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The effects of anxiety on visual attention for emotive stimuli in primary school childrenKelly, Lauren January 2014 (has links)
Anxiety can be advantageous in terms of survival and well-being, yet atypically high levels may be maladaptive and result in the clinical diagnosis of an anxiety disorder. Several risk factors have been implicated in the manifestation of clinical anxiety, including cognitive biases. In recent years, a plethora of research has emerged demonstrating that anxious adults exhibit biases of attention for threatening stimuli, especially that which is biologically relevant (e.g., facial expressions). Specific components of attentional bias have also been identified, namely facilitated engagement, impaired disengagement, and avoidance. However, the majority of studies have focused on the spatial domain of attention. Furthermore, the area is under-researched in children, despite research demonstrating that symptoms relating to clinical and non-clinical anxiety follow a stable course from childhood through to adolescence and adulthood. Consequently, the aim of this thesis was to investigate how anxiety affects children’s visual attention for emotive, particularly angry, faces. In order to provide a more comprehensive understanding, the current research involved examining the role of temporal and spatial attention utilising rapid serial visual presentation with the attentional blink, and the visual probe paradigm, respectively. The main hypothesis was that high state and/or trait anxiety would be associated with an attentional bias for angry, relative to positive or neutral faces in both the temporal and spatial domains. In relation to the temporal domain, key findings demonstrated that high levels of trait anxiety were associated with facilitated engagement towards both angry and neutral faces. It was further found that all children rapidly disengaged attention away from angry faces. Findings related to the processing of angry faces accorded with the main hypothesis stated in this thesis, as well as research and theory in the area. The finding that anxious children preferentially processed neutral faces in an attentional blink investigation was unexpected. This was argued to potentially reflect this stimulus type being interpreted as threatening. Key findings regarding the spatial domain were that high trait anxious children displayed an early covert bias of attention away from happy faces and a later, overt bias of attention away from angry faces. The finding that high trait anxiety was linked to an attentional bias away from happy faces in a visual probe task was also unexpected. This was argued to potentially reflect smiling faces being interpreted as signifying social dominance, thus resulting in the viewer experiencing feelings of subordination and becoming avoidant and/or submissive. To conclude, this thesis has enhanced current knowledge of attentional bias in both the temporal and spatial domains for emotive stimuli in anxious children. It has demonstrated that higher levels of trait anxiety moderate children’s allocation of attentional resources to different stimulus types, whether these are threatening, positive, or neutral. This has important implications for evaluating past research in adults and children, and for further developing theoretical models of attentional bias and anxiety. It also offers important clinical implications, since attending towards or away from specific stimuli may affect the development and maintenance of anxiety disorders. Recently, a treatment that aims to modify attentional bias in anxious individuals has begun to be developed. In light of the present findings, it may be necessary to review this treatment so that anxious children are re-trained in the specific biases of attention demonstrated here.
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從眼動證據探索高功能自閉症類群障礙兒童的生物性運動知覺歷程 / An Eye-Tracking Study on Biological Motion Perception in Children with High-Functioning Autism Spectrum Disorder林宛柔, Lin, Wan-Jou Unknown Date (has links)
研究目的:本研究旨在探究高功能自閉症類群障礙(High-Functioning Autism Spectrum Disorder, HFASD)兒童基本的運動知覺、動物生物性運動知覺、與人類生物性運動知覺之偏好注視表現與注意力時間歷程,逐步澄清HFASD兒童的生物性運動知覺表現與社會缺損的關聯性。此外,針對自閉症類群障礙的異質性,進一步探討HFASD兒童具智能優異特質者之生物性運動知覺表現。
研究方法:本研究共招募50名7至10歲之HFASD兒童與25名配對生理年齡與智力之TD兒童。本研究採偏好注視作業,以光點呈現三種運動刺激對比的視覺配對情境:(1)基本運動知覺:物體運動配對散亂運動;(2)動物生物性運動知覺:動物運動配對物體運動;(3)人類生物性運動知覺:人類運動配對動物運動。透過眼動追蹤技術測量受試兒童觀看各運動刺激之凝視時間比例與時間歷程之凝視可能性。研究亦涵蓋智力、症狀嚴重度、及適應行為評估。
研究結果:基本運動知覺方面,TD兒童與HFASD 兒童皆對散亂運動具偏好反應。生物性運動知覺方面,整體來說,TD與HFASD兒童皆較偏好動物與人類運動。時間歷程分析顯示,HFASD與TD兒童在相同的時間窗格對動物與人類運動產生偏好興趣。此外,在動物生物性運動知覺中,於時間歷程早期階段,HFASD兒童偏好動物運動之程度低於TD兒童,且偏好動物運動的程度與社會溝通缺損具相關性,於晚期階段,兩組偏好動物運動的程度無顯著差異。在人類生物性運動知覺中,於時間歷程早期階段,HFASD兒童偏好人類運動的程度與TD兒童相當,隨時間遞增,TD兒童維持對人類運動的偏好興趣,然而,HFASD兒童對人類運動的偏好興趣則逐步遞減,至晚期階段,HFASD兒童偏好人類運動的程度顯著低於TD兒童,且與自閉症狀具相關性。考量本研究HFASD兒童樣本之異質性,結果指出智能優異的HFASD兒童對動物生物性運動的偏好程度與TD兒童相當,但在人類生物性運動知覺中,智能優異組與非智能優異組皆隨時間遞增對人類運動的偏好興趣則逐步遞減。
總結:研究結果指出,HFASD兒童對生物性運動的偏好興趣及產生偏好的速度與TD兒童無明顯差異。但HFASD兒童對人類生物性運動偏好興趣的持續度較TD兒童低落,且不因認知優勢具補償作用。整體而言,顯示HFASD兒童的生物性運動知覺表現型態在反映其社會缺損上具有參考價值。本研究也進一步探討臨床應用、研究限制與未來的研究方向。 / Purposes: This study investigated the preferential attention and attentional processing on the basic motion perception, animal biological motion perception, and human biological motion perception in children with High-Functioning Autism Spectrum Disorder (HFASD). It aimed to explore the processing of biological motion perception in children with HFASD and the association to social deficit. Moreover, concerning the heterogeneity within ASD, the study examined the biological motion perception in intellectually gifted children within HFASD.
Method: Fifty children aged 7 to 10 years with HFASD and twenty-five children with typically development(TD)matched on age and IQ were recruited. The current study utilized preferential looking paradigm and motion point-light displays, demonstrating three visual comparison: (1) basic motion perception: object motion paired with scrambled motion; (2) animal biological motion perception: animal motion paired with object motion; (3) human biological motion: human motion paired with animal motion. Eye-tracking techniques were applied to measure proportion of dwell time and time course of fixation probability on each motion stimuli. Cognitive function, symptom severity, and adaptive function were also measured.
Result: In basic motion perception, children with TD and HFASD preferentially attend toward scrambled motion. In biological motion perception, generally, children with TD and HFASD preferentially attend toward animal motion and human motion. Time-course analysis revealed that children with TD and HFASD attended toward animal motion and human motion at the same time window. Moreover, in animal biological motion perception, children with HFASD showed lower preferential interest in animal motion than children with TD at the early stage of time course, and there were no significnant difference between groups at the late stage of time course. The results also found that the level of preference for animal motion was associated with the severity of social communication. In human biological motion perception, children with TD and HFASD showed similar level of preferential interest in human motion at the early stage of time course; afterthat, children with TD matained preferential interest in human motion across time, but children with HFASD reduced preferential interest in human motion across time. At the late stage of time course, children with HFASD showed significantly lower level preferential interest in human motion than children with TD, and it was associated to symptom severity. Concerning the heterogeneity within the study sample of HFASD, results indicated that there was no difference on the level of preferential interest in animal motion between intellectually gifted HFASD (IG-HFASD) and TD group; however, in human biological motion perception, IG-HFASD and nonIG-HFASD group reduced preferential interest in human motion across time course compared to TD group.
Conclusion: Findings suggested that children with HFASD exhibit the equivalent preferential interest and speed of attending to biological motion as did TD children. However, children with HFASD reduced referential interest in human biological motion across time course compared to TD children, and not influenced by the intellectually gifted advantage with compensation. The results implicated that biological motion perception may play an important role to understanding the social deficit in children with ASD. Theoretical and clinical implications of the study were discussed.
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Les apports de la réalité virtuelle et de la vidéo-oculographie à l’évaluation des intérêts sexuelsTrottier, Dominique 09 1900 (has links)
La pléthysmographie pénienne est reconnue comme la méthode la plus rigoureuse pour l’évaluation des intérêts sexuels. Cet instrument pourrait cependant bénéficier d’amélioration au niveau de sa validité écologique et de sa vulnérabilité aux tentatives de falsification. Cet outil est également confronté aux contraintes éthiques et légales liées à la présentation de stimuli produits à partir de modèle humain pour susciter l’excitation sexuelle. La présente thèse doctorale propose de pallier aux lacunes de la procédure pléthysmographique en la combinant à des stimuli générés par ordinateur présentés en immersion virtuelle et à la vidéo-oculographie. Dans le cadre d’une première étude empirique, il s’agit de déterminer si l’usage de stimuli générés par ordinateur présentés en immersion virtuelle est préférable à la modalité auditive actuellement utilisée. Les réponses érectiles d’agresseurs sexuels d’enfants et d’hommes sans paraphilie connue sont enregistrées et la capacité des deux modalités à produire des profils d’excitation sexuels et des indices de déviance propres aux intérêts sexuels est comparée. Dans le cadre d’une seconde étude expérimentale, les mouvements oculaires sont analysés afin de détecter les tentatives de contrôle volontaire de la réponse érectile lors d’une procédure d’évaluation pléthysmographique. Les réponses érectiles et les mouvements oculaires d’hommes sans dossier judiciaire sont enregistrés lors du visionnement de stimuli sous trois différentes conditions, dont une tâche de suppression de la réponse érectile. Dans l’ensemble, les résultats démontrent que les stimuli générés par ordinateur présentés en immersion virtuelle génèrent des profils d’excitation sexuelle ainsi que des indices de déviance ayant une précision de classification et de discrimination significativement supérieure à la modalité auditive. D’autre part, les résultats soulignent la capacité des mouvements oculaires à identifier une signature oculaire propre à l’utilisation d’une stratégie cognitive d’inhibition de la réponse érectile qui se caractérise notamment par la mise à l’écart du contenu sexuel et le ralentissement global du processus d’exploration visuel. Ce projet de recherche souligne les avantages inhérents à la présentation en immersion virtuelle de stimuli générés par ordinateur ainsi qu’à l’étude des mouvements oculaires lors de l’évaluation pléthysmographique et vient appuyer l’implantation progressive de cette modalité dans les milieux d’évaluations cliniques. / Penile plethysmography is considered to be the most rigorous method for sexual interest assessment. The instrument could however benefit from improvements in terms of its ecological validity and vulnerability to faking attempts. This tool also faces ethical and legal constraints related to the presentation of stimuli depicting human subjects to entice sexual arousal. This doctoral thesis seeks to address penile plethysmography’s shortcomings by combining it with computer-generated stimuli presented in virtual immersion as well as eye-tracking devices. A first empirical study was conducted to determine whether the presentation of computer-generated stimuli in virtual immersion is preferable to the auditory modality currently being used. Erectile responses from child molesters and men without sexual deviances were recorded and the ability of both modalities to generate sexual arousal profiles and deviance differentials indicative of sexual interests were compared. In a second experimental study, eye-movements were explored in an attempt to identify the presence of cognitive strategies responsible for erectile inhibition during the plethysmographic procedure. Erectile responses and eye-movements of men without criminal records were recorded when viewing stimuli under three different conditions, including an erectile inhibition task. Overall, results show that the presentation of computer-generated stimuli in virtual immersion generates sexual arousal profiles and deviance differentials, which allow significantly higher classification accuracy and discriminant performance than the auditory modality. Results also highlight the possibility, through eye-movement analyses, to identify an ocular signature specific to the use of cognitive strategies for erectile inhibition, which is characterized by a partial avoidance of the sexual content and a general deceleration of the visual exploration process. This project exposes the benefits inherent to the presentation of computer-generated stimuli in virtual immersion and the use of eye-tracking devices for penile plethysmography assessments and supports the progressive implementation of this modality in clinical settings.
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What Does it Take to Get your Attention? : The influence of In-Store and Out-of-Store Factors on Visual Attention and Decision Making for Fast-moving Consumer GoodsShams, Poja January 2013 (has links)
Decision making for fast-moving consumer goods involves a choice between numerous similar alternatives. Under such demanding circumstances, a decision is made for one product. The decision is dependent on the interaction between the environment and the mind of the consumer, both of which are filled with information that can influence the outcome. The aim of this dissertation is to explore how the mind and the environment guides attention towards considered and chosen products in consumer decision making at the point-of-purchase. Consumers are equipped with several effort reduction strategies to simplify complex decision making. The selection of strategies can be conscious or automatic and driven by information in the environment or the mind of the decision maker. The selected decision strategy reduces the set of options to one alternative in an iterative process of comparisons that are fast and rely on perceptual cues to quickly exclude irrelevant products. This thesis uses eye-tracking to explore this rapid processing that lacks conscious access or control. The purpose is to explore how product packaging and placement (as in-store factors), and recognition, preferences, and choice task (as out-of-store factors) influence the decision-making process through visual attention. The results of the 10 experiments in the five papers that comprise this thesis shed new light on the role of visual attention in the interaction between the environment and the mind, and its influence on the consumer. It is said that consumers choose with their eyes, which means that unseen is unsold. The results of this thesis show that it is just as important to be comprehended as it is to be seen. In split-second decision making, the ability to recognize and comprehend a product can significantly impact preferences. Comprehension stretches beyond perception as consumers infer value from memory structures that influence attention. Hence, the eye truly sees what the mind is prepared to comprehend.
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Tempi di Reazione alla Guida: Il ruolo dei processi attentivi, decisionali ed emotivi sulle aspettative di pericolo in contesti reali e virtuali / RESPONSE TIME TO HAZARD: THE ROLE OF ATTENTION, DECISION MAKING AND EMOTIONS ON EXPECTATIONS IN REAL-LIFE AND VIRTUAL DRIVINGRUSCIO, DANIELE 17 March 2014 (has links)
Lo scopo della presente ricerca è studiare il peso del fattore umano nei tempi di reazione alla guida. I tempi di reazione son stati studiati sin dalle origini della Psicologia sperimentale, tuttavia se applicati alla guida risulta obsoleto a causa delle specifiche condizioni in cui la reazione si svolge, ai cambiamenti del traffico moderno e ai nuovi dispositivi di supporto intelligente. In letteratura emerge chiaramente l’influenza sul tempo di reazione delle aspettative, della salienza della risposta, della percezione del rischio, dei carichi cognitivi e delle condizioni di rilevazione. La presente ricerca si prefigge di affrontare l’impatto e le modalità di influenza di questi aspetti psicologici sui tempi di reazione alla guida. In particolare i dati registrati in condizioni di guida ecologica reale saranno usati per a) studiare l’influenza delle aspettative sui processi attentivi, emozionali e di presa di decisione alla guida in risposta al pericolo, e b) per valutare l’influenza di diversi livelli di realismo di simulazioni e simulatori virtuali sui processi psicologici che determinano l’IPTR.
I risultati mostrano differenze significative nelle diverse fasi che compongono l’IPTR nelle diverse condizioni. I simulatori di guida si sono rivelati avere una validità relativa, ma non assoluta rispetto ai processi attivati nelle condizioni ecologiche, dimostrandosi però in grado di ricreare e modificare coerentemente i processi di avvistamento del pericolo in funzione della prevedibilità dello stesso; rendendoli strumenti utili per l’apprendimento. La ricerca fornisce informazioni sul funzionamento dei processi cognitivi ed emotivi alla guida utili per la ricostruzione degli incidenti, la sicurezza e la prevenzione stradale. / The aim of the present research is to study the role of human factor in a salient driving ability for road accident prevention, that is reaction time to danger. Reaction times (RTs) have been investigated since the origin of experimental Psychology, however when applied to driving, the values became obsolete due to modern driving conditions and interaction with advance driving automatic systems and devices. The influence of expectation, urgency, risk perception, cognitive load and driving conditions on the process that determine RTs have been steadily proven in literature. The present research aims to tackle the influence of these factors on RTs while driving. In particular data measured in real-life driving are used to a) study the influence of expectation on attention, emotions and decision making process, and b) assess the influence of virtual settings with different levels of realism, on the psychological process that determine RTs.
A specific task that manipulate driver’s expectations was created to assess the influence of attention and decision making process in the different context on RTs. Results show significant differences in the RTs phases, for different situation. Driving simulators with different levels of realism proved to not have absolute validity, but rather relative on the meanings and learning process in detecting danger and deciding what response foster; giving us interesting information for drivers education, road safety and accident reconstruction.
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Les apports de la réalité virtuelle et de la vidéo-oculographie à l’évaluation des intérêts sexuelsTrottier, Dominique 09 1900 (has links)
La pléthysmographie pénienne est reconnue comme la méthode la plus rigoureuse pour l’évaluation des intérêts sexuels. Cet instrument pourrait cependant bénéficier d’amélioration au niveau de sa validité écologique et de sa vulnérabilité aux tentatives de falsification. Cet outil est également confronté aux contraintes éthiques et légales liées à la présentation de stimuli produits à partir de modèle humain pour susciter l’excitation sexuelle. La présente thèse doctorale propose de pallier aux lacunes de la procédure pléthysmographique en la combinant à des stimuli générés par ordinateur présentés en immersion virtuelle et à la vidéo-oculographie. Dans le cadre d’une première étude empirique, il s’agit de déterminer si l’usage de stimuli générés par ordinateur présentés en immersion virtuelle est préférable à la modalité auditive actuellement utilisée. Les réponses érectiles d’agresseurs sexuels d’enfants et d’hommes sans paraphilie connue sont enregistrées et la capacité des deux modalités à produire des profils d’excitation sexuels et des indices de déviance propres aux intérêts sexuels est comparée. Dans le cadre d’une seconde étude expérimentale, les mouvements oculaires sont analysés afin de détecter les tentatives de contrôle volontaire de la réponse érectile lors d’une procédure d’évaluation pléthysmographique. Les réponses érectiles et les mouvements oculaires d’hommes sans dossier judiciaire sont enregistrés lors du visionnement de stimuli sous trois différentes conditions, dont une tâche de suppression de la réponse érectile. Dans l’ensemble, les résultats démontrent que les stimuli générés par ordinateur présentés en immersion virtuelle génèrent des profils d’excitation sexuelle ainsi que des indices de déviance ayant une précision de classification et de discrimination significativement supérieure à la modalité auditive. D’autre part, les résultats soulignent la capacité des mouvements oculaires à identifier une signature oculaire propre à l’utilisation d’une stratégie cognitive d’inhibition de la réponse érectile qui se caractérise notamment par la mise à l’écart du contenu sexuel et le ralentissement global du processus d’exploration visuel. Ce projet de recherche souligne les avantages inhérents à la présentation en immersion virtuelle de stimuli générés par ordinateur ainsi qu’à l’étude des mouvements oculaires lors de l’évaluation pléthysmographique et vient appuyer l’implantation progressive de cette modalité dans les milieux d’évaluations cliniques. / Penile plethysmography is considered to be the most rigorous method for sexual interest assessment. The instrument could however benefit from improvements in terms of its ecological validity and vulnerability to faking attempts. This tool also faces ethical and legal constraints related to the presentation of stimuli depicting human subjects to entice sexual arousal. This doctoral thesis seeks to address penile plethysmography’s shortcomings by combining it with computer-generated stimuli presented in virtual immersion as well as eye-tracking devices. A first empirical study was conducted to determine whether the presentation of computer-generated stimuli in virtual immersion is preferable to the auditory modality currently being used. Erectile responses from child molesters and men without sexual deviances were recorded and the ability of both modalities to generate sexual arousal profiles and deviance differentials indicative of sexual interests were compared. In a second experimental study, eye-movements were explored in an attempt to identify the presence of cognitive strategies responsible for erectile inhibition during the plethysmographic procedure. Erectile responses and eye-movements of men without criminal records were recorded when viewing stimuli under three different conditions, including an erectile inhibition task. Overall, results show that the presentation of computer-generated stimuli in virtual immersion generates sexual arousal profiles and deviance differentials, which allow significantly higher classification accuracy and discriminant performance than the auditory modality. Results also highlight the possibility, through eye-movement analyses, to identify an ocular signature specific to the use of cognitive strategies for erectile inhibition, which is characterized by a partial avoidance of the sexual content and a general deceleration of the visual exploration process. This project exposes the benefits inherent to the presentation of computer-generated stimuli in virtual immersion and the use of eye-tracking devices for penile plethysmography assessments and supports the progressive implementation of this modality in clinical settings.
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Ευχρηστία διαδικτύου : σχεδιασμός ιστοτόπων με βάση γνωσιακά μοντέλα διαδραστικής αναζήτησης πληροφορίας / Web usability : design of websites based on cognitive models of interactive information searchΚατσάνος, Χρήστος 19 January 2011 (has links)
Η παρούσα διατριβή πραγματεύεται το πρόβλημα της αποτελεσματικής σχεδίασης ιστοτόπων που υποστηρίζουν την εύχρηστη διαδραστική αναζήτηση. Με τον όρο διαδραστική αναζήτηση περιγράφεται η διερευνητική αλληλεπίδραση ενός χρήστη με έναν ιστότοπο, με στόχο την εύρεση πληροφορίας στο πλαίσιο μίας εργασίας του, χωρίς τη χρήση διαδικτυακών μηχανών αναζήτησης. Η διατριβή εντάσσεται στην περιοχή της ευχρηστίας του Διαδικτύου και γενικότερα της μελέτης αλληλεπίδρασης ανθρώπου-υπολογιστή και ειδικότερα αλληλεπίδρασης χρηστών με πληροφορία. Ένας ιστότοπος είναι συχνά, όχι μόνο μια εφαρμογή με την οποία αλληλεπιδρά ο χρήστης αλλά και ένας πληροφοριακός χώρος, του οποίου η κατάλληλη δόμηση και διασύνδεση του περιεχομένου επηρεάζουν σε μεγάλο βαθμό την ευχρηστία του. Συνεπώς, η ανάπτυξη μεθοδολογιών για τον επιτυχή σχεδιασμό της πληροφοριακής αρχιτεκτονικής (information architecture) ενός ιστοτόπου παραμένει μία σημαντική σχεδιαστική πρόκληση. Η διατριβή προτείνει μία νέα μεθοδολογία σχεδιασμού και αξιολόγησης της πληροφοριακής αρχιτεκτονικής ιστοτόπων, τη MEDIAMIS (Methodology for the Efficient Design of Information Architectures based on Models of Interactive Search). Η συνεισφορά της έγκειται στο γεγονός ότι βελτιστοποιεί και συστηματοποιεί τη διαδικασία σχεδιασμού ή αξιολόγησης. Η MEDIAMIS είναι εμπνευσμένη από εδραιωμένες χρηστοκεντρικές τεχνικές και πρόσφατα μοντέλα της συμπεριφοράς των ανθρώπων κατά τη διαδραστική αναζήτηση. Η μεθοδολογία απευθύνεται σε μηχανικούς του Διαδικτύου και αποσκοπεί στη δημιουργία ιστοτόπων που υποστηρίζουν την εύχρηστη διαδραστική αναζήτηση από τους χρήστες τους. Προκειμένου να υποστηριχθεί η MEDIAMIS αναπτύχθηκαν δύο πρωτότυπα εργαλεία, το AutoCardSorter (Automated Card Sorting Tool) και το ISEtool (InfoScent Evaluator Tool). Το πρώτο υποστηρίζει τη διαδικασία δόμησης του περιεχομένου ενός ιστοτόπου, ενώ το δεύτερο τη δημιουργία σημασιολογικά κατάλληλων λεκτικών περιγραφών για τους υπερσυνδέσμους ενός ιστοτόπου. Τέλος, στο πλαίσιο της διατριβής, εξετάζεται η εγκυρότητα και αποδοτικότητα της MEDIAMIS και των υποστηρικτικών εργαλείων, μέσα από έξι πειραματικές μελέτες. Στις μελέτες αυτές συγκρίθηκαν εκτενώς τα αποτελέσματα της προτεινόμενης προσέγγισης με αυτά καθιερωμένων χρηστοκεντρικών τεχνικών και μετρικών της παρατηρούμενης συμπεριφοράς των χρηστών. Τα συμπεράσματα των μελετών έδειξαν ότι η MEDIAMIS παράγει αποτελέσματα εφάμιλλης ποιότητας με εδραιωμένες χρηστοκεντρικές τεχνικές, αλλά με σημαντικά αποδοτικότερο τρόπο. / This thesis addresses the problem of effective design of websites that enhance findability of information during interactive search. The term interactive search is used to describe the exploratory, goal−directed browsing activity of a user, while seeking information in a website. Seeking information using a search engine is not an object of study in this thesis. The thesis falls into the field of human computer interaction, and the subfields of Web usability and human information interaction. A website should be treated both as a user interface as well as a hypertext information space, whose structural design has a significant influence on intuitive access to content, task completion and overall user experience. In today’s information explosion, one of the biggest challenges in web design is the effective design of its information architecture. The latter constitutes the research objective of this thesis. The thesis proposes a new methodology to design and evaluate the information architecture of websites, the MEDIAMIS (Methodology for the Efficient Design of Information Architectures based on Models of Interactive Search). The contribution of the proposed approach is that is optimizes and systemizes the information architecture design or evaluation process. MEDIAMIS is inspired by established user-centered techniques and recent cognitive models of user’s interactive search behavior. MEDIAMIS is addressed to Web practitioners and deals with the design or evaluation of a website’s information structure and labeling system. In the context of the proposed methodology, two innovative tools have been developed. The first tool, AutoCardSorter (Automated Card Sorting Tool), supports the structural design of a website. The second tool, ISEtool (InfoScent Evaluator Tool), facilitates the production of semantically appropriate hyperlink labels for the typical goals of a website. The applicability of the proposed methodology and the effectiveness and efficiency of the associated tools were examined through six experimental studies. These studies compared both quantitavely and qualitatively the results of the proposed methodology against the ones derived from established user-centered design approaches, such as card sorting, and against observed and subjective user data. It was found that the proposed methodology lead to a substantial efficiency gain, without expense in the quality of results.
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Difficulties in the comprehension and interpretation of a selection of graph types and subject-specific graphs displayed by senior undergraduate biochemistry students in a South African universityVan Tonder, André 11 1900 (has links)
A carefully constructed set of 16 graphical tasks related to key biochemistry concepts was designed and administered to a group of 82 students in their final year of B.Sc. study.
The test mean score of 48,3% ( 12,1) was low and characterised by gender and ethnic differences. There was a moderate linear relationship between biochemistry grades obtained by the students over two years of study and their graphical literacy (r = 0,433). The majority of the students exhibited slope/height confusion and only seven students (8,5%) were able to answer the two items corresponding to Kimura‘s Level F, the most complex and difficult level of graphical literacy.
Eye tracking data gave valuable insights into different strategies used by students while interpreting graphs and is a valuable tool for assessing graphical literacy.
These findings confirmed other studies where researchers have found a widespread lack of graph comprehension among biological science students. / Institute of Science and Technology Education / M. Sc. (Science Education)
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Enhancing comprehension in open distance learning computer programming education with visualizationSchoeman, Martha Anna 10 1900 (has links)
This thesis describes a research project aimed at improving the tracing skills of first-year programming students enrolled for an introductory C++ course at an open distance learning institution by means of a tutorial in the form of a program visualization tool to teach the students to draw variable diagrams. The research was based on the findings from the BRACElet project (Clear, Whalley, Robbins, Philpott, Eckerdal, Laakso & Lister, 2011). A design-based research methodology was followed.
To guide the process of developing the tutorial, a framework of 26 guidelines for developing and using visualization tools to teach programming was synthesized from the literature on computing education research CER, educational psychology and computer graphics. Guidelines were supplemented with reasons or explanations for their recommendation and considerations to be taken into account when using a guideline. The framework was enhanced by lessons learnt during the development and testing of the tutorial.
The tutorial was tested and refined during two implementation cycles. Both cycles included quantitative and qualitative investigations. All students registered for the introductory module received the tool with their study material. For the quantitative investigations, students completed a questionnaire after using the tutorial. Through the questionnaire biographical data was acquired, the manner in which students used the tutorial and how they experienced using it. The responses to the questionnaires were statistically analysed in combination with respondents’ final marks. The statistical modelling indicated that the students’ biographical properties (a combination of level of programming experience, marks obtained for Mathematics and English in matric and first-time registration for COS1511 or not), had the biggest impact on their final marks by far.
During the qualitative investigations students were eye tracked in a Human-Computer Interaction laboratory. The gaze replays in both cycles revealed that students’ reading skills impacted largely on their success, connecting with the findings from the quantitative investigations.
Reflections on why the tutorial did not achieve its purpose; and why poor reading skills may have such a strong effect on learning to program, contribute some theoretical understanding as to how novices learn to program. / Computer Science / D. Phil. (Computer Science)
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Kilian Seeber a jeho přínos pro další výzkum v oblasti / : Kilian Seeber and his Contribution to the Development ofBaštanová, Petra January 2017 (has links)
This MA thesis is a descriptive theoretical study dealing with the work of the conference interpreter, teacher and researcher Kilian Seeber. The thesis explores individual fields of interest of Kilian Seeber and the results of his research. It describes mainly the cognitive load in simultaneous interpreting, prosody and intonation, but also ethical decisions in simultaneous interpreting and issues connected with training of trainers. Furthermore, the thesis presents Seeber's teaching and interpreting projects and, last but not least, the reaction to his work and its reception in the international interpreting community. Key words: Kilian Seeber, cognitive load, eye tracking experiment, pupillometry, prosody, intonation, ethical decisions, simultaneous interpreting, blended learning.
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