Optimizing human-computer interaction with emerging technologies:
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Format: | Buch |
Sprache: | English |
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Hershey, PA
IGI Global
[2018]
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Schriftenreihe: | Advances in human and social aspects of technology (AHSAT) book series
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Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xl, 471 Seiten Illustrationen |
ISBN: | 9781522526162 |
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adam_text | Detailed Table of Contents
Preface........................................................................xviii
Epigraph......................................................................xxviii
Acknowledgment..................................................................xxix
Introduction.....................................................................xxx
Chapter 1
Cartographic Information Off-Line and First Nations: A Significant Contribution to the
Enhancement of the Architectural Heritage........................................................1
Francisco V. Cipolla-Ficarra, Latin Association of Human-Computer Interaction, Spain
International Association of Interactive Communication, Italy
We present the importance of analogical and digital cartography in the reconstruction of the cultural
heritage of the first nations. Besides, through the cartographic information and the interactive multimedia
systems, we examine the metamorphose of ancient pre-Columbus constructions, whose physical sites
were based in the advanced knowledge of those civilizations in astronomy issues. We also present the
main stages in the digital cartographic generation for their later use in the multimedia systems. Finally,
we sum up the difficulties in the diffusion of certain historic contents compiled in the off-line multimedia
supports, in the Internet and in the current social networks.
Chapter 2
Web 2.0 and Health Information Technology: Theories and Applications.............................22
Kijpokin Kasemsap, Suan Sunandha Rajabhat University, Thailand
This chapter describes the overview of Web 2.0 technologies; Web 2.0 applications in learning and
education; Web 2.0 applications in academic libraries; Web 2.0 applications in Knowledge Management
(KM); the perspectives of Health Information Technology (health IT); the multifaceted applications of
health IT; IT and Technology Acceptance Model (TAM); and the significance of health IT in the health
care industry. Web 2.0 is the platform of the network which spans all connected services so that users can
utilize them more efficiently. Web 2.0 technologies have various benefits by enhancing the opportunities
for business collaboration and by sharing knowledge through online communities of practice toward
gaining improved organizational performance. Health IT includes utilizing technology to electronically
store, protect, retrieve, and transfer the information in modern health care. Health IT has great potential
to improve the quality, safety, and efficiency of health care services in the health care industry.
Chapter 3
Digital Diorama: An Interactive Multimedia Resource for Learning the Life Sciences........52
Annamaria Poli, University of Milano-Bicocca, Italy
Annastella Gambini, University of Milano-Bicocca, Italy
Antonella Pezzotti, University of Milano-Bicocca, Italy
Alfredo Broglia, University of Milano-Bicocca, Italy
Alessandra Mazzola, Politécnico di Milano, Italy
Sabrina Muschiato, Politécnico di Milano, Italy
Carlo Emilio Standoli, Politécnico di Milano, Italy
Daniela Zambarbieri, Politécnico di Milano, Italy
Fiammetta Costa, Politécnico di Milano, Italy
Digital technologies that increase communication among students/users are viewed as interactive resources
for enhancing learning, especially in the field of science teaching. The new digital mission is to produce
innovative learning environments and educational tools to enhance the traditional teaching methods still
widely used today. The Digital Diorama project reproduces a set of Natural History Museum dioramas
for IWBs and other electronic devices. Using the Digital Diorama enhances cooperative learning.
This comes from the students/users’ explorations of the Digital Diorama and from strategies that we
recommend to teachers.
Chapter 4
“School-Cinema”: A Research Experience That Combines Educational Theories, Educational
Processes, and Educational Technologies...................................................83
Daniela Tamburini, SPERIMENTA, Italy
This chapter presents an educational and consulting path for the use of new technologies that support
the improvement of learning relationships in groups, the construction of knowledge and the ability to
recognize and explore the experience of communication and relationship at professional and personal
levels, for the individual and for groups in order to enhance abilities and professional skills on several
levels: cognitive, affective, conative and practical. Through the report of the experiments carried out for
two years and applied to two training projects for teachers of five Primary and Secondary Italian schools,
the main objective is to describe and present the overall results. The approaches used were inspired by
the method of participatory research and action research with a clinical and pedagogical approach. The
methodology is based on the case study of the Clínica della Formazione that increases the emotional,
communicative and relationship dimensions and gives concreteness not only to the educational action
but also to the process behind it, which then becomes the target of investigations.
Chapter 5
Humans Versus Computers, Systems, and Machines: A Battle for Freedom, Equality, and
Democracy................................................................................112
Alan Radley, University College London, UK
The present chapter introduces a new existential philosophy of how computers, systems and machines
operate within society, and in terms of the provision, furtherance and/or obstruction of human rights/
freedoms and open life-potential(s). We explore the relationship(s) between the design of artificial systems
and the existence/form/implementation of democracy; and from the key perspective(s) of individual and
collective freedom-of-thought/action. A basic premise is that humans are increasingly disadvantaged
as a result of, or slaves to: unfettered automation, objectivity, abstraction and fragmentary thinking; as
promulgated/aided by computers/systems/machines. We explain how related processes create conflict/
opposition/barriers to/with natural and harmonious socialization activities/processes; and hence strongly
influence our collective destiny.
Chapter 6
Cyberbullying: Description, Definition, Characteristics, and Outcomes..................161
Michelle Wright, Pennsylvania State University, USA
Children and adolescents are actively engaged in a digital world in which blogs, social networking
sites, watching videos, and instant messaging are a typical part of their daily lives. Their immersion in
the digital world has occurred for as long as they remember, with many not knowing a world without
our modern technological advances. Although the digital age has brought us many conveniences in our
daily lives, there is a darker side to children’s and adolescents’ involvement with these technologies,
such as cyberbullying. This chapter draws on research from around the world, utilizing a variety of
research designs, to describe the nature, extent, causes, and consequences associated with children’s and
adolescents’ involvement in cyberbullying. Concluding the chapter is a solutions and recommendation
section in which it is argued that cyberbullying is a global concern, affecting all aspects of society,
requiring a whole-community approach.
Chapter 7
A Psycho-Pedagogical Model for Evaluating Effectiveness of Students’ Learning on the Basis of
Electronic Visual Rows.................................................................183
Svetlana Kostromina, St. Petersburg State University, Russia
Daria Gnedykh, St. Petersburg State University, Russia
Galina Molodtsova, St. Petersburg State University, Russia
The purpose of this chapter is to propose a model that would enable teachers to assess comprehensively
the effectiveness of learners information acquisition in e-learning environment. The main value of
the proposed model is its focus on combination of pedagogical conditions and psychological factors
of learning to increase the level of information acquisition. In order to study students acquisition of
learning information in dependence upon the form of presentation as well as identification of learners
psychological characteristics, that help the acquisition of material presented in three visual forms (text,
charts, comics) the experiment was carried out. On the grounds of the obtained results, the authors
suggest guidelines for application of the model in practice.
Chapter 8
Guidelines Based on Need-Findings Study and Communication Types to Design Interactions for
MOOCs..................................................................................210
Sandra G. Jiménez-González, Universidad Politécnica de Aguascalientes, Mexico
Ricardo Mendoza-González, TecNM, Instituto Tecnológico de Aguascalientes, Mexico
Huizilopoztli Luna-García, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
Experts affirm that interaction in learning settings represent a necessary process for knowledge acquisition
and cognitive development. In this vein, is crucial to ensure effective interaction and communication
through the user interface of MOOCs. This work proposes a set of design guidelines as starting point for
developers to integrate a set of interactive elements into the MOOCs’ user interface oriented to foster the
four basic types for communication in distance education. The design guidelines were conformed through
a need-findings process (observing people-interviewing), in which 35 participants provided their user
experience perceptions after using MOOCs from edX; Coursera; and Udacity. Obtained results suggest
a particular set of interactive communication elements that should be incorporated in every MOOC’s
user interface.
Chapter 9
Personal Touch: A Viewing-Angle-Compensated Multi-Layer Touch Display.........................232
Andreas Kratky, University of Southern California, USA
Large format touch screens have become an important means of interaction for collaborative and shared
environments. This type of display is particularly useful for public information display in museums
and similar contexts. Similarly augmented reality displays have become popular in this context. Both
systems have benefits and drawbacks. Personal Touch is an augmented-reality display system combining
real objects with superimposed interactive graphics. With increasing display sizes and users moving in
front of the display user tracking and viewing angle compensation for the interactive display become
challenging. Personal Touch presents an approach combining IR optical tracking for gesture recognition
and camera-based face recognition for the acquisition of viewing axis information. Combining both
techniques we can create a reactive augmented-reality display establishing a personalized viewing and
interaction context for users of different statue moving in front of a real object.
Chapter 10
Supporting Motion Capture Acting Through a Mixed Reality Application........................248
Daniel Kade, Mcilardalen University, Sweden
Rikard Lindell, Mcilardalen University, Sweden
Hakan Urey, Kog University, Turkey
Oguzhan Ozcan, Kog University, Turkey
Current and future animations seek for more human-like motions to create believable animations for
computer games, animated movies and commercial spots. A technology widely used technology is motion
capture to capture actors’ movements which enrich digital avatars motions and emotions. However, a
motion capture environment poses challenges to actors such as short preparation times and the need to
highly rely on their acting and imagination skills. To support these actors, we developed a mixed reality
application that allows showing digital environments while performing and being able to see the real
and virtual world. We tested our prototype with 6 traditionally trained theatre and TV actors. As a result,
the actors indicated that our application supported them getting into the demanded acting moods with
less unrequired emotions. The acting scenario was also better understood with less need of explanation
than when just discussing the scenario, as commonly done in theatre acting.
Chapter 11
Facebook, Tele-Collaboration, and International Access to Technology in the Classroom.......274
Karen Woodman, Queensland University of Technology, Australia
Vasilia Kourtis-Kazoullis, University of the Aegean, Greece
This chapter explores the results of a study using the well-known social networking site, Facebook, to
investigate graduate education students’ perceptions on the use of technologies in classrooms around
the world. This study was part of a larger project exploring tele-collaboration and the use of online
discussions involving graduate students in an online program based in Australia, and students in a graduate
Education program at a regional university in Greece. Findings reveal many similarities between the
situations and perceptions of the participants from the different countries. They also demonstrated that
even when technologies were available in schools, participants identified a critical need for professional
development to increase teachers’ use of ICT. These findings are relevant to researchers, educators and
policy development in terms of implementation of ICT and/or social networking in the language classroom.
Chapter 12
Contextual Issues in Groupware Applications for Educational Support Groups..............287
Huizilopoztli Luna-García, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
Ricardo Mendoza-González, TecNM, Instituto Tecnológico de Aguascalientes, Mexico
Laura C. Rodríguez-Martínez, TecNM, Instituto Tecnológico de Aguascalientes, Mexico
Mario A. Rodríguez-Díaz, TecNM, Instituto Tecnológico de Aguascalientes, Mexico
Guadalupe Lara-Cisneros, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
Carlos R. Ordaz-García, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
Sandra Mercado-Pérez, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
Alejandro U. López-Orozco, Universidad Autónoma de Zacatecas - Campus Jalpa, Mexico
The objective of this chapter was to identify a set of contextual issues in groupware applications used
by educational support groups. The analysis was performed through a Needfindings study where 20
active members of three Mexican federal educational-support groups called USAER were recruited. The
analysis considered both users and functional vantage point. The participants (from one USAER) provided
feedback and insights from their daily activities related to communication with others and resources
access helping to define and understand users’ scenarios. This information was classified and distilled
as design ideas in low fidelity prototypes constructed by participants themselves under guidance from
authors. Finally, prototypes were evaluated by the members of the other two USAER group providing
their perception as expert users. The study derived in a set of particular contextual issues that directly
influence interactions in group applications. These findings could be take into account by designers as
a reliable starting point for well-designed User Interfaces for groupware.
Chapter 13
An Exploratory Study on the Interaction Beyond Virtual Environments to Improve Listening
Ability When Learning English as a Second Language......................................306
Pablo A. Alcaraz-Valencia, Universidad de Guadalajara, Mexico
Laura S. Gaytán-Lugo, Universidad de Colima, Mexico
Sara C. Hernandez Gallardo, Universidad de Guadalajara, Mexico
In this chapter, an exploratory research on people’s interaction with a virtual environment as tool in a way in
which listening comprehension occurs while improving English as a second language is addressed. Unlike
technologies such as virtual environments, where users have to use hardware in order to get immersed
inside of a fictional world, it is through holographic technologies that it is possible to extract virtuality
and insert it into reality, and thus, have an approach to the real nature of the virtual world without using
electronic devices. Why is it important to focus on the ability of listening to understand when people want
to acquire English as a second language? What are the strategies that must be employed to improve this
ability? What kind of advantages may users achieve through their interaction with holography? These
are some of the questions that will to be answered in this chapter.
Chapter 14
Use of Large Multi-Touch Interfaces: A Research on Usability and Design Aspects............332
Mehmet Donmez, Middle East Technical University, Turkey
Kursat Cagiltay, Middle East Technical University, Turkey
Serkan Alkan, Middle East Technical University, Turkey
Fuat Bolukbas, Middle East Technical University, Turkey
Goknur Kaplan Akilli, Middle East Technical University, Turkey
This study explores the design considerations and usability factors of using large multi touch interfaces.
In this study, an experimental approach incorporating a large multi touch interface environment was
used. End user usability test sessions supported with glasses type eye tracker and interview sessions
were conducted. The data were collected from one expert and three non-expert users by implementing
a task on a military training application. Two analysis methods were used, analysis for eye movement
data of users and analysis for interviews. This study revealed that users were generally focusing at the
center of the screen while using the large multi touch display. The most common gestures were Tap and
Drag which are single touch input gestures. It was easy to adapt to the system by recalling the previous
experiences from mobile devices, to manage the area on the screen, and to interact with two hands
thanks to display size.
Chapter 15
A Multi-Agent Model for Personalizing Learning Material for Collaborative Groups...........343
Pablo Santana-Mansilla, National Scientific and Technical Research Council, Argentina
National University of Santiago del Estero, Argentina
Rosanna Costaguta, National University of Santiago del Estero, Argentina
Silvia Schiajfino, National Scientific and Technical Research Council, Argentina National
University of the Center of Buenos Aires Province, Argentina
The use of computer-supported collaborative learning (CSCL) environments in teaching and learning
processes has increased during the last decade. These environments have various collaboration,
communication and coordination tools that students and teachers can use without depending on the
time and place where they are. However, having software tools that support group learning does not
guarantee successful collaboration because factors such as insufficient knowledge of study contents can
impair learning. The analysis of group interactions should allow teachers to recognize obstacles in the
learning process, but when there are a lot of interactions the manual analysis is unfeasible owing to time
and effort required. This chapter presents a multi-agent model that personalizes the delivery of learning
material when groups of collaborative students manifest lack of knowledge. In addition, this chapter
describes results of experiments conducted to evaluate the feasibility of using Lucene for retrieving
learning material written in English and Spanish.
Chapter 16
Scientific Information Superhighway vs. Scientific Information Backroads in Computer Science ... 376
Francisco V. Cipolla-Ficarra, Latin Association of Human-Computer Interaction, Spain
International Association of Interactive Communication, Italy
Donald Nilson, University of Oslo, Norway
Jacqueline Alma, Electronic Arts, Canada
In the current appendix present a first heuristic study about the scientific publications related to computer
science and the human factors that make that some contents travel through highways and others in back
roads of scientific information. We also present the first elements which generate that parallel information
of the scientific work for financial and/or commercial reasons. Finally, a set of rhetoric questions link
two decades of experiences in the university educational context, research and development (R D) and
Transfer of Technology (TOT) in the Mediterranean South and make up a first evaluation guide.
Chapter 17
Rendering and Video Games....................................................................387
Francisco V. Cipolla-Ficarra, Latin Association of Human-Computer Interaction, Spain
International Association of Interactive Communication, Italy
Jacqueline Alma, Electronic Arts, Canada
Miguel Cipolla-Ficarra, International Association of Interactive Communication, Italy
We present a study of the triad rendering computer made static and/or dynamic images, video games
and adult users who interact with a personal computer. Besides, there is a diachronic study of the basic
components to design the virtual 3D characters which are included in the video games. The link of the
evolution of the interactive games is also analyzed and especially the interactive design characteristics
related to the content, navigation, structure and 1 ayout. Finally, a table is presented with those components
stemming from the rendering of the scenes for the video games, which motivate their fruition by the
adult users.
Conclusion..........................................................................405
Compilation of References...........................................................408
About the Contributors..............................................................460
Index
469
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spelling | Optimizing human-computer interaction with emerging technologies Francisco Cipolla-Ficarra, editor Hershey, PA IGI Global [2018] xl, 471 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Advances in human and social aspects of technology (AHSAT) book series Premier reference source Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd rswk-swf Neue Medien (DE-588)4196910-8 gnd rswk-swf Informationsverhalten (DE-588)4123428-5 gnd rswk-swf Mensch-Maschine-Kommunikation (DE-588)4125909-9 s Neue Medien (DE-588)4196910-8 s Informationsverhalten (DE-588)4123428-5 s DE-604 Cipolla-Ficarra, Francisco Vicente ca. 20./21. Jh. (DE-588)108959612X edt Erscheint auch als Online-Ausgabe 978-1-5225-2617-9 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030487000&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Optimizing human-computer interaction with emerging technologies Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd Neue Medien (DE-588)4196910-8 gnd Informationsverhalten (DE-588)4123428-5 gnd |
subject_GND | (DE-588)4125909-9 (DE-588)4196910-8 (DE-588)4123428-5 |
title | Optimizing human-computer interaction with emerging technologies |
title_auth | Optimizing human-computer interaction with emerging technologies |
title_exact_search | Optimizing human-computer interaction with emerging technologies |
title_full | Optimizing human-computer interaction with emerging technologies Francisco Cipolla-Ficarra, editor |
title_fullStr | Optimizing human-computer interaction with emerging technologies Francisco Cipolla-Ficarra, editor |
title_full_unstemmed | Optimizing human-computer interaction with emerging technologies Francisco Cipolla-Ficarra, editor |
title_short | Optimizing human-computer interaction with emerging technologies |
title_sort | optimizing human computer interaction with emerging technologies |
topic | Mensch-Maschine-Kommunikation (DE-588)4125909-9 gnd Neue Medien (DE-588)4196910-8 gnd Informationsverhalten (DE-588)4123428-5 gnd |
topic_facet | Mensch-Maschine-Kommunikation Neue Medien Informationsverhalten |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=030487000&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT cipollaficarrafranciscovicente optimizinghumancomputerinteractionwithemergingtechnologies |