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The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flows prevalent definition, and introduce fuse, a concept related to flow but consistent with cognitive science, and defined as the fusion of activity-related sensory stimuli and awareness. Based on this definition, we develop a preliminary model that hypothesizes fuses underlying cognitive processes. To illustrate the models practical value, we derive a set of design heuristics that we exemplify in the context of video games. Together, the fuse definition, model and design heuristics form our theoretical framework, and are a product of rethinking flow from a cognitive perspective with the purpose of improving conceptual clarity and theoretical robustness in the literature.
This paper presents a novel game prototype that uses music and motion detection as preventive medicine for the elderly. Given the aging populations around the globe, and the limited resources and staff able to care for these populations, eHealth solu
People supported by AI-powered decision support tools frequently overrely on the AI: they accept an AIs suggestion even when that suggestion is wrong. Adding explanations to the AI decisions does not appear to reduce the overreliance and some studies
At the latest since the advent of the Internet, disinformation and conspiracy theories have become ubiquitous. Recent examples like QAnon and Pizzagate prove that false information can lead to real violence. In this motivation statement for the Works
Wearable Cognitive Assistants (WCA) are anticipated to become a widely-used application class, in conjunction with emerging network infrastructures like 5G that incorporate edge computing capabilities. While prototypical studies of such applications
Crowdsourcing can identify high-quality solutions to problems; however, individual decisions are constrained by cognitive biases. We investigate some of these biases in an experimental model of a question-answering system. In both natural and control