Interaction Studies

ISSNs: 1572-0373, 1572-0381

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  1.  2
    I know how you feel.Antonio Andriella, Ruben Huertas-Garcia, Santiago Forgas-Coll, Carme Torras & Guillem Alenyà - 2022 - Interaction Studies 23 (1):21-57.
    In this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of (...)
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  2.  3
    “I know how you feel” : The importance of interaction style on users’ acceptance in an entertainment scenario.Antonio Andriella, Ruben Huertas-Garcia, Santiago Forgas-Coll, Carme Torras & Guillem Alenyà - 2022 - Interaction Studies 23 (1):21-57.
    In this article, we aim to evaluate the role of robots’ personality-driven behavioural patterns on users’ intention to use in an entertainment scenario. Toward such a goal, we designed two personalities: one introverted with an empathic and self-comparative interaction style, and the other extroverted with a provocative and other-comparative interaction style. To evaluate the proposed technology acceptance model, we conducted an experiment (N = 209) at a public venue where users were requested to play a game with the support of (...)
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  3. Social gaze training for Autism Spectrum Disorder using eye-tracking and virtual humans.Ouriel Grynszpan, Julie Bouteiller, Séverine Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2022 - Interaction Studies 23 (1):89-115.
    Background: Individuals with Autism Spectrum Disorder (ASD) have pronounced difficulties in attending to relevant visual information during social interactions. Method: We designed and evaluated the feasibility of a novel method to train this ability, by exposing participants to virtual human characters displayed on a screen which was entirely blurred, except for a gaze-contingent viewing window that followed participants’ eyes direction. The goal was to incite participants to direct their gaze towards the facial expressions of the virtual characters. Twenty-one adolescents with (...)
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  4.  3
    Review of Ibbotson (2020): What it Takes to Talk: Exploring Developmental Cognitive Linguistics. [REVIEW]Yanyan Jiang & Shuqiong Wu - 2022 - Interaction Studies 23 (1):143-149.
    This article reviews What it Takes to Talk: Exploring Developmental Cognitive Linguistics 978-3-11-064441-8.
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  5.  4
    Interacting with an embodied interface.Kwan Min Lee, Jae-gil Lee & Young June Sah - 2022 - Interaction Studies 23 (1):116-142.
    Despite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined whether (...)
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  6.  1
    Interacting with an embodied interface : Effects of embodied agent and voice command on smart TV interface.Kwan Min Lee, Jae-gil Lee & Young June Sah - 2022 - Interaction Studies 23 (1):116-142.
    Despite their potential for facilitating interaction between a user and computer, an embodied agent and voice command have not been examined enough for their matching effects. The current study proposes that an embodied agent and voice command generate positive evaluative outcomes, particularly when they are accompanied by each other. To test this prediction, we conducted a 2 (visual output: embodied agent vs. geometric figure) × 2 (input modality: voice command vs. remote controller) between-subjects experiment (N = 52), and examined whether (...)
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  7.  4
    Differences in game playability between healthy players and problematic players.Elena Carolina Li - 2022 - Interaction Studies 23 (1):58-88.
    Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose (...)
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  8.  1
    Imitation, focus of attention and social behaviours of children with autism spectrum disorder in interaction with robots.Sanja Šimleša, Jasmina Stošić, Irena Bilić & Maja Cepanec - 2022 - Interaction Studies 23 (1):1-20.
    Many studies have shown that using robot platforms can be effective for teaching children with autism spectrum disorder (ASD). The aim of this study was to compare performance on an imitation task, as well as focus attention levels and the presence of social behaviours of children with ASD and typically developing (TD) children during an imitation task under two different conditions, with robots and human demonstrators. The results suggested that TD children did not imitate more than children with ASD. Children (...)
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