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1.
Several simulation projects in the area of production and logistics indicated that, although we have sophisticated input and output devices for computer supported modelling, physical models still play an important role for cognition and communication. We therefore introduce the concept of a Graspable User Interface that aims at combining two model worlds, the one inside the computer and a corresponding physical one in the outside world. Sensored user hands will couple physical objects of the real world with virtual objects, thus allowing fairly unrestricted manipulation and expression. In this way modelling with real physical objects can create an abstract virtual model. Some applications of this concept are presented. A further perspective for a new action oriented communication and learning with artifacts is envisioned.  相似文献   

2.
Schiele  B. Jebara  T. Oliver  N. 《Micro, IEEE》2001,21(3):44-52
Personal computers have not lived up to their name. Most machines sit on a desk and interact with users for only a small fraction of the day. Notebook computers have become smaller and faster, enabling mobility but the same staid user paradigm persists. Typically you must stop everything you're doing, use both hands, and give the computer your full attention. Wearable computing is poised to shatter our preconceptions of how we should use a computer. A personal computer should be worn like eyeglasses or clothing and continuously interact with the user on the basis of context. With heads-up (head-mounted) displays, unobtrusive input devices, personal wireless local area networks, and a host of other context-sensing and communication tools, wearable computers may act as intelligent assistants. It is argued that a wearable computing device that perceives its surroundings and presents multimedia information through a heads-up display can behave like an intelligent assistant to fulfill the promise of personal computing  相似文献   

3.
进入21世纪,计算机科学与技术领域正在面临一次深刻的变革,计算机系统子领域也不例外.指出这次变革的一个主要特征是从"人机共生"跃变到"人机物社会".这个跃变也为计算机系统的研究提出了4个带有基础性的挑战:1)重新审视计算和计算机系统概念,以及刻画新型负载和使用模式;2)研究新型的计算机系统度量;3)让计算机系统直接支持网络;4)发现和利用涌现现象.基于中国科学院计算技术研究所织女星网格小组和国际同行的研究工作,讨论了这4个问题,并指出这些问题还没有答案,这提供了很多研究机会.  相似文献   

4.
One of the most important problems in human-computer interaction is that of maximising communication between the user and the computer. We claim that optimum communication will be facilitated when the computer can analyse and respond to the intentions of the computer user. We propose a philosophy for computer interface design in which the computer analyses the intentions of users through verbal and nonverbal media. With respect to verbal media we describe a computer program called Operating System CONsultant (OSCON) which can analyse users' intentions from English in the domain of computer operating systems. With respect to nonverbal media we argue that computers will be better able to analyse people's intentions when recognising the media of facial expression, touch, and sound. Some results and implications from a recent experiment on cross-cultural emotions in faces are discussed. We describe the IDIOMS (Intelligent Decision-making In On-line Management Systems) project which implements a design philosophy for capturing users' concepts and intentions. We argue that this approach will ensure the computers will become more understanding of their users and this will result in a more sensitive human-computer interface.  相似文献   

5.
重点分析了六个用于典型程序控制电话(电子)交换机系统的容错计算机的体系结构和组成等方面的容错特性,这些典型的计算机或交换机系统分别是ESS系统、DEX系统(D10型)、AXE系统、UDET7116处理机、ERICA计算机系统和D70型数字交换系统。它们对于公共电话网络和基于交换的计算机通信网(计算机网络)的容错设计具有良好的参考价值。  相似文献   

6.
The Epistemology and Ontology of Human-Computer Interaction   总被引:1,自引:0,他引:1  
This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic: computers are used as information-processing and problem-solving tools that extend human cognition, thereby creating hybrid cognitive systems consisting of a human processor and an artificial processor that process information in tandem. In this role, computer systems extend human cognition. Next, it is argued that in recent years, the epistemic relation between humans and computers has been supplemented by an ontic relation. Current computer systems are able to simulate virtual and social environments that extend the interactive possibilities found in the physical environment. This type of relationship is primarily ontic, and extends to objects and places that have a virtual ontology. Increasingly, computers are not just information devices, but portals to worlds that we inhabit. The aforementioned epistemic and ontic relationships are unique to information technology and distinguish human-computer relationships from other human-technology relationships.  相似文献   

7.
The rapid development of the Internet and the Internet of Things accelerates the emergence of the hyper world. It has become a pressing research issue to realize the organic amalgamation and harmonious symbiosis among humans, computers, and things in the hyper world, which consists of the social world, the physical world, and the information world (cyber world). In this paper, the notion of Wisdom Web of Things (W2T) is proposed in order to address this issue. As inspired by the material cycle in the physical world, the W2T focuses on the data cycle, namely “from things to data, information, knowledge, wisdom, services, humans, and then back to things.” A W2T data cycle system is designed to implement such a cycle, which is, technologically speaking, a practical way to realize the harmonious symbiosis of humans, computers, and things in the emerging hyper world.  相似文献   

8.
User information and communication resources - such as precise location information and direction, altitude, light, and humidity measurements (via sensors) - are becoming more available in end devices. This increasing range of information can enable context-aware informational services as well as linking digital objects to physical objects a user is observing. Thus, mobile users can obtain relevant information about real-world objects while simultaneously staying in touch with other users. The author describes an open, scalable service architecture in which context-aware service negotiation lets entities establish communication and negotiate services without a third party's assistance and without advance knowledge of either party's features. Context information can help hide data complexity from users until they need to make choices regarding such things as payments or object interactions.  相似文献   

9.
A complete system for path and route finding through arbitrary complex three-dimensional (3D) polygonal worlds is presented. The system is fully automated and can quickly map a complete digital environment without the need for human intervention. Arbitrary complex polygonal worlds can be processed within a few minutes on today’s computers. The processed information allows a robot with a limited number of degrees of freedom to efficiently navigate around obstacles and find routes through the environment. The system is especially suitable for route finding and navigation through buildings which are typically designed with the use of computers these days. As such, digital polygonal representations of buildings are readily available. Not only can the system be used for robot navigation, it can also be used to guide people through buildings. Being able to quickly compile an arbitrary building into a route and path finding system can be especially useful for firemen and tactical military units to invade buildings and reach specific locations. When a building is partly destroyed or inaccessible for other reasons, the digital representation of the building can easily be adjusted by adding or removing polygons and the system presented here can be used to quickly recalculate routes. The system has been successfully implemented and employed in the popular computer game Quake III Arena. The artificial players in this game use the system for path and route finding through complex 3D polygonal worlds. Many other computer games can also benefit from the system presented here.  相似文献   

10.
The computer has strongly influenced the way firms are managed. In the airline industry, however, computers have always been closely associated with the communication networks. Such a symbiosis has influenced, and will influence more and more the very nature of the airline industry. This concept is explored by describing the state of the art and by outlining some future developments.  相似文献   

11.
本文分析了几个既可用作在线事务处理,又可用作计算机网络中宿主计算机的容错计算机系统的典型实例,分析的重点是体系结构、组成、系统软件以及同计算机网络通信接口等方面的容错特性。这些典型机器对于要求高可用的面向在线事务处理计算机与计算机通信网络(计算机网络)的容错设计具有良好的参考价值。  相似文献   

12.
This study addresses computer work in cold environments with the two-fold aim to explore conditions for such work, and to add knowledge about the use of fingers at data entry in the cold. Five workplaces were visited and work contents and use of computers are briefly described. Effects of work in the cold were in line with those mentioned in the literature, and manual lifting of heavy goods the most impairing activity. Subjects contended with strenuous working postures--holding the computers in their hands or arms--and with cold fingers. Individual fingering for data input was noted. Forefinger or a pen were used, and a pen is recommendable for input, either as a touch pen or, simply to press the keys. A supportive rack could be recommended for portable workstations.  相似文献   

13.
Prante  T. Streitz  N.A. Tandler  P. 《Computer》2004,37(12):47-54
We develop a comprehensive approach to the design of information and collaboration environments that support human activities by starting in the real world. Our goal is to design environments that combine the affordances of real objects with potential computer-based support in the virtual world. This combination generates hybrid worlds that have significant consequences for the design of human-computer interaction. Hybrid worlds allow human-information interaction and human-human communication to move into the foreground while the computer disappears into the background.  相似文献   

14.
This paper reports on the utility of gestures and speech to manipulate graphic objects. In the experiment described herein, three different populations of subjects were asked to communicate with a computer using either speech alone, gestures alone, or both. The task was the manipulation of a three-dimensional cube on the screen. They were asked to assume that the computer could see their hands, hear their voices, and understand their gestures and speech as well as a human could. A gesture classification scheme was developed to analyse the gestures of the subjects. A primary objective of the classification scheme was to determine whether common features would be found among the gestures of different users and classes of users. The collected data show a surprising degree of commonality among subjects in the use of gestures as well as speech. In addition to the uniformity of the observed manipulations, subjects expressed a preference for a combined gesture/speech interface. Furthermore, all subjects easily completed the simulated object manipulation tasks.The results of this research, and of future experiments of this type, can be applied to develop a gesture-based or gesture/speech-based system which enables computer users to manipulate graphic objects using easily learned and intuitive gestures to perform spatial tasks. Such tasks might include editing a three-dimensional rendering, controlling the operation of vehicles or operating virtual tools in three dimensions, or assembling an object from components. Knowledge about how people intuitively use gestures to communicate with computers provides the basis for future development of gesture-based input devices.  相似文献   

15.
Phantom-based haptic interaction with virtual objects   总被引:1,自引:0,他引:1  
In 1993, haptic interaction with computers took a significant step forward with the development of the Phantom haptic interface. This simple device has spawned a new field analogous to computer graphics-computer haptics-defined as the discipline concerned with the techniques and processes associated with generating and displaying synthesized haptic stimuli to the human user. Inspired by the authors' previous work in interpreting robot touch sensor information and study of human touch perception, the Phantom interface permits users to feel the forces of interaction they would encounter while touching objects with the end of a stylus or the tip of their finger. The resulting sensations prove startling, and many first-time users are quite surprised at the compelling sense of physical presence they encounter when touching virtual objects. To appreciate why the Phantom system succeeded where others failed, you need to understand the nature and functioning of the human haptic system.  相似文献   

16.
Rapid advancements of both microsystem technology and multi-agent systems have generated a new discipline, arising from the fusion of microrobotics technologies and of swarm intelligence theories. Microrobotics contributes with new capabilities in manipulating objects in the microscale and in developing miniaturized intelligent machines, while swarm intelligence supplies new algorithms allowing sets of simple robotic agents to solve complex tasks. A microrobotic swarm that is able to collectively achieve a cleaning task in an arena has been developed. This paper presents a novel platform for microrobotic swarms with the goal to apply swarm intelligence results to practical micromanipulation tasks and describes in details two main features of the platform: an optical communication strategy between the microrobotic agents, in order to share information and to coordinate swarm actions, and a micromanipulation technique–based on electrostatic phenomena–which can be performed by each microrobotic agent.  相似文献   

17.
Building intelligent environments with Smart-Its   总被引:2,自引:0,他引:2  
Smart-Its are self-contained, stick-on computers that attach to everyday objects. These augmented objects become soft media, enabling dynamic digital relationships with users and each other. In the Smart-Its project, we are developing technology to realize a vision of computation everywhere, where computer technology seamlessly integrates into everyday life, supporting users in their daily tasks. By embedding sensors, computation, and communication into common artifacts, future computing applications can adapt to human users rather than the other way around. However, it's currently difficult to develop this type of ubiquitous computing because of the lack of toolkits integrating both the required hardware and software. Therefore, we are creating a class of small computers - called Smart-Its - equipped with wireless communication and sensors to make it possible to create smart artifacts with little overhead.  相似文献   

18.
Sorting and related operations, such as finding percentiles, are traditional computer applications. For in-core sortng. Quicksort is usually the method of choice as it is efficient, compactly coded, and easily understood. This communication shows how one can fully vectorize Quicksort and thereby preserve its efficiency on vector computers such as Cray and Convex machines.  相似文献   

19.
计算机网络的发展使通过网络相连的计算机集合成为一个相互协调的统一整体,并为人类群体成员间的协作配合提供了新的工具。目前计算机网络中有关群组通信的研究十分活跃,是计算机网络研究的关键技术之一。群组通信为分布式文件系统、分布式数据库系统、并行计算、容借系统和计算机协同工作系统等各种分布式应用系统提供所需的通信服务。文中给出了群组通信的体系结构,并对群组通信中的点到多点通信、群同步等问题进行了研究。  相似文献   

20.
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