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1.
Over the past 15 years major technological changes have taken place in the field of automotive technology, in particular with the design and implementation of new driver support and information management systems. The development of these new systems raises crucial questions at a technical level as well as in terms of their consequences on driver activity. A major concern is about the “behavioural adaptations” that may occur in response to the introduction of these systems in the driving task and their impacts on road safety. Within the European Project Adaptive Integrated Driver–vehicle InterfacE (AIDE), a specific research activity is dedicated to the identification of crucial behavioural adaptation aspects associated with the use of new driver support systems and of the specification of most relevant parameters that can be implemented in models for supporting design and safety assessment processes. 相似文献
2.
Communication is in this paper seen as the foundation for purposeful human–human activity in dynamic environments. Coordination
is a central issue in large systems such as military organisations, enterprises, or rescue organisations, and communication
is needed in order to achieve coordination in such systems. This paper suggest a holistic approach to control, where control
in a large system is seen as an emergent product of human interaction, focusing on human–human communication from a technical,
organisational, temporal, and social perspective.
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3.
Haptic systems and devices are a recent addition to multimodal systems. These devices have widespread applications such as
surgical simulations, medical and procedural training, scientific visualizations, assistive and rehabilitative devices for
individuals who have physical or neurological impediments and assistive devices for individuals who are blind. While the potential
of haptics in natural human machine interaction is undisputable, the realization of such means is still a long way ahead.
There are considerable research challenges to development of natural haptic interfaces. The study of human tactile abilities
is a recent endeavor and many of the available systems still do not incorporate the domain knowledge of psychophysics, biomechanics
and neurological elements of haptic perception. Development of smart and effective haptic interfaces and devices requires
extensive studies that link perceptual phenomena with measurable parameters and incorporation of such domain knowledge in
the engineering of haptic interfaces. This paper presents design, development and usability testing of a neuro-cognitively
inspired haptic user interface for individuals who are blind. The proposed system design is inspired by neuro-cognitive basis
of haptic perception and incorporates the computational aspects and requirements of multimodal information processing system.
Usability testing of the system suggests that a biologically inspired haptic user interfaces may form a powerful paradigm
for haptic user interface design.
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4.
The design and implementation of new technologies dedicated to driver support and information management systems is the crucial
transformation that has taken place in the field of automotive environment. While the development of these new systems has
found a variety of sound and effective solutions, a number of fundamental questions and issues remain to be tackled and solved
with respect to the consequences that such new technologies have on driver activity. In particular, a major concern is on
“behavioural adaptation” and on the possible impact that this may play on the driving performance and ultimately on overall
road safety. Within the European Project Adaptive Integrated Driver-vehicle InterfacE (AIDE), a specific research activity
is dedicated (1) to the identification of crucial behavioural adaptation aspects associated with the use of new driver support
systems and (2) of the specification of most relevant parameters that can be implemented in models for supporting design and
safety assessment processes. This paper describes the results of a set of experiments carried out on a number of specific
driving support systems and their results in terms of observed behavioural adaptation. These results will be imbedded in modelling
architecture that enables to predict driver-vehicle-environment interactions in different dynamic conditions. Such model is
also described in some details for what concerns the model characteristics and main parameters.
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5.
The ability of technology to transmit multi-media is very dependent on compression techniques. In particular lossy compression
has been used in image compression (jpeg) audio compression (mp3) and video compression (mpg) to allow the transmission of
audio and video over broadband network connections. Recently the sense of touch or haptics is becoming more important with
its addition in computer games or in cruder applications such as vibrations in a cell phone. As haptic technology improves
the ability to transmit compressed force sensations becomes more critical. Most lossy audio and visual compression techniques
rely on the lack of sensitivity in humans to pick up detailed information in certain scenarios. Similarly limitations in the
sensitivity of human touch could be exploited to create haptic models with much less detail and thus requiring smaller bandwidth.
The focus of this paper is on the force thresholds of the human haptic system that can be used in a psychophysically motivated
lossy haptic (force) compression technique. Most of the research in this field has measured the just noticeable difference
(JND) of the human haptic system with a human user in static interaction with a stationary rigid object. In this paper our
focus involves cases where the human user or the object are in relative motion. An example of such an application would be
the haptic rendering of the user’s hand in contact with of a high-viscous material or interacting with a highly deformable
object. Thus an approach is presented to measure the force threshold based on the velocity of the user’s hand motion. Two
experiments are conducted to detect the absolute force threshold (AFT) of the human haptic system using methodologies from
the field of psychophysics. The AFTs are detected for three different ranges of velocity of the user’s hand motion. This study
implies that when a user’s hand is in motion fewer haptic details are required to be stored calculated or transmitted. Finally
the implications of this study on a more complete future study will be discussed.
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6.
Over the last fifteen years, research on hair simulation has made great advances in the domains of modeling, animation and
rendering, and is now moving towards more innovative interaction modalities. The combination of visual and haptic interaction
within a virtual hairstyling simulation framework represents an important concept evolving in this direction. Our visuo-haptic
hair interaction framework consists of two layers which handle the response to the user’s interaction at a local level (around
the contact area), and at a global level (on the full hairstyle). Two distinct simulation models compute individual and collective
hair behavior. Our multilayered approach can be used to efficiently address the specific requirements of haptics and vision.
Haptic interaction with both models has been tested with virtual hairstyling tools.
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7.
An important area of Human Reliability Assessment in interactive systems is the ability to understand the causes of human
error and to model their occurrence. This paper investigates a new approach to analysis of task failures based on patterns
of operator behaviour, in contrast with more traditional event-based approaches. It considers, as a case study, a formal model
of an Air Traffic Control system operator’s task which incorporates a simple model of the high-level cognitive processes involved.
The cognitive model is formalised in the CSP process algebra. Various patterns of behaviour that could lead to task failure
are described using temporal logic. Then a model-checking technique is used to verify whether the set of selected behavioural
patterns is sound and complete with respect to the definition of task failure. The decomposition is shown to be incomplete
and a new behavioural pattern is identified, which appears to have been overlooked in the informal analysis of the problem.
This illustrates how formal analysis of operator models can yield fresh insights into how failures may arise in interactive
systems.
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8.
Perception of compliant objects through a human system interface with visual–haptic feedback was investigated. Participants
had to explore virtual cubes at different compliances by squeezing them with their fingers and observing them visually and
haptically. The cubes were rendered by admittance control. Perception of compliance was analyzed using an adaptive staircase
method. Results showed that visual–haptic perception of compliant environments is less accurate than perception of position
and force stimuli. Furthermore, due to the important role of the visual feedback cross-modal comparisons are more difficult
than bimodal comparisons.
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9.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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10.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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11.
A new parallel normalized exact inverse algorithm is presented for solving sparse symmetric finite element linear systems
on symmetric multiprocessor systems (SMP), based upon an antidiagonal motion approach (“wave”-like pattern) for overcoming
the data dependencies. The proposed algorithm was implemented using OpenMP directives. Numerical results, such as speedups
and efficiency, are presented illustrating the efficient performance on a symmetric multiprocessor computer system, where
the proposed algorithmic solution method achieves good speedups.
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12.
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
13.
Human Pacman is a novel interactive entertainment system that ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on mobile computing, wireless LAN, ubiquitous computing, and motion-tracking technologies. Our human Pacman research is a physical role-playing augmented-reality computer fantasy together with real human–social and mobile gaming. It emphasizes collaboration and competition between players in a wide outdoor physical area which allows natural wide-area human–physical movements. Pacmen and Ghosts are now real human players in the real world, experiencing mixed computer graphics fantasy–reality provided by using the wearable computers. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between real and virtual worlds. We believe human Pacman is pioneering a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing. 相似文献
14.
Present day haptic displays have one or a few contact areas, the information being similar over the whole area. The aim of this investigation was to study the relative importance of increasing the number of contact areas and providing spatially distributed information at each contact area. Technical development was “simulated” in experiments with real objects where the information was constrained in ways similar to those in haptic displays. The results suggest clearly that the largest improvement can be expected if spatially distributed information is made available within each contact area. If that is made, an improvement of performance can be expected also with an increased number of contact areas. Increasing only the number of contact areas will not give the same result. 相似文献
15.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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16.
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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17.
The goal of this article is to compare some optimised implementations on current high performance platforms in order to highlight
architectural trends in the field of embedded architectures and to get an estimation of what should be the components of a
next generation vision system. We present some implementations of robust motion detection algorithms on three architectures: a general purpose
RISC processor—the PowerPC G4—a parallel artificial retina dedicated to low level image processing— Pvlsar34—and the Associative Mesh, a specialized architecture based on associative net. To handle the different aspects and constraints
of embedded systems, execution time and power consumption of these architectures are compared.
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18.
This paper focuses upon the research and development of a prototype dental simulator for training of periodontal procedures.
By the use of virtual reality and haptics technology, the periodontal simulator allows trainees to learn performing diagnosis
and treatment of periodontal diseases by visualizing a three-dimensional virtual human mouth and feeling real tactile sensations
while touching the surface of teeth, gingiva, and calculi with virtual dental instruments. Since periodontics requires dentists
to depend primarily on tactile sensations to perform diagnostic and surgical procedures, the use of haptics is unquestionably
crucial for a realistic periodontal simulator. The haptics-based virtual reality periodontal training simulator has been validated
by a experiment conducted by the College of Dentistry at University of Illinois at Chicago (UIC) with faculty members and
dental students, which demonstrates the scientific contribution and usefulness of the simulator as a vital part of the curriculum
of the Department of Periodontics at UIC.
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19.
PECOLE (Peer-to-pEer COLlaborative Environment) is a fully decentralized multimedia collaborative environment that supports
a wide range of collaborative multimedia applications, including chat, shared browsing, shared telepointer, multipoint-to-multipoint
audio/video conferencing and multilingual collaboration. PECOLE can intelligently run on very constrained resources, is highly
resilient, scalable and does not rely on dedicated servers. Instead, PECOLE is built upon a Peer-to-Peer (P2P) overlay network,
using SUN’s JXTA framework and SWT technology. In this paper, we present the architecture and implementation of PECOLE with
the performance results of the tests we conducted.
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20.
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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