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1.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20244856

ABSTRACT

Children are one of the groups most influenced by COVID-19-related social distancing, and a lack of contact with peers can limit their opportunities to develop social and collaborative skills. However, remote socialization and collaboration as an alternative approach is still a great challenge for children. This paper presents MR.Brick, a Mixed Reality (MR) educational game system that helps children adapt to remote collaboration. A controlled experimental study involving 24 children aged six to ten was conducted to compare MR.Brick with the traditional video game by measuring their social and collaborative skills and analyzing their multi-modal playing behaviours. The results showed that MR.Brick was more conducive to children's remote collaboration experience than the traditional video game. Given the lack of training systems designed for children to collaborate remotely, this study may inspire interaction design and educational research in related fields. © 2023 ACM.

2.
Conference on Human Factors in Computing Systems - Proceedings ; 2023.
Article in English | Scopus | ID: covidwho-20243293

ABSTRACT

Documentation can support design work and create opportunities for learning and reflection. We explore how a novel documentation tool for a remote interaction design course provides insight into design process and integrates strategies from expert practice to support studio-style collaboration and reflection. Using Research through Design, we develop and deploy Kaleidoscope, an online tool for documenting design process, in an upper-level HCI class during the COVID-19 pandemic, iteratively developing it in response to student feedback and needs. We discuss key themes from the real-world deployment of Kaleidoscope, including: tensions between documentation and creation;effects of centralizing discussion;privacy and visibility in shared spaces;balancing evidence of achievement with feelings of overwhelm;and the effects of initial perceptions and incentives on tool usage. These successes and challenges provide insights to guide future tools for design documentation and HCI education that scaffold learning process as an equal partner to execution. © 2023 Owner/Author.

3.
2022 IEEE Conference on Interdisciplinary Approaches in Technology and Management for Social Innovation, IATMSI 2022 ; 2022.
Article in English | Scopus | ID: covidwho-20237683

ABSTRACT

The Data Logger (DL) is a unique tool created to carry out the typical duty of gathering data in a specific area. This common task can include measuring humidity, temperature, pressure or any other physical quantities. Due to the current pandemic situation, its use in temperature monitoring of Covid vaccine will be crucial. According to World Health Organization (WHO) guidelines, COVID vaccine can be stored and transported at -80 °C, -20°C and +2-8°C and shelf life is reduced as vaccine is transferred from one storage temperature to another. So cost effective, efficient and standalone Data Logger (DL) is the need of the hour. The Data logger is proposed to be developed with the use of ESP8266 Node MCU microcontroller. It takes power from a 5V Battery. DS18B20 sensor will be used for temperature sensing. Here we will use Wi-Fi module of ESP8266 Node MCU to send the temperature data from sensor to the Google Sheet over the internet. This real time data will be stored in the format of time and month/date/year. Data logged in Google Sheet will be displayed to the user with the help of graphical user interface (GUI) which is developed using PYTHON scripting language. GUI will allow user to interact with Data Logger through visual graphs. The Data Logger components are mounted on a double layered PCB. © 2022 IEEE.

4.
5th Artificial Intelligence and Cloud Computing Conference, AICCC 2022 ; : 175-189, 2022.
Article in English | Scopus | ID: covidwho-2324577

ABSTRACT

This research article crafted, evaluated, and revised a theoretically underpinned design concept with the purpose of enhancing customers' dine-in experiences. The design concept was motivated by the considerable interest in artificial intelligence (AI), voice user interfaces (VUI) within Human-Computer Interaction (HCI), and the rapid digitalization of online food ordering as a result of the COVID-19 pandemic. The study applied the concept-driven design research approach because it offered to make theoretical contributions while at the same time being design and concept-oriented. The result of this research is a revised design concept that has the potential to digitalize the dine-in restaurant business further and add to the understanding of human experience while interacting with a voice user interface. Finally, the research article manifests as an example of how interaction designers make theoretical contributions through design and how technologies can be combined in new contexts. © 2022 Owner/Author.

5.
Syscon 2022: The 16th Annual Ieee International Systems Conference (Syscon) ; 2022.
Article in English | Web of Science | ID: covidwho-2326695

ABSTRACT

This paper builds on the PySD project, which seeks to bring together System Dynamics and Data Science by migrating models into a programming environment in Python. The authors develop an interactive tool, built on top of the PySD module as a step toward accessibility, which helps further the ability of (1) simulation to be intuitive for non-experts and (2) Data Science to facilitate model structure understanding. This tool is meant to serve as a conduit through which Data Science can be leveraged in Systems Dynamics modeling efforts.

6.
Journal of Global Marketing ; 2023.
Article in English | Scopus | ID: covidwho-2325764

ABSTRACT

Sharing economy-based services are more prevalent in contemporary society, especially after the covid-19 pandemic. However, from the user's perspective, it is still unclear what factors define the success of sharing economy-based apps. To address this issue, we conducted a study using an integrated theoretical framework that incorporated cognitive load theory, social network theory, and theory of planned behavior. 448 samples were collected from three tourist destinations in India to test the model. The results showed that mobile app user interface, interaction, and social networking would positively impact user satisfaction with sharing economy-based apps. User satisfaction also leads to recommendation and continuance intention. The study findings have several implications and recommendations for future studies on sharing economy apps. © 2023 Taylor & Francis Group, LLC.

7.
Journal of Pharmaceutical Negative Results ; 14(3):1242-1249, 2023.
Article in English | Academic Search Complete | ID: covidwho-2320522

ABSTRACT

The recent pandemic caused by the Coronavirus Disease (COVID-19) first surfaced in Wuhan, China in December 2019. This paper presents an expert system for the diagnosis of COVID-19 based on its symptoms to aid people in taking precautionary measures. When experts are not available, an expert system that can effectively diagnose the disease is crucial. It takes the place of one or more experts in decision-making and problem-solving. An expert system for diagnosis of COVID-19 is a system developed to recognize early COVID-19 symptoms that individuals may experience by allowing users to directly check the disease with results that can serve as a foundation for additional testing. This study's primary goal is to identify useful COVID-19 detection patterns or knowledge by examining the historical data we have obtained from the Kaggle dataset. The patterns are presented as rules, which are given to the expert system after consultation with a domain expert. A total of 1,048,575 pieces of data were used for model training and testing. To detect COVID-19 disease, we employ a PART rule-based algorithm, which performed 92.47% accurately in a 10-fold cross-validation test. We can therefore draw the conclusion that the algorithm produces a promising result and that the expert system aids in the diagnosis of the disease. The system offers a suggestion in line with the identified symptom. [ FROM AUTHOR] Copyright of Journal of Pharmaceutical Negative Results is the property of ResearchTrentz and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full . (Copyright applies to all s.)

8.
Applied Sciences ; 13(9):5255, 2023.
Article in English | ProQuest Central | ID: covidwho-2318928
9.
International Journal of Interactive Multimedia and Artificial Intelligence ; 7(7):90-96, 2022.
Article in English | Web of Science | ID: covidwho-2309728

ABSTRACT

The term work-life balance can be described as a path to manage stresses and burnouts in the workplace. In this Covid-19 pandemic, work-from-home practice includes both personal and professional spaces as employees, more often, stay digitally connected. As a result, personal life hardly can be separated, which will potentially create imbalanced life, which creates problems regarding physical and mental health of the employees. In such unprecedented situations, we are required to maintain and/or integrate balanced work-life. A balanced work-life gives employees a stress-free environment to work and improves employees' mental and physical health conditions and relationships. In this study, we focus on maintaining a proper work-life balance through a monitoring tool, the 'Wheel of Life.' Considering the drastic changes in work culture (due to Covid-19, for example), we introduce an interactive interface based on 'Wheel of life' concept. Our interface helps tune various important factors, such as business, creative, social, love and life purpose, and provides multiple recommendations. The purpose of the study is to assist web users to balance their work-life, improve psychological well-being and quality of life in this unforeseen situation.

10.
2022 16th Ieee International Conference on Service-Oriented System Engineering (Sose 2022) ; : 147-153, 2022.
Article in English | Web of Science | ID: covidwho-2309326

ABSTRACT

Due to the spread of COVID-19, people are starting to be more aware and careful when touching any devices in public. To reduce physical contact with public devices, we have developed a method that enables users to interact with many kinds of public devices using the browser on their smartphones. This method is called Chameleon because it resembles the ability of the animal chameleon to change its color according to its surrounding environment. We have developed the prototype system to confirm the mechanism of Chameleon. Then, we have applied the Chameleon method to two practical systems in the campus of Nagasaki University that is expected to be used by multiple users. These two systems are a Certificate Issuance System for students and a Digital Signage System, that provides directions to campus visitors. Through these experiences, we confirmed the availability of the Chameleon method as the new type of the browser included not only Web server browsing functions but also public device operation functions.

11.
Health Policy and Technology ; : 100753, 2023.
Article in English | ScienceDirect | ID: covidwho-2307584

ABSTRACT

Background Digital health solutions are facing an increasing impact on healthcare. The current scientific focus is mainly set on clinical studies providing efficacy for different indications. In contrast to pharmaceutical therapy, user experience plays a major role in digital health. However, fundamental scientific knowledge about patient engagement, adoption and qualitative user experience of digital health solutions is missing. Objective To perform user experience design research for the development of a disease management platform for fibromyalgia-like post-COVID19 syndrome. To discuss relevant user experience and its current status in digital health products development. Methods A literature review on PubMed and interviews with digital health stakeholders were performed. German registered digital health applications (DiGAs) for musculoskeletal indications were reviewed in terms of front-end design and navigation. An online user experience design survey about Patient Reported Outcomes (PROs) collection was sent to patients from a Swiss post-COVID19 patient association. Results The literature documenting patient experience aspects in digital health is poor despite all stakeholders agreed on its importance, potentially also influencing efficacy of the therapies. Currently available DiGAs have a heterogeneous front-end design without clear user interface design or navigation strategy, respectively. Patient online surveys have shown to be easily feasible and effective tools for qualitative user experience research. Basic user experience research provided helpful guidelines for choices in design features for the purpose of the development of a digital health product. Conclusions User experience research as a tool in the patient-centric development of a digital health product provides valuable data. This data has the potential to help increase adoption and efficacy of the product. Further research studies are needed to clarify the role of user experience in digital therapies.

12.
International Journal of Advanced Computer Science and Applications ; 13(7):919-926, 2022.
Article in English | Web of Science | ID: covidwho-2311070

ABSTRACT

In this paper, we dealt with the rapid development of client web applications (frontend) in a context where development frameworks are legion. In effect with the digital transformation due to the COVID-19 pandemic we are witnessing an ever-increasing demand of the application development in a relatively short time. To this is added the lack of skilled developers on constantly evolving technologies. We therefore offer a low-code platform for the automatic generation of client web applications, regardless of the platform or framework chosen. First, we defined an interface design methodology based on a portal. We then implemented our model driven architecture which consisted of defining a modeling and templating language, centered on user data, flexible enough to not only be used in various fields but also be easily used by a citizen developer.

13.
International Journal on Recent and Innovation Trends in Computing and Communication ; 11(2):20-26, 2023.
Article in English | Scopus | ID: covidwho-2301722

ABSTRACT

Many countries were affected by the appearance of SARS-COV-2 that was spreading rapidly, causing damage to humanity and causing a global crisis, this generated a generalized quarantine to avoid the physical approaches recommended by the health system, affecting all students in the world, since it was wanted to avoid forming foci of contagion in educational centers, for this reason, some automated systems that are marketed in the markets were applied to combat the pandemic in educational centers, but they are inefficient when registering the work attendance of teachers, causing loss of time in the registration process and causing an agglomeration of people due to the failure in the registration process, in addition to not allowing to manage the reports of the teacher's work attendance. In view of this problem, in this article the management of an automatic system was carried out to generate reports on the attendance control of the teaching staff in the educational center and control the working hours of each teacher to be visualized through a user interface, being able to control the labor discipline of each teacher since all the records will be stored in a database. Through the development of the system, it was observed that the system works effectively since an efficiency of 98.87% was obtained in its operation to control the time of entry and exit of each teacher, being an accepted value since the process is conducted safely. © 2023 International Journal on Recent and Innovation Trends in Computing and Communication. All rights reserved.

14.
Inventions ; 8(2):50, 2023.
Article in English | ProQuest Central | ID: covidwho-2297631

ABSTRACT

During the COVID-19 pandemic, which emerged in 2020, many patients were treated in isolation wards because of the high infectivity and long incubation period of COVID-19. Therefore, monitoring systems have become critical to patient care and to safeguard medical professional safety. The user interface is very important to the surveillance system;therefore, we used web technology to develop a system that can create an interface based on user needs. When the surveillance scene needs to be changed, the surveillance location can be changed at any time, effectively reducing the costs and time required, so that patients can achieve timely and appropriate goals of treatment. ZigBee was employed to develop a monitoring system for intensive care units (ICUs). Unlike conventional GUIs, the proposed GUI enables the monitoring of various aspects of a patient, and the monitoring interface can be modified according to the user needs. A simulated ICU environment monitoring system was designed to test the effectiveness of the system. The simulated environment and monitoring nodes were set up at positions consistent with the actual clinical environments to measure the time required to switch between the monitoring scenes or targets on the GUI. A novel system that can construct ZigBee-simulated graphical monitoring interfaces on demand was proposed in this study. The locations of the ZigBee monitoring nodes in the user interface can be changed at any time. The time required to deploy the monitoring system developed in this study was 4 min on average, which is much shorter than the time required for conventional methods (131 min). The system can effectively overcome the limitations of the conventional design methods for monitoring interfaces. This system can be used to simultaneously monitor the basic physiological data of numerous patients, enabling nursing professionals to instantly determine patient status and provide appropriate treatments. The proposed monitoring system can be applied to remote medical care after official adoption.

15.
3rd International Conference on Robotics, Electrical and Signal Processing Techniques, ICREST 2023 ; 2023-January:95-100, 2023.
Article in English | Scopus | ID: covidwho-2297320

ABSTRACT

Recent advances have introduced IoT as one of the key technologies globally. As safety remains a critical issue for those who spend much time outside. Automated security systems are very useful where safety is an important issue. With a prospect of a Zero User Interface (UI) model this work represents a novel IoT based smart vault security system. The system is built and designed based on IoT combining with Arduino-Uno and Bluetooth module. This system involves LDR sensor, IR sensor and Sonar sensor for monitoring. The vault provides security on three levels. Password protected entry to connect with the smartphone using Bluetooth module, IR sensor array to use 'secret gesture pattern' to unlock the door, tracking number of transactions from the vault using Sonar sensor and LDR was used as a switch. To avoid the replication of physical unlocking of objects IR sensor array was used to introduce 'secret gesture pattern' unlocking system through touchless interfaces for the avoidance of transmissive diseases like COVID-19. This novel system has substantial possibility as a security vault system for industrial and residential use in a contactless manner. © 2023 IEEE.

16.
1st International Conference on Software Engineering and Information Technology, ICoSEIT 2022 ; : 156-161, 2022.
Article in English | Scopus | ID: covidwho-2277410

ABSTRACT

The blood Transfusion Unit of the Indonesian Red Cross (UTD PMI) Pontianak is an organization engaged in blood donation services. During the COVID-19 pandemic, the bloodstock at UTD PMI Pontianak was insufficient. When the bloodstock was insufficient, donor seekers or the families of patients who needed blood would share messages asking for blood on social media. However, people often ignored these messages because they were not addressed to the right donor, as well as donors who often see similar messages but do not match their blood type. One of the factors that caused insufficient bloodstock at UTD PMI Pontianak was the lack of donor motivation in donating blood. The existing blood donor application still had some problems regarding the user interface, and there were still some users' needs that had not been met in the application. For a design to meet the users' needs, the researchers used the User-Centered Design (UCD) method to create a user interface for blood donation information media because UCD focused on user needs to achieve user goals. The prototype was tested for usability using the USE Questionnaire and follow-up interviews. From the results of the USE Questionnaire, the researchers obtained very good usability for every aspect, with a score above 92%. This research also showed that donors and donor seekers felt helped by the prototype of blood donor information media because it could meet the user needs in dealing with the problem they faced. © 2022 IEEE.

17.
4th International Conference on Cybernetics and Intelligent System, ICORIS 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2277128

ABSTRACT

The emergence of the e-learning culture has taken the world by storm, and its trend has only increased with the COVID-19 pandemic. Being confined at home, students and educators are forced to transition to online learning no matter their familiarity or skill level with technology. One such issue is when a website is not designed effectively, making it needlessly complicated. On the other hand, taking away the complexity of a site may cause it to lack the information presented. To overcome this, an e-learning website should be designed using a design thinking approach that centers around creative problem solving to better innovate a solution. This paper aims to delve deeper into how the design thinking approach may improve an e-learning website's design. The results of the research that we have done show that the application of design thinking in our e-learning has the highest score in the navigation aspect and is also user-friendly, with a score of 8.1 (out of 10). While the lowest score is in the use of color with a score of 6.9 (out of 10), from these results, we need to improve in aspect use of color. This proves that the application of design thinking in e-learning is necessary to facilitate and assist users in using the application © 2022 IEEE.

18.
Interaction Design and Architecture(s) ; - (54):209-240, 2022.
Article in English | Scopus | ID: covidwho-2274448

ABSTRACT

This paper describes our collaborative journey of creating everyday interactive artefacts to help us think, reflect, and live through self-isolation. Through a co-design approach, we designed interactive homeware objects (that we collectively refer to as ‘COVIDware') to address the challenges of isolation during the pandemic. Five artefacts were developed by self-isolated designers as interactive art installations. We discuss how each creator reflected on her design concept, process, and encounter through concepts of critical making, speculation, and engagement via in-the-isolated-wild deployments. By empowering early researchers/enthusiasts to design ‘with' smart-materials, and off-the-shelf items, we reflect on how these homey interfaces can enhance people's wellbeing beyond screen-based interactions. Despite not collaborating in the making process, our findings from the designer's making process show how all the designed artefacts shared attributes of biophilic design, imperfection, and unconventional interactions with the overarching goal of promoting wellbeing, and meaningful connection with nature, self, and others. © 2022,Interaction Design and Architecture(s). All Rights Reserved.

19.
30th ACM International Conference on Multimedia, MM 2022 ; : 818-826, 2022.
Article in English | Scopus | ID: covidwho-2266473

ABSTRACT

Owing to the COVID-19 pandemic, concerts are gradually being held online. Beyond live-streaming, it has recently become popular to utilize various realistic video technologies to add entertainment value and immersion to online concerts. We conducted a multi-view layout design study in a virtual reality environment with a head-mounted display to help users effectively explore and immerse themselves in multiple videos from various angles. Based on an analysis of an existing user interface for multi-view navigation and the characteristics of virtual reality, we proposed four layouts, i.e., 1) an evenly divided space, 2) an evenly divided designated space, 3) a widget type, and 4) an avatar type. We implemented a prototype by applying Korean pop concerts, where multi-view videos are the most actively utilized, and then conducted a user study to evaluate the usability and preferences of the proposed layouts. The results show that it is adequate to arrange the multi-view videos within a 60° to 110° space and on the left and right side of the main view, which is a range that the users can comfortably access. In addition, when placing multiple videos in a designated space, it is helpful to use visual effects or simple avatars to avoid visual burden being placed on the users. © 2022 ACM.

20.
2022 IEEE International Conference on Computing, ICOCO 2022 ; : 392-397, 2022.
Article in English | Scopus | ID: covidwho-2258842

ABSTRACT

COVID-19 has changed how the world operates, and education is one of the sectors that are highly affected by these changes. Previously, mobile learning is just an optional or a supplementary learning method. However, with the increased in the number of COVID-19 cases around the world, education system has switched from the traditional face-to-face mode in a classroom setting, to an online learning environment. Learning using a mobile device or mobile learning is a concept that is new to most learners, especially those who have never before experienced an online learning setting. One of the prevalent factors that leads to ineffective mobile learning process is badly designed user interfaces that will disengage learners from learning materials presented, and increase the cognitive load of the learners. Among the factors that results in bad user interface is the violation of a user interface guideline/framework. Therefore, the main objective of this research-work is to evaluate the learners' cognitive load significance for mobile learning application by identifying Nielsen's Heuristics' violation. By implementing this study, important user interface design (UID) attributes that increase learner's cognitive load can be identified. Understanding how UID can affect the learners' cognitive load can assist designers in deciding which user interface designs that can improve or minimize learners' cognitive load. The outcome of this research will enable mobile learning application designers, developers, educators, teachers and people who are interested in developing a mobile learning application to deliver an effective mobile learning experience to learners. © 2022 IEEE.

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