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Showing papers in "Psychnology Journal in 2004"


Journal Article
TL;DR: A linguistic resource for a lexical representation of affective knowledge was developed starting from WORDNET, through the selection and labeling of the synsets representing affective concepts.
Abstract: Affective computing is advancing as a field that allows a new form of human computer interaction, in addition to the use of natural language. There is a wide perception that the future of human-computer interaction is in themes such as entertainment, emotions, aesthetic pleasure, motivation, attention, engagement, etc. Studying the relation between natural language and affective information and dealing with its computational treatment is becoming crucial. In this paper we present a linguistic resource for a lexical representation of affective knowledge. This resource (named WORDNET-AFFECT) was developed starting from WORDNET, through the selection and labeling of the synsets representing affective concepts.

176 citations


Journal Article
TL;DR: It was proposed that flow is one of the sources of MUDs' long-time attractiveness for players, and the set of dimensions describing flow experience while playing MUDS was selected.
Abstract: Playing MUDs (Multi-User Dungeons, or Multi-User Dimensions), text-only online gaming environments, may initiate flow experience. Online survey research was administered within the population of Russian MUDs players, using the specially designed questionnaire with 3 blocks of questions: demography and experience in playing MUDs; flow experience; interactive patterns. Replies of respondents (N = 347) fit a six factor model: F1 (Flow experience); F2 (Achievement); F3 (Activity/Passivity); F4 (Interaction); F5 (Thoughfulness/Spontaneity); F6 (Cognition). To analyse the data, structural equation modeling was done. All the correlations between the factors are significant (p < 0.05). The set of dimensions describing flow experience while playing MUDs was selected. Since players experience flow while MUDding, it was proposed that flow is one of the sources of MUDs' long-time attractiveness for players.

122 citations


Journal Article
TL;DR: A brief introduction to adaptive navigation support is provided, major adaptive Navigation support technologies are reviewed, and a sequence of projects performed by the group to study adaptive navigationSupport in different contexts are presented.
Abstract: Adaptive navigation support is a specific group of technologies that support user navigation in "virtual spaces" adapting to the goals, preferences and knowledge of the individual user. These technologies, originally developed in the field of adaptive hypermedia, are becoming increasingly important in several adaptive Web applications from Web-based adaptive hypermedia to adaptive virtual reality. This paper provides a brief introduction to adaptive navigation support, reviews major adaptive navigation support technologies, and presents a sequence of projects performed by our group to study adaptive navigation support in different contexts.

98 citations


Journal Article
TL;DR: A novel tool is described that provides automatic code generation for adding guided tours of virtual environments to 3D virtual environments developed using the VRML language.
Abstract: Many 3D virtual environments (e.g., 3D Web sites) do not offer sufficient assistance to (especially novice) users in navigating the virtual environment, find objects/places of interests, and learn how to interact with them. This paper proposes the adoption of guided tours of virtual environments as an effective user aid and describes a novel tool that provides automatic code generation for adding such guided tours to 3D virtual environments developed using the VRML language. In the second part of the paper, we informally evaluate the proposed approach on a real-world application concerning a 3D computer science museum (a complement to a real-world exhibition focusing on the history of computer technology).

51 citations


Journal Article
TL;DR: The results show that the students orient themselves to the simulation in three different ways, thereby constituting three different learning foci, and it is argued that the simulation could function as a unique learning environment since it provides opportunities for linking experiences from work with more theoretical forms of reasoning in distinctive ways.
Abstract: The dynamic and interactive character of computer simulations is often thought to be advantageous in vocational education In the present study, video-recorded data from a course in anaesthesia care are analysed in order to explore the conditions for students to understand and act in simulation-based case scenarios The results show that the students orient themselves to the simulation in three different ways, thereby constituting three different learning foci Sometimes, when students use resources from their education, the properties of pharmacological preparations are in focus On other occasions routines at work organise their approach, whilst at other times, they focus on the specific characteristics of the simulation’s user interface In the discussion of the constitution of this hybrid activity, two aspects are presented as especially relevant: first, the students’ previous experiences from their education and of nurses’ work and, secondly, how the teacher guides the students’ orientations toward different resources Finally, we argue that the simulation could function as a unique learning environment since it provides opportunities for linking experiences from work with more theoretical forms of reasoning in distinctive ways

32 citations


Journal Article
TL;DR: A computer-based collaboration tool is presented, which is used in the context of strategic planning to facilitate knowledge sharing, knowledge utilization, and learning.
Abstract: It is widely agreed that the rate of change in many industries is faster than ever before. Strategic decisions are, in addition to top management plans, made on a day-to-day basis closer to the firms markets. In order for the decisions made by individual employees to be strategically coherent it is necessary that the employees develop a shared understanding of some of the basic assumptions and concepts affecting their business environment. This paper presents a computer-based collaboration tool, which is used in the context of strategic planning to facilitate knowledge sharing, knowledge utilization, and learning.

26 citations


Journal Article
TL;DR: The method is a modified version of cognitive walkthrough and the analysis focuses on the issue of direct concern to the practitioner who intends to identify low-level interaction problems in their design specification.
Abstract: This paper aims to develop a brief interface evaluation method on cyclic interaction theory, allowing low-level interaction analysis, i.e., action-effect problems, effect-goal problems, and goal-action problems. It illustrates low-level interaction problems from everyday examples and, in turn, based on cyclic interaction theory a designer review method, the low-level interaction walkthrough, is introduced. The method is a modified version of cognitive walkthrough and the analysis focuses on the issue of direct concern to the practitioner who intends to identify low-level interaction problems in their design specification.

22 citations


Journal Article
TL;DR: A framework for End-User Development (EUD) is discussed and the methodology to design software environments that support the activities of a particular class of end-users, called domain-expert users, with the objective of easing the way these users work with computers is presented.
Abstract: In the Information Society, end-users keep increasing very fast in number, as well as in their demand with respect to the activities they would like to perform with computer environments, without being obliged to become computer specialists. There is a strong request of providing end-users with powerful and flexible environments, tailorable to the culture, skills and needs of very diverse end-user population. In this paper, we discuss a framework for End-User Development (EUD) and present our methodology to design software environments that support the activities of a particular class of end-users, called domain-expert users, with the objective of easing the way these users work with computers. Such environments are called Software Shaping Workshops in analogy to artisan workshops, since they provide users with the tools, organized on a bench, that are necessary to accomplish their specific activities by properly shaping software artifacts. The methodology is discussed, outlining its implementation through a web-based prototype. Keywords

21 citations


Journal Article
TL;DR: This paper provides an overview and discusses a solution based on the use of multiple levels of abstractions, which has been studied within the framework of the European project CAMELEON, and addresses the problem of evaluating the usability of these tools.
Abstract: The increasing availability of new types of interaction devices raises the need for new methods and tools to support the design and development of highly usable context-sensitive nomadic applications accessible through multiple platforms. This paper provides an overview and discusses a solution based on the use of multiple levels of abstractions, which has been studied within the framework of the European project CAMELEON. Moreover it addresses the problem of evaluating the usability of these tools by discussing the specific issues, the criteria and methodologies applied as well as some results obtained in an experimental activity on the subject. Keywords: nomadic, multi-platform, context-aware, model-based . Received 23 January 2004; received in revised form 1 April 2004; accepted 6 April 2004. 1. Introduction With the advent of the wireless Internet and the rapidly expanding market of smart devices, designing interactive applications supporting multiple platforms has become a difficult issue. In fact, on the one hand the decreasing cost at which the devices are now offered has enabled an increasing variety of people to become potential users of features and services of novel generations of communication technology as never before. On the other hand, rarely such a high number of flourishing range of opportunities offered have become effective, due to the low quality of the user interfaces provided to the users.

17 citations


Journal Article
Henrik Wimelius1
TL;DR: It is indicated that perception of web pages is very similar to perception of natural environments, and it seems likely that interaction with web pages, to some extent can be described using a model based upon a conceptual framework depicting habitats selection.
Abstract: This paper explores the possibility of using theories and concepts from the field of environmental psychology as a framework for understanding perception of- and interaction with web pages. A qualitative pilot experiment has been conducted in order to investigate potential similarities in how people interact with, and perceive web pages and real world environments. This study indicates that perception of web pages is very similar to perception of natural environments. Many key factors that have proven to be important in perception of natural environments, such as complexity, spatial configuration and mystery, also appear to be relevant determinants in perception of web pages. Further, it also seems likely that interaction with web pages, to some extent can be described using a model based upon a conceptual framework depicting habitats selection.

13 citations


Journal Article
TL;DR: In this article, the authors present SAMIR system, a framework to build intelligent agents for the Web, which consists of a 3D face which is animated to exploit expressions which are perceived by the user, a custom version of the ALICE chatterbot to chat with the user; and finally an XCS classifier system to deal with the problem of keeping conversation and face expressions coherent with each other.
Abstract: A current trend in modern HCI is represented by Embodied Conversational Agents (ECAs), even designed to run on the Web. They are virtual 3D human-like front ends coupled with software agents that are able to engage in a conversation with a user and execute complex tasks, such as, for example, searching for some specific information or ordering some items from the catalogue of an online shop. This paper presents SAMIR system, a framework to build intelligent agents for the Web. SAMIR consists of a 3D face which is animated to exploit expressions which are perceived by the user; a custom version of the ALICE chatterbot to chat with the user; and finally an XCS classifier system to deal with the problem of keeping conversation and face expressions coherent with each other. Experimental results, taken from an online bookstorebased scenario, are presented at the end.

Journal Article
TL;DR: This paper addresses ongoing research into visualization of system dynamics models to help the understanding of complex systems and discusses how visualizations may assist the participants in that process.
Abstract: This paper addresses ongoing research into visualization of system dynamics models to help the understanding of complex systems The paper discusses a prototype under development named “The Two-Shower Model” This collaborative interactive learning environment presents learners with a seemingly simple task: to reach a pleasant temperature in two showers that share the same hot water resource This is however an example of a complex nonlinear system that may be difficult to control Both particpants must reach an understanding of how the system works in order to be able to control it together The paper discusses how visualizations may assist the participants in that process

Journal Article
TL;DR: How the enhancement of both transparency and usability of automated decision making tools is fundamental for users' acceptance of artificial support systems and their profitable deployment in real world applications is discussed.
Abstract: An effective interaction with the user is a key aspect for the success of technological tools applied to both everyday and highly specialized tasks. This paper shows features of MEXAR, an intelligent system that solves a mission planning problem related to the MARS EXPRESS program of the European Space Agency. The paper describes the MEXAR interaction module developed to support human mission planners in a specific daily task, which consists in generating commands for downloading the on-board memory of the spacecraft. The interactive environment of MEXAR helps a user to analyze the current problem and takes planning decisions as a result of an interactive process enhanced by various elaborate facilities. Different interactive techniques have been integrated to address two different aspects: (a) developing trust on behalf of the user in the automated algorithms; (b) promoting a deep participation of the user during problem solving. An integral part of the tool development process has been a usability study on MEXAR’S Interaction Module, aimed at discovering possible problems in user-system interaction. This paper discusses how the enhancement of both transparency and usability of automated decision making tools is fundamental for users' acceptance of artificial support systems and their profitable deployment in real world applications.

Journal Article
TL;DR: Insight is gained into some of the problems students’ encounter in distributed communication, especially in regard to how participants establish a shared context for their activities.
Abstract: A situated approach is employed to in order to study distributed collaborative learning. We present a case study of how one group of students collaborate through a groupware system called TeamWave Workplace. In addtion, we provide an illustration of a case involving a particularly interesting form of use concerning this topic. The main aim of the article is to gain insights into some of the problems students’ encounter in distributed communication, especially in regard to how participants establish a shared context for their activities. A particularly important issue in this regard is related to how the system is used in order to manage intersubjectivity. The system offer both opportunities and obstructions as regards communication, depending on how the participants use it for what purposes.

Journal Article
TL;DR: The use of learning activities (generally accumulated from research in a non-work context) is combined with qualitative studies to inform design of IT-supported workplace learning and when applied to a case of introducing a specific collaborative learning activity to a context of mobile and distributed workers, it proves useful.
Abstract: This paper explores the design of computer supported collaborative learning activities. There is a need for methods to develop learning activities suitable for various domains. The context in focus here is workplace learning, specifically collaborative learning among mobile and distributed colleagues. The design method proposed builds on input from qualitative studies, organized learning activities and the possibilities of new technology. Scenarios are used to be able to evaluate and innovate learning activities. In this paper the use of learning activities (generally accumulated from research in a non-work context) is combined with qualitative studies to inform design of IT-supported workplace learning. When applying the method to a case of introducing a specific collaborative learning activity (multimedia scenarios) to a context of mobile and distributed workers, it proves useful.

Journal Article
TL;DR: Using a method providing geometrical information concerning the organization of web contents, it is found that user’s expectations could be linked to the activity of low- and high-level schemata allowing performance optimization.
Abstract: The study reported in this paper was aimed at investigating the existence of schemata specifically involved in the cognitive organization of a web page. Particularly, the hypothesis was that the location of some web objects (namely, links to specific contents) might be expected by the users at specific spatial locations. Using a method providing geometrical information concerning the organization of web contents, we found that user’s expectations could be linked to the activity of low- and high-level schemata allowing performance optimization. Potential benefits of the Cognitive GeoConcept procedure for supporting information architects’ decisions are discussed.

Journal Article
TL;DR: It is argued that virtual reality represents a locus where general psychological processes can be investigated thanks to the fact that it epitomizes a characteristic that is proper to every human endeavor, namely the construction of reality.
Abstract: In this paper it is argued that virtual reality represents a locus where general psychological processes can be investigated thanks to the fact that it epitomizes a characteristic that is proper to every human endeavor, namely the construction of reality. This presupposition is taken from Cultural Psychology and it insistence on cultural artifacts as key elements in human development. A brief presentation of major concepts used in the field, like different categories of presence are presented in order to enhance the idea propose. En este articulo se propone a la realidad Virtual como un escenario posible para investigar los procesos psiquicos generales que intervienen en la construccion de la realidad, definida esta ultima como una cualidad psiquica general humana. Para dicha articulacion se recurre a la Psicologia Cultural y especificamente al concepto de “artefacto cultural”.Diferentes conceptualizaciones del termino presencia son presentados aqui en la intencion de sostener la idea propuesta