Article
Computer Science, Cybernetics
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)