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1

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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3

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.
Department of Journalism
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4

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
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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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6

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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11

Zhang, Huiqi. "Socioscope: Human Relationship and Behavior Analysis in Mobile Social Networks." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc30533/.

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The widely used mobile phone, as well as its related technologies had opened opportunities for a complete change on how people interact and build relationship across geographic and time considerations. The convenience of instant communication by mobile phones that broke the barrier of space and time is evidently the key motivational point on why such technologies so important in people's life and daily activities. Mobile phones have become the most popular communication tools. Mobile phone technology is apparently changing our relationship to each other in our work and lives. The impact of new technologies on people's lives in social spaces gives us the chance to rethink the possibilities of technologies in social interaction. Accordingly, mobile phones are basically changing social relations in ways that are intricate to measure with any precision. In this dissertation I propose a socioscope model for social network, relationship and human behavior analysis based on mobile phone call detail records. Because of the diversities and complexities of human social behavior, one technique cannot detect different features of human social behaviors. Therefore I use multiple probability and statistical methods for quantifying social groups, relationships and communication patterns, for predicting social tie strengths and for detecting human behavior changes and unusual consumption events. I propose a new reciprocity index to measure the level of reciprocity between users and their communication partners. The experimental results show that this approach is effective. Among other applications, this work is useful for homeland security, detection of unwanted calls (e.g., spam), telecommunication presence, and marketing. In my future work I plan to analyze and study the social network dynamics and evolution.
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Godley, Donnae-Maree. "Dasein online! a study of the experience of flow in the virtual playground." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1002492.

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The purpose of this study was twofold. First, it aimed to present and understand the experiences of online gamers from the paradigm of positive psychology. To achieve this, the phenomenon of flow was investigated to see whether or not, it is experienced whilst gaming online and if present, how it is revealed in this context. The second purpose was to contribute to theory building and to respond to extant research recommendations. Aligned with a qualitative orientation, the method selected to achieve the objectives of the study was interpretative phenomenological analysis. A sample of four participants who met the criteria for inclusion in the research were selected and interviewed using semi-structured interviews. Data was analysed and interpreted inductively and categorised into superordinate themes. These were presented as two sections: Section A explored the experience and meaning of online gaming through the following three superordinate themes; intention, pre-gaming rituals and gaming process. Section B discussed the social experience and meaning of gaming online through the superordinate theme, a gamers way. This study both challenged and supported theory and research in the field and introduced novel areas, such as pregaming rituals and the subthemes; marijuana and gaming space. This is a notable and promising "side effect" of a research design that is exploratory. Findings called for future multi-disciplinary research into flow, gaming and online relationships considering Csikszentimaihalyi‟s concept of autotelic relationships and Heideggers‟ philosophical framework.
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Goecks, Jeremy. "Understanding the social navigation user experience." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29750.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Edwards, W. Keith; Committee Member: Grinter, Rebecca E.; Committee Member: McDonald, David W.; Committee Member: Potts, Colin. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Yodihartomo, Farrell. "Socio-instrumental Aspects in Usability Heuristic Studies: Systematic Review." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420950.

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Nowadays, usability mainly perceived as a basis of the instrumental evaluation of an information system (IS) capability. Notably, rule-of-thumb usability heuristic evaluation (HE) is widely known and used as a cost-efficient and effective inspection-based usability evaluation. However, it is evident in prior research that there is communicative action captured when users interact with a system. Accordingly, socio-instrumental (SI) perspective perceives a particular event of the user’s interaction toward system (social action) is composed of both instrumental aspect and social aspect. Our study aims to explain the completeness of recent HE studies, and also to describe underlying connections between inspection-based usability evaluation and socio-instrumental aspects. We conducted a qualitative systematic review throughout thirteen qualified documents we appraised from filtering out 89 documents which consist of research articles within the last five years and existing professional reports. In a qualitative manner, our study result has identified the qualified documents present a positive degree of completeness. We have also analyzed various usability problems that are connected with specific heuristics and SI aspects. It is evident in this study that the SI perspective has contributed to revealing the communicative rationale behind the user’s social action toward the system. In addition, we, therefore, suggest improvement suggestions for further works to address the shortcomings in the present study.
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Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passion for games thus reaffirming their identity as gamers on a campus where being a gamer is viewed negatively. In this light, computer-game playing is not just a practice these participants perform, but a culture they live out every day. This is a culture predominantly lived out by men. One of the reasons for this is because most women have been raised to believe to have negative predispositions about digital gaming e.g. that it is childish, addictive and anti-social, but also that computer are meant to be used by men - women use them only when it is absolutely necessary, for example, that it is childish, for academic-related purposes. As a result, not many of them will use computers for any otherreason for fear of being socially criticised. In addition, the gaming culture being dominated by whites is due to the fact that admittance in to this community is still unaffordable for the majority of black students on the Rhodes University campus as a result of their social backgrounds.
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Voida, Amy. "Exploring a Technological Hermeneutic: Understanding the Interpretation of Computer-Mediated Messaging Systems." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24744.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Elizabeth D. Mynatt; Committee Member: Jay D. Bolter; Committee Member: Rebecca E. Grinter; Committee Member: W. Keith Edwards; Committee Member: Wendy A. Kellogg
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Karlsson, Stefan. "A Norm Creative Perspective : Understanding users through norm creative theories." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-154776.

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There is a saying that we should not attempt to fix what is not broken, but we cannot afford to stick tothat mindset if we want to be able to design products and services that matter to the user. We shouldbroaden our views, explore new things and see what we can learn from them and use that knowledge toexpand on our existing methods. In recent years there have been a lot of work regarding how normsinfluence us to act and feel in certain ways, what if the knowledge behind norms could be utilized withindesign? To answer this question a study was conducted where two so called norm creative methodswere tested in a series of focus groups to see what potential the methods held in regard to improvingexisting methods or serve as basis for the creation new methods within user research.
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Bilius, Olle, and Julius Larsson. "Persuasiv teknik i praktiken : en studie av två tjänsters tillvägagångssätt för att förändra användares attityder och beteenden." Thesis, Uppsala universitet, Institutionen för informatik och media, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-255838.

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Pereira, Roberto 1983. "Authority network and support to social interaction on the Web = a culturally informed approach = Rede de autoridades e apoio às interações sociais na Web: uma abordagem culturalmente informada." [s.n.], 2012. http://repositorio.unicamp.br/jspui/handle/REPOSIP/275644.

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Orientador: Maria Cecília Calani Baranauskas
Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Computação
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Resumo: O advento da Web 2.0 tornou possível o desenvolvimento de aplicações mais ricas e inovadoras em termos de interatividade. Nos chamados software social, ou aplicações sociais, usuários criam, compartilham e recomendam informação, e interagem entre si em escala e velocidade até então inéditas. Embora tenha ocorrido uma popularização desse tipo de sistemas, ainda há pouco conhecimento sobre como projetar sistemas que façam sentido aos seus usuários e que não desencadeiem efeitos negativos no ambiente social em que eles são disponibilizados. Problemas de sobrecarga falta de qualidade e de credibilidade da informação, e impactos negativos em valores como privacidade, confiança e reputação são comumente reportados no contexto de software social. Nesses sistemas, a diversidade de usuários e de seus contextos socioculturais atinge dimensões e introduzem dificuldades com as quais os designers não estão acostumados a lidar. Isso demonstra que projetar aplicações no contexto de uma sociedade mediada por tecnologias da informação e comunicação é uma tarefa cada vez mais complexa, demandando uma visão de design socialmente responsável que considere de forma explícita os valores e a cultura das diferentes partes interessadas. Lidar com aspectos emocionais e afetivos, culturais e de valores, é um dos desafios que caracterizam um novo momento na área de IHC que requer que as técnicas e teorias utilizadas para apoiar o design de sistemas sejam repensadas, trazendo cultura e valores humanos para o centro do processo de design, e desenvolvendo novos artefatos, métodos e exemplos para apoiar o design em suas diferentes atividades. Esta tese de doutorado propõe uma abordagem culturalmente informada e orientada a valores para o design de software social, e demonstra a utilização dessa abordagem para apoiar o design de um sistema no qual a autoridade de seus participantes é um fator chave. A abordagem, denominada VCIA (Value-oriented and Culturally Informed Approach), articula teorias de diferentes áreas e fornece um conjunto de artefatos e métodos criados/adaptados para apoiar diferentes atividades de design. O software social, denominado TNR (Todos Nós em Rede), está sendo projetado para favorecer a constituição de uma rede de autoridades entre professores da área de Educação Especial
Abstract: The Web 2.0 advent has made it possible the development of richer and innovative applications in terms of interactivity. In the so-called social software, or social applications, users create, recommend and share information, and interact with each other at scales and speeds never seen before. Although there was a popularization of such systems, there is still little knowledge about how to design systems that make sense to their users and do not trigger negative effects on the social environment in which they are introduced. Social software has suffered from problems of information overload, lack of quality and credibility, and has negatively impacted on values such as privacy, trust and reputation. In social software, the diversity of users and their sociocultural contexts reaches dimensions and introduces difficulties that designers are not used to deal with. This demonstrates that designing applications in the context of a society mediated by information and communication technologies is an increasingly complex task, requiring a socially responsible view for design that explicitly considers the values and culture of the different stakeholders. Dealing with aspects related to emotion, culture, and values, is one of the challenges that characterize a new moment in the IHC area that requires techniques and theories used to support the design of interactive systems to be rethought. It also requires putting culture and human values at the center of the design process and creating new artifacts, methods and examples for supporting the design in its different activities. This thesis proposes a value-oriented and culturally informed approach (VCIA) for the design of social software, and demonstrates the use of this approach to support the design of a system in which the authority of its participants is a key factor. VCIA articulates theories from different areas and provides a set of methods and artifacts created/adapted to support different design activities. The social software, named TNR (Portuguese acronym for All of Us Networked), is being designed to promote the constitution of a network of authorities among teachers from the Special Education area
Doutorado
Ciência da Computação
Doutor em Ciência da Computação
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Simon, Nordsvan. "Counteracting Availability: Giving Control Back to Players Within Online Gambling." Thesis, Umeå universitet, Institutionen för informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-172778.

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Gambling has become ever more available and begun to employ more techniques, such as gamification, in order to engage their players. Today, Gambling with the use of your computer or smartphone is not deemed very different from playing any other kind of game. This shortens the availability cascade, or chain of events, that in the context of Gambling can ultimately lead to severe economical or social consequences for the players. This thesis seeks to find out how the increased availability can be counteracted by giving control back to the players through the use of personal informatics as well as if, and if so how, the social aspect of Gambling affects responsibility and the perceived experience. By conducting in-depth interviews with 20 participants I gained insights into what would assist them in maintaining control as well as their perception of Gambling. In order to evaluate these findings they were, in conjunction with related research, translated into a design concept. The results of the evaluations of this design suggest that many of the same techniques used to increase engagement with Gambling can also be utilized to counteract the increased availability. The prospects for future research are outlined.
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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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Lee, Seunghyun. "Toward a system for design collaboration that supports interaction and information sharing." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29765.

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Thesis (M. S.)--Industrial Design, Georgia Institute of Technology, 2009.
Committee Chair: Neta Ezer; Committee Member: Ellen Yi-Luen Do; Committee Member: Jon Sanford. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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DeBlasio, Julia Marie. "Documentation in a medical setting with young and older adults." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33897.

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The presence of a device meant to enhance the medical encounter may alter the nature of the doctor-patient interaction in a way that affects patient satisfaction. The focus of this study was to examine the social impact of introducing advanced exam-room technologies to the doctor-patient interaction. By comparing cohorts (young: 18-39 and older: 62-89) we examined a possible age-related interaction. Participants viewed one of several video conditions portraying a physician conducting a medical interview in which he uses one of various documenting technologies (Nothing, Pen and Paper, PDA, Desktop Computer, Wearable Computer). After viewing the interaction, participants completed a series of questionnaires evaluating their general satisfaction with the quality of care (QoC) given during the medical interview. Patient satisfaction levels did significantly vary depending on the technology condition, participant cohort, and participant gender. Overall, young adults and females rated the doctor more favorably. The favorability of ratings for each technology condition depended on the aspect of QoC examined.
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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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Van, Rensburg Erma J. "Love and friendship in cyberspace." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/52328.

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Thesis (M.A.)--University of Stellenbosch, 2001.
ENGLISH ABSTRACT: Since its birth in the early 1960's the Internet has been growing exponentially in all areas and it is predicted that by the year 2002, 490 million people around the world will have Internet access. Similarly, a rapidly increasing number of people are finding themselves working and playing on the Internet, using computer mediated communication (CMC) to converse, exchange information, debate, court, and show compassion. As a result CMC has become a new way for people to find or meet each other via social Internet tools and form and develop personal relationships. Malcolm R. Parks (1997) compiled a theory of relational development, incorporating seven dimensions along which the nature of interaction changes as relationships develop or deteriorate: 1. Interdependence (influence on each other), 2. Breadth (variety of interaction), 3. Depth (intimacy of interaction), 4. Commitment (expectations that a relationship will continue), 5. Predictability and understanding (familiarity with each other), 6. Code change (creating own linguistic forms and culture) and 7. Network convergence (introducing each other to respective online contacts and social networks). This study investigated the relational development reached in interpersonal relationships initiated and maintained online via social Internet tools. As mainly South Africans responded, results provide first time information about South African Web users' online relationships. Results show that the majority of online relationships reached above average levels of relational development as measured by elevated scores on most of the seven dimensions. The results also show significant differences between the levels of relational development reached in online friendships as opposed to online romantic attachments. The results are consistent with past research and could be used as a point of departure for further investigations into South African's Internet social practices and relational development in online settings.
AFRIKAANSE OPSOMMING: Die Internet het, sedert sy oorsprong in die vroee 1960's, eksponensieel gegroei tot die mate dat, teen die jaar 2002, 'n voorspelde 490 miljoen mense wereldwyd Internet toegang sal he. Daar is net so 'n dramatiese toename in die hoeveelheid mense wat die Internet begin gebruik ten einde te werk en te speel, deur CMC (computer mediated communication) te gebruik om te gesels, te debatteer, inligting uit te ruil, mekaar die hof te maak en ondersteuning te verleen. As gevolg hiervan is CMC 'n nuwe platform waar mense mekaar ontmoet deur sosiale Internet instrumente in te span en op hierdie wyse persoonlike verhoudings te begin. Malcolm R. Parks (1997) het 'n teorie van relasionele ontwikkeling saamgestel, waarvolgens hy die sewe dimensies wat verander soos verhoudings groei of disintegreer, inkorporeer. Die dimensies is: 1. Interafhanklikheid (invloed op mekaar), 2. Breedte (variasie van interaksie), 3. Diepte (intimiteit van interaksie), 4. Verbintenis (verwagting dat die verhouding sal hou), 5. Voorspelbaarheid en begrip (bekend wees met mekaar), 6. Kode verandering (nuwe taalvorme en idiome) en 7. Netwerk konversie (om mekaar bekend te stel aan elektroniese en ander kontakte). Hierdie studie het die relasionele ontwikkeling ondersoek wat bereik is deur interpersoonlike verhoudinge wat deur middel van 'n sosiale Internet instrument ge'inisieer en onderhou is. Hoofsaaklik Suid-Afrikaners het deelgeneem en vir die eerste keer is statistiek oor Suid- Afrikaanse Internet gebruikers se elektroniese vehoudings beskikbaar. Resuitate toon dat die meerderheid van die verhoudings hoer as gemiddelde vlakke van relasionele ontwikkeling bereik het, 5005 gemeet deur die sewe dimensies. Die resultate wys ook dat daar 'n betekenisvolle verskil is tussen die relasionele ontwikkeling van elektroniese vriendskappe en romantiese verbintenisse. Die resultate stem ooreen met vorige studies en vorm 'n stewige grondslag vir verdere navorsing oor Suid-Afrikaners se sosiale Internet praktyke en verhoudings.
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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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Le, Dantec Christopher. "Community resource messenger: a mobile system and design exploration in support of the urban homeless." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/41128.

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Access to computers, to mobile phones, and to data connectivity has opened new avenues of interaction and created expectations about the flattening of society brought about by these new modes of production. These technologies have enabled us to recognize many forms of community---from close knit social groups to individuals who merely co-habit public spaces---and to support interaction with each other in novel ways. The notion that modern digital technology holds promises of democratization by expanding access to information and broadening modes of knowledge production often fails to acknowledge that these benefits rely upon devices and infrastructure whose availability reflect socioeconomic contours; that the technologies that enable information access can also reinforce rather than obviate marginality due to barriers to access and suitability. This assessment points to opportunities for better understanding and better designing technologies for the marginalized or dispossessed. The research presented in this dissertation discusses the findings from empirical, theoretical, and design based investigations of technology use with the urban homeless. The empirical work provides a foundation for understanding current technology practices among the homeless and their care providers. The theoretical investigation develops Deweyan publics as a novel frame for participatory design. The design-based investigation presents findings from the design and deployment of the Community Resource Messenger at a shelter for homeless mothers. The results of this research shed light on impact of social computing platforms on social service provision and on the ways the staff and residents used the Community Resource Messenger as a resource for identifying common issues and taking action to contend with those issues.
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Gopisetty, Yugandhar. "A study of online users' cyber threat awareness and their use of threat countermeasures." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-115918.

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The internet has permeated the lives of the modern men in more respects than can be tabulated simply. The ease of access to online shopping, social networking, simplified communication, etc. make the internet a modern panacea for a number of problems. However, the internet also opens up avenues that expose the user to vulnerabilities at the hand of hackers and malicious software coders. The use of the internet to exchange personal and fiscal information makes attacks all the more inviting. This is compounded by the fact that most online users are unaware of threats that affect them on a daily basis and how to protect themselves against such threats. Despite the fact that the level of awareness of the contemporary cyber threats, has significantly increased among online users within the last few years, there is a growing need to improve the efficiency and effectiveness of the countermeasures currently being used. Fortunately, there are a number of Human Computer Interaction (HCI) principles that can effectively be used to enhance online user interaction and reduce internet security threats.
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Hall, Sebastian. "Creating Strong Cross Media Concepts for Museum Exhibitions." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73243.

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In this paper I argue that, in an effort to create novel cross media exhibition concepts, museums should use service design. By realigning their organizations and embrace the fact that what they are offering is indeed a service, they can gain a new outlook and generate new ideas about how to create novel cross media exhibition concepts. I also suggest that treating the exhibition in a similar way that film studios treat franchises could help shift the mindset and make it cross media-centric. In order to arrive at these conclusions I performed an observational study and conducted qualitative interviews with museum professionals working in various museums in Sweden. The observational study was designed to get a grasp of the current state of digital artefacts in Swedish museums whereas the interviews were aimed towards identifying attitudes as well as knowledge of current opportunities and obstacles. The observational study taught me that instances of rich, meaningful interactions with ties to an overall concept was not common, and that there is definitely opportunities to think differently about delivering these types of distributed user experiences. The interviews gave me a greater understanding of the intricacies of the field of cultural preservation and museums, as well as insight into some of the reasons why things are the way they currently are. Using service design to align these organizations could perhaps aid with some of these reasons.
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Karlsson, Alexander, Linus Mattisson, and Victoria Lindh. "Digitala sällskapsspel med den sociala aspekten som utgångspunkt." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4259.

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Detta kandidatarbete undersöker om det går att behålla den sociala aspekten då man digitaliserar ett sällskapsspel. För att undersöka problemområdet skapades ett spelkoncept utifrån de teorier och slutsatser vi fått fram genom litteraturstudier. Spelkonceptet testades på respondenter som efteråt intervjuades. I detta arbete försöker vi förklara vår definition av ordet social och dess innebörd, samt diskuterar och spekulerar vi hur social interaktion mellan människor fungerar. Sedan presenterar vi våra resultat och metoder för hur man kan gå tillväga för att skapa ett digitalt sällskapsspel där det sociala ligger i fokus.
Detta är en reflektionsdel till en digital medieproduktion.
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31

Molopa, Mokgaetji Flora. "The potential benefits and risk of social networks amongst learners : a comparative study of High Schools in Capricorn District." Thesis, University of Limpopo (Turfloop Campus), 2014. http://hdl.handle.net/10386/1619.

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Thesis (M.A. (Media Studies)) --University of Limpopo, 2013
Social Networking Sites (SNS) are quickly becoming some of the most popular tools for social interaction and information exchange. This study investigates the benefits and risks of social networks by comparing two schools in Capricorn district namely Sekitla High School and Capricorn High School. Through increased internet and media literacy – ensuring all young people develop the skills to critically understand, analyse and create media content – these challenges can overcome and risks mitigated in a way that ensures the many benefits of SNS can be realised. The results reveal great significant difference in the online activity patterns between men and women. Girls tend to be in great danger than the boys. There is a disparity between the genders in terms of their attitudes, behaviours, and needs. Therefore the study concludes that there are certain risks in social networking and they can be overcome if the learners are more willing to help their teachers and parents by disclosing any information that can be a threat to them and their education by mainly using social networks for educational purposes. Key words; Gender, social networks, internet, benefits, risks, learners
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Iezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.

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This thesis project explores how interactive technologies can facilitate a sense of social connectedness with others whilst remotely located. While studying the way humans use rituals for emotional management, I focused my interest on the act of commensality because it is one of the oldest and most important rituals used to foster togetherness among families and groups of friends. Dining with people who do not belong to the same household is of course hard during a global pandemic, just like many of the other forms of social interactions that were forcibly replaced by the use of technological means such as video-chat apps, instant messaging and perhaps an excessive use of social networking websites. These ways of staying connected, however, lack the subtleties of real physical interaction, which I tried to replicate with my prototype system, which consists of two sets of a lamp and a coaster which enable to communicate through light and tactile cues. The use of such devices creates a new kind of ritual based on the simultaneous use of the devices by two people, thus enabling a new and original form of commensality that happens through a shared synchronized experience.
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Claassen, Hester. "Interactive tools supporting agriculture in the wine industry." Thesis, Cape Peninsula University of Technology, 2012. http://hdl.handle.net/20.500.11838/1310.

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Thesis (MTech(Design))--Cape Peninsula University of Technology, 2012
To design from a human perspective rather than from existing technological opportunities, and involving multiple stakeholders with their different perspectives, is an important aspect of participatory design and user-centered design. This thesis project was an explorative study done on a wine estate, in the Western Cape, South Africa, to find novel ICT solutions, for supporting co-operation and planning between multiple and individual work tasks in the work practice. This research explored potentials to manage multiple stakeholders and use their different perspectives to inform design research. The thesis project shows the ethnographic research gathered through video shadowing, workshop results involving the users to contribute to the development of the design by acting with a projection, leading up to a design opening and further focused on the concept development with the stakeholders.The thesis proposes a simulated concept namely the Visual Calculator (VC). This system is designed to involve several participators within a work practice. It supports calculation activities for spraying and buying chemicals. It saves the user time by incorporating standard calculations to output needed information faster. It supports planning, management and record keeping aspects of the farm manager’s work practice in the vineyard spraying process. Although the concept was more fully developed for the farm manager, the VC involves two other work roles including the owner and foreman. The concept focuses on a human centered perspective, instead of making the system fully automated, giving users control and not controlling the users. For this to be successful work should be divided and have equal responsibilities, each stakeholder can contribute and value their part of the work, knowing where it fits in, why it is important and how it influences other aspects of the work practice. The research outcome involves, envisioning the future potentials of the design (VC), design for participation, a way to identify design openings, problem solving and conceptualizing by utilizing user’s strengths.
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Limpens, Freddy. "Multi-points of view semantic enrichment of folksonomies." Phd thesis, Université de Nice Sophia-Antipolis, 2010. http://tel.archives-ouvertes.fr/tel-00530714.

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Cette thèse, au croisement du Web Social et du Web Sémantique, vise à rapprocher folksonomies et représentations structurées de connaissances telles que les thesauri ou les ontologies informatiques. Les folksonomies, résultant de l'usage de plateformes de social tagging, souffrent d'un manque de précision qui les rend difficile à exploiter pour la naviguation. Cette thèse présente notre approche multi-points de vue de l'enrichissement sémantique des folksonomies. L'amorçage est assuré par des traitements automatiques qui permettent d'extraire des relations sémantiques entre tags grâce à la combinaison d'une méthode que nous avons mise au point et analysant les labels de tags, et de méthodes que nous avons adaptées et analysant la structure de folksonomies. Les contributions des utilisateurs sont décrites par notre modèle SRTag supportant les points de vue divergents, et capturées par une interface intégrant à la navigation des fonctionnalités de micro-édition de folksonomie. Les conflits entre points de vue sont détectés et solutionnés par un agent automatique dont les résultats sont ensuite exploités pour aider un utilisateur référent à maintenir une structuration globale et cohérente de la folksonomie, servant en retour pour enrichir chaque point de vue individuel avec les autres contributions tout en garantissant une cohérence locale. Notre méthode permet d'améliorer la navigation dans les systèmes de connaissances à base de tags, mais fournit aussi une base à des thesauri nourris par un processus bottom-up d'acquisition de connaissances.
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Molopa, Mokgadi Florah. "The potential benefits and risk of social networks amongst learners : a comparative study of High Schools in Capricorn District." Thesis, University of Limpopo (Turfloop Campus), 2014. http://hdl.handle.net/10386/1271.

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Thesis (M.A. (Media Studies)) --University of Limpopo, 2013
Social Networking Sites (SNS) are quickly becoming some of the most popular tools for social interaction and information exchange. This study investigates the benefits and risks of social networks by comparing two schools in Capricorn district namely Sekitla High School and Capricorn High School. Through increased internet and media literacy – ensuring all young people develop the skills to critically understand, analyse and create media content – these challenges can overcome and risks mitigated in a way that ensures the many benefits of SNS can be realised. The results reveal great significant difference in the online activity patterns between men and women. Girls tend to be in great danger than the boys. There is a disparity between the genders in terms of their attitudes, behaviours, and needs. Therefore the study concludes that there are certain risks in social networking and they can be overcome if the learners are more willing to help their teachers and parents by disclosing any information that can be a threat to them and their education by mainly using social networks for educational purposes. Key words; Gender, social networks, internet, benefits, risks, learners
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36

Mohammedsalih, Salah. "Mobile Journalism : Using smartphone in journalistic work." Thesis, Uppsala universitet, Människa-datorinteraktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-381981.

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Mobile phones have had a drastic influence on media production, by providing a ubiquitous connection. This revolution has come about when smartphone turned into a powerful tool to do almost all the production-related work that was done previously by specialized equipment and computers. This has encouraged ordinary individuals to involve in media work and emerging the phenomenon of mobile journalism, where citizens and individuals can engage in journalism work carry out a job that was supposed to be done only by journalists for a long time ago. We are talking about hundreds of thousands of prosumers and amateurs who are making and covering news by their smartphones and contributing to journalism work. This has become particularly apparent in relation to reporting from remote and risky areas, where journalists cannot reach easily or may not arrive on time while important events occur. This was obvious during the Arab-spring - The role of smartphones in feeding both social media and traditional media with instant photos and videos taken by protesters themselves. This thesis focuses on the role of the smartphone in facilitating the work of journalists. As a part of the literature review, the author has gone through many texts, watched videos and listened to radio shows with journalists and workers in media spheres, in which journalists talk about their own experience with practicing mobile journalism. Then from a phenomenological perspective and framework the experience of technology and user aspects of mobile journalism are investigated. As the aim of this thesis is not to validate a hypothesis or a theory, a qualitative research method is used to come to an evaluation and explanation of the phenomenon of using mobile in journalism. For that purpose, several qualitative methods have been used to collect data such as auto-ethnography, observation, interviews and focus groups. The data are collected mainly from Kurdistan region in northern Iraq where journalists were covering news of war in dangerous and risky battle fields.   The findings from the results showed that the main factors that make smartphones powerful tools for journalists are: the low budget required for acquiring a smartphone compared to expensive equipment used in traditional media, the freedom and independence that a mobile can give to a journalist, the design aspects which provide a pocket-size tool with unsuspiciousness feature that make it possible to be carried and used even in areas where journalistic work is not allowed. The ubiquity feature of mobile has helped to cover news in areas where traditional media cannot be existing or cannot reach easily. The ability of individuals to obtain a smartphone in one hand and the universal design of mobile in another hand have helped to be used in journalism work by many people with no necessary training courses. This situation has created a good opportunity for media institutions and TV stations to expand their correspondents’ network all over the countries.
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Abowd, Gregory Dominic. "Formal aspects of human-computer interaction." Thesis, University of Oxford, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.232812.

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Ng, Hok-ling, and 伍學齡. "The effect of cooperative LOGO programming environment on the interaction between hearing impaired students." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1995. http://hub.hku.hk/bib/B30257013.

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39

Nilsson, Dennis. "Användarnas upplevelse av användbarheten vid interaktion med eyetracking." Thesis, Mittuniversitetet, Avdelningen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31464.

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Eyetracking is a technology that can be used as a complement to the traditional interaction device by warping the mouse pointer to the position the user is looking at. Relatively recently this technology became available on the public market. This thesis examines the user's perceived experience of eyetracking interaction with an interface in comparison to a traditional touchpad. This is an important aspect to investigate since previous research has not investigated this particularly much. Previous research has focused on quantitative studies with measurable results. But how does the user experience the usability of eyetracking when interacting with an interface in comparison to a touchpad? During a test, users have performed tasks with both eyetracking and touchpad. Afterwards, the users participated in an interview where they were able to convey their experience. In this qualitative study, observations and semi-structured interviews have been used as data collection methods. Both the observations and the interviews have then been analyzed thematically in order to identify patterns. These patterns have then been compared to previous research in order to identify similarities and differences. A clear pattern that could be identified was that users experienced a faster interaction with eyetracking. The reason for this was that eyetracking did not require as much physical or mental effort to move the mouse pointer. The users experienced the precision as incomplete but still sufficient to perform the tasks during the test. The users experienced a higher comfort with eyetracking for the same reason as for the speed. Eyetracking did not require as much physical movement to move the mousepointer.
Eyetracking är en teknologi som kan användas som ett hjälpmedel till det befintliga interaktionsmedlet genom att flytta muspekaren till den position användaren tittar på. Detta är en teknologi som relativt nyligen blev tillgänglig för den stora massan på den offentliga marknaden. I denna kandidatuppsats undersöks hur användarna upplever att eyetracking påverkar användbarheten vid interaktion med ett gränssnitt i jämförelse med traditionell pekplatta. Detta är en viktig aspekt att undersöka då tidigare forskning inte har undersökt detta särskilt mycket. Tidigare forskning har fokuserat på kvantitativa studier med mätbara resultat. Men hur upplever användare att eyetracking påverkar användbarheten vid interaktion med ett gränssnitt?  Användarna har under ett test utfört uppgifter med både eyetracking och traditionell pekplatta för att sedan förmedla sina upplevelser i en intervju. I denna kvalitativa studie har observationer och semi-strukturerade intervjuer använts som datainsamlingsmetoder. Både observationerna och intervjuerna har sedan analyserats tematiskt för att identifiera mönster. Dessa mönster har sedan jämförts mot tidigare forskning för att identifiera likheter och skillnader. Ett tydligt mönster som kunde identifieras i resultatet var att användarna upplevde interaktionen som snabbare med eyetracking. Anledningen till detta var att inte lika mycket fysisk eller psykisk ansträngning krävdes för att flytta muspekaren. Användarna upplevde precisionen som ofullständig men ändå tillräcklig för att kunna utföra uppgifterna under testet. Bekvämligheten upplevde användarna som bättre med eyetracking och detta av samma anledning som för snabbheten. Eyetracking krävde inte lika mycket fysisk ansträngning för att flytta muspekaren.
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Grauers, Björn. "Digital innovation through the use of participatory design in the development of Swedish public healthcare support services." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45645.

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The Swedish public sector stands in front of great challenges, threatening the very existence of a Swedish welfare state. An aging population has increased the need for welfare support for the elderly population. At the same time, Sweden is facing a decrease in tax revenue from a shrinking percentage of work-able citizens among its population. Politicians, citizens, and service providers ask for radical innovation, and many see the opportunity to make use of digital technology to make our public services more efficient. However, it is not the lack of technical innovation that hinders public services from becoming more efficient, but rather the lack of knowledge into what is efficient and for whom. Without the understanding of user needs rather than wants it is hard, if not impossible, to know how digital technology is best utilized to increase user value. The findings show that participatory- and service design practices can answer why digital technology is needed and how and when it should be implemented. This project aims to find ways to increase accessibility, efficiency, and trust in digital healthcare support services and give insight into the opportunities for Interaction designers to bring value to healthcare development using participatory design practices.
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Odén, Niklas. "Mechanisms within cross media stories : An analytical framework combining cross media phenomena with storytelling elements." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73254.

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Cross media is a still emerging research field and as we learn and adapt to using more devices it gets harder to define what cross media is. This paper studied two fields, cross media and storytelling in order to answer the question; which mechanisms are the bases of a cross media story? This was done by highlighting vital mechanisms within each field and used such mechanisms to construct a framework. The framework was then applied in a case study where productions with cross medial and interactive elements occur. The results of the case study show that the framework can be applied on productions to define its mechanisms and as such identify if the production is cross medial. Further the results show that the framework can give researchers and producers a quick overview of a cross media production and its mechanisms in order to identify needs in iteration.
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Rörsch, Jonatan, and Mikael Johansson. "Social Networks : Creating Organizational Benefits out of an Online Conversation." Thesis, Uppsala universitet, Industriell teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-207086.

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Scania is increasing its production by improving its efficiency. The company is striving to achieve its new productivity goals without making large investments. In large organizations such as Scania there are many competent and skilled employees. However, since many of their offices are located worldwide communication is not always efficient and optimal. The purpose of this thesis is to show the potential benefits when implementing and operating online social networks within global organizations including Scania. Through empirical studies of global organizations which have utilized online social networks for a relatively long period this study intends to collect information which can help generate knowledge about the implementation and operation of online social networks. Our research revealed that important aspects of the implementation of an organization's online social network are knowledge management, dissemination, social ties and links between micro-and macro-networks. Thereby we concluded that online social networks lead to the creation of benefits for the individual as well as for the organization. Based on the theoretical framework and empirical evidence gathered in this study, we have concluded that an implemented model of an online social network fosters such benefits as improved communication channels and increased efficiency in the workplace.
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Hammarberg, Hampus, and Jonathan Nilsson. "Rekommendationssystem : En studie om upplevelsen från användarnas perspektiv." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-164762.

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The digital growth of the 21st century has led to the development and establishment of recommendation systems for digital services. This is to allow users to find relevant content in the vast amount of data that exists. Past research shows that recommendation systems have been explored to a large extent, but that there is considerable knowledge missing regarding its impact on users. With this, we have chosen to examine its filtering and prioritization from the users perspective in order to see how recommendations are perceived and what implications it can bring for the future. The collection of data has been made through qualitative interviews and observations where Spotify’s recommendation systems have been used as foundation. When analysing this data, categorizations have shown results within five overall themes that have contributed to several conclusions. It has been shown that there are differences regarding the perception of integrity and trust between different kinds of recommendations and that there is an extensive obliviousness regarding the different recommendation systems. There is also no common view on the differences in value concerning the various ways to explore in Spotify and all of the participants have expressed dissatisfaction as well as four out of five showing mistrust towards recommendation systems.
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Alnebo, Carl, and Christoffer Svensson. "Beyond the hype : A study of non-user perspectives." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-315365.

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Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?   The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.   The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.
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45

Lindqvist, Gustav. "Processers påverkan på ett gränssnitts användarvänlighet." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29747.

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Syfte – Att se hur olika processer vid framtagningen av ett gränssnitt kan påverka kvaliteten på ett gränssnitts användarvänlighet. Metod – Fallstudie med intervjuer och kontextuella observationer och en designprocess som använder flera iterationer av prototyper. Slutligen en analys där arbetsprocessen vid gränssnittens utveckling tolkas och gränssnittens kvalitet utvärderas utifrån ett antal definierade faktorer. Resultat – Studien visar att en designprocess med ett fokus på användarvänlighet kräver mycket förarbete och tar längre tid för att få fram ett resultat medan en designprocess där användarvänlighet ej är i fokus ger ett snabbare resultat men som ger problem i efterhand på grund av lägre kvalitet på gränssnittets användarvänlighet Implikationer – Studien visar att även om en process som fokuserar på användarvänlighet kräver extra arbete och resurser i början, i slutändan ger ett betydligt högre resultat som sparar framtida arbete. Studien bekräftar därmed andra teorier om hur användarvänlighet i gränssnitt kan och bör tas fram. Begränsningar – Studien saknade möjlighet till tester i gränssnittets slutliga miljö och baseras därför på teorier framtagna utifrån ISOs definition av Quality in use istället för användartester som skulle kunnat ge en trovärdigare kvalitetsuppskattning. Studien studerar endast två olika processer för framtagning av ett gränssnitt.
Purpose – To see how different processes during the development of a User Interface affect the quality of its user-friendliness. Method – Case study with interviews and contextual observations and a design process where several iterations of prototypes was used. Lastly an analys where the process used during the development is studied and the quality of the User Interface is valued from a number of defined factors. Findings – The study shows that a design process with a focus on user-friendliness requires a lot of work beforehand and takes longer before an actual result kan be achieved while a process where user-friendliness is not a focus gives faster results but creates problems in the future because of a lower quality on the user-friendliness of the User Interface. Implications – The study shows that a while process with a focus on user-friendliness takes more resources and time in the beginning it produces a higher quality of work which saves time and resources in the future. The study therefor other studies of how a user-friendly User Interface can and should be developed. Limitations – The study lacked an opportunity to do testing in the User Interface’s real environment and is instead based on theories based on ISO’s definition of Quality in use instead of user tests which could have given a more credible result. The study also only studies two different processes and their result.
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46

André, Johannes. "Mötesplatser och odling i framtidens städer." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-151814.

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Detta är ett examensarbete av undersökande karaktär för att se i vilken riktning man kan gå när man utformar mötesplatser i det offentliga rummet i nya stadsdelar. Utgångspunkten för detta arbete är den nya stadsdelen Ebbepark som håller på att byggas i Linköping i Östergötland. I Ebbepark kommer människor båda att bo och jobba. I studien undersöks om det finns några gemensamma nämnare mellan dessa två grupper (boende och anställda på företag i Linköping) och hur de idag träffar andra människor i sin närhet. Vad som även undersöks är hur de tänker kring hur dessa mötesplatser skulle kunna utformas och vad man skulle kunna göra på en sådan mötesplats. De två undersökta grupperna får även möjligheten att reflektera över om urbana odlingar skulle kunna vara ett inslag i dessa mötesplatser och vad de tror att urbana odlingar skulle kunna bidra med för dem. Från resultaten av den enkätundersökning som har genomförts har det visat sig att det inte återfinns någon signifikant skillnad på någon av frågorna mellan de två olika grupperna i studien. Att det inte finns någon signifikant skillnad mellan grupperna leder till att man enklare kan se i vilken riktning som mötesplatserna kan utformas. Detta kan man då göra genom att studera medelvärden för respektive kvantitativ fråga i enkäten. Det blir även intressant att studera de identifierade teman från en tematisk analys på den kvalitativa delen av enkäten. Detta för att erhålla en djupare förståelse för hur respektive enskild individ resonerar. Från de kvantitativa resultaten ser man att deltagarna överlag ställer sig positivt till växter i närheten av där de jobbar och bor. Det framkommer även att det redan finns några mötesplatser där deltagarna jobbar respektive bor men att de skulle kunna tänka sig fler. Vidare anser de att det finns en poäng med att boende och de arbetande i samma område beblandas och umgås med varandra. Från den tematiska analysen framkom att en mötesplats för de tillfrågade försöksdeltagarna antingen var en plats där man bara kunde vara, umgås och prata med andra människor. Det andra identifierade temat var att man på en mötesplats samlas kring någon form av aktivitet. Dessa två identifierade teman pekar antingen på lågintensiva eller högintensiva mötesplatser. När man vidare studerar fler av de teman som uppkom i analysen så träffades människor ofta i samband med måltider. När de tillfrågades vad man kunde göra på en mötesplats så menade flera personer att de ville prata med andra människor och ville gärna fika. Detta är mer i linje med de lågintensiva mötesplatserna där man inte behöver träffas kring en given aktivitet. Denna kandidatuppsats är ett examensarbete som har genomförts tillsammans med Vissheim och Sankt Kors Fastighets AB. Vissheim är ett nystartat företag som har tagit fram en lösning för autonom odling. Sankt Kors är det företag som driver byggnationen av den nya stadsdelen Ebbepark i Linköping, Östergötland.
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47

Nihlwing, Victor. "Towards a Democratisation of Digital Fabrication." Thesis, Umeå universitet, Institutionen för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-146507.

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Digital fabrication technologies such as 3D printing is predicted to have a significant impact on our future society. However, the complexity of current 3D modelling softwares  risk deterring novices from engaging with the technology. In this thesis, a series of workshops were conducted to explore the implications for novices to create models out of tangible materials such as clay, paper and LEGO, that were then scanned and printed with a 3D printer. The results show that while the tangible materials create engaging opportunities for novices to engage with digital fabrication technologies such as 3D printing, the materials also provide limitations and constraints depending on their physical properties.
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48

Sayago, Barrantes Sergio. "Human-computer interaction with older people." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7560.

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L'envelliment de la població i la importància de les TIC a la societat actual han motivat la necessitat d'integrar més a les persones grans en la interacció persona-ordinador. La investigació actual es centra en factors individuals de l'envelliment i l'aproximació més generalitzada és dissenyar interfícies considerant les persones grans com a conjunt de factors. Aquesta tesi doctoral planteja un paradigma diferent: de factors a persones grans com a actors. En aquest paradigma, prestar atenció als canvis en capacitats funcionals no és l'únic que importa, cal que interacció i ús real estiguin més fortament relacionats. En aquest marc, aquesta tesi presenta els resultats d'un treball etnogràfic extens sobre el correu electrònic i la web. Mètodes quantitatius i mixtes s'han utilitzat en altres aspectes, que recolzen aquest estudi de camp. Altres capítols presenten contribucions metodològiques en avaluació en entorns reals. La tesi acaba proposant estratègies per a investigar amb persones grans com a actors socials, insistint en considerar l'experiència de vida de la gent gran i estudiar més l'ús i les interaccions en entorns reals combinant etnografia i treball més experimental.
El envejecimiento de la población y la importancia de las TIC en la sociedad actual han motivado la necesidad de integrar más a las personas mayores en la interacción persona-ordenador. La investigación actual se centra en factores individuales del envejecimiento y la aproximación más generalizada es diseñar interfaces considerando a las personas mayores como un conjunto de factores. Esta tesis doctoral plantea un paradigma diferente: de factores a personas mayores como actores. En este paradigma, prestar atención a los cambios en capacidades funcionales no es lo único que importa, sino que interacción y uso real deberían estar más fuertemente relacionados. En este marco, esta tesis presenta los resultados de un trabajo etnográfico extenso sobre el correo electrónico y la web. Métodos cuantitativos y mixtos se han utilizado en otros aspectos, que apoyan este estudio de campo. Otros capítulos presentan contribuciones metodológicas en evaluación en entornos reales. La tesis acaba proponiendo estrategias para investigar con personas mayores como actores sociales, insistiendo en considerar la experiencia de vida de la gente mayor y estudiar más el uso y las interacciones en entornos reales combinando etnografía y trabajo más experimental.
Population ageing and the role of computers in current society have created a need to strengthen HCI with older people. The current paradigm considers them as a set of factors and central to it is compensation for age-related changes in functional abilities. This dissertation proposes a different paradigm: from factors towards interaction based on older people as social actors. Within this paradigm, compensating for diminishing abilities is not the cornerstone of research. Instead, interaction and real-life use should be closely intertwined. Against this framework, the thesis presents the results of an extensive ethnographic work on e-mail and web use. Quantitative and mixed methods are employed in other aspects related to use and interaction which complement this major study. Other chapters include methodological contributions to real-life evaluation. The dissertation discusses strategies for approaching HCI with older people. Central to them is the concept of life experience and the need to turn to everyday interactions by combining classical ethnography with experimentations.
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Thaduri, Sharanya. "Migratory experiences and perceptions towards pregnancy applications : Comparing insights from natives and immigrants living in Sweden." Thesis, Uppsala universitet, Människa-datorinteraktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447419.

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Increasing number of pregnancy applications (apps) are complementing healthcare systems to educate expectants and improve their maternal well-being. Using similar kind of applications for people from multicultural background might have varied impact on their pregnancy experiences. Especially for immigrants, cultural beliefs first set in their home country, might conflict with practices followed in country of residence and information provided in digital resources. This study aimed to compare the perceptions on pregnancy app usage by first-time expectants living in Sweden from native and migrant perspectives. Data was collected using semi-structured interviews through an online platform, Zoom, and explored the users’ opinions on app’ usage. Twelve first-time expectants were recruited through snowball sampling technique using social media group. Data was then analyzed using thematic qualitative analysis. The findings indicate the importance of understanding healthcare practices and social support in country of residence. Participants expressed that they developed a connection with unborn through pregnancy apps. However, app usage raised conflicts between user expectations from knowledge gained by apps and information provided by healthcare system, also exposed potential problems faced by immigrants due to different approaches followed by Swedish healthcare system. Participants using English apps expressed that they are receiving updates according to American healthcare system, while participants using Swedish apps asserted that they are getting relevant information adapted to Swedish society. The study advocates that the apps are not well-suited for migratory background users and provided possible solutions to improve existing pregnancy apps for maximum number of users to benefit.
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Leite, Patrícia da Silva. "Elementos de jogos digitais inclusivos para gameplay no contexto das pessoas com deficiência sob a perspectiva da interação corporificada." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2892.

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CAPES
O ato de jogar é uma maneira de a pessoa que joga estar no mundo e entender o que a rodeia, de experimentar realidades diferentes e identificar-se com as discussões propiciadas pelo jogo. Utilizado como gerador de significados para a sociedade e para as pessoas, os jogos podem ser compreendidos como artefatos que devem ser acessíveis a todos os membros da sociedade, particularmente os jogos digitais, por serem uma das mídias que mais apresentam desdobramentos sociais, culturais, políticos e econômicos na atualidade. Na reflexão do papel sociocultural dos jogos digitais e sua relevância para as pessoas, surge a questão das pessoas com deficiência, sobre como essas pessoas utilizam os jogos digitais, como são dadas suas representações nos jogos digitais e como elas se envolvem no processo de desenvolvimento de jogos digitais. Neste contexto, a presente pesquisa utiliza como principal método a Análise Crítica para realizar discussões sobre as etapas de conceito e elaboração dos elementos fundamentais de jogos digitais inclusivos para o gameplay, sob a perspectiva das pessoas com deficiência e à luz da teoria Interação Corporificada. Deste modo, considerar os princípios de inclusão para abordar os elementos dos jogos e articular as etapas de desenvolvimento de jogos digitais inclusivos com a Interação Corporificada, evidenciam, nesta pesquisa, como novos conceitos e perspectivas podem contribuir para subsidiar o projeto de jogos que vão na direção da inclusão das pessoas com deficiência, não somente como jogadoras, mas também como personagens e desenvolvedoras de jogos. Estas percepções propiciam novas maneiras de pensar e desenvolver jogos digitais inclusivos, de modo que na construção destes artefatos sejam considerados os desdobramentos da utilização dos jogos na sociedade, que ocorre por meio das representações, dos valores e dos significados expressados por meio dos jogos.
The act of playing is a way for the player to be in the world and to understand what is around her, to experience different realities and to identify herself with the discussions provided by the game. Used as a generator of meanings for society and for people, games can be understood as artifacts that must be accessible to all members of society, particularly digital games, considering they are one of the most comprehensive technologies nowadays, through which social, cultural, political and economic discussions are held. Reflecting on the sociocultural role of digital games and their relevance to people, arises the question about people with disabilities, how these people use digital games, how they are represented in digital games, and how they are engaged in the process of digital games development. In this sense, the present research uses Critical Analysis as the main method to conduct discussions about the stages of concept and elaboration of the fundamental elements of inclusive digital games for gameplay, from the perspective of people with disabilities in the light of Embodied Interaction theory. Thus, considering the principles of inclusion to address the elements of games and articulate the stages of development of inclusive digital games with Embodied Interaction, argue, in this research, how new concepts and perspectives can contribute to support the design of games towards the inclusion of people with disabilities, not only as players, but also as characters and game developers. These perceptions provide new ways of thinking and developing inclusive digital games, so that in the construction of these artifacts are considered the repercussion of the use of games in society, which occurs through the representations, values and meanings expressed by the games.
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