共查询到10条相似文献,搜索用时 128 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.
相似文献
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
3.
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.
相似文献
4.
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
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.
相似文献
6.
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
7.
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.
相似文献
8.
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.
相似文献
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
|