Results for 'Designed interaction'

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  1. Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion and interactivity. Two (...)
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  2. Naturalising the Design Process: Autonomy and Interaction as Core Features.Argyris Arnellos, Thomas Spyrou & Ioannis Darzentas - 2010 - In Marcin Miłkowski Konrad Talmont-Kaminski (ed.), Beyond Description. Naturalism and Normativity. College Publications.
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  3. Maximizing the Benefits of Participatory Design for Human–Robot Interaction Research With Older Adults.Wendy A. Rogers, Travis Kadylak & Megan A. Bayles - 2021 - Human Factors 64 (3):441–450.
    Objective We reviewed human–robot interaction (HRI) participatory design (PD) research with older adults. The goal was to identify methods used, determine their value for design of robots with older adults, and provide guidance for best practices. Background Assistive robots may promote aging-in-place and quality of life for older adults. However, the robots must be designed to meet older adults’ specific needs and preferences. PD and other user-centered methods may be used to engage older adults in the robot development (...)
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  4. Embodied Cognition and the Magical Future of Interaction Design.David Kirsh - 2013 - ACM Transactions on Computer-Human Interaction 20 (1):30.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...)
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  5. The paradox of spontaneity and design: Designing spontaneous interactions.Erik Rietveld & Ronald Rietveld - 2011 - Oase 2011 (85):33-41.
    This paper illustrates how affordance-based design can contribute to solutions for the grand challenges that society faces. The design methodology of ‘strategic interventions’ is explained.
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  6. Interactivity and multimedia interfaces.David Kirsh - 1997 - Instructional Science 25:79-96.
    Multimedia technology offers instructional designers an unprecedented opportunity to create richly interactive learning environments. With greater design freedom comes complexity. The standard answer to the problems of too much choice, disorientation, and complex navigation is thought to lie in the way we design interactivity in a system. Unfortunately, the theory of interactivity is at an early state of development. After critiquing the decision cycle model of interaction—the received theory in human computer interaction—I present arguments and observational data to (...)
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  7. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these (...)
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  8. Designing Virtuous Sex Robots.Anco Peeters & Pim Haselager - 2019 - International Journal of Social Robotics:1-12.
    We propose that virtue ethics can be used to address ethical issues central to discussions about sex robots. In particular, we argue virtue ethics is well equipped to focus on the implications of sex robots for human moral character. Our evaluation develops in four steps. First, we present virtue ethics as a suitable framework for the evaluation of human–robot relationships. Second, we show the advantages of our virtue ethical account of sex robots by comparing it to current instrumentalist approaches, showing (...)
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  9. Interactive effect of gender, test anxiety, and test items sequencing on academic -performance of SS3 students in Mathematics in Calabar Education Zone, Cross River State, Nigeria.Valentine Joseph Owan, Bassey Asuquo Bassey & Etuk S. Ini - 2020 - American Journal of Creative Education 3 (1):21-31.
    The rationale of this study was to examine the interactive effect of gender, test anxiety, and test items sequencing on the academic performance in mathematics among SS3 students in Calabar Education Zone, Cross River State. Two formulated null hypotheses directed the study. The study adopted the quasi-experimental design. Simple random sampling technique was used in drawing a sample of 474 students from a population of 8,549 SS3 students. A Mathematics Achievement Test (MAT) and a Test Anxiety Scale (TAS) were used (...)
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  10. Application of Fuzzy Logic in Design of an Aesthetics-Based Interactive Architectural Space.Mihai Nadin - 2018 - International Journal of Applied Research on Information Technology and Computing 9 (2):113-134.
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  11. Beyond ‘Interaction’: How to Understand Social Effects on Social Cognition.Julius Schönherr & Evan Westra - 2019 - British Journal for the Philosophy of Science 70 (1):27-52.
    In recent years, a number of philosophers and cognitive scientists have advocated for an ‘interactive turn’ in the methodology of social-cognition research: to become more ecologically valid, we must design experiments that are interactive, rather than merely observational. While the practical aim of improving ecological validity in the study of social cognition is laudable, we think that the notion of ‘interaction’ is not suitable for this task: as it is currently deployed in the social cognition literature, this notion leads (...)
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  12. Intelligent Design: The Original Version.Francisco J. Ayala - 2003 - Theology and Science 1 (1):9-32.
    William Paley ( Natural Theology , 1802) developed the argument-from-design. The complex structure of the human eye evinces that it was designed by an intelligent Creator. The argument is based on the irreducible complexity ("relation") of multiple interacting parts, all necessary for function. Paley adduces a wealth of biological examples leading to the same conclusion; his knowledge of the biology of his time was profound and extensive. Charles Darwin’s Origin of Species is an extended argument demonstrating that the "design" (...)
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  13. Interactive analysis of demographic variables and occupational stress on university lecturers’ job performance.Peter Owogoga Aduma, Valentine Joseph Owan, Levi Udochukwu Akah, David Adie Alawa, Martina Ayibeya Apie, Joseph Odey Ogabor, Martin Afen Olofu, Fidelis Abunimye Unimna, Victor Obule Ebuara, Ekpenyong Essien Essien & Celcilia Kori Essien - 2022 - Humanities and Social Sciences Letters 10 (2):88-102.
    This research studied the interaction influence of demographic characteristics (marital status, job rank, gender and age) and occupational stress level, on the work performance of faculty members in Calabar Metropolis. The descriptive survey design was utilized for this investigation. A sample of 150 respondents was identified using the systematic random sampling procedure from a population of 400 Faculty of Education lecturers from two public universities in Calabar Metropolis. A four-point scale validity and reliability certified questionnaire was used for data (...)
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  14. Interaction and resistance: The recognition of intentions in new human-computer interaction.Vincent C. Müller - 2011 - In Anna Esposito, Antonietta M. Esposito, Raffaele Martone, Vincent C. Müller & Gaetano Scarpetta (eds.), Towards autonomous, adaptive, and context-aware multimodal interfaces: Theoretical and practical issues. Springer. pp. 1-7.
    Just as AI has moved away from classical AI, human-computer interaction (HCI) must move away from what I call ‘good old fashioned HCI’ to ‘new HCI’ – it must become a part of cognitive systems research where HCI is one case of the interaction of intelligent agents (we now know that interaction is essential for intelligent agents anyway). For such interaction, we cannot just ‘analyze the data’, but we must assume intentions in the other, and I (...)
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  15. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call (...)
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  16. Embodiment, Interaction, and Experience: Toward a Comprehensive Model in Addiction Science.Nicholas Zautra - 2015 - Philosophy of Science 82 (5):1023-1034.
    Current theories of addiction try to explain what addiction is, who experiences it, why it occurs, and how it develops and persists. In this article, I explain why none of these theories can be accepted as a comprehensive model. I argue that current models fail to account for differences in embodiment, interaction processes, and the experience of addiction. To redress these limiting factors, I design a proposal for an enactive account of addiction that follows the enactive model of autism (...)
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  17. A new framework for host-pathogen interaction research.Hong Yu, Li Li, Anthony Huffman, John Beverley, Junguk Hur, Eric Merrell, Hsin-hui Huang, Yang Wang, Yingtong Liu, Edison Ong, Liang Cheng, Tao Zeng, Jingsong Zhang, Pengpai Li, Zhiping Liu, Zhigang Wang, Xiangyan Zhang, Xianwei Ye, Samuel K. Handelman, Jonathan Sexton, Kathryn Eaton, Gerry Higgins, Gilbert S. Omenn, Brian Athey, Barry Smith, Luonan Chen & Yongqun He - 2022 - Frontiers in Immunology 13.
    COVID-19 often manifests with different outcomes in different patients, highlighting the complexity of the host-pathogen interactions involved in manifestations of the disease at the molecular and cellular levels. In this paper, we propose a set of postulates and a framework for systematically understanding complex molecular host-pathogen interaction networks. Specifically, we first propose four host-pathogen interaction (HPI) postulates as the basis for understanding molecular and cellular host-pathogen interactions and their relations to disease outcomes. These four postulates cover the evolutionary (...)
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  18. How to design a governable digital health ecosystem.Jessica Morley & Luciano Floridi - manuscript
    It has been suggested that to overcome the challenges facing the UK’s National Health Service (NHS) of an ageing population and reduced available funding, the NHS should be transformed into a more informationally mature and heterogeneous organisation, reliant on data-based and algorithmically-driven interactions between human, artificial, and hybrid (semi-artificial) agents. This transformation process would offer significant benefit to patients, clinicians, and the overall system, but it would also rely on a fundamental transformation of the healthcare system in a way that (...)
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  19. The Defense Of Oral Interaction In The Midst Of Whatsapp Use In The Learning Environment.Fernandes Arung - 2018 - Journal of English Education 3 (1):40-45.
    This research aimed to explain the defense of oral interactions in the presence of information and communication technologies such as WhatsApp (WA) as well as to explore some of the positive contributions of WA used in building the Real Life Communication, especially in the learning environment. By applying the Exploratory design, this research involved 4 participants from various educational backgrounds as a purposively selected data source indicated as WA users at once. Data were collected through Focus Group Discussion, Interview, and (...)
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  20. The Illusion of Agency in Human–Computer Interaction.Michael Madary - 2022 - Neuroethics 15 (1):1-15.
    This article makes the case that our digital devices create illusions of agency. There are times when users feel as if they are in control when in fact they are merely responding to stimuli on the screen in predictable ways. After the introduction, the second section of the article offers examples of illusions of agency that do not involve human–computer interaction in order to show that such illusions are possible and not terribly uncommon. The third and fourth sections of (...)
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  21. A Minimal Turing Test: Reciprocal Sensorimotor Contingencies for Interaction Detection.Pamela Barone, Manuel G. Bedia & Antoni Gomila - 2020 - Frontiers in Human Neuroscience 14:481235.
    In the classical Turing test, participants are challenged to tell whether they are interacting with another human being or with a machine. The way the interaction takes place is not direct, but a distant conversation through computer screen messages. Basic forms of interaction are face-to-face and embodied, context-dependent and based on the detection of reciprocal sensorimotor contingencies. Our idea is that interaction detection requires the integration of proprioceptive and interoceptive patterns with sensorimotor patterns, within quite short time (...)
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  22. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim (eds.), The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide a (...)
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  23. Conceptualizing Policy in Value Sensitive Design: A Machine Ethics Approach.Steven Umbrello - 2021 - In Steven John Thompson (ed.), Machine Law, Ethics, and Morality in the Age of Artificial Intelligence. Hershey, PA, USA: pp. 108-125.
    The value sensitive design (VSD) approach to designing transformative technologies for human values is taken as the object of study in this chapter. VSD has traditionally been conceptualized as another type of technology or instrumentally as a tool. The various parts of VSD’s principled approach would then aim to discern the various policy requirements that any given technological artifact under consideration would implicate. Yet, little to no consideration has been given to how laws, regulations, policies and social norms engage within (...)
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  24. 10cubes and 3N3: Using interactive diagrams to investigate Charles Peirces classifications of signs.Priscila Farias & João Queiroz - 2004 - Semiotica 2004 (151):41-63.
    This article presents some results of a research on computational strategies for the visualization of sign classification structures and sign processes. The focus of this research is the various classifications of signs described by Peirce. Two models are presented. One of them concerns specifically the 10-fold classification as described in the 1903 Syllabus (MS 540, EP 2: 289–299), while the other deals with the deep structure of Peirce’s various trichotomic classifications. The first is 10cubes, an interactive 3-D model of Peirce’s (...)
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  25. Maximizing team synergy in AI-related interdisciplinary groups: an interdisciplinary-by-design iterative methodology.Piercosma Bisconti, Davide Orsitto, Federica Fedorczyk, Fabio Brau, Marianna Capasso, Lorenzo De Marinis, Hüseyin Eken, Federica Merenda, Mirko Forti, Marco Pacini & Claudia Schettini - 2022 - AI and Society 1 (1):1-10.
    In this paper, we propose a methodology to maximize the benefits of interdisciplinary cooperation in AI research groups. Firstly, we build the case for the importance of interdisciplinarity in research groups as the best means to tackle the social implications brought about by AI systems, against the backdrop of the EU Commission proposal for an Artificial Intelligence Act. As we are an interdisciplinary group, we address the multi-faceted implications of the mass-scale diffusion of AI-driven technologies. The result of our exercise (...)
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  26. Resonance in Atmospheric Design.Zhuofei Wang - 2023 - Sociétés:27-39.
    Today, the focus of consumption has been shifting from pure use value to aesthetic-experiential value. Against this backdrop, the concept of design is undergoing a corresponding transformation - design is no longer solely about the manufacture of the product itself. Instead, the creation of atmosphere is brought to the forefront of design work, so much so that the product becomes one of the design elements. The focus on the design of atmosphere allows us to better reflect on the interaction (...)
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  27. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  28. A principlist-based study of the ethical design and acceptability of artificial social agents.Paul Formosa - 2023 - International Journal of Human-Computer Studies 172.
    Artificial Social Agents (ASAs), which are AI software driven entities programmed with rules and preferences to act autonomously and socially with humans, are increasingly playing roles in society. As their sophistication grows, humans will share greater amounts of personal information, thoughts, and feelings with ASAs, which has significant ethical implications. We conducted a study to investigate what ethical principles are of relative importance when people engage with ASAs and whether there is a relationship between people’s values and the ethical principles (...)
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  29. Cognitive Biases for the Design of Persuasive Technologies: Uses, Abuses and Ethical Concerns.Antonio Lieto - 2021 - ACM Distinguished Speakers - Lecture Series.
    In the last decades Human-Computer Interaction (HCI) has started to focus attention on “persuasive technologies” having the goal of changing users’ behavior and attitudes according to a predefined direction. In this talk we show how some of the techniques employed in such technologies trigger some well known cognitive biases by adopting a strategy relying on logical fallacies (i.e. forms of reasoning which are logically invalid but psychologically persuasive). In particular, we will show how the mechanisms reducible to logical fallacies (...)
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  30. Working platform design - Verification by static and dynamic plate load testing, case study Tirana, Albania.Klodjan Xhexhi - 2023 - Research Inventy: International Journal of Engineering and Science 13 (2):04-11.
    The foundation of a building connects the main body superstructure to the ground. Every form of foundation and footing have a unique application in a given location for a certain weather condition. Understanding the foundation work is crucial for carrying out building activities. Due to the variety of structures they support, foundations are frequently built in different subsoil conditions and are exposed to static loads. The proper evaluation of soil-bearing capacity is fundamental to the construction of various buildings. One of (...)
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  31. Metacognition, Distributed Cognition and Visual Design.David Kirsh - 2004 - Cognition, Education and Communication Technology:147--180.
    Metacognition is associated with planning, monitoring, evaluating and repairing performance Designers of elearning systems can improve the quality of their environments by explicitly structuring the visual and interactive display of learning contexts to facilitate metacognition. Typically page layout, navigational appearance, visual and interactivity design are not viewed as major factors in metacognition. This is because metacognition tends to be interpreted as a process in the head, rather than an interactive one. It is argued here, that cognition and metacognition are part (...)
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  32. How Uncertainty Interacts with Ethical Values in Climate Change Research.Casey Helgeson, Wendy Parker & Nancy Tuana - forthcoming - In Linda Mearns, Chris Forest, Hayley Fowler, Robert Lempert & Robert Wilby (eds.), Uncertainty in Climate Change Research: An Integrated Approach. Springer.
    Like all human activities, scientific research is infused with values. Scientific discovery can, for example, be valued as an end in itself. The phrase ethical values is an umbrella term for much of what people care about aside from knowledge for its own sake. Ethical values encompass reasons for caring about the harms caused by climate impacts or the injustice of how those harms are distributed. The closer that research gets to informing real-world actions, the more the design of that (...)
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  33. Peer Group Influence, Teacher-Student Interaction, and Indiscipline as Predictors of Students' Dropout Tendency in an Evening Continuing Education Programme.Cecilia Akpana Beshel, Love Joseph Asor, Violet Oyo-Ekpenyong, Godwin Bullem Anthony, Catherine Njong Tawo, Theresa Nkim Omang, Emmanuel Agim Adigeb, Scholastica C. O. Ekere & Glory Bassey Asuquo - 2022 - Journal of Curriculum and Teaching 11 (8):456-466.
    The aim of this study was to investigate the predictive relationship of peer group influence, teacher-student interaction and indiscipline to students' dropout tendency in evening continuing education programmes. The context of this study is the southern senatorial district of Cross River State, Nigeria. The study adopted a predictive correlational research design, and the sample comprised 554 students randomly selected from 11 centres in the district. This represents 20% of the total population of students. The instrument used for data collection (...)
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  34. Distributed Cognition, Toward a New Foundation for Human-Computer Interaction Research.David Kirsh, Jim Hollan & Edwin Hutchins - 2000 - ACM Transactions on Computer-Human Interaction 7 (2):174-196.
    We are quickly passing through the historical moment when people work in front of a single computer, dominated by a small CRT and focused on tasks involving only local information. Networked computers are becoming ubiquitous and are playing increasingly significant roles in our lives and in the basic infrastructure of science, business, and social interaction. For human-computer interaction o advance in the new millennium we need to better understand the emerging dynamic of interaction in which the focus (...)
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  35. Out of control: Flourishing with carebots through embodied design.Anco Peeters - forthcoming - In L. Cavalcante Siebert, Giulio Mecacci, D. Amoroso, F. Santoni de Sio, D. Abbink & J. van den Hoven (eds.), Multidisciplinary Research Handbook on Meaningful Human Control over AI Systems. Edward Elgar Publishing.
    The increasing complexity and ubiquity of autonomously operating artificially intelligent (AI) systems call for a robust theoretical reconceptualization of responsibility and control. The Meaningful Human Control (MHC) approach to the design and operation of AI systems provides such a framework. However, in its focus on accountability and minimizing harms, it neglects how we may flourish in interaction with such systems. In this chapter, I show how the MHC framework can be expanded to meet this challenge by drawing on the (...)
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  36. The AI-Stance: Crossing the Terra Incognita of Human-Machine Interactions?Anna Strasser & Michael Wilby - 2023 - In Raul Hakli, Pekka Mäkelä & Johanna Seibt (eds.), Social Robots in Social Institutions. Proceedings of Robophilosophy’22. Amsterdam: IOS Press. pp. 286-295.
    Although even very advanced artificial systems do not meet the demanding conditions which are required for humans to be a proper participant in a social interaction, we argue that not all human-machine interactions (HMIs) can appropriately be reduced to mere tool-use. By criticizing the far too demanding conditions of standard construals of intentional agency we suggest a minimal approach that ascribes minimal agency to some artificial systems resulting in the proposal of taking minimal joint actions as a case of (...)
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  37. Multiple Timescales of Joint Remembering in the Crafting of aMemory-Scaffolding Tool during Collaborative Design.Lucas M. Bietti & John Sutton - 2015 - In G. Airenti, B. G. Bara & G. Sandini (eds.), roceedings of EuroAsianPacific Joint Conference on Cognitive Science. pp. 60-65.
    Joint remembering relies on the successful interweaving of multiple cognitive, linguistic, bodily, social and material resources, anchored in specific cultural ecosystems. Such systems for joint remembering in social interactions are composed of processes unfolding over multiple but complementary timescales which we distinguish for analytic purposes with the terms ‘coordination’, ‘collaboration’, ‘cooperation’, and ‘culture’, so as better to study their interanimation in practice. As an illustrative example of the complementary timescales involved in joint remembering in a real-world activity, we present a (...)
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  38. Training in compensatory strategies enhances rapport in interactions involving people with Möebius Syndrome.John Michael, Kathleen Bogart, Kristian Tylen, Joel Krueger, Morten Bech, John R. Ostergaard & Riccardo Fusaroli - 2015 - Frontiers in Neurology 6 (213):1-11.
    In the exploratory study reported here, we tested the efficacy of an intervention designed to train teenagers with Möbius syndrome (MS) to increase the use of alternative communication strategies (e.g., gestures) to compensate for their lack of facial expressivity. Specifically, we expected the intervention to increase the level of rapport experienced in social interactions by our participants. In addition, we aimed to identify the mechanisms responsible for any such increase in rapport. In the study, five teenagers with MS interacted (...)
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  39.  47
    Contributions to Inclusive Economic Growth in Argentina: Integrating Design, Marketing and Entrepreneurship for Local Development in Buenos Aires Province.Federico Del Giorgio Solfa & María Sol Sierra - 2016 - In Rijit Sengupta (ed.), Pursuing Competition and Regulatory Reforms for Achieving Sustainable Development GoalsPursuing Competition and Regulatory Reforms for Achieving Sustainable Development Goals. Jaipur: CUTS International. pp. 122-144.
    This work aims to study strategies used in Argentine local development experiences, focussing on industrial design, marketing and entrepreneurship. In order to this purpose, backgrounds are analysed with this approach adding the study of three strategic plans for national and provincial-level that are currently in force. With the analysis of the transport system in the last decade, an accelerated cost increase is evident, resulting in a relatively higher price of distributed products. This situation that was initially perceived as a disadvantage (...)
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  40. Emotions and Digital Well-being. The rationalistic bias of social media design in online deliberations.Lavinia Marin & Sabine Roeser - 2020 - In Christopher Burr & Luciano Floridi (eds.), Ethics of digital well-being: a multidisciplinary approach. Springer. pp. 139-150.
    In this chapter we argue that emotions are mediated in an incomplete way in online social media because of the heavy reliance on textual messages which fosters a rationalistic bias and an inclination towards less nuanced emotional expressions. This incompleteness can happen either by obscuring emotions, showing less than the original intensity, misinterpreting emotions, or eliciting emotions without feedback and context. Online interactions and deliberations tend to contribute rather than overcome stalemates and informational bubbles, partially due to prevalence of anti-social (...)
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  41. Enactive Principles for the Ethics of User Interactions on Social Media: How to Overcome Systematic Misunderstandings Through Shared Meaning-Making.Lavinia Marin - 2022 - Topoi 41 (2):425-437.
    This paper proposes three principles for the ethical design of online social environments aiming to minimise the unintended harms caused by users while interacting online, specifically by enhancing the users’ awareness of the moral load of their interactions. Such principles would need to account for the strong mediation of the digital environment and the particular nature of user interactions: disembodied, asynchronous, and ambiguous intent about the target audience. I argue that, by contrast to face to face interactions, additional factors make (...)
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  42.  84
    Body, dance and abstraction for spatial and structural comprehension in the first year of design education.Serkan Can Hatıpoğlu, Melih Kamaoğlu, Gamze Şensoy & Mehmet İnceoğlu - 2023 - International Journal of Technology and Design Education 33 (1).
    The first year of design education is essential for students as it is their initial interaction with the design process. Awareness of the body through dance has the potential to reveal bodily experience in space. Abstraction of embodied experience contributes to realising the significance of the body and its analytical dimension for spatial and structural design. This study investigates the impact of embodied experience and abstraction on the architectural design process and the outcome through correlation and regression analysis. We (...)
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  43.  63
    Analyzing the Transformation of The Concept of "Mobility" Depending on Refugee Problems via Design Competitions.Serkan Can Hatıpoğlu - 2019 - Livenarch Vi: Replacing Architecture 3:963-975.
    Interaction with the environment occurs in the perception of movement. Movement is the basic concept of mobility. Development and diversification (i.e., faster transportations, new technological access, etc.) of movement concepts may contribute modern people to become independent of any place. Nomadic cultures constitute the basic principles of mobile architecture with light, portable materials and flexible constructions. In the industrial age, futurist manifesto announced machine-housing concepts. The mechanized perception of the spaces prepared ground for mobilization. Mobility, as a source of (...)
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  44.  63
    Averaged versus individualized: pragmatic N-of-1 design as a method to investigate individual treatment response.Davide Serpico & Mariusz Maziarz - 2023 - European Journal for Philosophy of Science 13 (4):1-28.
    Heterogeneous treatment effects represent a major issue for medicine as they undermine reliable inference and clinical decision-making. To overcome the issue, the current vision of precision and personalized medicine acknowledges the need to control individual variability in response to treatment. In this paper, we argue that gene-treatment-environment interactions (G × T × E) undermine inferences about individual treatment effects from the results of both genomics-based methodologies—such as genome-wide association studies (GWAS) and genome-wide interaction studies (GWIS)—and randomized controlled trials (RCTs). (...)
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  45. Social Robotics as Moral Education? Fighting Discrimination Through the Design of Social Robots.Fabio Fossa - 2022 - In Pekka Mäkelä, Raul Hakli & Joanna Seibt (eds.), Social Robots in Social Institutions. Proceedings of Robophilosophy’22. Amsterdam: IOS Press. pp. 184-193.
    Recent research in the field of social robotics has shed light on the considerable role played by biases in the design of social robots. Cues that trigger widespread biased expectations are implemented in the design of social robots to increase their familiarity and boost interaction quality. Ethical discussion has focused on the question concerning the permissibility of leveraging social biases to meet the design goals of social robotics. As a result, integrating ethically problematic social biases in the design of (...)
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  46. Distrubuted Cognition, Coordination and Environmental Design.David Kirsh - 1999 - Proceedings of the European Conference on Cognitive Science.
    The type of principles which cognitive engineers need to design better work environments are principles which explain interactivity and distributed cognition: how human agents interact with themselves and others, their work spaces, and the resources and constraints that populate those spaces. A first step in developing these principles is to clarify the fundamental concepts of environment, coordination, and behavioural function. Using simple examples, I review changes the distributed perspective forces on these basic notions.
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  47. HCI Model with Learning Mechanism for Cooperative Design in Pervasive Computing Environment.Hong Liu, Bin Hu & Philip Moore - 2015 - Journal of Internet Technology 16.
    This paper presents a human-computer interaction model with a three layers learning mechanism in a pervasive environment. We begin with a discussion around a number of important issues related to human-computer interaction followed by a description of the architecture for a multi-agent cooperative design system for pervasive computing environment. We present our proposed three- layer HCI model and introduce the group formation algorithm, which is predicated on a dynamic sharing niche technology. Finally, we explore the cooperative reinforcement learning (...)
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  48. Evolution: The Computer Systems Engineer Designing Minds.Aaron Sloman - 2011 - Avant: Trends in Interdisciplinary Studies 2 (2):45-69.
    What we have learnt in the last six or seven decades about virtual machinery, as a result of a great deal of science and technology, enables us to offer Darwin a new defence against critics who argued that only physical form, not mental capabilities and consciousness could be products of evolution by natural selection. The defence compares the mental phenomena mentioned by Darwin’s opponents with contents of virtual machinery in computing systems. Objects, states, events, and processes in virtual machinery which (...)
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  49.  96
    Three Patterns to Support Empathy in Computer-Mediated Human Interaction.Michael Lyons & Daniel Kluender - 2020 - arXiv 2011:1-6.
    We present three patterns for computer-mediated interaction which we discovered during the design and development of a platform for remote teaching and learning of kanji, the Chinese characters used in written Japanese. Our aim in developing this system was to provide a basis for embodiment in remote interaction, and in particular to support the experience of empathy by both teacher and student. From this study, the essential elements are abstracted and suggested as design patterns for other computer-mediated (...) systems. (shrink)
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  50. Evolution of Philosophical Strategies for Interacting with Chaos.Oleksandr Kulyk - 2015 - Dissertation, Oles Honchar Dnipro National University
    After the discoveries of such scholars as J. H. Poincaré, E. N. Lorenz, I. Prigogine, etc. the term ‘chaos’ is used actively by representatives of various scientific fields; however, one important aspect remains uninvestigated: which attitude one should have toward chaotic phenomena. This is a philosophical question and my dissertation aims to find the answer in the history of philosophy, where chaos theme has had its investigators from ancient philosophy to the philosophical theories of the 21st century. My dissertation is (...)
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