aResearchers in human-computer interaction (HCI) and human-robot interaction (HRI) use different types of information when implementing requests for help on devices.We found that asking for help is common when there is uncertainty in inference (e.g., recognizing or labeling objects in images [1...
i.e., in ‘interaction’ the precise way that ‘input affects output’ can itself change; moreover in some categories of ‘interaction’ that which is classed as ‘input’ or ‘output’ can also change, even for a continuous
An important research branch of human-computer interaction(HCI) is to develop predictive models for human performance in fundamental interactions [1]. On today's graphical user interface(GUI), users often implicitly perform various trajectory-based interactions, such as navigating through menus [2], ...
interaction; and (2) player orientation vs. world orientation. Through the interrelationship between these two dimensions, Bartle (1996) identified four distinct player types, each characterized by unique motivations and behaviors within MUDs: those who prefer to act in the world to reach higher ...
We performed an extensive human-robot interaction (HRI) and human-computer interaction (HCI) literature review to understand the types of information that other robots and devices have used to ask for help from humans. We found four common [translate] ...
This naming convention helps users easily understand the purpose of each type of output device in the broader context of human-computer interaction (HCI). Following that same pragmatic logic, the word “input” refers to data or signals that are loaded into the computer for processing, while “...
In 1988, John Sweller explained the interaction between limited working memory (Miller,1956) and long-term memory based on schema theory (Chi et al.,1982; Larkin et al.,1980). He provided a more comprehensive and systematic discussion of CLT from the perspective of cognitive resource allocation...
the “assistant” that explained what the student would do in that gamification design. Since the Philanthropists are motivated by interaction with others (Tondello et al.2016), we believe the lack of the “assistant” presence can be understood by Philanthropists as a lack of interaction. ...
Gamification strategies were utilized as persuasive designs for promoting physical activities in recent years. However, the “one-size-fits-all” design approach cannot be employed effectively to convince all users to engage in targeted behaviors...
In the Passenger Seat: Differences in the Perception of Human vs. Automated Vehicle Control and Resulting HMI Demands of Users. In HCI in Mobility, Transport, and Automotive Systems. Automated Driving and In-Vehicle Experience Design; Krömker, H., Ed.; Lecture Notes in Computer Science; ...