The document discusses using eye tracking technology to investigate cognitive processing by examining eye movements and fixations which can provide insights into selective attention, divided attention, and attentional set. It also outlines some cognitive models for understanding media effects and processing, and explores using eye tracking to study things like working memory capacity during web searches. The document argues that eye tracking, while still in its infancy as a research method, has the potential to provide new understanding of how attention works and how information is processed.
ARCOMEM developing methods & tools for transforming digital archives into community memories bases on novel socially-aware & -driven preservation models.
http://www.arcomem.eu
Abstract: An experiment was conducted to examine individuals’ perceptions of their recall of enjoyable and meaningful video games, as well as the game characteristics and dimensions of need-satisfaction associated with experiences of enjoyment and appreciation. Participants (N = 512) were randomly assigned to one of two groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment of the game was equally high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Enjoyment of games was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation of games was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.
Citation: Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M-Y.(2013, June). Video Games as Meaningful Entertainment Experiences. Poster presented at the Annual Meeting of the International Communication Association, London.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
ARCOMEM developing methods & tools for transforming digital archives into community memories bases on novel socially-aware & -driven preservation models.
http://www.arcomem.eu
Abstract: An experiment was conducted to examine individuals’ perceptions of their recall of enjoyable and meaningful video games, as well as the game characteristics and dimensions of need-satisfaction associated with experiences of enjoyment and appreciation. Participants (N = 512) were randomly assigned to one of two groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyment of the game was equally high for both groups, though appreciation was higher in the meaningful- than fun-game condition. Enjoyment of games was most strongly associated with gameplay characteristics and satisfaction of needs related to competency and autonomy, whereas appreciation of games was most strongly associated with story characteristics and satisfaction of needs related to insight and relatedness.
Citation: Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B. I., & Chung, M-Y.(2013, June). Video Games as Meaningful Entertainment Experiences. Poster presented at the Annual Meeting of the International Communication Association, London.
Video games have enjoyed sustained economic and cultural success for nearly four decades, with their success often attributed to their interactive nature: passive audiences become active users with a vested stake in the on-screen experience. However, as games continue their evolution from singular challenge/skill puzzles to narrative-rich virtual worlds, the manner in which we play and are affected by this play has been called into question. Specifically, given that users do not have an unlimited ability to process stimuli, one might challenge the implicit assumption that gamers interact with and are influenced by all on-screen content in a similar fashion. The following presentation outlines emerging theory and research into the ways in which gamers attend to different on-screen content, and how this implicit and explicit attention can impact the overall entertainment experience.
(An audio recording of the talk will be made available at: http://iutelecomgrad.wordpress.com/)
Semantics empowered Physical-Cyber-Social Systems for EarthCubeAmit Sheth
Presentation at the EarthCube Face Face-to-Face Workshop of Semantics & Ontologies Workgroup: April 30-May 1, 2012, Ballston, VA.
Workshop site: http://earthcube.ning.com/group/semantics-and-ontologies/page/workshops
For more recent material on this topic, see: http://wiki.knoesis.org/index.php/PCS
Kevin McGrew IM Keynote Oct 2012. Use of movement in slides is not present in this static SlideShare show ..the red circle bounces around in the live presentation.
The Modern Columbian Exchange: Biovision 2012 PresentationMerck
The Columbian Exchange is a term used to capture what happened to North American Native Indians when the arrival of European settlers introduced ideas, animals, plants, and diseases that otherwise they had not yet been exposed to. Today, the Modern Columbian Exchange is occurring at a global scale, caused by unprecedented global travel and the Internet. An outcome of this Modern Columbian Exchange is disease outbreaks which have and will continue to affect dozens of countries in a very short time, impacting agriculture, tourism, and ultimately resulting in social tensions and the loss of life. The global response requires tight and timely coordination across countries. This necessitates the processing of large volumes of data – “BIG DATA” – which implies variety, variability and velocity. In this presentation, we explore the challenges of BIG DATA for preventative global health care. We answer the questions: a) how can human intelligence be more effectively leveraged to develop new insights, and b) how does this impact the design of data and information repositories? We conclude “The Time is NOW” for a new real-time analytics paradigm to transform the discovery and learning process.
Knowledge Management (KM) is a social activity. More and more organizations use social software as a tool to bridge the gap between technology- and human-oriented KM. In order to create interoperable, transferable solutions, it is necessary to utilize standards. In this paper, we analyze which standards can be applied and which gaps currently exist. We present the concept of knowledge bundles, capturing information on knowledge objects, activities and people as a prerequisite for social-focused KM. Based on our concept and examples, we derive the strong need for standardization in this domain. As a manifesto this paper tries to stimulate discussion and initiating a broad initiative working towards a common standard for the next generation of knowledge management systems. Our manifesto provides with eight recommendations how the KM community should act to address future challenges.
ConsumerBrain - the new customer profiling tool which is
presented below has been designed to investigate the real
triggers of customers’ purchasing decisions.
NYAI #23: Using Cognitive Neuroscience to Create AI (w/ Dr. Peter Olausson)Maryam Farooq
Dr. Peter Olausson started his career as a cognitive neuroscientist and spent over a decade at Yale University researching how our memories, motivation and cognitive control together affect decision-making. Before starting COGNITUUM, Peter was focusing on new breakthroughs in the information solutions that shape the human experience, including cognitive computing, data analytics, neuromanagement, and knowledge networks. Peter received his PhD in neuropharmacology at the University of Gothenburg in Sweden and his postdoctoral training at Yale University.
COGNITUUM has developed a general intelligence framework that provides a viable pathway towards human-level machine intelligence. The platform features continuous and real-time learning from any data source.
Modern learning models require linking experiences in training environments with experiences in the real-world. However, data about real-world experiences is notoriously hard to collect. Social spaces bring new opportunities to tackle this challenge, supplying digital traces where people talk about their real-world experiences. These traces can become valuable resource, especially in ill-defined domains that embed multiple interpretations. The paper presents a unique approach to aggregate content from social spaces into a semantic-enriched data browser to facilitate informal learning in ill-defined domains. This work pioneers a new way to exploit digital traces about real-world experiences as authentic examples in informal learning contexts. An exploratory study is used to determine both strengths and areas needing attention. The results suggest that semantics can be successfully used in social spaces for informal learning – especially when combined with carefully designed nudges.
AI 時代帶著我們的興奮、焦慮、迷茫…滾滾而來,AI 究竟發展到什麼程度?民眾、技術專家、企業眼中的 AI 有何不同?作為科技行業從業者的我們,需要了解什麼、做什麼,如何面對 AI 的浪潮,如何選擇我們自己的發展道路?
AI 究竟會為產品設計帶來怎樣的變化?我們有什麼可以依靠的,有什麼需要突破的,有什麼值得堅守的?我們能怎樣抓住AI的浪潮,實現個人的成長,做出有意義的事業?
產品、體驗設計與 AI 的先行者吳卓浩老師將為大家帶來他的思考和實踐,和大家一起跑步進入 AI 時代,追尋 AI 時代的產品設計之道。
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Eye movements as a method for investigating cognitive processing by Kevin Tao
1. Eye Movements as a Method for
Investigating Cognitive Processing
Chen-Chao Tao
Department of Communication and Technology
National Chiao Tung University
3. Attention
Selective attention
– Explores the differential processing of incoming sensory
information and the extent to which unattended stimuli are
processed
Divided attention
– Examines the parallel processing of incoming sensory
information
Attentional set
– Address the influence of advance information about stimuli on
the processing of incoming sensory information
4. Cognitive Approaches to Media
Limited capacity model of motivated mediated message
processing (LC4MP)
Limited
Resources
Orienting
responses
Message Information processing Media Effects
Automatic
Structural Encoding Attitude
Features Controlled
Storage Behavior
Content
Features Retrieval Cognition
Motivation Emotion
Appetitive Valence
Aversive Arousal
5. Cognitive Processing during Web Search
Stroop-type stimulus
Working memory capacity
Information
Maintenance
(Targets)
In-text links & ads
Inhibition
Flanker stimulus (Distractors)
6. Fixations and saccades
Saccade
Fixation
Low versus high velocity?
Minimum duration (100ms or 2 SD)
Fixation
7. Why use eye movements in research?
The eye-mind hypothesis
– The relationship between eye movements and attentional
mechanisms
Still in infant stage
– Have been broadly applied to different research topics (including
the commercial sector), but not deeply studied
“Which measure is best to use as an index of processing time
partly depends on what is being examined.”
– Spillover effects: “the problem is that words are processed when
they are not fixated.
8. Who am I?
Education
Ph.D. in Mass Communication at IUB
M.A. in Communication Technology at NCTU
Professional experience
2000-2003 Neobits Technology Inc. (新位元科技)
General Manager and Founder
1996-2000 Common Wealth Magazine (天下雜誌)
Supervisor of Information Center, Deputy Manager of Internet
Department, Research Editor
Research interests
Cognitive approaches to media
Mediation and moderation
Social network analysis