Strength auditing of European honey bee (Apis mellifera Linnaeus, 1758 [Hymenoptera: Apidae]) colonies is critical for apiarists to manage colony health and meet pollination contracts conditions. Colony strength assessments used during pollination servicing in Australia typically use a frame-top cluster-count (Number of Frames) inspection. Sensing technology has potential to improve auditing processes, and commercial temperature sensors are widely available. We evaluate the use and placement of temperature sensing technology in colony strength assessment and identify key parameters linking temperature to colony strength. Custom-built temperature sensors measured hive temperature across the top of hive brood boxes. A linear mixed-effect model including harmonic sine and cosine curves representing diurnal temperature fluctuations in hives was used to compare Number of Frames with temperature sensor data. There was a significant effect of presence of bees on hive temperature and range: hives without bees recorded a 5.5°C lower mean temperature and greater temperature ranges than hives containing live bees. Hives without bees reach peak temperature earlier than hives with bees, regardless of colony strength. Sensor placement across the width of the hive was identified as an important factor when linking sensor data with colony strength. Data from sensors nearest to the hive geometric center were found to be more closely linked to colony strength. Furthermore, a one unit increase in Number of Frames was significantly associated with a mean temperature increase of 0.36°C. This demonstrates that statistical models that account for diurnal temperature patterns could be used to predict colony strength from temperature sensor data.
Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field
This paper addresses two common problems that users of various products and interfaces encounter—over-featured interfaces and product documentation. Over-featured interfaces are seen as a problem as they can confuse and over-complicate everyday interactions. Researchers also often claim that users do not read product documentation, although they are often exhorted to ‘RTFM’ (read the field manual). We conducted two sets of studies with users which looked at the issues of both manuals and excess features with common domestic and personal products. The quantitative set was a series of questionnaires administered to 170 people over 7 years. The qualitative set consisted of two 6-month longitudinal studies based on diaries and interviews with a total of 15 participants. We found that manuals are not read by the majority of people, and most do not use all the features of the products that they own and use regularly. Men are more likely to do both than women, and younger people are less likely to use manuals than middle-aged and older ones. More educated people are also less likely to read manuals. Over-featuring and being forced to consult manuals also appears to cause negative emotional experiences. Implications of these findings are discussed.