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  • 1
    Online Resource
    Online Resource
    Cambridge :Cambridge University Press,
    UID:
    almahu_9948234157302882
    Format: 1 online resource (xvi, 242 pages) : , digital, PDF file(s).
    ISBN: 9780511814570 (ebook)
    Content: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This book provides a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research.
    Note: Title from publisher's bibliographic system (viewed on 05 Apr 2016). , Controlled experiments / Ann Blandford, Anna L. Cox and Paul Cairns -- Questionnaires, in-depth interviews and focus groups / Anne Adams and Anna L. Cox -- Eyetracking in HCI research / Anne L. Cox and David Peebles -- Formal analysis of interactive systems: opportunities and weaknesses / Michael Harrison, José Creissac Campos and Karsten Loer -- Using statistics in usability research / Paul Cairns and Anna L. Cox -- A qualitative approach to HCI research / Anne Adams, Peter Lunt and Paul Cairns -- Methodological development / Ann Blandford and Thomas Green -- Theoretical analysis and theory creation / Alan Dix -- Write Now! / Harold Thimbleby -- Applying old research methods to new problems / Paul Cairns and Anna L. Cox.
    Additional Edition: Print version: ISBN 9780521870122
    Language: English
    Subjects: Psychology
    RVK:
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (lizenzpflichtig)
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  • 2
    Online Resource
    Online Resource
    Cambridge : Cambridge University Press
    UID:
    gbv_874303753
    Format: 1 online resource (xvi, 242 pages)
    ISBN: 9780511814570 , 9780521690317 , 9780521870122
    Content: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This book provides a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research
    Note: Title from publisher's bibliographic system (viewed on 05 Apr 2016)
    Additional Edition: ISBN 9780521870122
    Additional Edition: Erscheint auch als Druck-Ausgabe Research methods for human-computer interaction Cambridge [u.a.] : Cambridge Univ. Press, 2008 ISBN 9780521690317
    Additional Edition: ISBN 9780521870122
    Additional Edition: ISBN 0521870127
    Additional Edition: ISBN 0521690315
    Language: English
    Subjects: Psychology
    RVK:
    Keywords: Mensch-Maschine-Kommunikation
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (lizenzpflichtig)
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  • 3
    UID:
    gbv_591823861
    Format: Online-Ressource (PDF-Datei: 1.545 kB)
    Content: When people describe themselves as being in the gameʺ this is often thought to mean they have a sense of presence, i.e. they feel like they are in the virtual environment (Brown/Cairns 2004). Presence research traditionally focuses on user experiences in virtual reality systems (e.g. head mounted displays, CAVE-like systems). In contrast, the experience of gaming is very different. Gamers willingly submit to the rules of the game, learn arbitrary relationships between the controls and the screen output, and take on the persona of their game character. Also whereas presence in VR systems is immediate, presence in gaming is gradual. Due to these differences, one can question the extent to which people feel present during gaming. A qualitative study was conducted to explore what gamers actually mean when they describe themselves as being in the game.ʺ Thirteen gamers were interviewed and the resulting grounded theory suggests being in the gameʺ does not necessarily mean presence (i.e. feeling like you are the character and present in the VE). Some people use this phrase just to emphasize their high involvement in the game. These findings differ with Brown and Cairns as they suggest at the highest state of immersion not everybody experiences presence. Furthermore, the experience of presence does not appear dependent on the game being in the first person perspective or the gamer being able to empathize with the character. Future research should investigate why some people experience presence and others do not. Possible explanations include: use of language, perception of presence, personality traits, and types of immersion.
    In: Conference Proceedings of the Philosophy of Computer Games 2008, Potsdam : Potsdam Univ. Press, 2008, (2008), Seite 210-227
    In: year:2008
    In: pages:210-227
    Language: English
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  • 4
    UID:
    gbv_1657459438
    Format: 1 online resource (836 pages)
    ISBN: 9781450334662
    Series Statement: ACM Conferences
    Language: English
    Keywords: Konferenzschrift
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