共查询到20条相似文献,搜索用时 93 毫秒
1.
胡宇 《数字社区&智能家居》2009,(3)
以计算机多媒体技术、计算机网络技术为主的信息技术正被越来越多的教师应用到教学实践中,给教师的教学、学生的学习都带来了巨大的变化。信息技术集直观性、开放性和交互性于一体,对提高教学效率、增强学生的自主学习能力都有很大的帮助。该文主要就信息技术的交互性特点来探讨网络环境下课堂教学的交互形式,主要包括师生与网络的交互困难及其应对形式,学生与网络交互对软件的要求,学生与老师面对面的交互,学生与学生面对面的交互等内容。 相似文献
2.
本文分析了逻辑划分问题的困难,提出采用自动与交互相结合的策略,并给出一个开放的自动划分与高级的交互划分相结合的计算机辅助逻辑划分系统—CALOP。 相似文献
3.
4.
自顶向下程序设计方法己经广泛使用,但使用该方法的程序员常遇到程序组织上的困难。本文所描述的工具——CTOOL 消除这些困难,支持自顶向下程序设计方式交互地开发程序。 相似文献
5.
6.
7.
在这个互联网飞速发展的时代,网络的应用已经涉及到了生活的方方面面,我们大胆尝试开发一个高校师生交互系统,优化师生沟通的桥梁,解决师生交流困难的问题.交互系统运行时间越长,数据库将日臻完善,最终成为高校动态的专业百科系统. 相似文献
8.
针对目前车载信息服务系统建设实施过程中遇到的系统信息结构复杂、异构系统类型繁多、信息内容交互困难等问题,结合Web服 务技术面向服务的体系结构,给出了一种基于Web Services技术的信息集成架构,解决了车载信息服务信息实现信息交互的难题。 相似文献
9.
10.
11.
笔输入和三维交互结合是研究三维交互范型的一种新方法。提出一个桌面虚拟环境下的笔式三维交互框架,包含交互原语和交互任务构造两个核心组件。首先采用词法到语法的二级封装机制来生成高级事件和交互原语,然后综合交互上下文、用户修正和手势识别实现基本交互任务到复杂交互任务的整合机制。框架中内嵌的手势交互、约束感知和混合交互技术能有效降低任务分解和模式切换带来的认知负担,提高交互自然性。 相似文献
12.
交互技术的发展推动着交互方式的转变并催生新的交互理论和交互范式。隐式人机交互是一种新型人机交互范式,其特点是用户无需直接操作计算机等设备,交互系统通过分布式传感器检测,分析用户动作,在线地获取当前的动态上下文,用于理解用户的意图,作为系统的隐含输入,产生与用户意图相适应的隐含输出来为用户服务。本文分析了隐式交互对计算系统的需求,提出了通用化的面向应用的服务共享模型,以用于构建分布式视觉系统。基于该系统实现的隐式交互实例表明,上述模型是通用的服务共享模型,能够实现多种隐式交互系统。 相似文献
13.
三维交互任务的描述和结构设计 总被引:2,自引:1,他引:2
主要讨论了三维交互中交互任务的归纳描述和结构设计问题.首先归纳出三维交互中的基本交互任务和普遍交互任务,对二者之间的联系进行了描述,提出了一个三维交互任务的产生框架,最终建立起三维交互中通用的核心模块.三维交互核心模块描述了三维交互中通用的底层结构,模块中定义了三维交互中通用的一系列交互原语和交互任务,实现了原语的产生和任务的整合工作.在开发三维用户界面构造系统(3D UI toolkit或3D UIMS)或具体的三维/虚拟现实应用时,可以直接用它来建立系统的底层交互结构,而程序员将只关注于交互风格的建立等高层工作. 相似文献
14.
The probabilistic simultaneous interaction index has been widely adopted to measure the interaction among the decision criteria. However, this type of indices sometimes fails to reflect the kind of interaction associated with the nonadditivity of a fuzzy measure (capacity). For example, any simultaneous interaction index of the universal set of criteria w.r.t. a strictly superadditive capacity is not always positive. The main reason is that the simultaneous interaction index generalizes the notion of value by replacing the marginal contribution of a single criterion with the marginal simultaneous interaction of criteria subset. In this paper, we reform the generalization process and replace the marginal contribution with the marginal bipartition interaction, which can better reflect the kind of interaction associated with the nonadditivity, for example, superadditivity, subadditivity, strict-superadditivity, or strict-subadditivity. We construct a family of probabilistic bipartition interaction indices of subsets of criteria and study its properties. We discuss the issue of capacity identification based on the bipartition interaction index and demonstrate that the new type of interaction index can be adopted as a feasible alternative to describing the interaction phenomenon among the decision criteria. 相似文献
15.
Simon A 《IEEE transactions on visualization and computer graphics》2007,13(1):26-33
In a common application scenario, large screen projection-based stereoscopic display systems are not used by a single user alone, but are shared by a small group of people. Using multiviewpoint images for multiuser interaction does not require special hardware and scales transparently with the number of colocated users in a system. We present a qualitative and quantitative study comparing usability and interaction performance for multiviewpoint images to non-head-tracked and head-tracked interaction for ray-casting selection and in-hand object manipulation. Results show that while direct first-person interaction in projection-based displays without head-tracking is difficult or even completely impractical, interaction with multiviewpoint images can produce similar or even better performance than fully head-tracked interaction. For ray-casting selection, interaction with multiviewpoint images is actually up to 10 percent faster than head-tracked interaction. For in-hand object manipulation in a simple docking task, multiviewpoint interaction performs only about 6 percent slower than fully head-tracked interaction 相似文献
16.
Three-dimensional (3D) virtual worlds hold the users' attention by providing rich interaction in an environment similar to the real world. User engagement duration is known to increase in environments with intense interaction. However, information in the literature about whether gender, experience, or spatial ability affects interaction in these environments is limited. In this study, these three factors are compared to users' depth of interaction in a 3D virtual world. In addition, the relationships between engagement duration, spatial ability, and depth of interaction are examined to investigate whether the first two factors can predict the third. Findings showed that users' depth of interaction was not influenced by gender, but experience and spatial ability did affect interaction. A strong relationship was determined between depth of interaction and engagement duration, and a moderate relationship was found between depth of interaction and spatial ability. Findings indicated that when designing 3D environments, it is important to consider which kinds of tasks provide more interaction and to what extent spatial abilities affect interaction, as well as to prepare activities that will increase engagement duration and to devise strategies to enhance depth of interaction. 相似文献
17.
Using a mobile device together with a large shared screen supports collaborative tasks and potentially prevents interference among users. In order to evaluate the usability of inter-device interaction, this paper compared two fundamental inter-device interaction styles, i.e., one-handed and two-handed interaction. The one-handed interaction style only uses one hand to select an object from a large display device while the two-handed interaction style needs the cooperation of two hands to realize a selection. A framework was developed to implement these two interaction styles. Based on the framework, a pretest-posttest, repeated-measures study was conducted to compare their differences. All participants went through eight tasks, which were differentiated by both the selection order (sequential or random order) and the density level (sparse or dense layout), using both interaction styles. During the study, both the completion time and the error rate in each task with each interaction style were recorded. In addition, the IBM Post-Study Usability Questionnaire (PSSUQ) was used to evaluate the subjective satisfaction on each interaction style. The overall PSSUQ score indicates that both interaction styles receive positive feedback with high user satisfaction. The study also revealed that the one-handed interaction took less time to complete tasks (i.e., more efficient) than the two-handed interaction, while the two-handed interaction style had a lower error rate than the one-handed interaction, and especially so in a dense layout. 相似文献
18.
随着管理信息系统的广泛使用,其人机交互的问题日渐突出。试图将交互设计的理念引入到管理信息系统的设计和开发中去。从交互设计的概念入手,明确设计目标,并结合管理信息系统的本质,阐明了进行管理信息系统交互设计的意义。同时结合现行的管理信息系统的分析设计现状,提出了基于流程的交互设计的方法(Process based Interaction Design)。流程设计是管理信息系统的核心部分,将交互设计和流程设计结合起来,能使系统获得更好的交互性。 相似文献
19.
随着管理信息系统的广泛使用,其人机交互的问题日渐突出.试图将交互设计的理念引入到管理信息系统的设计和开发中去.从交互设计的概念入手,明确设计目标,并结合管理信息系统的本质,阐明了进行管理信息系统交互设计的意义.同时结合现行的管理信息系统的分析设计现状,提出了基于流程的交互设计的方法(Process based Interaction Design).流程设计是管理信息系统的核心部分,将交互设计和流程设计结合起来,能使系统获得更好的交互性. 相似文献
20.
社会互动作为影响国家、社会与个人等存在与发展的重要因素,已受到国内外研究者与实践者的广泛关注。为明确我国社会互动研究热点与趋势,本文基于CNKI的文献计量工具和CiteSpace软件,从研究学科、期刊来源、研究机构、核心作者等方面对我国社会互动的核心期刊刊文进行了可视化分析。研究表明,我国社会互动的研究热点主要集中在社会互动、学校、互动、社会与社会资本等方面;研究趋势主要以社会互动理论、类社会互动等为主。最后根据研究发现对我国社会互动提出一些建设性意见。 相似文献