Computer Science, Cybernetics

Article Computer Science, Cybernetics

Modeling the user experience in virtual and real world transition by understanding the user goal value

Zhuoyue Diao, Pu Meng, Xin Meng, Liqun Zhang

Summary: This study explores the virtual world within digital games and analyzes the design attributes, consequences, and values sought by users. Virtual worlds can have positive effects on users' real lives, but also introduce negative consequences. To address this issue, initial steps are proposed to create a structural framework for enhancing the player experience.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Smile mimicry smoothens human-virtual human interactions

Evania L. Fasya, Esther van den Bos, Dirk K. J. Heylen, Mariska E. Kret

Summary: This study explores the relationship between mimicry, person-perception, and social anxiety levels by having participants interact with virtual humans. The results show that participants, regardless of anxiety levels, mimic the virtual humans' smiles, which is associated with increased liking and trust towards the virtual humans.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Hey StepByStep! Can you teach me how to use my phone better?

Alberto Monge Roffarello, Luigi De Russis

Summary: This paper presents a novel digital self-control tool called StepByStep, which proactively assists users in learning how to better manage smartphone use and reduce time spent on their devices. Preliminary studies show promising results in helping users change unwanted smartphone habits.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Building enriching realities with children: Creating makerspaces that intertwine virtual and physical worlds in pediatric hospitals

Naseem Ahmadpour, Ajit G. Pillai, Sofia Yao, Andrew Weatherall

Summary: Virtual Reality (VR) can be used in pediatric hospitals to create makerspaces that provide children with an enriched experience. Through observation of participants' engagement with VR, we identified three different maker identities and provided design considerations for makerspaces in pediatric settings.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Training, children, and parents: Coach perspectives on wearable sensor data in sub-elite figure skating in the United States

Michael Jones, Mia Caminita, Elizabeth Klemm, Dustin Bruening, Sarah Ridge

Summary: This study conducted interviews with figure skating coaches to explore their perception of using IMU data in training. The findings indicate that coaches play a crucial role as gatekeepers in sharing and interpreting data, considering individual athletes' needs and being cautious when sharing data with parents.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Engagement by Design Cards: A tool to involve designers and non-experts in the design of crowdsourcing initiatives

Leonardo Vasconcelos, Jean Zahn, Daniela Trevisan, Jose Viterbo

Summary: In today's world, crowdsourcing initiatives have gained wide adoption. However, sporadic use alone is not enough for success in crowdsourcing initiatives, as active user engagement is crucial. To address this, an 18-card deck was created to provide designers with domain-specific insights on boosting user engagement. Through collaborative online design workshops, valuable information was provided, leading to contributions in design research and practices in crowdsourcing initiatives, particularly in user engagement.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

From Driver to Supervisor: Comparing Cognitive Load and EEG-Based Attentional Resource Allocation Across Automation Levels

Nikol Figalova, Hans-Joachim Bieg, Julian Elias Reiser, Yuan-Cheng Liu, Martin Baumann, Lewis Chuang, Olga Pollatos

Summary: With increasing automation, drivers' roles transition from active operators to passive system supervisors, affecting their behaviour and cognitive processes. This study investigates attentional resource allocation and subjective cognitive load during different levels of driving automation. The findings suggest that during automated driving, drivers allocate fewer attentional resources to processing environmental information, highlighting the importance of managing drivers' attention and cognitive load for enhancing automation safety and user interface design.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Taxonomy and definition of audio augmented reality (AAR): A grounded theory study

Abhraneil Dam, Arsh Siddiqui, Charles Leclercq, Myounghoon Jeon

Summary: This article investigates the concept of audio augmented reality (AAR) and provides a systematic understanding, classification, and definition for AAR. The research identifies three categories for AAR applications - Environment Connected, Goal Directed, and Context Adapted, each with three subcategories. This taxonomy serves as a guide for the development and evaluation of AAR applications.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

mF plus C: Linking suboptimal projections to detail on handheld devices

Majid Nasirinejad, Derek Reilly

Summary: Mobile Focus+Context (mF+C) involves using a handheld device as a focus screen for content on an immersive display or mobile projector. In this study, three techniques for linking focus and context were compared, and it was found that all techniques were able to mitigate poor projection quality and performed similarly in terms of time and precision. However, the effectiveness of each technique depended on the task type.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Review Computer Science, Cybernetics

The Impact of Video Meeting Systems on Psychological User States: a State-of-the-Art Review

Julia Seitz, Ivo Benke, Armin Heinzl, Alexander Maedche

Summary: Video meeting systems are widely used in work and life, but their impact on users' psychological states and outcomes is not well understood. This article provides a comprehensive review of existing research on psychological user states and outcomes, highlighting key findings and suggesting future research directions.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

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

Susan Loh, Marcus Foth, Yasu Santo

Summary: This paper examines the role and impact of plants in interaction design through both theoretical and meta-analysis approaches. The findings indicate that plants are used as proxies for nature, triggers for human experiences, and interfaces for other actions. This research contributes to the understanding of the ethical and societal implications of using plants in technologically mediated environments.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

MFCSNet: A Musician-Follower Complex Social Network for Measuring Musical Influence

Hewei Wang, Yijie Li, Kaiwen Gong, Muhammad Salman Pathan, Shijia Xi, Bolun Zhu, Ziyuan Wen, Soumyabrata Dev

Summary: In this paper, a model named MFCSNet is proposed to measure musical influence by analyzing musical characteristics and connections between music influencers and followers. The model applies multiple indicators, providing diverse analysis perspectives and accurately reflecting the influence of different types of music in various fields.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

Exploring how gender-anonymous voice avatars influence women's performance in online computing group work

Dominic Kao, Syed T. Mubarrat, Amogh Joshi, Swati Pandita, Christos Mousas, Hai-Ning Liang, Rabindra Ratan

Summary: This study investigates the impact of gender-anonymous voice avatars on women's performance in online computing group work. The findings indicate that when only male participants use masked voices, female participants speak for a longer period of time and score higher on computing problems. When everyone uses masked voices, female participants speak for a longer period of time, speak more words, and score higher on computing problems.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

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

Eugene Hwang, Jeongmi Lee

Summary: This study proposes an automatic lecture video editing pipeline based on individual attention patterns, aiming to address the setbacks in producing effective educational videos. The results show that attention-based automatic editing can significantly reduce editing time while maintaining similar video characteristics to professionally edited versions, and have the potential to decrease the cognitive load of learners.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value

Kai-Hsin Tai, Jon-Chao Hong, Kuan-Fong Chen, Chan-Li Lin

Summary: Virtual technology in teaching enriches content and brings possibilities. This study used Jazz-Drum-VR, a virtual reality system, to analyze learners' performance and promote the effectiveness of their rhythm learning. Results showed that gameplay anxiety negatively predicts learning effectiveness, while flow experience and perceived learning value positively predict learning effectiveness.

ENTERTAINMENT COMPUTING (2024)

Article Computer Science, Cybernetics

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

Kata Szita, Wyatt Moss-Wellington, Xiaolin Sun, Eugene Ch'ng

Summary: Virtual reality cinemas can provide a similar experience to physical movie watching, enhancing viewers' understanding and engagement with the characters' emotions. However, social viewing may not be suitable for all viewers. Previous experience with virtual reality can impact viewers' comfort levels during the screening, but early adopters and supporters of the technology are more likely to have an enjoyable and engaging film experience.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Wearable gaming technology: A study on the relationships between wearable features and gameful experiences

Nannan Xi, Oguz Oz Buruk, Juan Chen, Shiva Jabari, Juho Hamari

Summary: This study investigates the features of wearables that lead to a heightened game experience, finding that integrability to games, wearability, modularity, and sociability are the most important dimensions.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

To mimic reality or to go beyond? Superpowers in virtual reality, the experience of augmentation and its consequences

Robin Neuhaus, Ronda Ringfort-Felner, Shadan Sadeghian, Marc Hassenzahl

Summary: Virtual reality has the potential to extend human capabilities beyond reality, but it is unclear whether users perceive augmentation-oriented designs as augmenting and whether the experience is beneficial. Two consecutive experimental vignette studies were conducted to compare reality-oriented designs and augmentation-oriented designs. The findings show that augmentation-oriented designs create a more intensive augmentation experience, which is positively related to positive affect, need fulfillment, usage intention, and hedonic quality. Additionally, a new measure for assessing the subjective experience of augmentation was successfully established.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

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

Moritz Held, Andreea Minculescu, Jochem W. Rieger, Jelmer P. Borst

Summary: In this study, the effects of interventions by adaptive automation systems designed to prevent mind-wandering while driving were predicted. It was found that a simple secondary task can improve driving performance, but if the driving task is simple, people may start mind-wandering, which interferes with driving. The study showed that interventions eliciting mild cognitive load can mitigate the negative effects of mind-wandering on driving performance.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES (2024)

Article Computer Science, Cybernetics

Structural model proposal to explain online game addiction

Veysel Yilmaz, Berkalp Tunca

Summary: This study aims to understand the main determinants of online game playing habits and possible addiction among young people between the ages of 18-35 and to contribute to the development of preventive and awareness-raising measures by better understanding the gaming habits of young people. The proposed structural model analyzes the relationships between the variables affecting youth gaming addiction from a holistic perspective. The study found that self-efficacy, achievement, curiosity, and flow have positive effects on game addiction. The flow experience and the level of distortion in time perception have a high impact on game addiction.

ENTERTAINMENT COMPUTING (2024)