Results for 'User Experience Design'

973 found
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  1. Digitale Entmündigung und User Experience Design. Wie digitale Geräte uns nudgen, tracken und zur Unwissenheit erziehen.Rainer Mühlhoff - 2018 - Leviathan - Berliner Zeitschrift Für Sozialwissenschaft 46 (4).
    Der vorliegende Artikel untersucht moderne Mensch-Maschine-Interaktion im Kontext verbreiteter Hard- und Softwareoberflächen und diskutiert davon ausgehend die Frage nach Aufklärung und Gegenaufklärung im digitalen Zeitalter. Er nimmt das Feld des »User Experience Designs« in den Blick - dies ist ein stilprägender Fachdiskurs, in dem verhaltenswissenschaftliche Erkenntnisse und massendatenbasierte Analysen zur Optimierung von Benutzeroberflächen und Interaktionsdesigns eingesetzt werden. Anhand von Beispielstudien wird argumentiert, dass dieser Gestaltung systematisch drei implizite anthropologische Annahmen zugrunde liegen: Nutzerverhalten gilt als durch prä-reflexive Stimuli beeinflussbar; (...)
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  2. Conscious Experience and Designing User Experiences.Venkata Rayudu Posina - manuscript
    Neuroscientific discourse on consciousness often resorts to "collection of elements", notwithstanding the Gestalt demonstrations against representing conscious experience as a collection of sensory elements. Here I show that defining conscious experience as an object of the category of conscious experiences, instead of as cohesion-less set of structure-less elements, provides the conceptual repertoire—basic shapes, figures, and incidence relations—needed to reason about the essence of conscious experiences and the essence-preserving transformations of conscious experiences. Viewed in light of the category of (...)
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  3. Changes in product design and development processes: design thinking, service design and user experience.Federico Del Giorgio Solfa, Ticiana Agustina Alvarado Wall & Guido Amendolaggine - 2021 - Cuban Journal of Public and Business Administration 5 (3):e178.
    This article addresses the new theories and concepts of design management: design thinking, user experience (UX) and service design. They consider people's experiences and focus on the characteristics of each one of them. From industrial design, the scope and relationships between these definitions - now better visible - were analyzed, which always belonged to the design field of the discipline, from which an attempt was made to identify how they influence innovation, design (...)
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  4.  70
    New Paradigms for Product Design: Design Thinking, Service Design and User Experience.Federico Del Giorgio Solfa, Guido Amendolaggine & Ticiana Agustina Alvarado Wall - 2018 - Arte e Investigación 2018 (14):e012.
    in the present work we analyze the new concepts and theories related to the activity of Design Management, which focus on the experiences of people and the particular characteristics of each one of them. Specifically, from an Industrial Design perspective, the scope and relationships between these conceptual definitions —now made visible— that always belonged to the field of design of the discipline will be studied, trying to identify how they influence innovation and product development. Finally, it will (...)
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  5. Promoting Vices: Designing the Web for Manipulation.Lukas Schwengerer - 2022 - In Michael Klenk & Fleur Jongepier (eds.), The Philosophy of Online Manipulation. Routledge. pp. 292-310.
    This chapter discusses a problematic relation between user-friendly design and manipulation. Some specific features of the design of a website can make it a more or less potent tool for manipulation. In particular, features that can be summed up as creating a user-friendly experience are also manipulation-friendly. The ease of using a website also makes it easier to be manipulated via the website. The chapter provides an argument that this can be explained as a less (...)
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  6.  48
    Design and Development of Human Computer Interface using Virtual Reality Techniques.Iqbal Zarqa - 2024 - Journal of Science Technology and Research (JSTAR) 5 (1):325-337.
    The design and usability of computer interfaces are crucial factors in improving user experience and productivity in the field of human-computer interaction. This overview examines the development of computer interfaces, starting with command-line interfaces (CLI) and moving on to graphical user interfaces (GUI), touch interfaces, and gesture-controlled interfaces. The guiding concepts of interface development are highlighted: usability, accessibility and user-centered design. The harmony of form and function, the incorporation of cutting-edge technologies such as voice (...)
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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 (...)
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  8. Reimagining Digital Well-Being. Report for Designers & Policymakers.Daan Annemans, Matthew Dennis, , Gunter Bombaerts, Lily E. Frank, Tom Hannes, Laura Moradbakhti, Anna Puzio, Lyanne Uhlhorn, Titiksha Vashist, , Anastasia Dedyukhina, Ellen Gilbert, Iliana Grosse-Buening & Kenneth Schlenker - 2024 - Report for Designers and Policymakers.
    This report aims to offer insights into cutting-edge research on digital well-being. Many of these insights come from a 2-day academic-impact event, The Future of Digital Well-Being, hosted by a team of researchers working with the Royal Netherlands Academy of Arts and Sciences (KNAW) in February 2024. Today, achieving and maintaining well-being in the face of online technologies is a multifaceted challenge that we believe requires using theoretical resources of different research disciplines. This report explores diverse perspectives on how digital (...)
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  9.  46
    Analysis of Human Computer Interface ( HCI) using Meta Verse Techniques.Iqbal Zarqa - 2024 - Journal of Science Technology and Research (JSTAR) 5:1.
    : The design and usability of computer interfaces are crucial factors in improving user experience and productivity in the field of human-computer interaction. This overview examines the development of computer interfaces, starting with command-line interfaces (CLI) and moving on to graphical user interfaces (GUI), touch interfaces, and gesture-controlled interfaces. The guiding concepts of interface development are highlighted: usability, accessibility and user-centered design. The harmony of form and function, the incorporation of cutting-edge technologies such as (...)
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  10. FabriCity-XR: A Phygital Lattice Structure Mapping Spatial Justice – Integrated Design to AR-Enabled Assembly Workflow.Sina Mostafavi, Asma Mehan, Cole Howell, Edgar Montejano & Jessica Stuckemeyer - 2024 - In Germane Barnes & Blair Satterfield (eds.), 112th ACSA Annual Meeting Proceedings, Disruptors on the Edge. Vancouver, Canada: ACSA Press. pp. 180-187.
    The research discussed in this paper centers around the convergence of extended reality (XR) platforms, computational design, digital fabrication, and critical urban study practices. Its aim is to cultivate interdisciplinary and multiscalar approaches within these domains. The research endeavor represents a collaborative effort between two primary disciplines: critical urban studies, which prioritize socio-environmental justice, and integrated digital design to production, which emphasize the realization of volumetric or voxel-based structural systems. Moreover, the exploration encompasses augmented reality to assess its (...)
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  11. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading (...)
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  12. White Paper: Designing the perfect New European Bauhaus neighbourhood.Afedemy Willeke van Staalduinen, Carina Dantas, Andrea Ferenczi, Andrzej Klimczuk & Stefan Danschutter - 2024 - Gouda: SHAFE Foundation.
    The concept of Smart Healthy Age-Friendly Environments (SHAFE) emphasises the comprehensive person-centred experience as essential to promoting living environments. SHAFE takes an interdisciplinary approach, conceptualising complete and multidisciplinary solutions for an inclusive society. From this approach, we promote participation, health, and well-being experiences by finding the best possible combinations of social, physical, and digital solutions in the community. This initiative emerged bottom-up in Europe from the dream and conviction that innovation can improve health equity, foster caring communities, and sustainable (...)
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  13. (1 other version)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 (...)
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  14. Limitless as a neuro-pharmaceutical experiment and as a Daseinsanalyse: on the use of fiction in preparatory debates on cognitive enhancement. [REVIEW]Hub Zwart - 2014 - Medicine, Health Care and Philosophy 17 (1):29-38.
    Limitless is a movie (released in 2011) as well as a novel (published in 2001) about a tormented author who (plagued by a writer’s block) becomes an early user of an experimental designer drug. The wonder drug makes him highly productive overnight and even allows him to make a fortune on the stock market. At the height of his career, however, the detrimental side-effects become increasingly noticeable. In this article, Limitless is analysed from two perspectives. First of all, building (...)
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  15. Streamlined Book Rating Prediction with Neural Networks.Lana Aarra, Mohammed S. Abu Nasser, Mohammed A. Hasaballah & Samy S. Abu-Naser - 2023 - International Journal of Engineering and Information Systems (IJEAIS) 7 (10):7-13.
    Abstract: Online book review platforms generate vast user data, making accurate rating prediction crucial for personalized recommendations. This research explores neural networks as simple models for predicting book ratings without complex algorithms. Our novel approach uses neural networks to predict ratings solely from user-book interactions, eliminating manual feature engineering. The model processes data, learns patterns, and predicts ratings. We discuss data preprocessing, neural network design, and training techniques. Real-world data experiments show the model's effectiveness, surpassing traditional methods. (...)
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  16. The Wise Designer. [REVIEW]Monika Favara-Kurkowski - 2022 - Eidos. A Journal for Philosophy of Culture 6 (2):98-106.
    Preview: /Review: Brian S. Dixon, Dewey and Design: A Pragmatist Perspective for Design Research, 200 pages./ Brian S. Dixon’s book Dewey and Design provides, as the book’s subtitle declaims, a pragmatist perspective for design research. Design research is an academic field that specifically deals with the design process. Its domain-specific knowledge led to the establishment of design as an independent discipline of study in the second half of the last century. According to Dixon’s (...)
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  17. Guilty Artificial Minds: Folk Attributions of Mens Rea and Culpability to Artificially Intelligent Agents.Michael T. Stuart & Markus Https://Orcidorg Kneer - 2021 - Proceedings of the ACM on Human-Computer Interaction 5 (CSCW2).
    While philosophers hold that it is patently absurd to blame robots or hold them morally responsible [1], a series of recent empirical studies suggest that people do ascribe blame to AI systems and robots in certain contexts [2]. This is disconcerting: Blame might be shifted from the owners, users or designers of AI systems to the systems themselves, leading to the diminished accountability of the responsible human agents [3]. In this paper, we explore one of the potential underlying reasons for (...)
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  18. Improving Bayesian statistics understanding in the age of Big Data with the bayesvl R package.Quan-Hoang Vuong, Viet-Phuong La, Minh-Hoang Nguyen, Manh-Toan Ho, Manh-Tung Ho & Peter Mantello - 2020 - Software Impacts 4 (1):100016.
    The exponential growth of social data both in volume and complexity has increasingly exposed many of the shortcomings of the conventional frequentist approach to statistics. The scientific community has called for careful usage of the approach and its inference. Meanwhile, the alternative method, Bayesian statistics, still faces considerable barriers toward a more widespread application. The bayesvl R package is an open program, designed for implementing Bayesian modeling and analysis using the Stan language’s no-U-turn (NUTS) sampler. The package combines the ability (...)
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  19. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura (eds.), 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural (...)
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  20. Is the digital age disrupting our emotional feelings with reference to Kazu Ishiguro's novel "Klara and the sun?".Dr Dalia Mabrouk - 2022 - World Journal of Advanced Research and Reviews 14 (1):15-30.
    In this paper, I'm questing the human insecurity and loneliness in a world struggling with a newfound understanding of mortality, change and technological intervention. I took Kazu Ishiguro's novel "Klara and the Sun" as it contains certain themes that depict not only the idea of struggling man in the new age, but also how the digital age is disrupting the human feelings. It reflects the patterns of the changing world while exploring the true meaning of love. Ishiguro has used a (...)
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  21. Cultura & Diseño de Experiencias.Jesús Aparicio de Soto - 2022 - Figshare, Digital Science and Research Solutions Ltd: DOI: 10.6084/M9.FIGSHARE.21317.
    This overview opens with a discussion of human holistic and analytic kinds of understanding, comparing eastern and western viewpoints, focusing on their impact for usability studies. Then, the understanding of human groups and the ability to reach group agreements are briefly addressed moving on to a comparative detail regarding their impact on commercial relations. Further on, this allows approaching systems’ design while focusing on culture, moving on to a cross-country research review. Finally, based on a folkloric sketch for Chile, (...)
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  22. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits to (...)
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  23. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Markus Kneer & Michael T. Stuart (eds.), Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI’21 Companion). New York, NY, USA:
    Recent research shows – somewhat astonishingly – that people are willing to ascribe moral blame to AI-driven systems when they cause harm [1]–[4]. In this paper, we explore the moral- psychological underpinnings of these findings. Our hypothesis was that the reason why people ascribe moral blame to AI systems is that they consider them capable of entertaining inculpating mental states (what is called mens rea in the law). To explore this hypothesis, we created a scenario in which an AI system (...)
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  24. (1 other version)Technologically scaffolded atypical cognition: The case of YouTube’s recommender system.Mark Alfano, Amir Ebrahimi Fard, J. Adam Carter, Peter Clutton & Colin Klein - 2020 - Synthese (1-2):1-24.
    YouTube has been implicated in the transformation of users into extremists and conspiracy theorists. The alleged mechanism for this radicalizing process is YouTube’s recommender system, which is optimized to amplify and promote clips that users are likely to watch through to the end. YouTube optimizes for watch-through for economic reasons: people who watch a video through to the end are likely to then watch the next recommended video as well, which means that more advertisements can be served to them. This (...)
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  25. What it’s like to be a ___: Why it’s (often) unethical to use VR as an empathy nudging tool.Erick Jose Ramirez, Miles Elliott & Per-Erik Milam - 2021 - Ethics and Information Technology 1 (3):527-542.
    In this article, we apply the literature on the ethics of choice-architecture (nudges) to the realm of virtual reality (VR) to point out ethical problems with using VR for empathy-based nudging. Specifically, we argue that VR simulations aiming to enhance empathic understanding of others via perspective-taking will almost always be unethical to develop or deploy. We argue that VR-based empathy enhancement not only faces traditional ethical concerns about nudge (autonomy, welfare, transparency), but also a variant of the semantic variance problem (...)
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  26. Types and taxonomic structures in conceptual modeling: A novel ontological theory and engineering support.Giancarlo Guizzardi, Tiago Prince Sales, Claudenir M. Fonseca & Daniele Porello - 2021 - Data and Knowledge Engineering 1 (134):101891.
    Types are fundamental for conceptual modeling and knowledge representation, being an essential construct in all major modeling languages in these fields. Despite that, from an ontological and cognitive point of view, there has been a lack of theoretical support for precisely defining a consensual view on types. As a consequence, there has been a lack of precise methodological support for users when choosing the best way to model general terms representing types that appear in a domain, and for building sound (...)
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  27. The Shadow of God in the Garden of the Philosopher. The Parc de La Villette in Paris in the context of philosophy of chôra. Part III.Cezary Wąs - 2019 - Quart. Kwartalnik Instytutu Historii Sztuki Uniwersytetu Wrocławskiego 2 (52):89-119.
    Tschumi believes that the quality of architecture depends on the theoretical factor it contains. Such a view led to the creation of architecture that would achieve visibility and comprehensibility only after its interpretation. On his way to creating such an architecture he took on a purely philosophical reflection on the basic building block of architecture, which is space. In 1975, he wrote an essay entitled Questions of Space, in which he included several dozen questions about the nature of space. The (...)
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  28. Going Back to Normal: A Phenomenological Study on the Challenges and Coping Mechanisms of Junior High School Teachers in the Full Implementation of In-Person Classes in the Public Secondary Schools in the Division of Rizal.Jarom Anero & Eloisa Tamayo - 2023 - Psychology and Education: A Multidisciplinary Journal 12:767-808.
    The study focused on exploring and understanding the challenges junior high school teachers in the Division of Rizal faced during the full implementation of in-person classes and identifying the coping mechanisms they employed to adapt to this new educational landscape. Forty participants were purposefully selected from various public secondary school clusters in the division of Rizal. A qualitative phenomenological design was employed, and the information collected through Google Forms was imported into Microsoft Excel and Microsoft Word. After importing the (...)
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  29. Architecture and Deconstruction. The Case of Peter Eisenman and Bernard Tschumi.Cezary Wąs - 2015 - Dissertation, University of Wrocław
    Architecture and Deconstruction Case of Peter Eisenman and Bernard Tschumi -/- Introduction Towards deconstruction in architecture Intensive relations between philosophical deconstruction and architecture, which were present in the late 1980s and early 1990s, belong to the past and therefore may be described from a greater than before distance. Within these relations three basic variations can be distinguished: the first one, in which philosophy of deconstruction deals with architectural terms but does not interfere with real architecture, the second one, in which (...)
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  30. The Ethics of Digital Touch.Nicholas Barrow & Patrick Haggard - manuscript
    This paper aims to outline the foundations for an ethics of digital touch. Digital touch refers to hardware and software technologies, often collectively referred to as ‘haptics’, that provide somatic sensations including touch and kinaesthesis, either as a stand-alone interface to users, or as part of a wider immersive experience. Digital touch has particular promise in application areas such as communication, affective computing, medicine, and education. However, as with all emerging technologies, potential value needs to be considered against potential (...)
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  31. From the Ground Truth Up: Doing AI Ethics from Practice to Principles.James Brusseau - 2022 - AI and Society 37 (1):1-7.
    Recent AI ethics has focused on applying abstract principles downward to practice. This paper moves in the other direction. Ethical insights are generated from the lived experiences of AI-designers working on tangible human problems, and then cycled upward to influence theoretical debates surrounding these questions: 1) Should AI as trustworthy be sought through explainability, or accurate performance? 2) Should AI be considered trustworthy at all, or is reliability a preferable aim? 3) Should AI ethics be oriented toward establishing protections for (...)
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  32. Can Fake News About Companies Lead to an Increased Social Media Usage? An Empirical Investigation.Daniel-Rareș Obadă & Dan-Cristian Dabija - 2022 - In C. Vasiliu V. Dinu (ed.), 8th BASIQ International Conference on New Trends in Sustainable Business and Consumption. pp. 155-162.
    The purpose of this study is to examine the relationship between users' optimal experience while surfing SNS, the sharing behavior of fake news about companies, online trust, and increased social media usage. Our theoretical framework enhances flow theory, which is conceptualized as a sequential process, involving social media users' intrinsic interest, concentration, perceived control, enjoyment, and time distortion. Relevant studies from fake news literature, online trust, and social media usage were also included to develop the hypothesis and conceptual model. (...)
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  33. The postwar American scientific instrument industry.Sean F. Johnston - 2007 - In Workshop on postwar American high tech industry, Chemical Heritage Foundation, Philadelphia, 21-22 June 2007.
    The production of scientific instruments in America was neither a postwar phenomenon nor dramatically different from that of several other developed countries. It did, however, undergo a step-change in direction, size and style during and after the war. The American scientific instrument industry after 1945 was intimately dependent on, and shaped by, prior American and European experience. This was true of the specific genres of instrument produced commercially; to links between industry and science; and, just as importantly, to manufacturing (...)
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  34. Multimodality as a Premise for Inducing Online Flow on a Brand Website: a Social Semiotic Approach.Daniel-Rareș Obadă & Oana Culache - 2014 - Procedia - Social and Behavioral Sciences 149 (1):261 – 268.
    The aim of this paper is to propose a new approach in the form of multimodality as a semiotic method that can be used by marketers and semioticians to induce online flow, a psychological state, on a brand website. First, we refer to multimodality as a semiotic analysis that can be used for a better optimization of semiotic resource sets in meaning-making, and we distinguish it from another similar concept: multimedia. Second, after a critical literature review, we address the flow (...)
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  35. Empathy and Instrumentalization: Late Ancient Cultural Critique and the Challenge of Apparently Personal Robots.Jordan Joseph Wales - 2020 - In Marco Norskov, Johanna Seibt & Oliver S. Quick (eds.), Culturally Sustainable Social Robotics: Proceedings of Robophilosophy 2020. pp. 114-124.
    According to a tradition that we hold variously today, the relational person lives most personally in affective and cognitive empathy, whereby we enter subjective communion with another person. Near future social AIs, including social robots, will give us this experience without possessing any subjectivity of their own. They will also be consumer products, designed to be subservient instruments of their users’ satisfaction. This would seem inevitable. Yet we cannot live as personal when caught between instrumentalizing apparent persons (slaveholding) or (...)
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  36. Consensus-Based Data Management within Fog Computing For the Internet of Things.Al-Doghman Firas Qais Mohammed Saleh - 2019 - Dissertation, University of Technology Sydney
    The Internet of Things (IoT) infrastructure forms a gigantic network of interconnected and interacting devices. This infrastructure involves a new generation of service delivery models, more advanced data management and policy schemes, sophisticated data analytics tools, and effective decision making applications. IoT technology brings automation to a new level wherein nodes can communicate and make autonomous decisions in the absence of human interventions. IoT enabled solutions generate and process enormous volumes of heterogeneous data exchanged among billions of nodes. This results (...)
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  37. Cień Boga w ogrodzie filozofa. Parc de La Villette w Paryżu w kontekście filozofii chôry.Wąs Cezary - 2021 - Wrocław: Wydawnictwo Uniwersytetu Wrocławskiego.
    The Shadow of God in the Philosopher’s Garden. The Parc de La Villette in Paris in the context of the philosophy of chôra I Bernard Tschumi’s project of the Parc de La Villette could have won the competition and was implemented thanks to the political atmosphere that accompanied the victory of the left-wing candidate in the French presidential elections in 1981. François Mitterand’s revision of the political programme and the replacement of radical reforms with the construction of prestigious architectural objects (...)
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  38. 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 (...)
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  39. A user profiling component with the aid of user ontologies.Nébel István-Tibor, Barry Smith & Paschke Ralf - 2003 - In Nébel István-Tibor, Barry Smith & Paschke Ralf (eds.), Learning – Teaching – Knowledge – Adaptivity (LLWA), University of Karlsruhe (2003). Karlsruhe, Germany:
    Abstract: What follows is a contribution to the field of user modeling for adaptive teaching and learning programs especially in the medical field. The paper outlines existing approaches to the problem of extracting user information in a form that can be exploited by adaptive software. We focus initially on the so-called stereotyping method, which allocates users into classes adaptively, reflecting characteristics such as physical data, social background, and computer experience. The user classifications of the stereotyping method (...)
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  40. Revisiting Giancarlo De Carlo’s Participatory Design Approach: From the Representation of Designers to the Representation of Users.Marianna Charitonidou - 2021 - Heritage 4 (2):985-1004.
    The article examines the principles of Giancarlo De Carlo’s design approach. It pays special attention to his critique of the modernist functionalist logic, which was based on a simplified understanding of users. De Carlo′s participatory design approach was related to his intention to replace of the linear design process characterising the modernist approaches with a non-hierarchical model. Such a non-hierarchical model was applied to the design of the Nuovo Villaggio Matteotti in Terni among other projects. A (...)
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  41. Userization.Andrej Poleev - 2012 - Enzymes 10.
    100 years after creating the Federal Reserve System (FED), whose legality and modus operandi remains questionable, there is time to rethink the national and also international payment system as a whole. The key element of existing economic relationships is the money that makes barter-free exchange possible. But monetary economics is only one aspect of more common political framework designed and established for retention of power. Such egoistic political interest proves its own relevancy and exerts ideological pressure on economic thought that (...)
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  42. The future won’t be pretty: The nature and value of ugly, AI-designed experiments.Michael T. Stuart - 2023 - In Milena Ivanova & Alice Murphy (eds.), The Aesthetics of Scientific Experiments. New York, NY: Routledge.
    Can an ugly experiment be a good experiment? Philosophers have identified many beautiful experiments and explored ways in which their beauty might be connected to their epistemic value. In contrast, the present chapter seeks out (and celebrates) ugly experiments. Among the ugliest are those being designed by AI algorithms. Interestingly, in the contexts where such experiments tend to be deployed, low aesthetic value correlates with high epistemic value. In other words, ugly experiments can be good. Given this, we should conclude (...)
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  43. Experimental Design: Ethics, Integrity and the Scientific Method.Jonathan Lewis - 2020 - In Ron Iphofen (ed.), Handbook of Research Ethics and Scientific Integrity. Springer. pp. 459-474.
    Experimental design is one aspect of a scientific method. A well-designed, properly conducted experiment aims to control variables in order to isolate and manipulate causal effects and thereby maximize internal validity, support causal inferences, and guarantee reliable results. Traditionally employed in the natural sciences, experimental design has become an important part of research in the social and behavioral sciences. Experimental methods are also endorsed as the most reliable guides to policy effectiveness. Through a discussion of some of the (...)
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  44. Guide - User Co-Production in Standardisation.Estelle Huchet, Fernando Machicado, Roberto Scano, Malcolm Fisk, Alexandra Engelt, Diane Whitehouse, Stephan Schug, Caroline Holland, Verina Waights, Andrzej Klimczuk, Frederic Lievens, Marlou Bijlsma & Thamar Zijlstra - 2018
    Research within the H2020 PROGRESSIVE project has identified good practices in user co-production strategies and methodologies. Early findings from research in the PROGRESSIVE project were shared with relevant stakeholders outside the consortium for consultation and review. The outcomes of that initial investigation highlighted the need to focus on the objectives, processes, and methods used in user and older people co-production. This guide adapts these insights and makes them relevant specifically for standardisation in ICT for active and healthy ageing. (...)
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  45. What is a Beautiful Experiment?Milena Ivanova - 2022 - Erkenntnis 88 (8):3419-3437.
    This article starts an engagement on the aesthetics of experiments and offers an account for analysing how aesthetics features in the design, evaluation and reception of experiments. I identify two dimensions of aesthetic evaluation of experiments: design and significance. When it comes to design, a number of qualities, such as simplicity, economy and aptness, are analysed and illustrated with the famous Meselson-Stahl experiment. Beautiful experiments are also regarded to make significant discoveries, but I argue against a narrow (...)
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  46. Experimenting on Contextualism: Between-Subjects vs. Within-Subjects.Adrian Ziółkowski - 2017 - Teorema: International Journal of Philosophy 36 (3):139-162.
    According to contextualism, vast majority of natural-language expressions are context-sensitive. When testing whether this claim is reflected in Folk intuitions, some interesting methodological questions were raised such as: which experimental design is more appropriate for testing contextualism – the within- or the between-subject design? The main thesis of this paper is that the between-subject design should be preferred. The first experiment aims at assessing the difference between the results obtained for within-subjects measurements (where all participants assess all (...)
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  47. 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 (...)
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  48. S’exercer à l’empathie : une expérience pédagogique en design d’intérieur.Rabah Bousbaci - 2010 - Les ateliers de l'éthique/The Ethics Forum 5 (2):126-143.
    Les professionnels ont par définition un public bénéficiaire de leurs services : le patient pour le médecin, le psychologue ou l’infirmière ; le client pour l’avocat ; le consommateur pour le gestionnaire d’une entreprise commerciale ; etc. L’usager ou l’habitant du cadre bâti constitue un des destinataires des services professionnels du designer d’intérieur. De quelle manière peut-on apprendre aux étudiants/futurs professionnels du design d’intérieur à se mettre à la place de l’usager/habitant des espaces qu’ils conçoivent ? Le concept de (...)
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  49. Designing AI with Rights, Consciousness, Self-Respect, and Freedom.Eric Schwitzgebel & Mara Garza - 2023 - In Francisco Lara & Jan Deckers (eds.), Ethics of Artificial Intelligence. Springer Nature Switzerland. pp. 459-479.
    We propose four policies of ethical design of human-grade Artificial Intelligence. Two of our policies are precautionary. Given substantial uncertainty both about ethical theory and about the conditions under which AI would have conscious experiences, we should be cautious in our handling of cases where different moral theories or different theories of consciousness would produce very different ethical recommendations. Two of our policies concern respect and freedom. If we design AI that deserves moral consideration equivalent to that of (...)
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  50. Should measures be taken to address the spreading of false information on social media platforms? If so, should these measures be designed to make users more accountable for what they post, share, like, or re-tweet?Katie Lianne Bohun - manuscript
    The spreading of false information on social media platforms is becoming increasingly common and thus, is creating an epistemic environment where people don’t know what to believe. Within this essay, I will argue that measures should be taken to address and reduce the spreading of false information on social media platforms, furthermore, accountability mechanisms should be implicated in order to do so.
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