Information technology has perpetuated the role of symbolism in everyday life practice, through its reliance on sign systems for its creation and operation. Increasingly attention has been placed on applying semiotic techniques to analyze user interface design and usability. Surprisingly, although the move towards symbolic interaction has been one of the most striking components of the digital shift, it has proven difficult to build bridges between semiotics and HTI-design thinking. In this article we argue that the problems in linking semiotic analysis of human technology interaction with modern HTIdesign paradigms such as usability or user experience arise from a theoretical gap between the paradigms of semiotics, human cognition and thinking -technological psychosemiotics. Consequently, it is necessary to reformulate principal insights of semiotics such as the triangle of reference, by replacing the intuitive concept of thought, with modern philosophical and psychological concepts of human thinking. This allows the unification of usability research based on cognitive research with the analysis of signs in modern semiotics. It is possible to unify the conceptual analysis of signification and semiosis with conceptual and empirical work typical to modern human technology interaction research and design, thus making semiotics an essential tool within the swiftly developing paradigms of interaction design.
Visual perspective has dominated experience research in humantechnology interaction for decades now. The neglect of other sensory modalities is gradually being addressed by scholars and designers, who investigate user experience based on touch, smell, taste, sound and even expressive bodily interactions. In cognitive and affective processes, user experience is always multi-modal, not just regarding perceived multi-sensory information, but also while perceiving through one modality we mentally construct information relevant to the other senses. This article reports the results of an experiment, where participants (N = 52) appraised materials either only by touching them or only by seeing. The results indicate that with certain affects, the logic of the appraisal depends on the modality. These results are discussed within the theoretical framework of mental content, apperception, and appraisal. Further, we discuss the relevance of the findings for material design, especially in the context of multimodal interaction.
New language technologies are coming, thanks to the huge and competing private investment fuelling rapid progress; we can either understand and foresee their effects, or be taken by surprise and spend our time trying to catch up. This report scketches out some transformative new technologies that are likely to fundamentally change our use of language. Some of these may feel unrealistically futuristic or far-fetched, but a central purpose of this report - and the wider LITHME network - is to illustrate that these are mostly just the logical development and maturation of technologies currently in prototype. But will everyone benefit from all these shiny new gadgets? Throughout this report we emphasise a range of groups who will be disadvantaged and issues of inequality. Important issues of security and privacy will accompany new language technologies. A further caution is to re-emphasise the current limitations of AI. Looking ahead, we see many intriguing opportunities and new capabilities, but a range of other uncertainties and inequalities. New devices will enable new ways to talk, to translate, to remember, and to learn. But advances in technology will reproduce existing inequalities among those who cannot afford these devices, among the world’s smaller languages, and especially for sign language. Debates over privacy and security will flare and crackle with every new immersive gadget. We will move together into this curious new world with a mix of excitement and apprehension - reacting, debating, sharing and disagreeing as we always do. Plug in, as the human-machine era dawns.
Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.
With a backdrop of action and science fiction movie horrors of the dystopian relationship between humans and robots, surprisingly to date-with the exception of ethical discussions-the relationship aspect of humans and sex robots has seemed relatively unproblematic. The attraction to sex robots perhaps is the promise of unproblematic affectionate and sexual interactions, without the need to consider the other's (the robot's) emotions and indeed preference of sexual partners. Yet, with rapid advancements in information technology and robotics, particularly in relation to artificial intelligence and indeed, artificial emotions, there almost seems the likelihood, that sometime in the future, robots too, may love others in return. Who those others are-whether human or robot-is to be speculated. As with the laws of emotion, and particularly that of the cognitive-emotional theory on Appraisal, a reality in which robots experience their own emotions, may not be as rosy as would be expected.
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