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doi: 10.1080/10447318.2019.1619259pmid: N/A
This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements.BACKGROUNDThis article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series.
Loup, Guillaume; Loup-Escande, Emilie
doi: 10.1080/10447318.2018.1519164pmid: N/A
The commercialization of Head-Mounted Displays (HMDs) aimed at the general public has led several videogame and virtual reality companies to offer new modes for continuous travel, in addition to commonly implemented instantaneous travel modes such as the Teleporting metaphor. These new modes include the ArmSwinger metaphor, seen as “more natural.” Yet unlike Teleporting mode, ArmSwinger mode has so far not been studied. Our study was designed to fill this gap, by comparing the effects of these two travel modes implemented on an HTC Vive in terms of performance and user comfort. We collected two measures of performance (effectiveness and efficiency) and three measures of user comfort (cybersickness, user experience, and cognitive load). Results showed that (1) no significant difference was found in completion time between ArmSwinger mode and Teleporting mode, even if ArmSwinger mode seems more effective; (2) ArmSwinger mode caused more cybersickness than Teleporting mode in terms of nausea; (3) ArmSwinger mode produced a more negative user experience than the Teleporting mode in relation to appealingness qualities; and (4) ArmSwinger mode created a higher cognitive load than Teleporting mode in relation to the physical demand, effort, and frustration dimensions.
Zimmermann, Maria; Jucks, Regina
doi: 10.1080/10447318.2018.1519165pmid: N/A
Based on a heuristic approach to information processing, thematic reference of YouTube’s sidebars and YouTuber’s linguistic style are viewed as cues that should impact viewers’ evaluation of videos. In this study, a 2 × 2 online experiment was conducted wherein these factors were varied systematically for a video about nutrition myths. 147 participants assessed the credibility of information, YouTuber’s trustworthiness, and the self-reported learning gain. Results showed that a sidebar referring to similar (vs. unrelated) videos increased participants’ perceived trustworthiness of a YouTuber who used a YouTube-typical (vs. formal) language. Moreover, participants judged the learning gain to be higher when YouTube’s sidebar referred to similar videos. However, thematic reference of sidebar and linguistic style did not impact participants’ credibility judgments. Since people seem to recognize YouTube’s sidebars when evaluating videos, YouTube’s recommendation criteria might not only mediate videos, but also influence people’s judgments of YouTubers and videos.
Navarro, Jordan; Deniel, Jonathan; Yousfi, Elsa; Jallais, Christophe; Bueno, Mercedes; Fort, Alexandra
doi: 10.1080/10447318.2018.1519166pmid: N/A
Lane Departure Warning Systems (LDWS) are known to be effective at preventing lane departures. The current study aimed to further investigate the influence of LDWS incorrect warnings along with the warning onset on driving performances. Performances were considered during missed warned lane departure episodes, as well as correctly warned lane departure episodes following incorrectly warned (false or/and missed warning) episodes. In the reported experiment, the incorrect warnings order of presentation was manipulated along with the warning onsets (partial and full lane departure). Results pointed out that a missed warning is impairing driving performances during the missed warned situation, whereas a false warning is impairing driving performances for the subsequent lane departure. Moreover, if false warning impairment is magnified by the occurrence of a subsequent missed warning, this multiplicative effect is restricted to the following lane departure only. These findings bring both theoretical and practical insights. From a theoretical perspective, the human–machine cooperation LDWS model was refined by the adjunction of a transitional influence of incorrect warnings on the information processing. From a practical perspective, the recommendation to avoid false warnings as much as missed warnings was made.
Caci, Barbara; Scrima, Fabrizio; Tabacchi, Marco Elio; Cardaci, Maurizio
doi: 10.1080/10447318.2018.1519167pmid: N/A
This article reports a study exploring motivations of Pokémon Game use, individual differences related to personality traits, and game habits. First, it analyzed Pokémon GO motivations through exploratory factor analysis (EFA) by administering online the Pokémon GO Motivational Scale to a group of Italian gamers (N = 560). Successively, a Confirmatory Factor Analysis (CFA) was conducted testing three factorial models of Pokémon Game motivations on a selected random sample (N = 310). Results showed a three-factor model of Pokémon GO Game motivations (i.e. Personal Needs, Social Needs and Recreation), accounting for 68.9% of total variance plus a general higher order factor that best fits the data. Individual differences in Pokémon GO motivations and personality traits have been explored showing that high involved Pokémon GO players are introverted, low agreeableness, and conscientiousness people, driven by personal social and recreational needs. Reciprocal influences on motivational involvement, personality, and game habits were discussed.
Kang, Hyo-Jin; Han, Jieun; Kwon, Gyu Hyun
doi: 10.1080/10447318.2018.1519977pmid: N/A
Due to the growing importance of professional virtual communities (PVCs) to share professional knowledge in practice, this research proposes an integrated success factor model of PVCs encompassing (1) the componential aspect of a VC system from the operator’s perspective, (2) the knowledge-sharing aspect of a professional community from the members’ perspective, and (3) the VC’s life cycle perspective. An analytical framework was established from theories integrating dimensions from the perspective of operators and members and the virtual community life cycle. To collect and categorize the detailed items of success factors, a systematic literature review and a deductive content analysis were conducted with 64 selected articles. The content analysis results represented the specific perspective of PVCs distinguished from general virtual communities, highlighting factors such as reciprocity, content quality, self-efficacy, and recognition of contributions. Moreover, the inherent patterns in the model contingent to PVC life cycle stages were captured. First, different priorities in the relevant success factor dimensions were identified. Second, the patterns of changing values along with the life- cycle were recognized differently from the operators’ and member’s standpoints. This model can be utilized for the service providers of PVCs in terms of the business and design of PVCs as a strategic management tool and a design guideline.
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