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Browsing by Subject "human-computer interaction"

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  • Akkanen, Saara (2023)
    This Master’s Thesis describes an original user study that took place at the University of Helsinki. The study compares and evaluates the usability of three different methods that are used in meeting rooms to share a private device’s screen on a big public screen in order to give a slideshow presentation: HDMI, VIA, and Ubicast. There were 18 participants. The study was conducted in a controlled environment, replicating a typical meeting room setup. The experiment consisted of screen mirroring tasks and an interview. In a screen mirroring task, the participants were asked to share their screen using each of the three technologies. They were provided with the necessary equipment and user guides if needed. Then the participants were given training on how to use the technologies, and they performed the tasks again. During the task, the time taken to complete each screen mirroring session was recorded, and any errors or difficulties encountered were noted. After completing the screen mirroring tasks, participants were interviewed to gather qualitative data on their experiences and preferences. They were asked about the ease of use, efficiency, and any difficulties they faced while using each technology. This information was used to gain insights into user preferences and potential areas for improvement in the respective technologies. To analyze the data, the System Usability Scale (SUS) scores and time taken to complete the screen mirroring tasks were calculated for each technology. Statistical analyses were conducted to determine any significant differences in SUS scores and time across the three technologies. Additionally, the interview data was analyzed using thematic analysis to identify common themes and patterns in the experiences of the users. HDMI emerged on the top, with Ubicast not far behind.
  • Kässi, Juho (2011)
    Objectives: GPS technology enables the visualisation of a map reader's location on a mobile map. Earlier research on the cognitive aspects of map reading identified that searching for map-environment points is an essential element for the process of determining one's location on a mobile map. Map-environment points refer to objects that are visualized on the map and are recognizable in the environment. However, because the GPS usually adds only one point to the map that has a relation to the environment, it does not provide a sufficient amount of information for self-location. The aim of the present thesis was to assess the effect of GPS on the cognitive processes involved in determining one's location on a map. Methods: The effect of GPS on self-location was studied in a field experiment. The subjects were shown a target on a mobile map, and they were asked to point in the direction of the target. In order for the map reader to be able to deduce the direction of the target, he/she has to locate himself/herself on the map. During the pointing tasks, the subjects were asked to think aloud. The data from the experiment were used to analyze the effect of the GPS on the time needed to perform the task. The subjects verbal data was used to assess the effect of the GPS on the number of landmark concepts mentioned during a task (landmark concepts are words referring to objects that can be recognized both on the map and in the environment). Results and conclusions: The results from the experiment indicate that the GPS reduces the time needed to locate oneself on a map. The analysis of the verbal data revealed that the GPS reduces the number of landmark concepts in the protocols. The findings suggest that the GPS guides the subject's search for the map-environment points and narrows the area on the map that must be searched for self-location.
  • Husu, Tuomas (2020)
    System administration is a traditional and demanding profession in information technology that has gained little attention from human-computer interaction (HCI) research. System administrators operate in a highly complex environment to keep business applications running and data available and safe. In order to understand the essence of system administrators' skill, this thesis reports individual differences in 20 professional system administrators’ task performance, task solutions, verbal reports, and learning histories. A set of representative tasks were designed to measure individual differences, and structured interviews were used to collect retrospective information about system administrators’ skill acquisition and level of deliberate practice. Based on the measured performance, the participants were divided into three performance groups. A group of five system administrators stood out from the 20 participants. They completed more tasks successfully, they were faster, they predicted their success more accurately, and they expressed more confidence during performance and anticipation. Although they had extensive professional experience, the study found no relationship between duration of experience and level of expertise. The results are aligned with expert-performance research from other domains — the highest levels of performance in system administration are attained as a result of a systematic practice. This involves an investment of effort and makes the activity less enjoyable than competing activities. When studying the learning histories, the quantity and quality of the programming experience and other high-effort computer-related problem-solving activities were found to be the main differentiating factors between the 'expert' and less-accomplished participants.
  • Pöyhönen, Teemu (2023)
    While natural language generation (NLG) and large-language models (LLM) seem to be transforming many industries, video games have yet to be affected. This study investigates the potential of using NLG systems to generate dialogue for non-playable characters (NPCs) in role-playing games (RPGs). For this, dialogue data is extracted from six popular RPGs and is then used to fine-tune Microsoft’s GODEL to create an “RPG chatbot” (RPG-GPT). Motivated by computational creativity frameworks, a survey and an interactive experiment were conducted to evaluate the creativity and the effectiveness of RPG-GPT in generating relevant and engaging responses to player input. Survey respondents rated dialogues on a 5-point agree-disagree Likert scale, with questions related to e.g. the relevance of the NPC answers. Results indicate that RPG-GPT can provide relevant responses with a mean difference of game relevance of 3.93 vs. 3.85 of RPG-GPT (p=0.0364). Also, the participants of the interactive experiment reported engagement when interacting with RPG-GPT. Overall, the results suggest that creative NLG has the potential to enhance gaming experiences through task-oriented game dialogue (TOGD) systems. In this framework, creative TOGD systems could solve a common issue where pre-written NPCs are unable to provide the specific information sought by players. Additionally, the study discusses a concept of how players through their interaction with the NLG models can expand the lore of a game, which is a new consideration for game designers and developers when implementing such systems. Future work could explore ways to incorporate external knowledge and context to improve the performance of a TOGD system.
  • Pöyhönen, Teemu (2023)
    While natural language generation (NLG) and large-language models (LLM) seem to be transforming many industries, video games have yet to be affected. This study investigates the potential of using NLG systems to generate dialogue for non-playable characters (NPCs) in role-playing games (RPGs). For this, dialogue data is extracted from six popular RPGs and is then used to fine-tune Microsoft’s GODEL to create an “RPG chatbot” (RPG-GPT). Motivated by computational creativity frameworks, a survey and an interactive experiment were conducted to evaluate the creativity and the effectiveness of RPG-GPT in generating relevant and engaging responses to player input. Survey respondents rated dialogues on a 5-point agree-disagree Likert scale, with questions related to e.g. the relevance of the NPC answers. Results indicate that RPG-GPT can provide relevant responses with a mean difference of game relevance of 3.93 vs. 3.85 of RPG-GPT (p=0.0364). Also, the participants of the interactive experiment reported engagement when interacting with RPG-GPT. Overall, the results suggest that creative NLG has the potential to enhance gaming experiences through task-oriented game dialogue (TOGD) systems. In this framework, creative TOGD systems could solve a common issue where pre-written NPCs are unable to provide the specific information sought by players. Additionally, the study discusses a concept of how players through their interaction with the NLG models can expand the lore of a game, which is a new consideration for game designers and developers when implementing such systems. Future work could explore ways to incorporate external knowledge and context to improve the performance of a TOGD system.