reason like popularity seeking beneath their selfie posting habits. The target group in this study is instead using social media accounts as a source of inspiration, communication channel or a marketing tool for their professional life.
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El, Jed Mehdi. "Interactions sociales en univers virtuel : Modèles pour une interaction située." Phd thesis, Université Paul Sabatier - Toulouse III, 2006. http://tel.archives-ouvertes.fr/tel-00144856.

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La recherche proposée s'intéresse au développement d'un modèle d'interaction sociale capable de prendre en compte, en univers virtuel collaboratif, une partie de la dimension émotionnelle et sociale des interactions humaines.
Dans notre approche, chaque utilisateur contrôle son propre avatar (représentation de l'utilisateur dans l'environnement virtuel) et peut prendre des décisions selon ses propres perceptions, son expertise et historique. La problématique de recherche devient donc d'offrir une solution pour maintenir un contexte d'interaction 'riche' lors de la collaboration.
Nous proposons des solutions qui permettent d'enrichir l'interaction sociale en univers virtuel. D'une part, l'interface proposée permet aux interactants d'exploiter leurs références indexicales (par exemple pointer de la main des objets de l'univers, orienter le regard vers une direction, etc.). D'autre part, notre modèle d'interaction sociale permet de produire automatiquement des comportements chez les avatars qui soient pertinents par rapport au contexte de l'interaction (par exemple distribuer le regard vers ses interlocuteurs, regarder les autres avatars en marchant, effectuer des expressions gestuelles en parlant, etc.).
Nous proposons également un modèle émotionnel pour simuler les états internes des personnages virtuels en interaction.
Ces modèles s'intègrent dans une architecture multi-agents capable de fusionner de façon 'réaliste' les actions intentionnelles décidées par l'acteur humain et les comportements non-intentionnels (produits par le modèle d'interaction sociale) comme les gestes, postures, expressions émotionnelles qui dépendent du contexte dans lequel évoluent les avatars.
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Books on the topic "Social aspects of Human-computer interaction"

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The human-dimensions of human-computer interaction: Balancing the HCI equation. Amsterdam: IOS Press, 2008.

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Nyerges, Timothy L. Cognitive Aspects of Human-Computer Interaction for Geographic Information Systems. Dordrecht: Springer Netherlands, 1995.

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Purchase, Helen C. Experimental human-computer interaction: A practical guide with visual examples. Cambridge: Cambridge University Press, 2012.

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Experimental human-computer interaction: A practical guide with visual examples. Cambridge: Cambridge University Press, 2012.

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1950-, Carroll John M., ed. Usability engineering: Scenario-based development of human-computer interaction. San Francisco: Academic Press, 2002.

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Zaphiris, Panayiotis. Social computing and virtual communities. Boca Raton: Chapman & Hall/CRC Press, 2010.

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International Conference on Human-Computer Interaction (6th 1995 Tokyo, Japan). Symbiosis of human and artifact: Human and social aspects of human-computer interaction : proceedings of the Sixth International Conference on Human-Computer Interaction (HCI '95), Tokyo, Japan, 9-14 July 1995. Amsterdam: Elsevier, 1995.

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B, Lengel Laura, and Tomic Alice, eds. Computer mediated communication: Social interaction and the Internet. Thousand Oaks, CA: Sage Publications, 2004.

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Alice, Tomic, and Lengel Laura B, eds. Computer mediated communication: Social interaction and the Internet. London: SAGE, 2004.

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Cipolla-Ficarra, Francisco V. Advanced research and trends in new technologies, software, human-computer interaction, and communicability. Hershey, PA: Information Science Reference, an imprint of IGI Global, 2014.

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Book chapters on the topic "Social aspects of Human-computer interaction"

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Maciel, Cristiano, and Vinicius Carvalho Pereira. "Social Network Users’ Religiosity and the Design of Post Mortem Aspects." In Human-Computer Interaction – INTERACT 2013, 640–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40477-1_43.

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Kurosu, Masaaki, and Ayako Hashizume. "ERM-AT Applied to Social Aspects of Everyday Life." In Human-Computer Interaction. Theory, Methods and Tools, 280–90. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78462-1_21.

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Golay, François, and Timothy L. Nyerges. "Understanding Collaborative Use of GIS through Social Cognition." In Cognitive Aspects of Human-Computer Interaction for Geographic Information Systems, 287–94. Dordrecht: Springer Netherlands, 1995. http://dx.doi.org/10.1007/978-94-011-0103-5_20.

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Verma, Himanshu, Jakub Mlynář, Camille Pellaton, Matteo Theler, Antoine Widmer, and Florian Evéquoz. "“WhatsApp in Politics?!”: Collaborative Tools Shifting Boundaries." In Human-Computer Interaction – INTERACT 2021, 655–77. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6_37.

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AbstractWe examine the technological aspects of political collaborative practices in one of the first studies of participatory constitution writing in the course of its progression. In particular, we examine how digital collaborative and communicative tools can facilitate (or inhibit) the permeation of boundaries, which manifest through the differences in political ideologies and partisan beliefs. Our study is grounded in interviews with 15 members of the Constituent Assembly in the canton of Valais, Switzerland, and its primary contribution is in constructing a fine-grained contextualized understanding of political collaborations, their evolution, and their relationship with collaborative tools. Our findings demonstrate the centrality of versatile and widely available digital tools (such as WhatsApp and Google Docs) in political work. In addition, elected lawmakers prefer tools that allow them to organize their collaborative and communicative actions based on dynamic social boundaries, and their need for asynchronous work practices. We observed a tendency of simultaneously using multiple digital tools to accomplish specific political objectives, and leveraging them in plenary sessions for strategic advantages. On the one hand, collaborative tools enabled strategic advantages by selective permeation of boundaries across political ideologies. On the other hand, lack of awareness about boundaries between ‘private’ and ‘public’ on social networks were considered as privacy blind spots. By focusing on boundaries of different kinds, our paper elucidates how the introduction of digital technologies into political process transforms the long-established categories, distinctions and divisions that are often taken for granted.
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Burzagli, Laura, Paolo Baronti, and Lorenzo Di Fonzo. "Social Networks: Technological and Social Aspects of Social Network-Mediated Interaction of Elderly People." In Lecture Notes in Computer Science, 153–61. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20678-3_15.

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Papoušek, Hanuš, and Mechthild Papoušek. "Cognitive Aspects of Preverbal Social Interaction Between Human Infants and Adults." In Novartis Foundation Symposia, 241–69. Chichester, UK: John Wiley & Sons, Ltd., 2008. http://dx.doi.org/10.1002/9780470720158.ch14.

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Zelchenko, Peter, Alex Ivanov, and Emma Mileva. "Reviewing the Interaction Aspects of a Line of Electronic Brainstorming Social Interfaces." In Lecture Notes in Computer Science, 308–16. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-00560-3_45.

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El Said, Ghada Refaat. "Human Computer Interaction Aspects of Enterprise Social Networks: An Empirical Validation of Adoption Model in a Developing Country." In HCI in Business, Government and Organizations, 331–38. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50341-3_26.

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Lee, Lina, Johanna Okerlund, Mary Lou Maher, and Thomas Farina. "Embodied Interaction Design to Promote Creative Social Engagement for Older Adults." In Human Aspects of IT for the Aged Population. Technologies, Design and User Experience, 164–83. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50252-2_13.

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Zhang, Fan, Robyn Schell, David Kaufman, Glaucia Salgado, and Julija Jeremic. "Social Interaction Between Older Adults (80+) and Younger People During Intergenerational Digital Gameplay." In Human Aspects of IT for the Aged Population. Applications, Services and Contexts, 308–22. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58536-9_25.

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Conference papers on the topic "Social aspects of Human-computer interaction"

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Susskaya, Olga, and Alexandra Budanova. "Social aspects of human-computer interactions in the media." In CSIS'2019: XI INTERNATIONAL SCIENTIFIC CONFERENCE COMMUNICATIVE STRATEGIES OF THE INFORMATION SOCIETY. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3373722.3373788.

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Oliveira, Renata R. de, Kamila Rios da H. Rodrigues, and Vânia Paula de A. Neris. "Interaction Technologies Used in Intelligent Residences: A Systematic Review." In Workshop sobre Aspectos da Interação Humano-Computador na Web Social. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/waihcws.2018.3896.

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Sustainability is an updated research topic. In Computer Science, researchers especially from Human-Computer Interaction and Software Engineering areas have started to focus on how to design and build more sustainable technologies and mainly how to build technologies that could help us to live in a more sustainable way. In this last sense, several solutions have been studied and developed to be used at home. The concept of sustainable houses is growing and generally relies on technological solutions which we should interact with. However, how human-centered aspects have been considered in these works? Which aspects of sustainability have been addressed? In this work, we present a critical view on the works found in literature and also a discussion about the research gap considering the design and evaluation methodologies for such technology.
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Sicat, Shelly, Shreya Chopra, Nico Li, and Ehud Sharlin. "Playing the mirror game with a humanoid: Probing the social aspects of switching interaction roles." In 2017 26th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2017. http://dx.doi.org/10.1109/roman.2017.8172437.

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Hong, Alexander, Yuma Tsuboi, Goldie Nejat, and Beno Benhabib. "Multimodal Affect Recognition for Assistive Human-Robot Interactions." In 2017 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2017. http://dx.doi.org/10.1115/dmd2017-3332.

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Socially assistive robots can provide cognitive assistance with activities of daily living, and promote social interactions to those suffering from cognitive impairments and/or social disorders. They can be used as aids for a number of different populations including those living with dementia or autism spectrum disorder, and for stroke patients during post-stroke rehabilitation [1]. Our research focuses on developing socially assistive intelligent robots capable of partaking in natural human-robot interactions (HRI). In particular, we have been working on the emotional aspects of the interactions to provide engaging settings, which in turn lead to better acceptance by the intended users. Herein, we present a novel multimodal affect recognition system for the robot Luke, Fig. 1(a), to engage in emotional assistive interactions. Current multimodal affect recognition systems mainly focus on inputs from facial expressions and vocal intonation [2], [3]. Body language has also been used to determine human affect during social interactions, but has yet to be explored in the development of multimodal recognition systems. Body language has been strongly correlated to vocal intonation [4]. The combined modalities provide emotional information due to the temporal development underlying the neural interaction in audiovisual perception [5]. In this paper, we present a novel multimodal recognition system that uniquely combines inputs from both body language and vocal intonation in order to autonomously determine user affect during assistive HRI.
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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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Dolev, Shlomi, Sergey Frenkel, Julie Cwikel, and Victor Zakharov. "Probabilistic Models of Psychological Aspects in Computer–based Social Interactions." In 2020 International Conference Engineering Technologies and Computer Science (EnT). IEEE, 2020. http://dx.doi.org/10.1109/ent48576.2020.00032.

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Avouris, Nikolaos, Christos Sintoris, and Christina Katsini. "Studying human-computer interaction for social good." In PCI '18: 22nd Pan-Hellenic Conference on Informatics. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3291533.3291541.

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Gough, Kathryn, and Jillian Hamilton. "Designing locative and social media technologies for community collaboration and social benefit." In the 24th Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2414536.2414565.

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Wolters, Maria K., Lucy McCloughan, Colin Matheson, Martin Gibson, Chris Weatherall, Tim Maloney, Juan Carlos Castro Robles, and Soraya Estevez. "Monitoring People with Depression in the Community: Regulatory Aspects." In The 26th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2012. http://dx.doi.org/10.14236/ewic/hci2012.82.

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Mirisaee, Seyed Hadi, Margot Brereton, Paul Roe, and Fiona Redhead. "Understanding the fabric of social interactions for ridesharing through mining social networking sites." In the 25th Australian Computer-Human Interaction Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2541016.2541071.

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Reports on the topic "Social aspects of Human-computer interaction"

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Hotsur, Oksana. SOCIAL NETWORKS AND BLOGS AS TOOLS PR-CAMPAIGN IMPLEMENTATIONS. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11110.

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The article deals with the ways in which social networks and the blogosphere influence the formation and implementation of a PR campaign. Examples from the political sphere (election campaigns, initiatives), business (TV brands, traditional and online media) have revealed the opportunities that Facebook, Telegram, Twitter, YouTube and blogs promote in promoting advertising, ideas, campaigns, thoughts, or products. Author blogs created on special websites or online media may not be as much of a tool in PR as an additional tool on social media. It is noted that choosing a blog as the main tool of PR campaign has both positive and negative points. Social networks intervene in the sphere of human life, become a means of communication, promotion, branding. The effectiveness of social networks has been evidenced by such historically significant events as Brexit, the Arab Spring, and the Revolution of Dignity. Special attention was paid to the 2019 presidential election. Based on the analysis of individual PR campaigns, the reasons for successful and unsuccessful campaigns from the point of view of network communication, which provide unlimited multimedia and interactive tools for PR, are highlighted. In fact, these concepts significantly affect the effectiveness of the implementation of PR-campaign, its final effectiveness, which is determined by the achievement of goals. Attention is drawn to the culture of communication during the PR campaign, as well as the concepts of “trolls”, “trolling”, “bots”, “botoin industry”. The social communication component of these concepts is unconditional. Choosing a blog as the main tool of a marketing campaign has both positive and negative aspects. Only a person with great creative potential can run and create a blog. In addition, it takes a long time. In fact, these two points are losing compared to other internet marketing tools. Further research is interesting in two respects. First, a comparison of the dynamics of the effectiveness of PR-campaign tools in Ukraine in 2020 and in the past, in particular, at the dawn of state independence. Secondly, to investigate how/or the concept of PR-campaigns in social networks and blogs is constantly changing.
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