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Volume 181, Issue CJan 2024
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research-article
DeepThInk: Designing and probing human-AI co-creation in digital art therapy
Abstract

Art therapy has been an essential form of psychotherapy to facilitate psychological well-being, which has been promoted and transformed by recent technological advances into digital art therapy. However, the potential of digital technologies has ...

Highlights

  • A longitudinal iterative design process with five professional art therapists.
  • A novel AI-infused digital art-making system DeepThInk.
  • Results of an evaluation that assists the understanding of AI as a material in art therapy.

research-article
Why people watch user-generated videos? A systematic review and meta-analysis
Highlights

  • We reviewed 46 articles that investigate the antecedents of UGV viewership.
  • We identified 145 antecedents covering two categories of people and video/platform.
  • We discovered that most significant determinants belong to human ...

Abstract

The business ecosystem surrounding user-generated videos (UGVs) is rapidly expanding. However, existing literature on the motivations for UGV consumption presents inconsistencies in findings. This study aims to apply a meta-analytic approach to ...

research-article
The media inequality, uncanny mountain, and the singularity is far from near: Iwaa and Sophia robot versus a real human being
Highlights

  • Human-likeness is about intrinsic rather than extrinsic qualities of a humanoid robot.
  • Human-likeness is not higher for human-looking robots compared to non-human looking robots.
  • Human and non-human looking robots are not ...

Abstract

Design of Artificial Intelligence and robotics habitually assumes that adding more humanlike features improves the user experience, mainly kept in check by suspicion of uncanny effects. Three strands of theorizing are brought together for the ...

research-article
Comparison of visitor experiences of virtual reality exhibitions by spatial environment
Highlights

  • In virtual reality, visitor experience is affected by representational fidelity.
  • Reality-based environments show high representational fidelity.
  • Virtuality-based environments do not reflect the physical world.
  • The reality-based ...

Abstract

The growing interest in the metaverse has led to a corresponding increase in attention towards virtual reality (VR) exhibitions. Furthermore, with the potential and possibility of a virtual environment without physical and economic constraints, ...

research-article
Robotic technology for Parkinson's disease: Needs, attitudes and concerns of individuals with Parkinson's disease and their family members. A focus group study
Highlights

  • Stakeholder input is critical when developing technology for unique population groups.
  • We held six focus groups with parkinson's disease patients and their family members.
  • The most frequently raised pain point was motor-related ...

Abstract

Parkinson's disease (PD) is a neurodegenerative disorder that affects millions of people worldwide, and its incidence is expected to rise due to the aging of the global population. Individuals with PD present with adverse motor and non-motor ...

research-article
The more-than-human turn in human-plant interaction design: From utilitarian object to living co-inhabitant
Highlights

  • Reviews studies on people-plant engagement in interaction design.
  • Offers a qualitative meta-analysis of design research critiquing plants in HCI.
  • Discusses ethical/societal implications of using plants with technological devices.

Abstract

Plants and specifically indoor pot plants have featured as a prominent object in human-computer interaction (HCI) studies for more than two decades. Motivated by recent discourse in posthumanist and entanglement HCI, this paper seeks to ...

research-article
Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing
Highlights

  • VR cinemas are computer-generated immersive environments for avatar-based viewers.
  • They evoke experiences similar to movie theaters: a sense of community or presence.
  • VR cinemas can be alternatives to physical ones in enjoyment and ...

Abstract

Virtual reality cinemas offer computer-generated screening environments that resemble physical-world movie theaters for avatar-based viewers. Reflecting on virtual spectatorship in the context of social isolation, the present study investigates ...

research-article
From reader to experiencer: Design and evaluation of a VR data story for promoting the situation awareness of public health threats
Abstract

Informing people of health threats is crucial as they may lack situation awareness (SA) of risky situations when they do not have personal experiences or lessons learned from dangerous encounters. In this work, we explored the potential of using ...

Highlights

  • This paper conducts a design study with users to explore the design considerations of creating the immersive experience of a data story in VR.
  • This paper designs an interactive VR data story prototype that aims to raise people’s ...

research-article
Do videogame rewards influence players’ subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning
Abstract

Prosocial behaviours are actions that have a positive impact on others. Those who act prosocially in videogames are more likely to be prosocial after the game. In-game rewards may impact this prosocial transfer to real life but there are mixed ...

Highlights

  • We partially replicated and extended prior novel work, addressing potential confounds
  • We explored relationships between game rewards, prosocial behaviour, and reasoning
  • We created a prosocial videogame and made the source code ...

research-article
Creating and validating predictive personas for target marketing
Highlights

  • This study proposes a guideline to create a predictive persona by using data-mining predictive algorithms.
  • The proposed method aims to improve the accuracy and credibility of personas.
  • We discuss the strengths, weaknesses, and ...

Abstract

A persona is a widely used tool in the design field to help understand users’ needs, experiences, behaviors, and goals. Quantitatively creating personas is gaining importance for its greater representability, objectivity, and fast creative speed. ...

research-article
Decoding the gendered design and (dis)affordances of face-editing technologies in China
Highlights

  • Designers encode their biases into artifacts. Beauty apps have been found to embed a "programmed masculinity" that is binary, stereotypical, and immutable, leading to a "gender panopticon" that monitors and disciplines men's gender ...

Abstract

AI-powered face-editing technologies, such as face filters and beauty apps, are widely used for appearance enhancement. However, such tools often perpetuate rigid beauty standards, thereby risking the reinforcement of harmful gender norms. While ...

research-article
Wearable gaming technology: A study on the relationships between wearable features and gameful experiences
Highlights

  • A vignette-based survey was designed and conducted among 289 users.
  • The GAMEFULQUEST (gameful experience questionnaire) scale was used to measure seven dimensions of gameful experience.
  • The measurements of wearable features were ...

Abstract

With the parallel advancement and evolution of psycho-physiological sensors, haptics, and overall wearable computing, wearable devices have become a mainstay in everyday life. While gaming is one of the most intuitively appealing areas for using ...

research-article
Exploring how gender-anonymous voice avatars influence women’s performance in online computing group work
Abstract

We investigate how gender-anonymous voice avatars influence women’s performance in online computing group work. Female participants worked with two male confederates. Voices were filtered according to four voice gender anonymity conditions: (1) ...

Highlights

  • We developed voice avatar creation software that masks gender.
  • Voice anonymity in our experiment (N=1362) influenced stereotype threat effects.
  • The more voice masking, the better the performance enhancement for women.
  • Gender-...

research-article
Innovation tactics for implementing an ML application in healthcare: A long and winding road
Highlights

  • The implementation of machine learning (ML) solutions is an innovation process.
  • Various tactics were employed to innovate in the studied implementation project.
  • The boundary between development and real-world use is blurred in ML ...

Abstract

Artificial intelligence techniques, including machine learning (ML), have shown remarkable test results over the past decade but struggled with the transfer to practical application. The present study applies action research to investigate this ...

research-article
Do stakeholder needs differ? - Designing stakeholder-tailored Explainable Artificial Intelligence (XAI) interfaces
Highlights

  • Human-centered approach elicited stakeholder-tailored XAI explanation needs.
  • Clinicians and patients have distinct explanation needs.
  • Tailoring interfaces were designed based on needs and theoretical frameworks.

Abstract

Explainable AI (XAI) is increasingly being used in the healthcare domain. In health management, clinicians and patients are critical stakeholders, requiring tailored XAI explanations based on their unique needs. Our study investigates the ...

research-article
To mimic reality or to go beyond? “Superpowers” in virtual reality, the experience of augmentation and its consequences
Highlights

  • Augmentation-oriented VR designs lead to higher augmentation experience.
  • Augmentation experience relates positively to key experiential factors, e.g., affect.
  • Findings support augmenting users as a design strategy for VR.
  • ...

Abstract

Virtual reality (VR) offers the outstanding possibility to virtually extend human capabilities beyond reality (e.g., telekinesis). Previous work (Sadeghian and Hassenzahl, 2021) has proposed such augmentation as a core design principle of VR by ...

research-article
Estimating human sensitivity to curving of segmented paths within room-size environment
Abstract

The curvature gain of the redirected walking (RDW) technique can map a straight virtual path to an arced real path, which enables users to real walk in large virtual space. However, the human perceptual abilities for curvature gain are mainly ...

Highlights

  • We perform several studies to explore the human cognition for curvature gain.
  • Path curve direction can influence the human perception of curvature gain.
  • Consistency of multi-path curve direction affects the sensitivity on postorder ...

research-article
Preventing mind-wandering during driving: Predictions on potential interventions using a cognitive model
Abstract

In this study, we made predictions on the effects of different interventions by adaptive automation systems designed to prevent mind-wandering while driving. Although cognitive load associated with secondary tasks tends to affect driving ...

Highlights

  • Mind-wandering harms driving performance at the behavioral level
  • Simple tasks may induce less cognitive load than mind-wandering itself
  • Interventions to prevent mind-wandering incur a significant processing cost

research-article
Attention-based automatic editing of virtual lectures for reduced production labor and effective learning experience
Abstract

Recently there has been a surge in demand for online video-based learning, and the importance of high-quality educational videos is ever-growing. However, a uniform format of videos that neglects individual differences and the labor-intensive ...

Highlights

  • An attention-based automatic lecture video editing pipeline for personalized videos
  • Near-professional quality lecture videos with dramatically reduced editing time
  • Effective in video characteristics, learning experiences, and eye-...

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