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User perception of animation fluency: The effect of time duration in different phases of animated transitions during application usage Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-03-02 Yan Ge, Hongyu Chen, Yuchen Wang, Weina Qu, Yubo Zhang, Yanfang Liu
Animation fluency is an important factor of user experience in smartphone applications. The purpose of this study is to explore the effect of time duration in different sections of application usage on users’ perceived fluency. We manipulated the duration of different phases, including the click-response delay (CD), duration of animation (DA), and duration of loading completion (DL), in an open app
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Adaptable automation for a more human-centered work design? Effects on human perception and behavior Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-21 Michèle Rieth, Linda Onnasch, Vera Hagemann
This experiment systematically examines whether, in safety-critical environments such as Air Traffic Control, the negative effects of increasing automation associated with static automation concepts can be mitigated by adaptable automation. Adaptable automation is a form of flexible automation in which the human operator (rather than the system as in adaptive automation) can decide when and to what
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Effects of context-sensitive distraction warnings on drivers’ smartphone use and acceptance: A long-term naturalistic field study Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-20 Tuomo Kujala, Hilkka Grahn, Jakke Mäkelä, Johanna Silvennoinen, Timo Tokkonen
Driver distraction by smartphone use is a major contributor in traffic accidents. Context-sensitive driver (in)attention monitoring and warning systems might mitigate the associated risks. However, few naturalistic studies are yet available on the effects of such systems. In this paper, utility of context-sensitivity in inattention monitoring was studied by a smartphone-based context-sensitive distraction
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Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-11 Quentin Sellier, Arthur Sluÿters, Jean Vanderdonckt, Ingrid Poncin
Although many methods currently exist to evaluate a user interface, they have been mainly developed and applied for graphical and vocal user interfaces, leaving aside other modalities such as gesture interaction. As a consequence, the evaluation of the global quality of a gesture user interface most often resorts to these methods, which take little or no explicit and specific account of the gesture
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Augmenting the feel of real objects: An analysis of haptic augmented reality Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-07 Arpit Bhatia, Kasper Hornbæk, Hasti Seifi
Advances in haptic technologies can alter how real objects feel to our touch and create the experience of haptic augmented reality (AR). However, the definition, use cases, and value to end users of such haptic AR remain unclear. Existing work is concerned with technological implementation and lacks a user-centered perspective. To address these limitations, we analyze haptic AR systems in the literature
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VISHnu: An approach to support the personalization of self-expressive avatars using context-awareness Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-06 Ailton Ribeiro, Vaninha Vieira, Lynn Alves, Cristiano Maciel
The avatar is a digital character that represents a person in a virtual environment, such as the metaverse. It is widely used in games and is also becoming a reality in other domains. Research indicates that the characteristics of a person’s avatar can influence his/her behavior while using a system, improving the sense of presence, immersion, and self-expression. A gap is how to support developers
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Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-03 Alberto Boem, Luca Turchet
While numerous studies have examined 3D interaction techniques for Virtual Reality (VR) across various tasks and scenarios, limited research has focused on music-related applications. However, the most common input techniques in consumer VR systems have been developed outside of the musical domain. Therefore they have not been tested in tasks where synchronization with auditory stimuli and timing plays
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Monetary valuation of personal health data in the wild Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-02-02 Andy Alorwu, Niels van Berkel, Aku Visuri, Sharadhi Suryanarayana, Takuya Yoshihiro, Simo Hosio
The value of personal health data continues to be a debated topic in HCI and society more broadly. We investigate the monetary value people attach to their health data. Using a custom mobile app for 14 days with 55 participants, we collected health data (sleep duration, sleep quality, pain intensity, wake-up times) and a daily monetary data valuation using a reverse second-price auction. Participants
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Design with myself: A brain–computer interface design tool that predicts live emotion to enhance metacognitive monitoring of designers Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-26 Qi Yang, Shuo Feng, Tianlin Zhao, Saleh Kalantari
Metacognitive monitoring, defined as the self-awareness and management of cognitive processes, influences creative design. Yet, there are few tools to enhance metacognitive monitoring through biofeedback. To address the gap, we present “Multi-Self”, a BCI-VR design tool for enhancing metacognitive monitoring in architectural design. Multi-Self evaluates designers’ emotions responses (valence and arousal)
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Computational models of cognition for human-automated vehicle interaction: State-of-the-art and future directions Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-24 Christian P. Janssen, Martin Baumann, Antti Oulasvirta
We discuss the state-of-the-art and future directions of the development, evaluation, and application of computational cognitive models for human-automated vehicle interaction. The capabilities of automated vehicles are rapidly increasing and changing human interaction with and around the vehicle. Yet, at the same time, fully automated vehicles that do not require human interaction are not available
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Automatically adapting system pace towards user pace — Empirical studies Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-19 Andy Cockburn, Alix Goguey, Carl Gutwin, Zhe Chen, Pang Suwanaposee, Stewart Dowding
An interactive application’s overall pace of interaction is a combination of the user’s pace and the system’s pace, and if the system’s pace is mismatched to the user’s pace (e.g., timeouts or animations are too fast or slow for the user), usability and user experience can be impaired. Through a series of four studies, we investigated whether users prefer systems where the system’s pace better matches
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Nudging human drivers via implicit communication by automated vehicles: Empirical evidence and computational cognitive modeling Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-19 Arkady Zgonnikov, Niek Beckers, Ashwin George, David Abbink, Catholijn Jonker
Understanding behavior of human drivers in interactions with automated vehicles (AV) can aid the development of future AVs. Existing investigations of such behavior have predominantly focused on situations in which an AV a priori needs to take action because the human has the right of way. However, future AVs might need to proactively manage interactions even if they have the right of way over humans
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Cognitive training based on human-computer interaction and susceptibility to visual illusions. Reduction of the Ponzo effect through working memory training Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-13 Hanna Bednarek, Magdalena Przedniczek, Radosław Wujcik, Justyna M. Olszewska, Jarosław Orzechowski
The main objective of the current study was to test the efficiency of adaptive cognitive training programs based on human-computer interaction. More specifically, the influence of this training on resistance to orientation visual illusions (Poggendorff, Zӧllner) and metric visual illusions (Ebbinghaus, Müller-Lyer, Ponzo) was tested. In addition, the second goal of the study was to verify whether Witkin's
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Conversation-based hybrid UI for the repertory grid technique: A lab experiment into automation of qualitative surveys Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-14 Yunxing Liu, Jean-Bernard Martens
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You, me, and HPV: Design research to explore attitudes towards cervical self-sampling Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-17 Doireann Peelo Dennehy, Muireann Mc Mahon, Stephanie Murphy, Sarah Foley, Kellie Morrissey
Cervical cancer screening has the potential to save lives, but it can also produce strong anxiety and self-stigma in those who are screened. Although there has been a recent turn towards women's health in design, the potential for design to ameliorate experiences of cervical screening remains underexplored. In this paper, we report on a design research study with 15 Irish women that qualitatively unpacked
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User speech rates and preferences for system speech rates Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-11 Stewart Dowding, Carl Gutwin, Andy Cockburn
Prior studies of human communication have demonstrated that prosocial outcomes occur when facets of communication converge between interlocutors—for example, social likeability and perceived competence increase when people adapt their pitch or rate of speech towards one another. Inspired by these findings, we examined whether user preference for fast or slow system speech rate covaries with user speech
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PalmSpace: Leveraging the palm for touchless interaction on public touch screen devices Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-11 Pinku Deb Nath, William Delamare, Khalad Hasan
Touchscreen is the primary solution to interact with public devices such as Automated Teller Machines (ATMs). However, the touch modality raises health concerns since users have to touch the screens, and therefore risking the spread of contagious diseases. We design PalmSpace, an alternate input technique leveraging users’ hand palms to interact with public devices. With Palmspace, UI elements are
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I'm not upset–I get it: Effects of co-workers' stress cues on help-seekers' social diction and empathy in telecommuting Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-12 Ning Zhang, Bin Yu, Jun Hu, Min Li, Pengcheng An
In both remote and physical work environments, it is commonplace for help-seeking messages to be rejected by other colleagues. This paper investigates how signifying co-workers’ stress status would influence the social diction and empathy of help-seekers in the context of rejection. 36 participants were recruited to perform help-seeking tasks with virtual co-workers via a professional mobile messaging
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Developing and validating a scale for motivation in participating in time-bounded collaborative events Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-11 Marcelo Gattermann Perin, Leandro de Almeida Melo, Cleidson Ronald Botelho de Souza, Any Caroliny Duarte Batista de Almeida, Fernando Figueira Filho
Time-bounded collaborative events bring together participants from different backgrounds to address a problem by creating a computational artifact over a short period of time (e.g., one or two days). Examples of these events include hackathons, game jams, codefests, ideathons, etc. Time-bounded events present minimal restrictions for participation, with hundreds of people attending an increasing number
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The role of individual differences in human-automated vehicle interaction Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-11 Christopher R. Fisher, Megan B. Morris, Christopher A. Stevens, Garrett Swan
As more automation is integrated into vehicles, understanding how humans interact with these new technologies is becoming increasingly important given the high cost of errors. Cognitive models have the potential to provide insights into human-automated vehicle interaction and inform risk assessment, user interface design, and risk mitigation interventions. We argue that accounting for individual differences
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Towards the application of evidence accumulation models in the design of (semi-)autonomous driving systems – an attempt to overcome the sample size roadblock Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-11 Dominik Bachmann, Leendert van Maanen
For the foreseeable future, automated vehicles (AVs) will coexist on the roads with human drivers. To avoid accidents, AVs will require knowledge on how human drivers typically make high-stakes and time-sensitive decisions (e.g., whether or not to brake). Providing such insights could be statistical models designed to explain human information processing and decision making. This paper attempts to
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Towards the design of user-centric strategy recommendation systems for collaborative Human–AI tasks Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-06 Lakshita Dodeja, Pradyumna Tambwekar, Erin Hedlund-Botti, Matthew Gombolay
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Can robot advisers encourage honesty?: Considering the impact of rule, identity, and role-based moral advice Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2024-01-02 Boyoung Kim, Ruchen Wen, Ewart J. de Visser, Chad C. Tossell, Qin Zhu, Tom Williams, Elizabeth Phillips
A growing body of human–robot interaction literature is exploring whether and how social robots, by utilizing their physical presence or capacity for verbal and nonverbal behavior, can influence people’s moral behavior. In the current research, we aimed to examine to what extent a social robot can effectively encourage people to act honestly by offering them moral advice. The robot either offered no
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Adaptative computerized cognitive training decreases mental workload during working memory precision task - A preliminary fNIRS study Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-28 Aleksandra Landowska, Max L. Wilson, Michael P. Craven, Kyle Harrington
With the growing concern for the health of ageing populations, much research continues to look at the impact of cognitive training, particularly in relation to cognitive decline. We sought to use novel techniques, including augmented reality and portable neurotechnology, to evaluate the impact of a dynamically adjusting cognitive training programme, in comparison to a statically challenging alternative
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A field experiment on gamification of physical activity – Effects on motivation and steps Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-22 Elaine Marie Grech, Marie Briguglio, Emanuel Said
Gamification is finding growing application in the field of physical activity, promising engaging and motivating experiences that foster behavioural change. Yet, rigorous empirical work substantiating favourable claims is limited. Our study sought to find evidence for the effects resulting from gamification of physical activity on the users’ motivation, perceived usefulness, and the behavioural change
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Dual-Thumb pointing and command selection techniques for tablets: Enhancing Distant Interaction with Large Displays using a Two-Handed Tablet Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-19 Gary Perelman, Emmanuel Dubois, Marcos Serrano
Tablets are often used as a distant input device to interact with large displays. Users can hold the tablet with two hands when interacting for a long time to avoid fatigue or dropping it. Still, most previous distant interaction techniques consider only one-handed tablets. This paper presents novel interaction techniques to perform distant pointing and command selection tasks using both thumbs while
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Leyenes: A gaze-based text entry method using linear smooth pursuit and target speed Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-14 Piercarlo Dondi, Samuel Sapuppo, Marco Porta
Gaze-based writing is one of the most widespread eye tracking applications for human–computer interaction. While eye tracking communication has traditionally been employed as an assistive technology, declining prices of eye trackers now make it a feasible alternative to keyboards or touchscreens in many contexts (for example, the interaction with public info points). In this paper we propose Leyenes
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Longitudinal assessment of the effects of passive training on stroke rehabilitation using fNIRS technology Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-05 Tan Zou, Ning Liu, Wenfeng Wang, Qinbiao Li, Lingguo Bu
For patients with severe conditions such as stroke, passive exercise is commonly used in the early stages of their rehabilitation training. This study aimed to assess the effect of passive training on stroke rehabilitation and track brain function changes and the patient's rehabilitation progress, by employing a robot glove to perform a passive flexion-extension task. Specifically, functional near-infrared
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Grand challenges in human-food interaction Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-03 Florian ‘Floyd’ Mueller, Marianna Obrist, Ferran Altarriba Bertran, Neharika Makam, Soh Kim, Christopher Dawes, Patrizia Marti, Maurizio Mancini, Eleonora Ceccaldi, Nandini Pasumarthy, Sahej Claire, Kyung seo Jung, Jialin Deng, Jürgen Steimle, Nadejda Krasteva, Matti Schwalk, Harald Reiterer, Hongyue Wang, Yan Wang
There is an increasing interest in combining interactive technology with food, leading to a new research area called human-food interaction. While food experiences are increasingly benefiting from interactive technology, for example in the form of food tracking apps, 3D-printed food and projections on dining tables, a more systematic advancement of the field is hindered because, so far, there is no
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MakeBronze: An interactive system to promote Chinese bronze culture in children through hands-on experience with lost-wax casting Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-12-02 Minjing Yu, Li Wang, Mingxu Cai, Mengrui Zhang, Chun Yu, Xing-Dong Yang, Jiawan Zhang
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Elicitation and Evaluation of Hand-based Interaction Language for 3D Conceptual Design in Mixed Reality Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-30 Lingyun Sun, Hongbo Zhang, Pei Chen, Zhaoqu Jiang, Xuelong Xie, Zihong Zhou, Xuanhui Liu, Xiaoyu Chen
Conceptual design is a fundamental stage in a design process. Traditional conceptual design tools impose limitations on the intuitive creation process of 3D objects, hindering their full potential. Applying hand-based interaction in mixed reality (MR) provides an immersive and intuitive creation mode without dimensionality transformations, facilitating conceiving ideas in 3D conceptual design. Although
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Pedestrians’ road-crossing decisions: Comparing different drift-diffusion models Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-30 Max Theisen, Caroline Schießl, Wolfgang Einhäuser, Gustav Markkula
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A new dynamic spatial information design framework for AR-HUD to evoke drivers’ instinctive responses and improve accident prevention Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-23 Jianmin Wang, Jingyan Yang, Qianwen Fu, Jie Zhang, Jun Zhang
Driver’s instinctive responses and skill-based behaviors enable them to react faster and better control their vehicle in dangerous situations. This study incorporated dynamic spatial information design (DSID) in an augmented reality head-up display (AR-HUD) under manual driving conditions. By integrating the skill, rule, and knowledge (SRK) taxonomy and situation awareness (SA) theory, our AR-HUD successfully
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Fail, fail again, fail better: How players who enjoy challenging games persist after failure in “Celeste” Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-28 Natalia Hefkaluk, Conor Linehan, Anna Trace
Players who enjoy challenging games frequently face failure and must demonstrate persistence to succeed. Persistence through failure, albeit difficult to learn, is a skill that is valuable across many aspects of life. It may be useful to study how those who seek out challenging games understand and deal with failure, and how game design contributes to this experience. This study aimed to deepen the
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Guiding gaze gestures on smartwatches: Introducing fireworks Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-28 William Delamare, Daichi Harada, Luxi Yang, Xiangshi Ren
Smartwatches enable interaction anytime and anywhere, with both digital and augmented physical objects. However, situations with busy hands can prevent user inputs. To address this limitation, we propose Fireworks, an innovative hands-free alternative that empowers smartwatch users to trigger commands effortlessly through intuitive gaze gestures by providing post-activation guidance. Fireworks allows
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Challenges in starting to design and make together: Examining family engagement in Fab Labs: A nexus-analytical inquiry Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-23 Behnaz Norouzi, Netta Iivari, Marianne Kinnula, Iván Sánchez Milara
Making in a digital fabrication laboratory (Fab Lab) using Fab Lab processes is generally challenging for novice makers, particularly for families with young children. We conducted a qualitative study on family engagement in open-ended digital fabrication activities in an informal Fab Lab setting, where families engaged in 2D/3D designing, laser cutting, and 3D printing. We observed challenging transformations
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Hey StepByStep! Can you teach me how to use my phone better? Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-23 Alberto Monge Roffarello, Luigi De Russis
People can nowadays take advantage of Digital Self-Control Tools (DSCTs) to regulate their technology use, e.g., by defining a usage timer or by removing some distractive functionality like recommendations or a newsfeed. In this paper, we aim to overcome the limits of these restrictive methods, e.g., their low effectiveness in the long term, by speculating on tools that can teach users how to use technology
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Building enriching realities with children: Creating makerspaces that intertwine virtual and physical worlds in pediatric hospitals Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-22 Naseem Ahmadpour, Ajit G. Pillai, Sofia Yao, Andrew Weatherall
Virtual Reality (VR) has been used in the context of pediatric healthcare with clinical applications dominating the field, for example to distract a child from pain. We explore a research gap to use VR for enrichment by creating a makerspace with distributed access across the pediatric hospital. The aim is to weave enjoyment into the hospital experience while also empowering children to create their
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Factor Structure and Psychometric Properties of the Digital Communication Empathy Scale (DCES) Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-14 Andrew M. Collins, Wayne A. Warburton, Kay Bussey, Naomi Sweller
This investigation developed a self-report measure of empathy as experienced within digital communication – “digital empathy”. 72 items were developed using six validated empathy constructs as conceptual bases. In Study 1, exploratory factor analysis revealed the expected six factors underpinning 67 of the items. Six items per factor were chosen to create a parsimonious Digital Communication Empathy
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Exploring how politeness impacts the user experience of chatbots for mental health support Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-10 Robert Bowman, Orla Cooney, Joseph W. Newbold, Anja Thieme, Leigh Clark, Gavin Doherty, Benjamin Cowan
Politeness is important in human-human interaction when asking people to engage in sensitive conversations. If politeness manifests similarly in human-chatbot interaction, it may play an important role in the design of sensitive chatbot interactions such as those for providing mental health support. Our mixed methods study (N = 39) contributes findings on how the use of politeness by chatbots, for
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Smile mimicry smoothens human-virtual human interactions Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-11 Evania L. Fasya, Esther van den Bos, Dirk K.J. Heylen, Mariska E. Kret
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Training, children, and parents: Coach perspectives on wearable sensor data in sub-elite figure skating in the United States Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-10 Michael Jones, Mia Caminita, Elizabeth Klemm, Dustin Bruening, Sarah Ridge
Motion data from wearable inertial measurement unit (IMU) sensors is widely used in some sports but is not widely used in figure skating. In order to understand how coaches perceive the use of IMU data in figure skating training, we conducted semi-structured interviews with 8 figure skating coaches at the sub-elite level in the United States. Unlike other qualitative studies involving the role of data
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Effects of adaptation accuracy and magnitude in affect-aware difficulty adaptation for the multi-attribute task battery Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-11-08 Vesna Dominika Novak, Dalton Hass, Mohammad Sohorab Hossain, Alexandria Fong Sowers, Joshua Dean Clapp
In affective computing, classification algorithms are used to recognize users’ psychological states and adapt tasks to optimize user experience. However, classification is never perfect, and the relationship between adaptation accuracy and user experience remains understudied. It is also unclear whether the adaptation magnitude (‘size’ of action taken to influence user states) influences effects of
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Taxonomy and definition of audio augmented reality (AAR): A grounded theory study Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-31 Abhraneil Dam, Arsh Siddiqui, Charles Leclercq, Myounghoon Jeon
AR applications have mostly considered visual augmentations while excluding other modalities. Recent developments in audio augmented reality (AAR) applications have been based on the definitions of visual AR or mixed reality (MR), and thus, AAR technology development has lacked systematic efforts. We investigated the concept of augmented reality through audio to provide a systematic understanding and
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The Impact of Video Meeting Systems on Psychological User States: a State-of-the-Art Review Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-31 Julia Seitz, Ivo Benke, Armin Heinzl, Alexander Maedche
In today’s work and life, the use of video meeting systems is ubiquitous. As usage continues to rise, the negative effects of video meeting systems on users have become apparent. Consequently, scholars and public media have called for a better comprehension of the impact of video meeting systems on users with respect to psychological user states and ensuing outcomes. However, a synopsis of existing
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Useful shortcuts: Using design heuristics for consent and permission in smart home devices Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-27 George Chalhoub, Martin J. Kraemer, Ivan Flechais
Prior research in smart home privacy highlights significant issues with how users understand, permit, and consent to data use. Some of the underlying issues point to unclear data protection regulations, lack of design principles, and dark patterns. In this paper, we explore heuristics (also called “mental shortcuts” or “rules of thumb”) as a means to address security and privacy design challenges in
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HaptStarter: Designing haptic stimulus start system for deaf and hard of hearing sprinters Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-16 Akihisa Shitara, Miki Namatame, Sayan Sarcar, Yoichi Ochiai, Yuhki Shiraishi
In this study, we design and develop HaptStarter—a haptic stimulus start system—to improve the starting performance of the deaf and hard of hearing (DHH) sprinters. A DHH person has a physical ability nearly equivalent to hearing; however, the difficulties in perceiving audio information lead to differences in their performance in sports. Furthermore, the visual reaction time is slower than the auditory
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From Driver to Supervisor: Comparing Cognitive Load and EEG-Based Attentional Resource Allocation Across Automation Levels Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-13 Nikol Figalová, Hans-Joachim Bieg, Julian Elias Reiser, Yuan-Cheng Liu, Martin Baumann, Lewis Chuang, Olga Pollatos
With increasing automation, drivers’ roles transition from active operators to passive system supervisors, affecting their behaviour and cognitive processes. This study addresses the attentional resource allocation and subjective cognitive load during manual, SAE Level 2, and SAE Level 3 driving in a realistic environment. An experiment was conducted on a test track with 30 participants using a prototype
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mF+C: Linking suboptimal projections to detail on handheld devices Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-14 Majid Nasirinejad, Derek Reilly
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 work we examine how using a focus device can mitigate poor context image quality due to environmental factors. In an exploratory study we compare three techniques for linking focus and context: lens-focus (Lens), where the device works as a mobile lens held
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Estimating human sensitivity to curving of segmented paths within room-size environment Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-13 Huiyu Li, Linwei Fan, Chengwei Yang, Yongxia Zhang
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 estimated on single walking paths in some large spaces, showing a lack of understanding the cognitive performance for more complex path conditions in room-size
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Preventing mind-wandering during driving: Predictions on potential interventions using a cognitive model Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-11 Moritz Held, Andreea Minculescu, Jochem W. Rieger, Jelmer P. Borst
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 negatively, a simple secondary task can improve driving performance when the driving scenario is mundane. Nijboer and colleagues (2016) have hypothesized that if the
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Engagement by Design Cards: A tool to involve designers and non-experts in the design of crowdsourcing initiatives Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-13 Leonardo Vasconcelos, Jean Zahn, Daniela Trevisan, José Viterbo
In today’s world, crowdsourcing initiatives have gained wide adoption. However, in crowdsourcing initiatives, sporadic use alone is not enough for the application to be successful, achieve its results, and have a critical mass of information. Users need to be actively engaged. Users’ engagement (UE) behavior refers to continuous interaction with a solution after adoption. Failing to engage users can
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Automatic generation of virtual architecture using user activities in metaverse Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-10 Sun-Young Jang, Sung-Ah Kim
Recently, architectural offices and IT companies have undertaken projects to build and sell cities in metaverses. However, it is considered inefficient to undertake such construction individually, building-by-building, using 3D modeling techniques. Fortunately, the use of artificial intelligence (AI) offers a breakthrough solution. This paper proposes a method of automatic generation of architectural
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Attention-based automatic editing of virtual lectures for reduced production labor and effective learning experience Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-08 Eugene Hwang, Jeongmi Lee
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 process of editing are major setbacks in producing effective educational videos. This study aims to resolve the issues by proposing an automatic lecture video
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To mimic reality or to go beyond? “Superpowers” in virtual reality, the experience of augmentation and its consequences Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-10-05 Robin Neuhaus, Ronda Ringfort-Felner, Shadan Sadeghian, Marc Hassenzahl
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 identifying potential “superpowers”. However, it remains unclear whether augmentation-oriented designs are perceived as augmenting at all by users, and if so
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Innovation tactics for implementing an ML application in healthcare: A long and winding road Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-09-29 Christopher Gyldenkærne, Jens Ulrik Hansen, Morten Hertzum, Troels Mønsted
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 last stage of a project to implement an ML algorithm for predicting no-shows at a Danish hospital. We approach the implementation of the no-show algorithm as
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Do stakeholder needs differ? - Designing stakeholder-tailored Explainable Artificial Intelligence (XAI) interfaces Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-09-23 Minjung Kim, Saebyeol Kim, Jinwoo Kim, Tae-Jin Song, Yuyoung Kim
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 differences in explanation needs between clinicians and patients and designs corresponding explanation interfaces for each group. Using a scenario-based approach
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Going to the movies in VR: Virtual reality cinemas as alternatives to in-person co-viewing Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-09-17 Kata Szita, Wyatt Moss-Wellington, Xiaolin Sun, Eugene Ch'ng
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 whether VR cinemas could provide an alternative for collective movie watching and whether they could facilitate an engaging experience similar to other, physical-world
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Decoding the gendered design and (dis)affordances of face-editing technologies in China Int. J. Hum. Comput. Stud. (IF 5.4) Pub Date : 2023-09-20 Xinyuan Luo, Renwen Zhang
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 prior research primarily focuses on the experiences of female users of face-editing technologies, this study scrutinizes their impact on male users. We examine