doi: 10.1080/10447318.2023.2295734pmid: N/A
Abstract We, the Editors and Publisher of International Journal of Human Computer Interaction, have retracted the following article: Zhu He (2023) An Improved Human-Computer Interaction Content Recommendation Method Based on Knowledge Graph, International Journal of Human Computer Interaction, DOI: 10.1080/10447318.2023.2295734 Following publication of the article, concerns were raised regarding significant overlap with the following article: Qiang He (2023) Human-computer interaction based on background knowledge and emotion certainty, PeerJ Computer Science 9:e1418, DOI: 10.7717/peerj-cs.1418 The author responded to our initial query but was unable to provide a satisfactory explanation for the significant level of overlap. As this is a breach of our editorial policies, we are retracting the article from the journal. The author was notified of this. We have been informed in our decision-making by our editorial policies and the COPE guidelines.
doi: 10.1080/10447318.2023.2216091pmid: N/A
Abstract There is increasing interest in the use of virtual reality (VR) for training and simulation. While visual and auditory VR displays have improved markedly, the presentation of haptic (tactile and proprioceptive) cues remains challenging and poses limits on users’ manual interaction with the virtual environment. We examined interaction with a physical touchscreen and with a virtual touchscreen in VR using a standardized Fitts’ tapping task. We examined the effect on the performance of cues to touch of the screen (contact feedback) or to the accuracy of pointing to targets (error feedback) delivered via the auditory modality. For the touchscreen, error feedback reduced target misses while maintaining the efficiency of movement (throughput). In VR, error feedback reduced misses but also reduced throughput due to a disproportionate slowing of movements. Auditory cues to contact significantly improved throughput in VR but not for the touchscreen, possibly because the touchscreen provided robust tactile and proprioceptive cues to contact. The improvement in throughput with auditory contact feedback in VR was of a similar magnitude to that previously reported for haptic contact feedback, but smaller than that reported for veridical haptic cues. These results suggest that auditory stimuli are able to substitute in a limited manner in the absence of tactile or proprioceptive stimulation in VR environments.
Manchon, Jean-Baptiste; Beaufort, Romane; Bueno, Mercedes; Navarro, Jordan
doi: 10.1080/10447318.2023.2219959pmid: N/A
Abstract Because driving automation is quickly increasing, humans’ relation to automated driving evolves accordingly. Trust in automated driving has been shown to strongly correlate with drivers’ acceptance of such systems. There is still much to be learned about which factors determine trust before any interaction with Highly Automated Driving (HAD) systems. Theoretical trust described in automation models proposes several factors to explain how trust builds before and during interactions with automation. Using 844 answers collected through an online survey, this article aims to propose a new scale specifically designed to evaluate initial trust in automated driving. Moreover, we also measure the other factors linked to drivers’ initial level of trust in HAD by operationalizing the trust components proposed by Hoff and Bashir’s theoretical trust model. To better describe what determines trust in HAD, a linear model based on the collected data is proposed. The model not only weights the factors determining trust but is also able to predict the level of trust considering these factors.
Gao, Zihan; Lyu, Xin; Ge, Anqi; Wang, Huiqiang
doi: 10.1080/10447318.2023.2227830pmid: N/A
Abstract Object manipulation is one of the most fundamental tasks in 3D user interfaces. Compared with interacting with objects within reach, remote object manipulation is often more challenging, which is often an iterative process that need clutching. However, while there are many interaction techniques designed for manipulating remote objects, it is not well studied the effects of clutching mechanism on remote object manipulation tasks. In this paper, we present a controlled experiment to evaluate the effects of two clutching mechanisms (Normal Clutching vs. Easy Clutching) on 3-DOF translation, 3-DOF rotation and 6-DOF docking tasks under various tasks settings. The results show that easy clutching can significantly save more completion time and clutching time compared with Normal Clutching. In addition, the results also reveal that easy clutching can be more effective especially when dealing with hard tasks and long user-target distance. We also find that users prefer easy clutching over Normal Clutching, indicating that well designed clutching mechanism can effectively improve user experience in manipulation tasks.
Saltarella, Marco; Desolda, Giuseppe; Lanzilotti, Rosa; Barletta, Vita Santa
doi: 10.1080/10447318.2023.2219964pmid: N/A
Abstract Companies and organizations involved in software development are stimulated and often obliged to consider procedures and technical solutions to guarantee data privacy and protection from the early phases of the software lifecycle. In addition, by default, personal data might be processed with the highest privacy protection level. These two requirements are Privacy by Design and Privacy by Default principles. Their importance has grown quickly in the last few years, as demonstrated by data protection regulations, like GDPR and PIPEDA, which include them as an important part of some of their articles. However, such regulations do not provide any practical or concrete indications of software requirements, and developers often lack adequate knowledge to understand the privacy prescriptions expressed in legal language. This study addresses these limitations by presenting a systematic and rigorous literature review that aims to answer the following research questions: (RQ1) How do Privacy-By-Design and Privacy-By-Default principles translate into software requirements? and (RQ2) How Privacy-By-Design and Privacy-By-Default principles integrate into a Human-Centred Design process? For RQ1, the analysis of the resulting publications led to identifying several software requirements and business processes organized along 8 data-oriented and process-oriented privacy design strategies. For RQ2, the analysis of the retrieved publications provided a comprehensive view of the HCI methodologies adopted to comply with privacy requirements identified current shortcomings, and proposed future research directions. The results have been distilled into an initial framework that may aid the development of software that must comply with such principles and aims to integrate them into an HCD process.
Novák, Jakub Štěpán; Masner, Jan; Benda, Petr; Šimek, Pavel; Merunka, Vojtěch
doi: 10.1080/10447318.2023.2221600pmid: N/A
Abstract Usability and user experience (UX) are emerging concerns around not only application development but everything designed to be used by people. Evaluation of the UX is, by nature, intensely subjective and time-consuming. The article focuses mainly on Eye Tracking, Usability, and User Experience from a general point of view, with an emphasis on automatic data processing. In recent years, new technological approaches have been emerging to quantify usability testing data and improve process automation. Eye tracking technology is a great way to analyze users’ interaction with the product, allowing researchers to discover usability issues and even leverage the power of machine learning to recognize various kinds of emotions linked to users’ interactions. Existing research concerned with these three main topics has been methodically explored. For this review, we extensively searched 1988 theme-related articles. One hundred and forty-four articles were selected based on meticulous screening, from which 90 were included in this systematic review. The outcomes reveal a significant shift toward a more technologically advanced evaluation of user experience and usability in various areas. The review proposes several opportunities for future research and missing areas connecting user experience, eye tracking, and machine learning into more products focused on problem pattern identification.
Foroughi, Behzad; Senali, Madugoda Gunaratnege; Iranmanesh, Mohammad; Khanfar, Ahmad; Ghobakhloo, Morteza; Annamalai, Nagaletchimee; Naghmeh-Abbaspour, Bita
doi: 10.1080/10447318.2023.2226495pmid: N/A
Abstract ChatGPT can revolutionize education by enhancing student engagement and making learning more personalized. Drawing on UTAUT2, this study investigated determinants of intention to use ChatGPT for educational purposes. Data were gathered from 406 Malaysian students and analyzed using a hybrid approach including “partial least squares” (PLS) and “fuzzy-set qualitative comparative analysis” (fsQCA). PLS showed that performance expectancy, effort expectancy, hedonic motivation, and learning value significantly influence the intention to use ChatGPT. Furthermore, we found that personal innovativeness and information accuracy negatively moderate the associations between ChatGPT use and its determinants. While PLS demonstrated that social influence, facilitating conditions, and habit do not affect ChatGPT use, fsQCA revealed that all factors might affect the intention to use ChatGPT. fsQCA suggested that eight combinations of factors may lead to high ChatGPT use. The results hold various implications for ChatGPT developers, instructors, and universities and provide insights for accelerating ChatGPT adoption.
Cheng, Anping; Ma, Dongming; Pan, Younghwan; Qian, Hao
doi: 10.1080/10447318.2023.2227832pmid: N/A
Abstract Augmented reality (AR) has received increasing attention and has been utilized to enhance the customer experience in museums. This study employs the Information System (IS) success model, immersion theory, and Technology Acceptance Model (TAM) to investigate the impact of AR quality on various dimensions of immersion and the effects of different dimensions of immersion on perceived usefulness and ease of use. Quantitative research was conducted on 295 visitors surveyed at the Wuhan Natural History Museum. Partial least squares structural equation modeling (PLS-SEM) was utilized to test the model. The results indicate that higher-quality AR enhances immersion and that aesthetic experience can enhance the escapist experience within the AR environment. Both dimensions of immersion contribute to perceived usefulness, while the aesthetic experience of museum visits contributes to perceived ease of use. The results obtained from the experiments provide insights into designing AR systems for use in museums.
doi: 10.1080/10447318.2023.2227835pmid: N/A
Abstract A variety of human factors/ergonomics (HFE) problems have been studied by researchers and developers in VR environments. This systematic review aimed to summarize important HFE issues and classify the validated instruments used to quantify them in virtual reality environments. The most representative electronic databases for this review (2013–2022) were searched for original articles. The results showed that aspects, such as cybersickness, visual fatigue, mental workload, performance, spatial presence, and usability were the most relevant HFE issues assessed, whereas some aspects, such as physical workload, posture, stress, and discomfort, were consider less often. Previous studies have neglected some human factors and ergonomic issues, such as physical ergonomics, stress, and aftereffects, such as fatigue and human error. In virtual environments, presence was an emerging human factor compared to real environments. Most techniques were unidimensional and subjective. Future studies should focus on more factors and risks associated with HFE by emphasizing objective techniques and multidimensional subjective methods.
Showing 1 to 10 of 39 Articles