International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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147 research outputs found
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Usability evaluation of input devices for navigation and interaction in 3D visualisation
We present an assessment study of user experience and usability of different kinds of input devices for view manipulation in a 3D data visualisation application. Three input devices were compared: a computer mouse, a 3D mouse with six degrees of freedom, and the Leap Motion Controller - a device for touchless interaction. Assessment of these devices was conducted using the System Usability Scale (SUS) methodology, with addition of application specific questions. To gain further insight into users' behaviour, the users' performance and feedback on the given tasks was recorded and analysed. The best results were achieved by using the 3D mouse (SUS score 88.7), followed by the regular mouse (SUS score 72.4). The Leap Motion Controller (SUS score 56.5) was the least preferred mode of interaction, nevertheless it was described as natural and intuitive, showing great potential
The MoodStripe - An evaluation of a novel visual interface as an alternative for online response gatherin
We present an innovative dynamic visual interface, the MoodStripe, which provides a continuous-scale, multi-parameter drag-and-drop alternative to the standard \textit{n}-degree (Likert) scale widgets, commonly used in online evaluation processes. We elaborate on the motivation for the development of the new user input interfaces, and present the results of cross evaluation of the GMail product by using the SUS questionnaire with the standard and the proposed MoodStripe interfaces. The overall goal is to design a more intuitive interface, by reducing the noise and task load inherent in traditional interfaces for standardized user-feedback gathering tests. The results show the MoodStripe interface outperforms the standard scale approach both in terms of intuitiveness and functionality. Additionally, the cross-evaluation of the both approaches shows comparable SUS scores
Consumer Perceptions of Additions to Geographic and Social Space
This position paper introduces a relationship between ambient media and pervasive games, and opens both fields up to an analysis with the HeuristicSystematic model of persuasion based on the relationship between the two fields. The paper concludes with an invitation to discuss the relationship between the ambient media user experience and the kind of brand equity, as measured by the two-tiered persuasion model, that ambient media can build
Metadata For the Masses: Implications of the Pervasive, Easy Availability of Metadata in Text, Video, Photography and Objects
Metadata “is a set of data that describes and gives information about other dataâ€. The widespread availability of metadata is permeating nearly every facet of our lives. It is creating a new paradigm moving from device and file specific locations to access by “the cloudâ€, using remote computer networks for storage and processing. Other metadata is being created from devices interpreting the real world and also from sensors embedded in various physical objects giving real time feedback. This paper focus on how metadata has impacted text, video, photography and objects allowing for faster and better communication, analysis and knowledge of the world
Using Virtual Laboratories as Preparation to a Practical Laboratory Course: Preliminary Empirical Investigation
Virtual laboratories are a specific kind of e-learning application. They allow students of natural sciences to conduct experiments in a highly-interactive almost photorealistic virtual environment built into the computer as simulation engine. Goal of virtual laboratories is to train the student’s procedural knowledge that is needed for conducting experiments in a real laboratory environment. Students can train themselves comfortably in a secure environment using the computer and without wasting precious resources such as substances and devices. Despite the existence of virtual laboratories for a while now, there exist to the best of our knowledge so far no empirical study that investigates the actual impact of using virtual laboratories as preparation to a practical laboratory course. In this paper, we present the design and results of a preliminary study conducted using the virtual laboratory GenLab for genetics and genetic engineering. While one group of students (n=18) did receive a training using GenLab prior to real laboratory experimentation, the others did not (n=14). We have measured the task performance for two typical experiments in genetics of different complexity. In addition, we have recorded the students’ own assessment of the experiment complexity and comprehensibility. The results show that there is a statistically significant difference for the more complex experiment task, while it has not been observed for the less complex one