Computer Science, Cybernetics

Article Computer Science, Cybernetics

Two lingering delays in a go/no-go task: mind wandering and caution/uncertainty slow down thought probe response times

Alexander P. L. Martindale, Eleanor M. Deane, Catarina I. Peral-Fuster, Omar Elkelani, Ziqiao Qi, Sara I. Ribeiro-Ali, Rhiannon S. Herold, Carina E. I. Westling, Harry J. Witchel

Summary: Lengthening the inter-trial interval (ITI) or decreasing the press percentage (PP) slows down both reaction time and thought probe response time, resulting in a lingering mental delay state. The study found that mind wandering may delay the response time of thought probes. Participants adopt a mental speed-accuracy trade-off strategy to complete different tasks, speeding up thinking by reducing caution and uncertainty.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)

Article Computer Science, Cybernetics

Evaluation of the effectiveness of preschool English learning applications based on touch and voice multimodal interaction technique

Tengku Siti Meriam Tengku Wook, Siti Fadzilah Mat Noor, Noraidah Sahari Ashaari, Hazura Mohamed, Nor Hidayah Hussain, Rasheedah Zakariya

Summary: The rising development in information and communication technology has led to the emergence of new interface designs to meet user interaction needs. This study evaluates the effectiveness of the ETSApp learning application through user performance and experience. The observation results show positive interaction between users and the application, and the user surveys also indicate a positive response.

UNIVERSAL ACCESS IN THE INFORMATION SOCIETY (2023)

Review Computer Science, Cybernetics

Adaptive user interfaces in systems targeting chronic disease: a systematic literature review

Wei Wang, Hourieh Khalajzadeh, John Grundy, Anuradha Madugalla, Jennifer Mcintosh, Humphrey O. Obie

Summary: eHealth technologies are increasingly used to support self-management skills for patients with chronic diseases. However, providing personalized support is challenging due to the dynamic nature of chronic diseases. Many eHealth applications use adaptive user interfaces, which can change to accommodate individual users. This study analyzed 48 key studies to categorize the approaches used so far and identify limitations, gaps, and trends in research. The findings will help researchers and developers understand the application of adaptive user interface approaches in different chronic disease-related eHealth applications.

USER MODELING AND USER-ADAPTED INTERACTION (2023)

Article Computer Science, Cybernetics

Co-creation with service robots and employee wellbeing: a self-determination perspective

Xue Yang, Youjiang Gao

Summary: This study investigates the impact of co-creation with service robots on employee wellbeing based on self-determination theory. The results suggest that co-creation with service robots enhances employees' sense of autonomy and influences their wellbeing through the mediation of autonomy needs related to competence and relatedness.

BEHAVIOUR & INFORMATION TECHNOLOGY (2023)

Article Computer Science, Cybernetics

Website accessibility evaluation of the federal government of Nepal

Pabitra Dangol

Summary: This paper evaluates the accessibility of 25 federal e-government websites in Nepal and finds that the majority of the websites fall short in meeting the WCAG 2.1 standards, contrast and ARIA errors, and HTML and CSS validation. However, the websites fare relatively well in terms of compliance with the website directive of 2021. The Nepal government is recommended to establish a web accessibility team and update existing website policies to ensure better accessibility.

UNIVERSAL ACCESS IN THE INFORMATION SOCIETY (2023)

Article Computer Science, Cybernetics

VIREO: Web-based Graphical Authoring of Vibrotactile Feedback for Interactions with Mobile and Wearable Devices

Mihail Terenti, Radu-Daniel Vatavu

Summary: We introduce VIREO, a web-based software tool for graphical authoring of vibrotactile feedback for mobile and wearable applications. VIREO enables flexible specification of vibrotactile patterns with model-based and free-draw input, and is compatible with devices that run JavaScript. We demonstrate the capabilities of VIREO with applications developed for various mobile and wearable devices and present the results of a usability evaluation study. Additionally, we discuss the current state of software tools and platforms for authoring vibrotactile feedback in the scientific community.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

User-Defined Foot Gestures for Eyes-Free Interaction in Smart Shower Rooms

Zhanming Chen, Huawei Tu, Huiyue Wu

Summary: With the rapid development of natural human-computer interaction technologies, gesture-based interfaces have become popular. However, there is a lack of research on foot-gesture-based interfaces. This study explores foot-gesture-based interaction to achieve eyes-free interaction in smart shower rooms and provides design guidelines based on user preferences and behaviors.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Trustworthy UAV Relationships: Applying the Schema Action World Taxonomy to UAVs and UAV Swarm Operations

Katie J. Parnell, Joel E. Fischer, Jediah R. Clark, Adrian Bodenmann, Maria Jose Galvez Trigo, Mario P. Brito, Mohammad Divband Soorati, Katherine L. Plant, Sarvapali D. Ramchurn

Summary: This study aims to understand the trust requirements of UAV operators when piloting UAVs by interviewing six operators with different levels of experience. The importance of past experience to trust and the expectations held by operators were identified, and recommendations were made for training and improving equipment, procedures and standards to develop trustworthy systems. The methodology developed shows promise for capturing trust in human-automation interactions.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Investigation on Equity and Otherness in the Interaction Design Process: A Systematic Mapping

Beatriz Brito do Rego, Caique Yan Conceicao de Amorim, Suyane Miranda Sodre, Filipe Adeodato Garrido, Ecivaldo de Souza Matos

Summary: This article presents a systematic literature mapping process to identify interaction design practices that promote otherness and equity. The study emphasizes the importance of user-friendly interactions and the inclusion of diverse user profiles in the design process. The results highlight the key role of designers and performers in ensuring equity and otherness in interaction design practices.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Accurate Wide-Range Scaling Manipulation of the Model with a 6-DOF Tracking Device

Jiaxin Yu, Weizhi Nai, Xiaoying Sun

Summary: This study examines methods for controlling the scaling property of 3D models in virtual reality applications, proposes a scaling manipulation framework that combines the advantages of different schemes, and validates its accuracy and efficiency through a user study.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Gamifying Public Engagement on Sustainability Issues: From Motivational Affordances to the Effectiveness of Symmetrical Public Relations

Xiaomeng Lan, Baobao Song, Spiro Kiousis

Summary: This study investigates the impact of gamification on public relations and its ability to engage the public with social issues. By surveying users on a sustainability-themed gamification platform, the study examines the effects of two gamified communication strategies on public engagement. It also explores the role of motivational experiences and perceptions of the organization-public relationship in this process. The findings show that gamification can enhance corporate public engagement by providing motivational affordances and strengthening positive perceptions of the relationship with the company, leading to increased psychological engagement. The study contributes to the field by bridging the gap in empirical research on the effectiveness of gamification in corporate communication.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

5 Lanes 5 Fingers Portable Touch-Typing Interface ParoTone for Efficient Sensorimotor Learning: Musical Performance Acquisition Much Faster than Piano

Shinjiro Mita, Nayuta Sato, Morio Fujimoto, Shunichi Sugimoto, Taiga Fujimoto, Makoto Ozawa, Hiroki Fukunaga, Zenjiro Mita, Satoru Iwasaki

Summary: This study introduces a new interface called ParoTone, which helps beginners learn to play musical instruments, particularly the piano, faster. It provides an easy, expressive, and portable learning method.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Universal and ecological design in media accessibility: finding common ground

Irene Hermosa-Ramirez

Summary: This article compares universal design and ecological design in the context of media accessibility, identifying areas of overlap, divergence, and complementarity between the two approaches.

UNIVERSAL ACCESS IN THE INFORMATION SOCIETY (2023)

Article Computer Science, Cybernetics

Unravelling the Relationship between Competitiveness Trait and Intention to Use Memory Implants: The Moderating Roles of Moral Equity, Egoism, and Utilitarianism

Ashraf Sadat Ahadzadeh, Fon Sim Ong, Ruolan Deng, Rizwanah Souket Ali

Summary: This study investigates the prediction of competitiveness traits on the intention to use memory implant technology, and explores the moderating roles of moral equity, egoism, and utilitarianism. The results reveal a significant positive relationship between competitiveness traits and the intention to use memory implants. Additionally, the relationship is weaker for individuals high in moral equity and stronger for those high in utilitarianism. Egoism does not influence this relationship. This research enhances understanding of how competitiveness traits and ethical judgments influence the acceptance of human-machine hybrid technologies, improving competence.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Multi-Finger-Based Arbitrary Region-of-Interest Selection in Virtual Reality

Qimeng Zhang, Chang-Hun Kim, Hae Won Byun

Summary: This article presents a new 3D user interface for selecting arbitrarily shaped regions of interest in virtual reality. The interface uses a user's finger positions on a 3D surface geometry to create a flexible selection space and provides visual feedback to assist the user in refining the selection shape. The interface employs Leap Motion controller for finger position input and gesture-based navigation, creating a flexible and natural user experience.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

NewSQL Database Management System Compiler Errors: Effectiveness and Usefulness

Toni Taipalus, Hilkka Grahn

Summary: This study compares the error message qualities of four modern database management systems and finds that some of them provide more useful error messages, although these messages still have usability issues. The results are significant in further improving the usability of query language compilers, bridging the gap between human-computer interaction and query language compilers, and providing support for novice teaching.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

The Rise of Chatbots in Political Campaigns: The Effects of Conversational Agents on Voting Intention

Yunju Kim, Heejun Lee

Summary: This study investigates the role and effectiveness of anthropomorphism in political chatbots in influencing voting intentions. The findings show that participants have higher voting intentions when exposed to political chatbots with higher levels of anthropomorphic visual cues. The study also explores the moderators of this relationship, namely message type (factual vs. emotional) and message interactivity (high vs. low). The results reveal that the highly anthropomorphized chatbot enhances participants' voting intentions when delivering emotional messages. Additionally, participants exhibit higher voting intentions when the political chatbot has lower levels of anthropomorphism and higher (or lower) message interactivity. The theoretical and practical implications of these findings are discussed.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Using a Game-Based Translation Learning App and Google Apps to Enhance Translation Skills: Amplification and Omission

Yulin Chen

Summary: This study examines the effectiveness of using a digital game-based learning app and Google apps to enhance the translation skills of Taiwanese undergraduate English as a Foreign Language (EFL) students. The findings suggest that both applications can improve students' learning performance and experience in translation courses.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Exploration of the Virtual Reality Teleportation Methods Using Hand-Tracking, Eye-Tracking, and EEG

Jinwook Kim, Hyunyoung Jang, Dooyoung Kim, Jeongmi Lee

Summary: This study investigates the integration of bio-sensors into VR locomotion and explores how usability can be improved. Teleportation methods using eye-tracking, EEG, and hand-tracking were developed for location targeting and teleport triggering. The experimental results demonstrate the suitability of these locomotion methods for hands-free VR content, with eye-tracking being superior for location targeting and hand-tracking for teleport triggering.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)

Article Computer Science, Cybernetics

Investigating the Influence of Different Factors on the UX Evaluation of a Mobile Application

Walter T. Nakamura, Leonardo C. Marques, David Redmiles, Elaine H. T. de Oliveira, Tayana Conte

Summary: This article investigates the impact of interaction sequencing, previous experience, and the number of problems on user experience evaluations. The study found that users with previous experience tend to give lower ratings, inspectors rate the pragmatic dimension lower as they identify more problems, and interaction sequencing does not have a significant influence on user experience evaluation.

INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION (2023)