995 resultados para Software Psychology
Resumo:
Статья посвящена проблеме влияния диалога "человек-компьютер" на формирование коммуникативных качеств личности пользователей и разработчиков. В статье рассмотрены психологические проблемы взаимодействия человека с техническими интеллектуальными системами. Проанализированы новые психологические эффекты такие, как "сужение диапазона эмоций", "размывание (или наоборот - повышение жесткости) коммуникативных границ", "трудности в понимании психологического контекста диалога человека с человеком", "монологический стиль взаимодействия с людьми" пользователя. В статье показаны перспективные направления в развитии систем "человек – система искусственного интеллекта" для преодоления названных психологических эффектов может стать такие пути, как: во-первых, качественное преобразование интерактивных функций интеллектуальных технических систем, во-вторых, интенсификация непосредственного межличностного взаимодействия разработчиков, программистов на основе принципов оптимального диалогического взаимодействия (в стиле взаимодействия - "сотрудничество"). Представлены психологические рекомендации для развития коммуникативного потенциала личности, длительно взаимодействующей с система искусственного интеллекта.
Resumo:
The characterisation of facial expression through landmark-based analysis methods such as FACEM (Pilowsky & Katsikitis, 1994) has a variety of uses in psychiatric and psychological research. In these systems, important structural relationships are extracted from images of facial expressions by the analysis of a pre-defined set of feature points. These relationship measures may then be used, for instance, to assess the degree of variability and similarity between different facial expressions of emotion. FaceXpress is a multimedia software suite that provides a generalised workbench for landmark-based facial emotion analysis and stimulus manipulation. It is a flexible tool that is designed to be specialised at runtime by the user. While FaceXpress has been used to implement the FACEM process, it can also be configured to support any other similar, arbitrary system for quantifying human facial emotion. FaceXpress also implements an integrated set of image processing tools and specialised tools for facial expression stimulus production including facial morphing routines and the generation of expression-representative line drawings from photographs.
Resumo:
Neu-Model, an ongoing project aimed at developing a neural simulation environment that is extremely computationally powerful and flexible, is described. It is shown that the use of good Software Engineering techniques in Neu-Model’s design and implementation is resulting in a high performance system that is powerful and flexible enough to allow rigorous exploration of brain function at a variety of conceptual levels.
Resumo:
The quick, easy way to master all the statistics you'll ever need The bad news first: if you want a psychology degree you'll need to know statistics. Now for the good news: Psychology Statistics For Dummies. Featuring jargon-free explanations, step-by-step instructions and dozens of real-life examples, Psychology Statistics For Dummies makes the knotty world of statistics a lot less baffling. Rather than padding the text with concepts and procedures irrelevant to the task, the authors focus only on the statistics psychology students need to know. As an alternative to typical, lead-heavy statistics texts or supplements to assigned course reading, this is one book psychology students won't want to be without. Ease into statistics – start out with an introduction to how statistics are used by psychologists, including the types of variables they use and how they measure them Get your feet wet – quickly learn the basics of descriptive statistics, such as central tendency and measures of dispersion, along with common ways of graphically depicting information Meet your new best friend – learn the ins and outs of SPSS, the most popular statistics software package among psychology students, including how to input, manipulate and analyse data Analyse this – get up to speed on statistical analysis core concepts, such as probability and inference, hypothesis testing, distributions, Z-scores and effect sizes Correlate that – get the lowdown on common procedures for defining relationships between variables, including linear regressions, associations between categorical data and more Analyse by inference – master key methods in inferential statistics, including techniques for analysing independent groups designs and repeated-measures research designs Open the book and find: Ways to describe statistical data How to use SPSS statistical software Probability theory and statistical inference Descriptive statistics basics How to test hypotheses Correlations and other relationships between variables Core concepts in statistical analysis for psychology Analysing research designs Learn to: Use SPSS to analyse data Master statistical methods and procedures using psychology-based explanations and examples Create better reports Identify key concepts and pass your course
Resumo:
Research into software engineering teams focuses on human and social team factors. Social psychology deals with the study of team formation and has found that personality factors and group processes such as team climate are related to team effectiveness. However, there are only a handful of empirical studies dealing with personality and team climate and their relationship to software development team effectiveness. Objective We present aggregate results of a twice replicated quasi-experiment that evaluates the relationships between personality, team climate, product quality and satisfaction in software development teams. Method Our experimental study measures the personalities of team members based on the Big Five personality traits (openness, conscientiousness, extraversion, agreeableness, neuroticism) and team climate factors (participative safety, support for innovation, team vision and task orientation) preferences and perceptions. We aggregate the results of the three studies through a meta-analysis of correlations. The study was conducted with students. Results The aggregation of results from the baseline experiment and two replications corroborates the following findings. There is a positive relationship between all four climate factors and satisfaction in software development teams. Teams whose members score highest for the agreeableness personality factor have the highest satisfaction levels. The results unveil a significant positive correlation between the extraversion personality factor and software product quality. High participative safety and task orientation climate perceptions are significantly related to quality. Conclusions First, more efficient software development teams can be formed heeding personality factors like agreeableness and extraversion. Second, the team climate generated in software development teams should be monitored for team member satisfaction. Finally, aspects like people feeling safe giving their opinions or encouraging team members to work hard at their job can have an impact on software quality. Software project managers can take advantage of these factors to promote developer satisfaction and improve the resulting product.
Resumo:
The internet is used across a range of disciplines to conduct qualitative research and qualitative psychologists are increasingly turning to the internet as a medium for conducting interviews. In this article we explore the first author’s experience of conducting synchronous online interviews using instant messaging or ‘chat’ software. We highlight the costs and benefits of conducting online interviews and reflect on the development of a rapport with participants within this medium. In particular, we consider how researchers can attempt to make online interviewing less abrupt and more conversational, how researchers can demonstrate ‘listening’ and how insider/outsider status of the interviewer effects interaction within online interviews.
Resumo:
Contemporary software systems are becoming increasingly large, heterogeneous, and decentralised. They operate in dynamic environments and their architectures exhibit complex trade-offs across dimensions of goals, time, and interaction, which emerges internally from the systems and externally from their environment. This gives rise to the vision of self-aware architecture, where design decisions and execution strategies for these concerns are dynamically analysed and seamlessly managed at run-time. Drawing on the concept of self-awareness from psychology, this paper extends the foundation of software architecture styles for self-adaptive systems to arrive at a new principled approach for architecting self-aware systems. We demonstrate the added value and applicability of the approach in the context of service provisioning to cloud-reliant service-based applications.
Resumo:
Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.
Resumo:
Computing devices have become ubiquitous in our technologically-advanced world, serving as vehicles for software applications that provide users with a wide array of functions. Among these applications are electronic learning software, which are increasingly being used to educate and evaluate individuals ranging from grade school students to career professionals. This study will evaluate the design and implementation of user interfaces in these pieces of software. Specifically, it will explore how these interfaces can be developed to facilitate the use of electronic learning software by children. In order to do this, research will be performed in the area of human-computer interaction, focusing on cognitive psychology, user interface design, and software development. This information will be analyzed in order to design a user interface that provides an optimal user experience for children. This group will test said interface, as well as existing applications, in order to measure its usability. The objective of this study is to design a user interface that makes electronic learning software more usable for children, facilitating their learning process and increasing their academic performance. This study will be conducted by using the Adobe Creative Suite to design the user interface and an Integrated Development Environment to implement functionality. These are digital tools that are available on computing devices such as desktop computers, laptops, and smartphones, which will be used for the development of software. By using these tools, I hope to create a user interface for electronic learning software that promotes usability while maintaining functionality. This study will address the increasing complexity of computing software seen today – an issue that has risen due to the progressive implementation of new functionality. This issue is having a detrimental effect on the usability of electronic learning software, increasing the learning curve for targeted users such as children. As we make electronic learning software an integral part of educational programs in our schools, it is important to address this in order to guarantee them a successful learning experience.