A Review on Fall Prediction and Prevention System for Personal Devices: Evaluation and Experimental ResultsRead the full article
Advances in Human-Computer Interaction is an interdisciplinary journal that publishes theoretical and applied papers covering the broad spectrum of interactive systems.
Advances in Human-Computer Interaction maintains an Editorial Board of practicing researchers from around the world, to ensure manuscripts are handled by editors who are experts in the field of study.
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What Methods Software Teams Prefer When Testing Web Accessibility
Accessibility has become an important focus in software development; the goal is to allow as many people as possible, regardless of their capabilities, to use software. We have investigated the methods that software teams prefer when testing the accessibility of their software. We conducted a large-scale study to evaluate six methods, using a sample of 53 people who work on various software teams. We present a detailed breakdown of the results for each testing method and analyze the differences between the methods. Our findings show that there are statistically significant differences in team members’ preferences, particularly for those with different roles. This implies that a software team should not choose a single method for all team members.
TransPrint: A Method for Fabricating Flexible Transparent Free-Form Displays
TransPrint is a method for fabricating flexible, transparent free-form displays based on electrochromism. Using screen-printing or inkjet printing of electrochromic ink, plus a straightforward assembly process, TransPrint enables rapid prototyping of displays by nonexperts. The displays are nonlight-emissive and only require power to switch state and support the integration of capacitive touch sensing for interactivity. We present instructions and best practices on how to design and assemble the displays and discuss the benefits and shortcomings of the TransPrint approach. To demonstrate the broad applicability of the approach, we present six application prototypes.
Influence of Personality on Shape-Based Design Activities
As the literature demonstrates, designers’ personality influences design activities like different ways to represent environments and/or products, technological advances, etc.. Nevertheless, an exhaustive analysis on the influence of personality on design activities involving different representations is missing. This research explores this gap by studying this influence on specific design activities, the shape-based ones (i.e., analysis of specific shapes and highlighting of functions suggested by them). People showing different personalities undergo tests where they carry out design activities exploiting several representations. The results confirm the influence of personality on shape-based design activities and allow highlighting different keys to interpret and exploit these results. Thanks to the results of this study, researchers can increase their knowledge about subjective aspects of design as well as about how these aspects coexist with classic and emerging representations. As well, designers can try to maximize the effectiveness of their efforts by selecting the best combinations of personality, representations, and characteristics of the expected design results time by time.
A Plurisensorial Device to Support Human Smell in Hazardous Environment and Prevent Respiratory Disease
Products embedded with wearable technologies can be a useful tool to support humans’ senses in situations where they can be insufficient, mistaken, or misleading. In this article, we discuss the findings of a two-year Transnational European Research Project named “POD: Plurisensorial Device to Prevent Occupational Disease.” The research was based on the evidence that human senses are not always reliable in making objective judgments. The specific field of application was coating plant, an environment that exposes workers to the risk of inhaling dangerous particles. The results obtained in the first part of the research pointed out that workers, largely relying on their sense of smell, which instead is often untrustworthy, do not protect themselves enough. Based on this ground, we designed a wearable system for providing workers with objective data both on their respiration activity and on the quality of the air in the working environment, with the ultimate goal of engaging them in wearing their personal protecting equipment (PPE). The article describes the development and testing of the solution; an example of how wearable technologies can enhance senses and improve workers’ health.
VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques
The latest technical and interaction advancements within the virtual reality (VR) field have marked a new era, not only for VR, but also for VR locomotion. In this era, well-established, prevalent VR locomotion techniques are mostly used as points of comparison for benchmarking of new VR locomotion designs. At the same time, there is the need for more exploratory, comparative studies of contemporary VR locomotion techniques, so that their distinguished interaction aspects can be documented and guide the design process of new techniques. This article presents a comparative, empirical evaluation study of contemporary and prevalent VR locomotion techniques, examining the user experience (UX) they offer. First, the prevalent VR locomotion techniques are identified based on literature, i.e., walking-in-place, controller/joystick, and teleportation. Twenty-six adults are enrolled in the study and perform a game-like task using the techniques. The study follows a mixed methods approach, utilising the System Usability Scale survey, the Game Experience Questionnaire, and a semistructured interview to assess user experiences. Results indicate that the walking-in-place technique offers the highest immersion but also presents high levels of psychophysical discomfort. Controller/joystick VR locomotion is perceived as easy-to-use due to the users’ familiarity with controllers, whereas teleportation is considered to be effective due to its fast navigation, although its visual ‘jumps’ do break the users’ sense of immersion. Based on the interviews, the users focused on the following interaction dimensions to describe their VR locomotion experiences: (i) immersion and flow, (ii) ease-of-use and mastering, (iii) competence and sense of effectiveness, and (iv) psychophysical discomfort. The study implications for VR locomotion are discussed, along with the study limitations and the future direction for research.
Improving Physical Activity mHealth Interventions: Development of a Computational Model of Self-Efficacy Theory to Define Adaptive Goals for Exercise Promotion
The practice of regular physical exercise is a protective factor against noncommunicable diseases and premature mortality. In spite of that, large part of the population does not meet physical activity guidelines and many individuals live a sedentary life. Recent technological progresses and the widespread adoption of mobile technology, such as smartphone and wearables, have opened the way to the development of digital behaviour change interventions targeting physical activity promotion. Such interventions would greatly benefit from the inclusion of computational models framed on behaviour change theories and model-based reasoning. However, research on these topics is still at its infancy. The current paper presents a smartphone application and wearable device system called Muoviti! that targets physical activity promotion among adults not meeting the recommended physical activity guidelines. Specifically, we propose a computational model of behaviour change, grounded on the social cognitive theory of self-efficacy. The purpose of the computational model is to dynamically integrate information referring to individuals’ self-efficacy beliefs and physical activity behaviour in order to define exercising goals that adapt to individuals’ changes over time. The paper presents (i) the theoretical constructs that informed the development of the computational model, (ii) an overview of Muoviti! describing the system dynamics, the graphical user interface, the adopted measures and the intervention design, and (iii) the computational model based on Dynamic Decision Network. We conclude by presenting early results from an experimental study.