共查询到20条相似文献,搜索用时 62 毫秒
1.
This paper describes the development of a control user interface for a wheelchair-mounted manipulator for use by severely
disabled persons. It explains the construction of the interface using tasks to define the user interface architecture. The
prototype robot used several gesture recognition systems to achieve a level of usability better than other robots used for
rehabilitation at the time. The use of neural networks and other procedures is evaluated. It outlines the experiments used
to evaluate the user responses and draws conclusions about the effectiveness of the whole system. It demonstrates the possibility
of control using a head mouse.
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2.
This paper describes the research methods required for the development and validation of a user interface for a wheelchair mounted manipulator for use by severely disabled persons. It explains the construction of the interface using tasks to define the user interface architecture. It outlines the experiments used to evaluate the user responses and draws conclusions about the effectiveness of the whole system. A systematic procedure is defined to obtain numerical estimates of the effectiveness of task analysis for individual use. This approach marries engineering procedures with a consideration of the human interaction. The prototype robot used several gesture recognition systems to achieve a better level of accessibility and usability than other robots used for rehabilitation at this time. Two different approaches to user interfaces were tested with different input devices. 相似文献
4.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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5.
In this paper web–based system user interface hybrid recommendation method based on the ant colony metaphor is presented.
We apply the ontology–based user and user interface modeling. The user model is represented as a tuple and user interface
model is represented by a set of connected nodes, what enables suitable user interface design, an interface personalization
and recommendation. The recommendation is performed using ant colony metaphor for selection the most optimal path in the user
interface graph that specifies the user interface parameters for the specified user.
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6.
We have built the first version of ScriptViz v.1.0 that allows users to visualize their screenplays in real time via animated graphics. Our system consists of a text understanding module, a high-level planning module and a scene generator. The user can input a screenplay as a set of well-formed english sentences via a graphic user interface. The text understanding module interprets the input sentences and triggers the high-level planner to construct a plan of actions for the appropriate agents. Then the agents execute the plans, and the scene generator renders the scene as the story evolves. Our system provides the user with a powerful tool to visualize his screenplays (stories) in the form of computer graphics, which makes writing story fun for students as well as for screenplay writers. 相似文献
7.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
8.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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9.
This paper presents a methodology to apply speech technology for compensating sensory, motor, cognitive and affective usage
difficulties. It distinguishes (1) an analysis of accessibility and technological issues for the identification of context-dependent
user needs and corresponding opportunities to include speech in multimodal user interfaces, and (2) an iterative generate-and-test
process to refine the interface prototype and its design rationale. Best practices show that such inclusion of speech technology,
although still imperfect in itself, can enhance both the functional and affective information and communication technology-experiences
of specific user groups, such as persons with reading difficulties, hearing-impaired, intellectually disabled, children and
older adults.
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10.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
11.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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12.
In this paper, we present an Augmented Reality (AR) system for aiding field workers of utility companies in outdoor tasks
such as maintenance, planning or surveying of underground infrastructure. Our work addresses these issues using spatial interaction
and visualization techniques for mobile AR applications and as well as for a new mobile device design. We also present results
from evaluations of the prototype application for underground infrastructure spanning various user groups. Our application
has been driven by feedback from industrial collaborators in the utility sector, and includes a translation tool for automatically
importing data from utility company databases of underground assets.
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13.
The content–user gap is the difference between the limited range of content-relevant preferences that may be expressed using
the MPEG-7 user interaction tools and the much wider range of metadata that may be represented using the MPEG-7 content tools.
One approach for closing this gap is to make the user and content metadata isomorphic by using the existing MPEG-7 content
tools to represent user (as well as content) metadata (Agius and Angelides 2006, 2007). Subsequently, user preferences may
be specified for all content, without omission. Since there is a wealth of user preference and history metadata within the
MPEG-7 user interaction tools that can usefully complement these specific content preferences, in this paper we develop a
method by which all user and content metadata may be bridged.
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14.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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15.
Nowadays data mining plays an important role in decision making. Since many organizations do not possess the in-house expertise
of data mining, it is beneficial to outsource data mining tasks to external service providers. However, most organizations
hesitate to do so due to the concern of loss of business intelligence and customer privacy. In this paper, we present a Bloom
filter based solution to enable organizations to outsource their tasks of mining association rules, at the same time, protect
their business intelligence and customer privacy. Our approach can achieve high precision in data mining by trading-off the
storage requirement.
This research was supported by the USA National Science Foundation Grants CCR-0310974 and IIS-0546027.
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16.
XML technologies have been recently introduced in network management towards alleviating limitations of SNMP. The XML W3C
standard, along with XML technologies has the potential to boost open, interoperable, cost-effective and standards-based management
solutions. This paper highlights recent efforts towards XML network management and introduces an architecture supporting XML-based
network management applications. This architecture specifies a runtime environment that parses XML documents containing composite
operations for individual devices, as well as for heterogeneous mutli-vendor networks. Management operations in the scope
of XML documents are defined in a programmable fashion based on an XML-based composition language supporting aggregations
of elementary operations, looping commands, conditional statements, as well as simple rules signifying the occurrence of specific
events. The introduced environment allows network managers to define management operations featuring high-level semantics
and accordingly produce sophisticated applications through XML authoring. Following the illustration of the architecture,
its composition language and issues relating to security and error handling, the paper ends up presenting a prototype implementation,
along with associated performance evaluation results.
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17.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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18.
IMS is the only standardized way to offer IP based services that are enabled by one common core and all types of access networks
and devices. The management of devices can benefit services enabling and improve user experience. This paper presents the
device management issues in the IMS. Requirements of device management are presented and a management architecture is proposed
to satisfy the requirements. The architecture utilizes distributed design by separating management and executing functionalities
and provides service provisioning and tracing functionalities to application servers utilizing some IMS capabilities. Some
approaches to integrate more IMS capabilities in device management architecture are discussed. A possible evaluation model
for quality of device management from the perspective of user and management authority is proposed.
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19.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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20.
This paper discusses the navigation, guidance and control (NGC) system of an Unmanned Surface Vehicle (USV) through extended
at sea trials carried out with the prototype autonomous catamaran Charlie. In particular, experiments demonstrate the effectiveness,
both for precision and power consumption, of extended Kalman filter and simple PID guidance and control laws to perform basic
control tasks such as auto-heading, auto-speed and straight line following with a USV equipped only with GPS and compass.
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