Auflistung nach Schlagwort "mobile phone"
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- muc: langbeitrag (vorträge)Automatic Classification of Mobile Phone s Contacts(Mensch & Computer 2013: Interaktive Vielfalt, 2013) Sahami Shirazi, Alireza; Le, Huy Viet; Henze, Niels; Schmidt, AlbrechtCurrent smartphones have virtually unlimited space to store contact information. Users typically have dozens or even hundreds of contacts in their address book. The number of contacts can make it difficult to find particular contacts from the linear list provided by current phones. Grouping contacts ease the retrieval of particular contacts and also enables to share content with specific groups. Previous work, however, shows that users are not willing to manually categorize their contacts. In this paper we inves-tigate the automatic classification of contacts in phones contact lists, using the user s communication history. Potential contact groups were determined in an online survey with 82 participants. We collect-ed the call and SMS communication history from 20 additional participants. Using the collected data we trained a machine-learning algorithm that correctly classified 59.2% of the contacts. In a pilot study in which we asked participants to review the results of the classifier we found that 73.6% of the re-viewed contacts were considered correctly classified. We provide directions to further improve the performance and argue that the current results already enable to ease the manual classification of mo-bile phone contacts.
- KonferenzbeitragConstant Companion. How Frequent Phone Use and Interpersonal Communication Are Related to Users’ Emotional Appraisal(Mensch und Computer 2021 - Tagungsband, 2021) Arlinghaus, Clarissa Sabrina; Ollermann, FrankEmotional appraisal is a core aspect of user experience. This study examines whether frequency of mobile phone use can have an impact on emotional aspects of mobile phone user experience. It also comments on the role of interpersonal communication for emotional evaluation. The results of an online survey in Germany (N = 836) reveal that frequencies are related to positive and negative emotions differently. Frequent phone users experience more positive emotions than others, but the frequent use of a mobile phone does not seem to reduce negative emotions. Surprisingly, this effect does not depend on the extent of interpersonal communication. Positive emotions seem to be stronger connected to a positive user experience, whereas negative emotions probably occur due to a bad usability. This can be interpreted as an evidence for Herzberg’s two-factor theory applied to user experience.
- ZeitschriftenartikelEntwicklung und Evaluierung einer Interaktionsplattform für massentaugliche Pervasive Games(Wirtschaftsinformatik: Vol. 50, No. 4, 2008) Petrovic, Otto; Edegger, Francika; Kittl, Christian; Edegger, BernhardPervasive Games sind neue Spielformate auf Basis von Informations- und Kommunikationstechnologie, in denen die reale Welt mit der virtuellen verschmilzt. Der Beitrag beschreibt Aufbau und Anwendung einer technischen Plattform, die die crossmediale Kommunikation und komfortable Modellierung komplexer Interaktionen zur Umsetzung von massentauglichen Pervasive Games ermöglicht. Im Rahmen einer empirischen Studie mit 102 Studierenden wurde ein Pervasive Game in Bezug auf Lernprozess und Lernerfolg mit dem Einsatz einer konventionellen Fallstudie verglichen. Es zeigte sich, dass das Pervasive Game eine relativ erhöhte energetische Aktivierung, positivere Emotionen, eine positivere Einstellungen gegenüber Lerninhalten und eine effizientere Wissensvermittlung bewirkt.AbstractPervasive Games are innovative game models based on information and communication technologies which merge the real world and the virtual world. The paper describes design and application of a technical platform supporting cross-media communication and comfortable modelling of complex interaction patterns which enables the implementation of pervasive games with mass impact. In an empirical study with 102 students a pervasive game was compared with a conventional case study in respect to the learning process and learning results. It revealed that the game relatively leads to higher energetic activation, more positive emotions, more positive attitudes towards learning content, and more efficient knowledge transfer.