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1.
Number entry is a ubiquitous activity and is often performed in safety- and mission-critical procedures, such as healthcare, science, finance, aviation and in many other areas. We show that Monte Carlo methods can quickly and easily compare the reliability of different number entry systems. A surprising finding is that many common, widely used systems are defective, and induce unnecessary human error. We show that Monte Carlo methods enable designers to explore the implications of normal and unexpected operator behaviour, and to design systems to be more resilient to use error. We demonstrate novel designs with improved resilience, implying that the common problems identified and the errors they induce are avoidable. 相似文献
2.
Private information retrieval(PIR) is an important privacy protection issue of secure multi-party computation, but the PIR protocols based on classical cryptography are vulnerable because of new technologies,such as quantum computing and cloud computing. The quantum private queries(QPQ) protocols available, however, has a high complexity and is inefficient in the face of large database. This paper, based on the QKD technology which is mature now, proposes a novel QPQ protocol utilizing the key dilution and auxiliary parameter. Only N quits are required to be sent in the quantum channel to generate the raw key, then the straight k bits in the raw key are added bitwise to dilute the raw key, and a final key is consequently obtained to encrypt the database. By flexible adjusting of auxiliary parameters θ and k, privacy is secured and the query success ratio is improved. Feasibility and performance analyses indicate that the protocol has a high success ratio in first-trial query and is easy to implement, and that the communication complexity of O(N) is achieved. 相似文献
3.
ABSTRACT The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style. 相似文献
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本文描述在Unix环境下开发的通用绘图软件NuSlide中的图形用户界面的设计思想和实际方法。其特点是基子面向对象的技术,提供多窗口、菜单驱动、选择面板、键盘输入等多种才法。该图形用户界面具有灵活性、可扩充性和易使用性。 相似文献
6.
本文介绍了一个用户接口管理系统NUUIMS的设计和实现.重点叙述了该系统基于规范化目标用户接口模型的设计思想,系统组成及描述方法.文章也讨论了使用NUUIMS设计而成的用户接口的特点. 相似文献
7.
Two studies are presented. The first aimed to identify possible barriers to the uptake and use of commonly available telephony features and to determine whether greater knowledge of features/access codes and availability of user manuals could increase feature usage under certain conditions. Results showed that feature-usage patterns were not affected by any of the manipulations, but that they were determined by specific job demands. Using Constantine and Lockwood's (1999) conceptualization of user roles, a method to support feature bundling decisions for specific target markets was developed and tested in the second study. The method - Strategic User Needs Analysis (SUNA) - was shown to yield a useful balance between high- and low-level information about selected roles. SUNA provided sufficient information to distinguish between PDA feature usage patterns of two similar target user groups as well as to suggest additional features each of the two target groups would find useful. The development of SUNA and observational findings of actual PDA usage are reported. 相似文献
8.
讨论了指数自回归模型的辨识问题,证明了该模型最小二乘估计的目标函数的非凸性,并给出了使该函数为凸的条件,最后给出了辨识该模型的算法及该算法的收敛性,并以数值例子加以说明。 相似文献
9.
We discuss algorithms for learning and revising user profiles that can determine which World Wide Web sites on a given topic would be interesting to a user. We describe the use of a naive Bayesian classifier for this task, and demonstrate that it can incrementally learn profiles from user feedback on the interestingness of Web sites. Furthermore, the Bayesian classifier may easily be extended to revise user provided profiles. In an experimental evaluation we compare the Bayesian classifier to computationally more intensive alternatives, and show that it performs at least as well as these approaches throughout a range of different domains. In addition, we empirically analyze the effects of providing the classifier with background knowledge in form of user defined profiles and examine the use of lexical knowledge for feature selection. We find that both approaches can substantially increase the prediction accuracy. 相似文献
10.
This paper analyses the collaborative design ofa high-technology product, a neuromagnetometerused in the analysis of the activity of thehuman cortex. The producer, Neuromag Company istrying to transform the device from a basicresearch instrument into a means of clinicalpractice. This transition is analyzed as asimultaneous evolution of the product,producer-user network and user activities. Thenetwork is analyzed as a network of activitysystems. Each activity has a historicallyformed object and a motive of its own, as wellas a system of cultural means and expertise. Weuse these to explain and understand theinterests and points of view of the actors inrelation to the product and the contradictionsof the producer-user network. It is suggestedthat the emerging user needs of collectiveactors must be analyzed at three levels. At thefirst level, the use value of the product, itscapacity of solving the vital problems andchallenges of developing user activities, ischaracterized. The second-level analysisconcerns the creation and development of thenecessary complementary tools and services thatmake the implementation and use of the productpossible. This task presupposes collaborationbetween several communities of the innovationnetwork. The third level is the situatedpractical use of the product. In ourexperience, it is advantageous that researcherscontribute with their data to a dialogue inwhich the user needs are articulated. 相似文献