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  Subjects -> COMPUTER SCIENCE (Total: 2102 journals)
    - ANIMATION AND SIMULATION (31 journals)
    - ARTIFICIAL INTELLIGENCE (103 journals)
    - AUTOMATION AND ROBOTICS (105 journals)
    - CLOUD COMPUTING AND NETWORKS (64 journals)
    - COMPUTER ARCHITECTURE (10 journals)
    - COMPUTER ENGINEERING (11 journals)
    - COMPUTER GAMES (21 journals)
    - COMPUTER PROGRAMMING (26 journals)
    - COMPUTER SCIENCE (1221 journals)
    - COMPUTER SECURITY (47 journals)
    - DATA BASE MANAGEMENT (14 journals)
    - DATA MINING (36 journals)
    - E-BUSINESS (22 journals)
    - E-LEARNING (30 journals)
    - ELECTRONIC DATA PROCESSING (22 journals)
    - IMAGE AND VIDEO PROCESSING (40 journals)
    - INFORMATION SYSTEMS (108 journals)
    - INTERNET (95 journals)
    - SOCIAL WEB (53 journals)
    - SOFTWARE (34 journals)
    - THEORY OF COMPUTING (9 journals)

COMPUTER SCIENCE (1221 journals)                  1 2 3 4 5 6 7 | Last

Showing 1 - 200 of 872 Journals sorted alphabetically
3D Printing and Additive Manufacturing     Full-text available via subscription   (Followers: 21)
Abakós     Open Access   (Followers: 4)
ACM Computing Surveys     Hybrid Journal   (Followers: 29)
ACM Journal on Computing and Cultural Heritage     Hybrid Journal   (Followers: 8)
ACM Journal on Emerging Technologies in Computing Systems     Hybrid Journal   (Followers: 16)
ACM Transactions on Accessible Computing (TACCESS)     Hybrid Journal   (Followers: 3)
ACM Transactions on Algorithms (TALG)     Hybrid Journal   (Followers: 15)
ACM Transactions on Applied Perception (TAP)     Hybrid Journal   (Followers: 5)
ACM Transactions on Architecture and Code Optimization (TACO)     Hybrid Journal   (Followers: 9)
ACM Transactions on Autonomous and Adaptive Systems (TAAS)     Hybrid Journal   (Followers: 9)
ACM Transactions on Computation Theory (TOCT)     Hybrid Journal   (Followers: 12)
ACM Transactions on Computational Logic (TOCL)     Hybrid Journal   (Followers: 3)
ACM Transactions on Computer Systems (TOCS)     Hybrid Journal   (Followers: 18)
ACM Transactions on Computer-Human Interaction     Hybrid Journal   (Followers: 15)
ACM Transactions on Computing Education (TOCE)     Hybrid Journal   (Followers: 6)
ACM Transactions on Design Automation of Electronic Systems (TODAES)     Hybrid Journal   (Followers: 6)
ACM Transactions on Economics and Computation     Hybrid Journal   (Followers: 1)
ACM Transactions on Embedded Computing Systems (TECS)     Hybrid Journal   (Followers: 3)
ACM Transactions on Information Systems (TOIS)     Hybrid Journal   (Followers: 20)
ACM Transactions on Intelligent Systems and Technology (TIST)     Hybrid Journal   (Followers: 8)
ACM Transactions on Interactive Intelligent Systems (TiiS)     Hybrid Journal   (Followers: 3)
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)     Hybrid Journal   (Followers: 9)
ACM Transactions on Reconfigurable Technology and Systems (TRETS)     Hybrid Journal   (Followers: 6)
ACM Transactions on Sensor Networks (TOSN)     Hybrid Journal   (Followers: 8)
ACM Transactions on Speech and Language Processing (TSLP)     Hybrid Journal   (Followers: 9)
ACM Transactions on Storage     Hybrid Journal  
ACS Applied Materials & Interfaces     Hybrid Journal   (Followers: 32)
Acta Automatica Sinica     Full-text available via subscription   (Followers: 2)
Acta Informatica Malaysia     Open Access  
Acta Universitatis Cibiniensis. Technical Series     Open Access  
Ad Hoc Networks     Hybrid Journal   (Followers: 11)
Adaptive Behavior     Hybrid Journal   (Followers: 10)
Advanced Engineering Materials     Hybrid Journal   (Followers: 28)
Advanced Science Letters     Full-text available via subscription   (Followers: 11)
Advances in Adaptive Data Analysis     Hybrid Journal   (Followers: 7)
Advances in Artificial Intelligence     Open Access   (Followers: 15)
Advances in Calculus of Variations     Hybrid Journal   (Followers: 4)
Advances in Catalysis     Full-text available via subscription   (Followers: 5)
Advances in Computational Mathematics     Hybrid Journal   (Followers: 19)
Advances in Computer Engineering     Open Access   (Followers: 4)
Advances in Computer Science : an International Journal     Open Access   (Followers: 14)
Advances in Computing     Open Access   (Followers: 2)
Advances in Data Analysis and Classification     Hybrid Journal   (Followers: 55)
Advances in Engineering Software     Hybrid Journal   (Followers: 28)
Advances in Geosciences (ADGEO)     Open Access   (Followers: 14)
Advances in Human Factors/Ergonomics     Full-text available via subscription   (Followers: 22)
Advances in Human-Computer Interaction     Open Access   (Followers: 20)
Advances in Materials Science     Open Access   (Followers: 14)
Advances in Operations Research     Open Access   (Followers: 12)
Advances in Parallel Computing     Full-text available via subscription   (Followers: 7)
Advances in Porous Media     Full-text available via subscription   (Followers: 5)
Advances in Remote Sensing     Open Access   (Followers: 49)
Advances in Science and Research (ASR)     Open Access   (Followers: 6)
Advances in Technology Innovation     Open Access   (Followers: 6)
AEU - International Journal of Electronics and Communications     Hybrid Journal   (Followers: 8)
African Journal of Information and Communication     Open Access   (Followers: 9)
African Journal of Mathematics and Computer Science Research     Open Access   (Followers: 4)
AI EDAM     Hybrid Journal   (Followers: 1)
Air, Soil & Water Research     Open Access   (Followers: 12)
AIS Transactions on Human-Computer Interaction     Open Access   (Followers: 6)
Algebras and Representation Theory     Hybrid Journal   (Followers: 1)
Algorithms     Open Access   (Followers: 11)
American Journal of Computational and Applied Mathematics     Open Access   (Followers: 5)
American Journal of Computational Mathematics     Open Access   (Followers: 4)
American Journal of Information Systems     Open Access   (Followers: 6)
American Journal of Sensor Technology     Open Access   (Followers: 4)
Anais da Academia Brasileira de Ciências     Open Access   (Followers: 2)
Analog Integrated Circuits and Signal Processing     Hybrid Journal   (Followers: 7)
Analysis in Theory and Applications     Hybrid Journal   (Followers: 1)
Animation Practice, Process & Production     Hybrid Journal   (Followers: 5)
Annals of Combinatorics     Hybrid Journal   (Followers: 4)
Annals of Data Science     Hybrid Journal   (Followers: 12)
Annals of Mathematics and Artificial Intelligence     Hybrid Journal   (Followers: 13)
Annals of Pure and Applied Logic     Open Access   (Followers: 3)
Annals of Software Engineering     Hybrid Journal   (Followers: 13)
Annals of West University of Timisoara - Mathematics and Computer Science     Open Access  
Annual Reviews in Control     Hybrid Journal   (Followers: 8)
Anuario Americanista Europeo     Open Access  
Applicable Algebra in Engineering, Communication and Computing     Hybrid Journal   (Followers: 2)
Applied and Computational Harmonic Analysis     Full-text available via subscription   (Followers: 1)
Applied Artificial Intelligence: An International Journal     Hybrid Journal   (Followers: 12)
Applied Categorical Structures     Hybrid Journal   (Followers: 2)
Applied Computational Intelligence and Soft Computing     Open Access   (Followers: 13)
Applied Computer Systems     Open Access   (Followers: 2)
Applied Informatics     Open Access  
Applied Mathematics and Computation     Hybrid Journal   (Followers: 33)
Applied Medical Informatics     Open Access   (Followers: 10)
Applied Numerical Mathematics     Hybrid Journal   (Followers: 5)
Applied Soft Computing     Hybrid Journal   (Followers: 16)
Applied Spatial Analysis and Policy     Hybrid Journal   (Followers: 5)
Applied System Innovation     Open Access  
Architectural Theory Review     Hybrid Journal   (Followers: 3)
Archive of Applied Mechanics     Hybrid Journal   (Followers: 5)
Archive of Numerical Software     Open Access  
Archives and Museum Informatics     Hybrid Journal   (Followers: 145)
Archives of Computational Methods in Engineering     Hybrid Journal   (Followers: 5)
arq: Architectural Research Quarterly     Hybrid Journal   (Followers: 8)
Artifact     Hybrid Journal   (Followers: 2)
Artificial Life     Hybrid Journal   (Followers: 7)
Asia Pacific Journal on Computational Engineering     Open Access  
Asia-Pacific Journal of Information Technology and Multimedia     Open Access   (Followers: 1)
Asian Journal of Computer Science and Information Technology     Open Access  
Asian Journal of Control     Hybrid Journal  
Assembly Automation     Hybrid Journal   (Followers: 2)
at - Automatisierungstechnik     Hybrid Journal   (Followers: 1)
Australian Educational Computing     Open Access   (Followers: 1)
Automatic Control and Computer Sciences     Hybrid Journal   (Followers: 5)
Automatic Documentation and Mathematical Linguistics     Hybrid Journal   (Followers: 5)
Automatica     Hybrid Journal   (Followers: 13)
Automation in Construction     Hybrid Journal   (Followers: 7)
Autonomous Mental Development, IEEE Transactions on     Hybrid Journal   (Followers: 8)
Basin Research     Hybrid Journal   (Followers: 5)
Behaviour & Information Technology     Hybrid Journal   (Followers: 52)
Big Data and Cognitive Computing     Open Access   (Followers: 2)
Biodiversity Information Science and Standards     Open Access  
Bioinformatics     Hybrid Journal   (Followers: 308)
Biomedical Engineering     Hybrid Journal   (Followers: 16)
Biomedical Engineering and Computational Biology     Open Access   (Followers: 13)
Biomedical Engineering, IEEE Reviews in     Full-text available via subscription   (Followers: 20)
Biomedical Engineering, IEEE Transactions on     Hybrid Journal   (Followers: 35)
Briefings in Bioinformatics     Hybrid Journal   (Followers: 49)
British Journal of Educational Technology     Hybrid Journal   (Followers: 149)
Broadcasting, IEEE Transactions on     Hybrid Journal   (Followers: 12)
c't Magazin fuer Computertechnik     Full-text available via subscription   (Followers: 1)
CALCOLO     Hybrid Journal  
Calphad     Hybrid Journal   (Followers: 2)
Canadian Journal of Electrical and Computer Engineering     Full-text available via subscription   (Followers: 15)
Capturing Intelligence     Full-text available via subscription  
Catalysis in Industry     Hybrid Journal   (Followers: 1)
CEAS Space Journal     Hybrid Journal   (Followers: 2)
Cell Communication and Signaling     Open Access   (Followers: 2)
Central European Journal of Computer Science     Hybrid Journal   (Followers: 5)
CERN IdeaSquare Journal of Experimental Innovation     Open Access   (Followers: 3)
Chaos, Solitons & Fractals     Hybrid Journal   (Followers: 3)
Chemometrics and Intelligent Laboratory Systems     Hybrid Journal   (Followers: 15)
ChemSusChem     Hybrid Journal   (Followers: 7)
China Communications     Full-text available via subscription   (Followers: 8)
Chinese Journal of Catalysis     Full-text available via subscription   (Followers: 2)
CIN Computers Informatics Nursing     Hybrid Journal   (Followers: 11)
Circuits and Systems     Open Access   (Followers: 15)
Clean Air Journal     Full-text available via subscription   (Followers: 1)
CLEI Electronic Journal     Open Access  
Clin-Alert     Hybrid Journal   (Followers: 1)
Clinical eHealth     Open Access  
Cluster Computing     Hybrid Journal   (Followers: 2)
Cognitive Computation     Hybrid Journal   (Followers: 4)
COMBINATORICA     Hybrid Journal  
Combinatorics, Probability and Computing     Hybrid Journal   (Followers: 4)
Combustion Theory and Modelling     Hybrid Journal   (Followers: 14)
Communication Methods and Measures     Hybrid Journal   (Followers: 12)
Communication Theory     Hybrid Journal   (Followers: 23)
Communications Engineer     Hybrid Journal   (Followers: 1)
Communications in Algebra     Hybrid Journal   (Followers: 3)
Communications in Computational Physics     Full-text available via subscription   (Followers: 2)
Communications in Information Science and Management Engineering     Open Access   (Followers: 4)
Communications in Partial Differential Equations     Hybrid Journal   (Followers: 3)
Communications of the ACM     Full-text available via subscription   (Followers: 51)
Communications of the Association for Information Systems     Open Access   (Followers: 16)
COMPEL: The International Journal for Computation and Mathematics in Electrical and Electronic Engineering     Hybrid Journal   (Followers: 3)
Complex & Intelligent Systems     Open Access   (Followers: 1)
Complex Adaptive Systems Modeling     Open Access  
Complex Analysis and Operator Theory     Hybrid Journal   (Followers: 2)
Complexity     Hybrid Journal   (Followers: 6)
Complexus     Full-text available via subscription  
Composite Materials Series     Full-text available via subscription   (Followers: 8)
Computación y Sistemas     Open Access  
Computation     Open Access   (Followers: 1)
Computational and Applied Mathematics     Hybrid Journal   (Followers: 3)
Computational and Mathematical Biophysics     Open Access   (Followers: 1)
Computational and Mathematical Methods in Medicine     Open Access   (Followers: 2)
Computational and Mathematical Organization Theory     Hybrid Journal   (Followers: 2)
Computational and Structural Biotechnology Journal     Open Access   (Followers: 2)
Computational and Theoretical Chemistry     Hybrid Journal   (Followers: 9)
Computational Astrophysics and Cosmology     Open Access   (Followers: 1)
Computational Biology and Chemistry     Hybrid Journal   (Followers: 12)
Computational Chemistry     Open Access   (Followers: 2)
Computational Cognitive Science     Open Access   (Followers: 2)
Computational Complexity     Hybrid Journal   (Followers: 4)
Computational Condensed Matter     Open Access  
Computational Ecology and Software     Open Access   (Followers: 9)
Computational Economics     Hybrid Journal   (Followers: 9)
Computational Geosciences     Hybrid Journal   (Followers: 17)
Computational Linguistics     Open Access   (Followers: 23)
Computational Management Science     Hybrid Journal  
Computational Mathematics and Modeling     Hybrid Journal   (Followers: 8)
Computational Mechanics     Hybrid Journal   (Followers: 5)
Computational Methods and Function Theory     Hybrid Journal  
Computational Molecular Bioscience     Open Access   (Followers: 2)
Computational Optimization and Applications     Hybrid Journal   (Followers: 8)
Computational Particle Mechanics     Hybrid Journal   (Followers: 1)
Computational Research     Open Access   (Followers: 1)
Computational Science and Discovery     Full-text available via subscription   (Followers: 2)
Computational Science and Techniques     Open Access  
Computational Statistics     Hybrid Journal   (Followers: 14)
Computational Statistics & Data Analysis     Hybrid Journal   (Followers: 30)
Computer     Full-text available via subscription   (Followers: 99)
Computer Aided Surgery     Open Access   (Followers: 6)
Computer Applications in Engineering Education     Hybrid Journal   (Followers: 8)
Computer Communications     Hybrid Journal   (Followers: 16)
Computer Journal     Hybrid Journal   (Followers: 9)

        1 2 3 4 5 6 7 | Last

Journal Cover
Advances in Human-Computer Interaction
Journal Prestige (SJR): 0.186
Citation Impact (citeScore): 1
Number of Followers: 20  

  This is an Open Access Journal Open Access journal
ISSN (Print) 1687-5893 - ISSN (Online) 1687-5907
Published by Hindawi Homepage  [338 journals]
  • Designing a Human Machine Interface for Quality Assurance in Car
           Manufacturing: An Attempt to Address the “Functionality versus User
           Experience Contradiction” in Professional Production Environments

    • Abstract: The complexity of nowadays car manufacturing processes increases constantly due to the increasing number of electronic and digital features in cars as well as the shorter life cycle of car designs, which raises the need for faster adaption to new car models. However, the ongoing digitalization of production and working contexts offers the chance to support the worker in production using digital information as well as innovative, interactive, and digital devices. Therefore, in this work we investigate a representative production step in a long-term project together with a German car manufacturer, which is structured into three phases. In the first phase, we investigated the working process empirically and developed a comprehensive and innovative user interface design, which addresses various types of interactive devices. Building up on this, we developed the device score model, which is designed to investigate interactive system and user interface in production context due to ergonomics, UI design, performance, technology acceptance, and user experience. This work was conducted in the second phase of the project, in which we used this model to investigate the subjective suitability of six innovative device setups that implement the user interface design developed in phase one in an experimental setup with 67 participants at two locations in south Germany. The major result showed that the new user interface design run on a smart phone is the most suitable setup for future interactive systems in car manufacturing. In the third and final phase, we investigated the suitability of the two best rated devices for long term use by two workers using the system during a full shift. These two systems were compared with the standard system used. The major conclusion is that smartphones as well as AR glasses show very high potential to increase performance in production if used in a well-designed fashion.
      PubDate: Thu, 15 Nov 2018 00:00:00 +000
       
  • Emergentist View on Generative Narrative Cognition: Considering Principles
           of the Self-Organization of Mental Stories

    • Abstract: We consider the essence of human intelligence to be the ability to mentally (internally) construct a world in the form of stories through interactions with external environments. Understanding the principles of this mechanism is vital for realizing a human-like and autonomous artificial intelligence, but there are extremely complex problems involved. From this perspective, we propose a conceptual-level theory for the computational modeling of generative narrative cognition. Our basic idea can be described as follows: stories are representational elements forming an agent’s mental world and are also living objects that have the power of self-organization. In this study, we develop this idea by discussing the complexities of the internal structure of a story and the organizational structure of a mental world. In particular, we classify the principles of the self-organization of a mental world into five types of generative actions, i.e., connective, hierarchical, contextual, gathering, and adaptive. An integrative cognition is explained with these generative actions in the form of a distributed multiagent system of stories.
      PubDate: Mon, 12 Nov 2018 00:00:00 +000
       
  • User Experiences from L2 Children Using a Speech Learning Application:
           Implications for Developing Speech Training Applications for Children

    • Abstract: We investigated user experiences from 117 Finnish children aged between 8 and 12 years in a trial of an English language learning programme that used automatic speech recognition (ASR). We used measures that encompassed both affective reactions and questions tapping into the children' sense of pedagogical utility. We also tested their perception of sound quality and compared reactions of game and nongame-based versions of the application. Results showed that children expressed higher affective ratings for the game compared to nongame version of the application. Children also expressed a preference to play with a friend compared to playing alone or playing within a group. They found that assessment of their speech is useful although they did not necessarily enjoy hearing their own voices. The results are discussed in terms of the implications for user interface (UI) design in speech learning applications for children.
      PubDate: Thu, 01 Nov 2018 06:31:02 +000
       
  • Dynamic Difficulty Adjustment (DDA) in Computer Games: A Review

    • Abstract: Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game’s features, behaviors, and scenarios in real-time, depending on the player’s skill, so that the player, when the game is very simple, does not feel bored or frustrated, when it is very difficult. The intent of the DDA is to keep the player engrossed till the end and to provide him/her with a challenging experience. In traditional games, difficulty levels increase linearly or stepwise during the course of the game. The features such as frequency, starting levels, or rates can be set only at the beginning of the game by choosing a level of difficulty. This can, however, result in a negative experience for players as they try to map a predecided learning curve. DDA attempts to solve this problem by presenting a customized solution for the gamers. This paper provides a review of the current approaches to DDA.
      PubDate: Thu, 01 Nov 2018 00:00:00 +000
       
  • Computational Intelligence in Sports: A Systematic Literature Review

    • Abstract: Recently, data mining studies are being successfully conducted to estimate several parameters in a variety of domains. Data mining techniques have attracted the attention of the information industry and society as a whole, due to a large amount of data and the imminent need to turn it into useful knowledge. However, the effective use of data in some areas is still under development, as is the case in sports, which in recent years, has presented a slight growth; consequently, many sports organizations have begun to see that there is a wealth of unexplored knowledge in the data extracted by them. Therefore, this article presents a systematic review of sports data mining. Regarding years 2010 to 2018, 31 types of research were found in this topic. Based on these studies, we present the current panorama, themes, the database used, proposals, algorithms, and research opportunities. Our findings provide a better understanding of the sports data mining potentials, besides motivating the scientific community to explore this timely and interesting topic.
      PubDate: Tue, 30 Oct 2018 00:00:00 +000
       
  • A Rollercoaster to Model Touch Interactions during Turbulence

    • Abstract: We contribute to a project introducing the use of a large single touch-screen as a concept for future airplane cockpits. Human-machine interaction in this new type of cockpit must be optimised to cope with the different types of normal use as well as during moments of turbulence (which can occur during flights varying degrees of severity). We propose an original experimental setup for reproducing turbulence (not limited to aviation) based on a touch-screen mounted on a rollercoaster. Participants had to repeatedly solve three basic touch interactions: a single click, a one-finger drag-and-drop, and a zoom operation involving a 2-finger pinching gesture. The completion times of the different tasks as well as the number of unnecessary interactions with the screen constitute the collected user data. We also propose a data analysis and statistical method to combine user performance with observed turbulence, including acceleration and jerk along the different axes. We then report some of the implications of severe turbulence on touch interaction and make recommendations as to how this can be accommodated in future design solutions.
      PubDate: Thu, 18 Oct 2018 07:25:36 +000
       
  • The Quantified Athlete: Associations of Wearables for High School Athletes

    • Abstract: The adoption of wearable technology in competitive sports can be an advantage to performance and training. Athletes who use personalised data to quantify their performances with the possibilities of sharing with others may use wearables to reinforce the athletic identity. Despite these changes, few studies have actually examined the associations between wearables and developing athletes in their quest for professional sports. Student athletes (n = 437, age = 17y) still in high schools completed a web-based survey about their professional aspirations, athletic identity, and the association with wearables. Wearables were measured by ownership and usage of apps, fitness trackers, or sports watches. Odds ratio (OR) and 95% confidence intervals (CI) were reported. Most high school athletes had apps (64.3%) or fitness trackers (65.2%) and over half of the athletes (58%) had aspirations for professional sport. Athletic identity was positively associated with ownership and usage of apps and fitness trackers. The OR was greater for professional sport aspiration with fitness trackers owners (OR = 2.60, CI = 1.44-4.73) and users (OR = 4.04, CI = 2.09-7.81) than athletes without fitness trackers. Wearables were common among high school athletes and it was part of their athletic identity. For professional aspiring athletes, wearables have the potential to help provide data to support suitable training and competition schedules at a time when students may be overloaded with academic pressures.
      PubDate: Mon, 01 Oct 2018 00:00:00 +000
       
  • With or against Each Other' The Influence of a Virtual Agent’s
           (Non)cooperative Behavior on User’s Cooperation Behavior in the
           Prisoners’ Dilemma

    • Abstract: Most applications for virtual agents require the user to cooperate. Thus, it is helpful to investigate different strategies for virtual agents to evoke the user’s cooperation. In the present work (N = 80), we experimentally tested the influence of an agent’s (non)cooperative nonverbal behavior and actual decision-making behavior on user’s cooperation in the Prisoners’ Dilemma considering different age groups (students and seniors). Therefore, we used a 2 (nonverbal behavior) x 2 (age group) between-subjects design in Wizard-of-Oz study. Results show age differences with seniors cooperating more often than students do. The nonverbal behavior had no effect on the users’ willingness to cooperate nor on the evaluation of the agent’s cooperativeness. However, the agent’s decision-making behavior in the game influenced the users’ willingness to cooperate. In summary, the nonverbal behavior seemed to be too subtle, while the actions of the agent were important in terms of cooperation.
      PubDate: Thu, 20 Sep 2018 09:48:52 +000
       
  • Towards a Model of User Experience in Immersive Virtual Environments

    • Abstract: There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing models (i.e., presence, engagement, immersion, flow, usability, skill, emotion, experience consequence, judgement, and technology adoption). It was validated in a user study involving 152 participants who were asked to use the edutainment application Think and Shoot and to complete an immersive virtual environment questionnaire. The findings lead us to a modified user experience model questioning new paths between user experience components (e.g., the influence of experience consequence on flow).
      PubDate: Wed, 12 Sep 2018 00:00:00 +000
       
  • Heuristic Evaluation: Comparing Generic and Specific Usability Heuristics
           for Identification of Usability Problems in a Living Museum Mobile Guide
           App

    • Abstract: This paper reports on an empirical study that compares two sets of heuristics, Nielsen’s heuristics and the SMART heuristics in the identification of usability problems in a mobile guide smartphone app for a living museum. Five experts used the severity rating scales to identify and determine the severity of the usability issues based on the two sets of usability heuristics. The study found that Nielsen’s heuristics set is too general to detect usability problems in a mobile application compared to SMART heuristics which focuses on the smartphone application in the product development lifecycle instead of the generic Nielsen’s heuristics which focuses on a wide range of interactive system. The study highlights the importance of utilizing domain specific usability heuristics in the evaluation process. This ensures that relevant usability issues were successfully identified which could then be given immediate attention to ensure optimal user experience.
      PubDate: Sun, 02 Sep 2018 00:00:00 +000
       
  • A Method for Designing Physical User Interfaces for Intelligent Production
           Environments

    • Abstract: Physical user interfaces with enhanced interaction capabilities are emerging along with intelligent production environments. In this manner, we pose the question if contemporary design methods and tools are sufficient for the design of this new breed of user interfaces, or if there is rather a need for more efficient design methods and tools. The paper is initiated with a discussion about the need for more sophisticated physical user interfaces with enhanced capabilities for interacting in intelligent production environments. Based on this idea, we derive several functional and nonfunctional requirements for a suitable design method, supporting the conceptualisation of physical user interfaces in the early phases of product development. Hence, we suggest a model-based design method, which incorporates a comprehensive context model and modelling tool, applicable to intelligent production environments. In order to demonstrate the feasibility of the design method, we further conduct a validation and evaluation of the functional modelling tool, based on an industrial use case, in cooperation with design experts. In the final section of the paper, we critically discuss the key characteristics of the design method and thus identify potential issues for future improvement.
      PubDate: Thu, 16 Aug 2018 00:00:00 +000
       
  • A New PC-Based Text Entry System Based on EOG Coding

    • Abstract: Some disadvantages of optical eye tracking systems have increased the interest to EOG (Electrooculography) based Human Computer Interaction (HCI). However, text entry attempts using EOG have been slower than expected because the eyes should move several times for entering a character. In order to improve the writing speed and accuracy of EOG based text entry, a new method based on the coding of eye movements has been suggested in this study. In addition, a real time EOG based HCI system has developed to implement the method. In our method all characters have been encoded by single saccades in 8 directions and different dwell time. In order to standardize dwell times and facilitate the coding process, computer assisted voice guidance was used. A number of experiments have been conducted to examine the effectiveness of the proposed method and system. At the end of the fifth trials, an experienced user was able to write at average 13.2 wpm (5 letters = 1 word) with 100% accuracy using the developed system. The results of our experiments have shown that text entry with the eye can be done quickly and efficiently with the proposed method and system.
      PubDate: Mon, 06 Aug 2018 00:00:00 +000
       
  • Cognitive Mimetics for Designing Intelligent Technologies

    • Abstract: Design mimetics is an important method of creation in technology design. Here, we review design mimetics as a plausible approach to address the problem of how to design generally intelligent technology. We argue that design mimetics can be conceptually divided into three levels based on the source of imitation. Biomimetics focuses on the structural similarities between systems in nature and technical solutions for solving design problems. In robotics, the sensory-motor systems of humans and animals are a source of design solutions. At the highest level, we introduce the concept of cognitive mimetics, in which the source for imitation is human information processing. We review and discuss some historical examples of cognitive mimetics, its potential uses, methods, levels, and current applications, and how to test its success. We conclude by a practical example showing how cognitive mimetics can be a highly valuable complimentary approach for pattern matching and machine learning based design of artificial intelligence (AI) for solving specific human-AI interaction design problems.
      PubDate: Wed, 01 Aug 2018 00:00:00 +000
       
  • Student Evaluations of a (Rude) Spoken Dialogue System Insights from an
           Experimental Study

    • Abstract: Communicating with spoken dialogue systems (SDS) such as Apple’s Siri® and Google’s Now is becoming more and more common. We report a study that manipulates an SDS’s word use with regard to politeness. In an experiment, 58 young adults evaluated the spoken messages of our self-developed SDS as it replied to typical questions posed by university freshmen. The answers were either formulated politely or rudely. Dependent measures were both holistic measures of how students perceived the SDS as well as detailed evaluations of each single answer. Results show that participants not only evaluated the content of rude answers as being less appropriate and less pleasant than the polite answers, but also evaluated the rude system as less accurate. Lack of politeness also impacted aspects of the perceived trustworthiness of the SDS. We conclude that users of SDS expect such systems to be polite, and we then discuss some practical implications for designing SDS.
      PubDate: Wed, 01 Aug 2018 00:00:00 +000
       
  • Second Screen Engagement of Event Spectators

    • Abstract: An effective means of engaging spectators at live events involves providing real-time information from a variety of sources. Consumers demand personalized experience; thus, a single channel perspective fails. Modern entertainment must extend to spectator mobile devices and adapt content to individual interests. Moreover, such systems should take advantage of venue screens to engage in sharing live information, aggregated social media, etc. We propose a second screen application, providing each audience member a personalized perspective, involving mobile devices equipped with Wi-Fi, and spanning to venue screens in hotels, halls, arenas, elevators, etc. Such a system engages both local audience and remote spectators. Our work provides a case study involving experience from the deployment of such an application at the ACM-ICPC World Finals with audiences at the event and around the world. We analyze and categorize its features, consider its impact on the audience, and measure its demands.
      PubDate: Tue, 10 Jul 2018 00:00:00 +000
       
  • Design of a Massage-Inspired Haptic Device for Interpersonal Connection in
           Long-Distance Communication

    • Abstract: The use of tactile senses in mediated communication has generated considerable research interest in past decades. Since massage is a common practice in Asian cultures, we propose to introduce massage-based interactions in mediated communication between people in a close relationship. We designed a device for distant interactive massage to be used during online conversation and we assessed its effect on interpersonal connection with eight pairs of Chinese participants in romantic relationships. All pairs were asked to engage in a conversation, either through a video call or through a massage-assisted video call. The findings showed that the use of the massage device significantly increased the perceived emotional and physical connection between the users. The results also showed a significant increase in the engagement in the massage activity, e.g., total massage time and average force per finger, from positive conversation to negative conversation, demonstrating an evidence of the interplay between audio-visual and haptic communication. Post hoc interviews showed the potential of the massage device for long-distance communication in romantic relationships as well as in parents-children relationships.
      PubDate: Mon, 09 Jul 2018 09:08:24 +000
       
  • An Empirical Study of Visitors’ Experience at Kuching Orchid Garden with
           Mobile Guide Application

    • Abstract: This empirical study was conducted to measure visitors’ experiences with a mobile guide application at Kuching Orchid Garden (KOG). A between-group experimental design with 114 participants was conducted to test three groups; a group using the mobile guide application as an information aid, a control group (with no information aid), and a group using pamphlets to explore the KOG. The Museum Experience Scale (MES) was used to evaluate visitors’ experience for all participants, whilst the Multimedia Guide Scale (MMGS) was used to evaluate the visitors’ experience with the mobile guide group. The most notable result from the Museum Experience Scale (MES) showed an impact on the visitors in terms of knowledge and learning when using the mobile guide application. However, the study found that enhancing visitors experience goes beyond simply providing interactive technologies in public settings to aid with information delivery. A limitation was providing relevant information in a timely and seamless manner due to inaccuracies of mapping between physical and digital environments. Future works should consider beacons and other Bluetooth low energy (BLE) technology to address the issues with location based devices. It is also important to highlight that the use of one’s own device had a significant impact on learnability and control of the device, thus suggesting that the BYOD concept should be widely used in informal educational settings implementing mobile guide applications. The use of MES and MMGS informs future researches with an understanding of the different dimensions of visitors’ experiences with mobile guide technology in public spaces to inform mobile application development that may further boost visitors’ engagement, emotional connection, and meaningful experience.
      PubDate: Sun, 03 Jun 2018 00:00:00 +000
       
  • Tangible User Interface for Social Interactions for the Elderly: A Review
           of Literature

    • Abstract: The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.
      PubDate: Wed, 02 May 2018 00:00:00 +000
       
  • UbiCompass: An IoT Interaction Concept

    • Abstract: Lately, different wearable form factors have reached the consumer domain. Wearables enable at-a-glance access to information and can continually sense the surrounding environment. Internet of Things (IoT) researchers have focused on the main enabling factors: the integration of several technologies and communication solutions. Less effort has been devoted to exploring how not-so-tech-savvy end users can discover and directly interact with the numerous connected things predicted by the IoT vision. This paper presents a novel IoT interaction concept called UbiCompass. A functional, smartwatch face prototype of the UbiCompass was developed and integrated with an existing smart home system, in which five different connected devices could be controlled using simple interaction. It was then compared to a traditional smartphone mobile application in a controlled experiment. The results show statistically significant differences in favor of the proposed concept. This highlights the potential the UbiCompass has as an IoT interaction concept.
      PubDate: Thu, 12 Apr 2018 07:24:16 +000
       
  • Corrigendum to “How Influential Are Mental Models on Interaction
           Performance' Exploring the Gap between Users’ and Designers’
           Mental Models through a New Quantitative Method”

    • PubDate: Tue, 20 Feb 2018 00:00:00 +000
       
  • Effects of Human Connection through Social Drones and Perceived Safety

    • Abstract: This study investigates whether people perceive social drones differently depending on pilot type and perceived safety. A “drone campus tour guide” social drone service was examined to explore these values. This study involves a between-subjects experiment using two drone control types (human-driven and algorithm-driven) and two levels of perceived safety (low and high). The results demonstrate that the drone pilot type changes the service experience when the drone is flying in an unsafe manner. In the group where the drones were flown in an unsafe manner, participants exhibited higher levels of satisfaction with the algorithm-driven drone guide, while both types of drones received the same level of satisfaction when they were flown safely. The results have implications for understanding how expectations influence service evaluations in relation to human connection.
      PubDate: Tue, 16 Jan 2018 08:37:06 +000
       
 
 
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