scholarly journals A Study of Cutaneous Perception Parameters for Designing Haptic Symbols towards Information Transfer

Electronics ◽  
2021 ◽  
Vol 10 (17) ◽  
pp. 2147
Author(s):  
Tawanda Denzel Nyasulu ◽  
Shengzhi Du ◽  
Nico Steyn ◽  
Enzeng Dong

Vibrotactile displays can substitute for sensory channels of individuals experiencing temporary or permanent impairments in balance, vision, or hearing, and can enhance the user experience in professional or entertainment situations. This massive range of potential uses necessitates primary research on human vibrotactile perception. One leading aspect to consider when developing such displays is how to develop haptic patterns or symbols to represent a concept. In most settings, individual patterns are sorted as alphabets of haptic symbols which formulate tactons. Tactons are structured and perceivable tactile patterns (i.e., messages) that transfer information to users by employing the sense of touch. Hence, haptic patterns are critical when designing vibrotactile displays, as they not only affect the rate of information transfer but also determine the design of the displays (e.g., the number and the placement of tactors engaged) and how the information is encoded to achieve separability. Due to this significance, this paper presents an overview study on the cutaneous perception parameters (i.e., intensity, loci, frequency, duration, illusions, and combinations of these) for designing haptic symbols to identify mutual best-practices and knowledge gaps for future work. The study also provides developers from different scientific backgrounds with access to complex notions when engaging this specialized topic (i.e., the use of cutaneous perception parameters towards information transfer). Finally, it offers recommendations on defining which parameters to engage for a specific task or pattern.

Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


2018 ◽  
Vol 25 (4) ◽  
pp. 1194-1212 ◽  
Author(s):  
Anh Tuan Nguyen ◽  
Nguyen Vang-Phuc Nguyen

Purpose The purpose of this paper is to identify the best practices of industrial engineering (IE) programs that could be learnt and used at other educational institutions. Design/methodology/approach Nine IE programs in the USA are benchmarked using a conceptual framework that considers an educational program as a system consisting of a purpose, a curriculum, resources, and quality processes. The information used in benchmarking is collected from the program self-study reports, course catalogs, and websites which are available on the internet. Findings It is found that in spite of their diversity in history, missions, sizes, and reputations, the studied programs are rather unified in terms of purpose definition, curriculum formation, resource selection, and quality process usage. From the analysis, a template of IE curriculum is proposed. Research limitations/implications As the selection of the studied programs is based on the availability of the information, the findings may not be representative for IE programs in the USA. Future work can aim at comparing IE programs from various countries. Practical implications The findings could be used as benchmarks by IE schools interested in the improvement of operations. Originality/value A conceptual framework for benchmarking is proposed and proves useful for comparing educational programs. The findings represent the current best practices at IE schools in the USA.


Author(s):  
Wei Wei ◽  
Michelle A. Hudson ◽  
Anne E. Cook

Much of the coursework in pre-service teacher education programs focuses on “best practices” in classroom teaching that span from general pedagogical knowledge and pedagogical content knowledge (e.g., methods, management, assessment, etc.), in addition to supervised practica and student teaching experiences. Given that pre-service (and in-service) education students are being prepared for a career in teaching, coursework should also prepare them to understand, critique, and adapt to changes in best practices that occur over the course of their careers. The authors argue that one of the best ways to prepare students for changes in educational practices is to help them understand where best practices come from in the first place—primary research in education. Reading, thinking critically about, and applying the findings from primary research articles can improve the professional development of pre-service teachers. The goals of this chapter are to 1) provide a review of the benefits of requiring primary research articles as required readings in undergraduate curriculum, 2) underscore the argument for why primary research should be included in pre-service teacher education curriculum, and 3) offer a model for how this could be implemented in a pre-service teacher education curriculum.


2010 ◽  
Vol 2 (2) ◽  
pp. 12-25 ◽  
Author(s):  
Joe Lamantia

This article presents strategies for enhancing the long-term business and user value of portals as the third in a series of articles describing a Portal Design Framework. This article identifies essential Enterprise 2.0 functionality for collaboration and dialog—capabilities that support emerging Social Business practices—included in the Building Blocks Design Framework. The author discusses portal management and governance best practices and describes strategies for maintaining and enhancing the user experience of portals designed using the Building Blocks Framework.


Author(s):  
Jennifer Clarke ◽  
Manasa Reddy

Despite substantial reductions in the population prevalence of cigarette smoking in many developed countries, smoking remains normative among prisoners throughout the developed world. Furthermore, there has been little primary research on the efficacy of methods to reduce smoking in incarcerated populations. First, this chapter describes the epidemiology of tobacco smoking among inmates, including correlates of smoking in the general population, and drivers of smoking in prisons. Second, it considers current smoking policies and cessation services offered in prisons. Third, it reviews evidence-based strategies, both pharmacological and behavioral, for reducing tobacco consumption during and after incarceration, and details studies that have looked at prison settings specifically. Because best practices in facilities that permit smoking will resemble best practices in the community, the chapter focuses primarily on approaches in smoke-free facilities to reduce relapse to smoking after release. Finally, the chapter discusses challenges to treating tobacco addiction in prison settings.


2019 ◽  
Vol 28 (8) ◽  
pp. 627-634 ◽  
Author(s):  
Lekshmi Santhosh ◽  
Patrick G Lyons ◽  
Juan C Rojas ◽  
Thomas M Ciesielski ◽  
Shire Beach ◽  
...  

BackgroundThere is limited literature about physician handoffs between the intensive care unit (ICU) and the ward, and best practices have not been described. These patients are uniquely vulnerable given their medical complexity, diagnostic uncertainty and reduced monitoring intensity. We aimed to characterise the structure, perceptions and processes of ICU–ward handoffs across three teaching hospitals using multimodal methods: by identifying the handoff components involved in communication failures and describing common processes of patient transfer.MethodsWe conducted a study at three academic medical centres using two methods to characterise the structure, perceptions and processes of ICU–ward transfers: (1) an anonymous resident survey characterising handoff communication during ICU–ward transfer, and (2) comparison of process maps to identify similarities and differences between ICU–ward transfer processes across the three hospitals.ResultsOf the 295 internal medicine residents approached, 175 (59%) completed the survey. 87% of the respondents recalled at least one adverse event related to communication failure during ICU–ward transfer. 95% agreed that a well-structured handoff template would improve ICU–ward transfer. Rehabilitation needs, intravenous access/hardware and risk assessments for readmission to the ICU were the most frequently omitted or incorrectly communicated components of handoff notes. More than 60% of the respondents reported that notes omitted or miscommunicated pending results, active subspecialty consultants, nutrition and intravenous fluids, antibiotics, and healthcare decision-maker information at least twice per month. Despite variable process across the three sites, all process maps demonstrated flaws and potential for harm in critical steps of the ICU–ward transition.ConclusionIn this multisite study, despite significant process variation across sites, almost all resident physicians recalled an adverse event related to the ICU–ward handoff. Future work is needed to determine best practices for ICU–ward handoffs at academic medical centres.


2011 ◽  
Vol 15 (4) ◽  
pp. 8-13 ◽  
Author(s):  
Dax Andrew Parcells, ◽  
Rozzano C. Locsin,

The mid-range theory, technological competency as caring in nursing, provides a novel understanding of the harmonious integration of technology and caring in nursing. The quantification of technological competency, reflected in shared expectations of nurses and patients, ultimately informs the best practices requisite in grounding nursing care delivery models in technology, caring, and quality nursing. Theory and practice experts were invited to examine the validity of the Technological Competency as Caring in Nursing Instrument. Item statements were revised or eliminated based on quantitative content validity indices and specific expert feedback. The revised instrument consists of 25 statements inclusive of the five assumptions of the theory. Future work will establish best practices grounded in the perspective of technological competency as in caring nursing.


Author(s):  
R Sourial ◽  
A Jacbson

Background: Canadian Stroke Best Practices recommend early mobilization and engagement in activities after stroke to enhance recovery. StrokeEngine reports the use of music can further promote recovery by harnessing neuroplasticity. Using music to enhance participation in activities after stroke may impact favorably on outcome after stroke. Methods: This descriptive study will be offered to patients admitted on the stroke unit. Based on the music preferences of willing participants and guided by the physiotherapy assessment, music, singing or dance movements will be incorporated into extra-therapeutic activities using specific musical instruments matched to patient ability. The music-enhanced activity program includes at least 3 sessions per week with a trained volunteer and additional sessions with family members for the duration of the hospital stay. Each session will last between 20 and 30 mins. The program will run for six weeks. Results: Data on patient participation in daily therapy and activities on the stroke unit will be presented and compared to a similar group of stroke patients. Changes in patient stroke recovery parameters will be measured and reported on magnitude of change for future work. Conclusions: Innovative ways to enhance patient engagement early after a stroke can optimalize stroke recovery. This project will shed some light on the effects of a music-enhanced intervention


2021 ◽  
Vol 8 (3) ◽  
pp. 3-24
Author(s):  
Menelaos Katsantonis ◽  
Ioannis Mavridis

HackLearn is a scenario-based hacking simulation game for teaching cybersecurity concepts while providing hands-on hacking experiences to the learners. HackLearn design is based on the COFELET framework, which assimilates modern learning theories, well-known cybersecurity standards, and built-in scaffolding and assessment features. Aiming at evaluating the user experience perceived by HackLearn’s users, we describe the process of adopting it in a real educational environment based on the didactic framework for simulation games. Additionally, we present the evaluation methodology elaborated, based on the serious games’ quality characteristics framework. We discuss the evaluation results which indicate that HackLearn is engaging, motivating, usable and effective in teaching cybersecurity concepts and hacking strategies and techniques. The evaluation results revealed the HackLearn’s aspects that can be improved such as the scaffolding feature and the communication mechanism with the game’s back-end facility. The presented work validates and finalizes prior work elaborated on the COFELET framework (e.g., COFELET ontology and the COFELET games life-cycle), whereas it provides directions for future work in the development and evaluation of cybersecurity serious games.


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