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Involving End-Users in HCI Education: A Case Study and Steps Forward

Involving End-Users in HCI Education: A Case Study and Steps Forward

Abstract Users are at the core of HCI—they are the focus of our designs, evaluations, and HCI pedagogy; however, limited research exists on how HCI/design students engage with end-user populations […]

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Opportunities and Challenges in Involving Users in Project-Based HCI Education

Opportunities and Challenges in Involving Users in Project-Based HCI Education

ABSTRACT Users are fundamental to HCI. However, little is known about how HCI education introduces students to working with users, particularly those different from themselves. To better understand design students’

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Trustworthiness in Industrial IoT Systems Based on Artificial Intelligence

Trustworthiness in Industrial IoT Systems Based on Artificial Intelligence

Abstract The intelligent industrial environment developed with the support of the new generation network physics system (CPS) can realize the high concentration of information resources. In order to carry out

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An Unsupervised Deep Learning Model for Early Network Traffic Anomaly Detection

An Unsupervised Deep Learning Model for Early Network Traffic Anomaly Detection

Abstract Various attacks have emerged as the major threats to the success of a connected world like the Internet of Things (IoT), in which billions of devices interact with each

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Investigating Academicians’ Use of Tablet PC from the Perspectives of Human Computer Interaction and Technology Acceptance Model

Investigating Academicians’ Use of Tablet PC from the Perspectives of Human Computer Interaction and Technology Acceptance Model

Abstract This phenomenological study examines academicians’ beliefs and lived experiences of using tablet PC based on the Human-Computer Interaction (HCI) and Technology Acceptance Model (TAM). Participants included 15 academic staff

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Teacher perceptions of the value of game-based learning in secondary education

Teacher perceptions of the value of game-based learning in secondary education

Abstract Teachers’ perceptions of the usefulness of digital games might be a reason for the limited application of digital games in education. However, participants in most studies of teaching with

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ENHANCING EDUCATIONAL TECHNOLOGY CONFIDENCE AMONG TEACHER CANDIDATES: BENEFITS OF AND LESSONS LEARNED FROM A 1:1 DEVICE UNIVERSITY-ELEMENTARY SCHOOL PARTNERSHIP

ENHANCING EDUCATIONAL TECHNOLOGY CONFIDENCE AMONG TEACHER CANDIDATES: BENEFITS OF AND LESSONS LEARNED FROM A 1:1 DEVICE UNIVERSITY-ELEMENTARY SCHOOL PARTNERSHIP

ABSTRACT Aim/Purpose This study describes and evaluates a teacher preparation program that combines a school-university partnership and a 1:1 device initiative. Background This educational design research report combines a 1:1

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Research on Network Attack and Defense Based on Artificial Intelligence Technology

Research on Network Attack and Defense Based on Artificial Intelligence Technology

Abstract This paper combines the common ideas and methods in an offensive and defensive confrontation in recent years and uses artificial intelligence technology-based network asset automatic mining technology and artificial

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