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1.
Visually impaired people have a lack of proper user interfaces to allow them to easily make use of modern technology. This problem may be solved with multimodal user interfaces that should be designed taking into account the type and degree of disability. The purpose of the study presented in this article was to create usable games for visually impaired children making use of low-cost vibro-tactile devices in multimodal applications. A tactile memory game using multimodal navigation support with high-contrast visual feedback and audio cues was implemented. The game was designed to be played with a tactile gamepad. Different vibrations were to be remembered instead of sounds or embossed pictures that are common in memory games for blind children. The usability and playability of the game was tested with a group of seven 12–13-year-old visually impaired children. The results showed that the game design was successful and a tactile gamepad was usable. The game got a positive response from the focus group.  相似文献   

2.
Of late there has been growing interest in the potential of technology to support children with Autistic Spectrum Disorders (ASD) with social and life skills. There has also been a burgeoning interest in the potential use of mobile technology in the classroom and in the use of such technology to support children with ASD. Building on these developments, the HANDS project has developed a mobile cognitive support application for smartphones, based on the principles of persuasive technology design, which supports children with ASD with social and life skills functioning - areas of ability which tend to be impaired in this population. The software application has been piloted in four special schools for children with ASD. This paper reports on a qualitative interpretivist evaluation, which explores which factors may mediate how the software application is incorporated in to existing practice and what influence it has on practice. Kairos is identified as a key factor, which is associated with the teachers’ view of the software application as extending their reach beyond the classroom. Design guidelines are proposed for future implementations of similarly purposed technology tools.  相似文献   

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4.
The performance of software on modern architectures has grown more and more difficult to predict and analyze, as modern microprocessors have grown more complex. The execution of a program now entails the complex interaction of code, compiler and processor architecture. The current generation of microprocessors is optimized to an existing set of commercial and scientific benchmarks but new applications such as data mining are becoming a significant part of the workload. In this paper we explore the use of performance monitoring hardware to analyze the execution of C4.5, a data mining application, on the IBM Power2 architecture. We see how the data gathered by the hardware can be used to identify potential changes that can be made to the program and the processor micro-architecture to improve performance. We then go on to evaluate changes to C4.5 and to the micro-architecture. Based on our experience, we identify issues that limit the use of performance monitoring hardware in user level tuning and in extending its use to high performance computing environments.  相似文献   

5.
软件体系结构被看成是现代软件技术的重要因素之一 ,而一个软件系统结构的关键就是它可以分解成组件和组件交互的规格说明。扩展事件踪迹图 (ExtendedEventsTraces ,EETs)是一种用来描述组件交互的图形技术 ,它允许我们用图来定义结构中经常发生的交互模型 ,并且在多种上下文中可实例化 ,因而可以重用。虽然EETs的图形表示很直观 ,但是语义不够精确 ,因此 ,在本文中将使用形式规格说明语言Z来形式化EETs。并且 ,给出了形式描述EETs的几个应用例子  相似文献   

6.
The author runs an educational experiment at his university where blind and visually impaired people can study computer science or mathematics under conditions adequate to their disabilities. The project is now in its first semester. The paper reveals the problems blind and visually impaired students are presently facing, and it describes the methods used in our educational experiment to overcome these difficulties. It also reports our experience with the project gained so far. An appendix is devoted to a brief survey about the technology used to make computers accessible to blind and visually impaired people.  相似文献   

7.
FINA:一种基于交互的网络体系结构框架模型   总被引:7,自引:0,他引:7  
网络发展到面向应用的阶段,传统面向系统互连的网络体系结构已经不能满足各种以高性能为评价指标的网络应用需求。通过研究计算机网络体系结构发展的历史,吸收了软件体系结构研究的成果,提出了一种基于交互的网络体系结构框架模型(FINA),FINA从宏观网络分层结构、构件化框架模型、以及网络构件及其交互模板3个抽象级辊描述网络体系结构,既保留了传统网络对等层交互的开放互连结构,又引入了现代网络相邻层交互的可定制结构。通过运用FINA描述和分析了传统网络及可编程网络体系结构,说明了FINA适合于描述和评价过去以及现在具有灵活服务定制要求的高性能网络体系结构。  相似文献   

8.
随着计算机及3S技术的发展,越来越多的开发平台和语言开始出现,软件编码的冗余和不兼容成了制约信息产业发展的瓶颈。模型驱动理论框架(MDA)运用统一建模语言(UML),致力于设计一种开放的模型框架来实现各种软件及开发毋言的共享和互操作。本研究正是在统一的数据标准体系和信息编码体系支持下,对基于3S技术和三维模拟技术的城市地质灾害进行分析、评价与预测,并进一步分析类的属性、行为及相互关系,采用UML语言建立起城市地质防灾领域的概念模型,为地质防灾应急系统的开发提供快速高效的模型基础,实现对地质灾害的预警和决策知识支持。  相似文献   

9.
A reference architecture for scientific virtual laboratories   总被引:3,自引:0,他引:3  
H.  E. C.  A.  C.  L. O. 《Future Generation Computer Systems》2001,17(8):999-1008
Recent advances in the IT can be applied to properly support certain complex requirements in the scientific and engineering domains. In experimental sciences, for instance, researchers should be assisted with conducting their complex scientific experimentation and supporting their collaboration with other scientists. The main requirements identified in such domains include the management of large data sets, distributed collaboration support, and high-performance issues, among others. The virtual laboratory project initiated at the University of Amsterdam aims at the development of a hardware and software reference architecture, and an open, flexible, and configurable laboratory framework to enable scientists and engineers with working on their experimentation problems, while making optimum use of modern information technology approaches. This paper describes the current stage of design of a reference architecture for this scientific virtual laboratory, and focuses further on the cooperative information management component of this architecture, and exemplifying its application to experimentation domain of biology.  相似文献   

10.
A virtual TV set is a studio that is able to combine recorded actors and objects with computer generated virtual environments in real time. In order to achieve this combination seamlessly, in an ideal configuration, several elements such as cameras, objects and people should be tracked so that all their actions on the stage have a corresponding effect in the virtual world. However, in the actual professional virtual TV sets, the tracking possibilities are quite limited because of the hardware and software architecture used, which has not had a major evolution since the first prototypes presented in the nineties. This traditional architecture uses to be rigid, including just one monolithic tracking system and low levels of interactivity. In this paper, a new distributed, flexible and scalable hardware and software architecture that allows the inclusion of multiple kinds of devices in parallel is introduced. It breaks with the traditional structure of the virtual TV sets, opening the technology to an easier inclusion of new devices without the need of updating the proprietary software of the set, thus facilitating its future evolution. The design, implementation and test of this architecture, through the adaptation of a traditional virtual TV set, is presented. The tests are developed through the inclusion of modern devices (in our case Optitrack infrared cameras, Microsoft Kinect V2 and Leap Motion) that, through a synergistic operation, allow the system to solve some traditional drawbacks of this technology such as free and multiple object and camera tracking, presenter natural interaction and automatic distance keying.  相似文献   

11.
As the internet grows rapidly, millions of web pages are being added on a daily basis. The extraction of precise information is becoming more and more difficult as the volume of data on the internet increases. Several search engines and information fetching tools are available on the internet, all of which claim to provide the best crawling facilities. For the most part, these search engines are keyword based. This poses a problem for visually impaired people who want to get the full use from online resources available to other users. Visually impaired users require special aid to get?along with any given computer system. Interface and content management are no exception, and special tools are required to facilitate the extraction of relevant information from the internet for visually impaired users. The HOIEV (Heavyweight Ontology Based Information Extraction for Visually impaired User) architecture provides a mechanism for highly precise information extraction using heavyweight ontology and built-in vocal command system for visually impaired internet users. Our prototype intelligent system not only integrates and communicates among different tools, such as voice command parsers, domain ontology extractors and short message engines, but also introduces an autonomous mechanism of information extraction (IE) using heavyweight ontology. In this research we designed domain specific heavyweight ontology using OWL 2 (Web Ontology Language 2) and for axiom writing we used PAL (Protégé Axiom Language). We introduced a novel autonomous mechanism for IE by developing prototype software. A series of experiments were designed for the testing and analysis of the performance of heavyweight ontology in general, and our information extraction prototype specifically.  相似文献   

12.
软件实现阶段的重用技术,特别是组件重用技术已经取得了巨大的进展。然而,对于软件开发早期阶段的软件资源的重用却进展缓慢。软件体系结构在软件重用中有着特殊的意义。反射机制在代码重用方面取得了成功,但还没有用于软件体系结构及其组成元素的重用。提出了一种支持软件体系结构设计时重用的反射机制,概述了基于反射机制的软件体系结构重用方法。详细说明了反射机制RMRSA的元级体系结构模型和基级体系结构模型,描述了元级软件体系结构和基级软件体系结构之间进行交互和互操作的协议PMB,以及反射机制RMRSA支持软件体系结构重用的过程。利用所提出的基于反射机制的重用方法,设计人员在软件设计阶段,通过重用体系结构及其组成元素来高效地完成软件计任务。  相似文献   

13.
路纲  裘国永 《计算机教育》2010,(24):128-131
现代社会的每一方面都需要依赖软件,构造高质量软件需要设计良好的架构和专业的实现过程。因此,软件体系架构被选作软件工程方面的主修课程。文章结合软件体系架构本身及学生知识结构特点,介绍如何选择本科阶段软件体系架构课程教学内容、以及教授方面的经验。文章设计了教学内容的体系架构,涵盖课堂教学及实验环节,并进行详细阐述。  相似文献   

14.
史殿习  丁博  张威  王怀民 《计算机科学》2011,38(4):159-163,169
适应性是普适计算软件的主要特征。现有研究工作在模型和体系结构层面上缺乏对软件自适应的内在抽象,因而很难为自适应软件的建模、开发和运行提供全面支撑。针对现有研究工作存在的不足,首先以适应性为核心,提出了自主单元的概念及其构件化参考实现模型,用统一的、具有适应能力的自主单元来对普适计算实体进行抽象和描述;进而提出基于自主单元的自适应软件体系结构,从概念、开发和运行3个层面对其进行了系统化阐述,并且实现了支撑该体系结构、基于微内核架构的普适计算软件平台UbiStar;最后以智能博物馆应用为典型案例,对自主单元模型和UbiStar平台的有效性进行了验证。  相似文献   

15.
16.
Adding usability improving solutions during late stage development is to some extent restricted by the software architecture. However, few software engineers and human–computer interaction engineers are aware of this important constraint and as a result avoidable rework is frequently necessary. In this paper we present a new type of pattern called a bridging pattern. Bridging patterns extend interaction design patterns by adding information on how to generally implement this pattern. Bridging patterns can be used for architectural analysis: when the generic implementation is known, software architects can assess what it means in their context and can decide whether they need to modify the software architecture to support these patterns. This may prevent part of the high costs incurred by adaptive maintenance activities once the system has been implemented and leads to architectures with better support for usability.  相似文献   

17.
Globally, the number of visually impaired people is large and increasing. Many assistive technologies are being developed to help visually impaired people, because they still have difficulty accessing assistive technologies that have been developed from a technology-driven perspective. This study applied a user-centered perspective to get different and hopefully deeper understanding of the interaction experiences. More specifically, this study focused on identifying the unique interaction experiences of visually impaired people when they use a camera application on a smartphone. Twenty participants conducted usability testing using the retrospective think aloud technique. The unique interaction experiences of visually impaired people with the camera application, and relevant implications for designing assistive technologies were analyzed.Relevance to industryThe considerations for conducting usability testing and the results of this study are expected to contribute to the design and evaluation of new assistive technologies based on smartphones.  相似文献   

18.
The eyes are an essential tool for human observation and perception of the world, helping people to perform their tasks. Visual impairment causes many inconveniences in the lives of visually impaired people. Therefore, it is necessary to focus on the needs of the visually impaired community. Researchers work from different angles to help visually impaired people live normal lives. The advent of the digital age has profoundly changed the lives of the visually impaired community, making life more convenient. Deep learning, as a promising technology, is also expected to improve the lives of visually impaired people. It is increasingly being used in the diagnosis of eye diseases and the development of visual aids. The earlier accurate diagnosis of the eye disease by the doctor, the sooner the patient can receive the appropriate treatment and the better chances of a cure. This paper summarises recent research on the development of artificial intelligence-based eye disease diagnosis and visual aids. The research is divided according to the purpose of the study into deep learning methods applied in diagnosing eye diseases and smart devices to help visually impaired people in their daily lives. Finally, a summary is given of the directions in which artificial intelligence may be able to assist the visually impaired in the future. In addition, this overview provides some knowledge about deep learning for beginners. We hope this paper will inspire future work on the subjects..  相似文献   

19.
ABSTRACT

Fully autonomous or “self-driving” vehicles are an emerging technology that may hold tremendous mobility potential for individuals who are visually impaired who have been previously disadvantaged by an inability to operate conventional motor vehicles. Prior studies however, have suggested that these consumers have significant concerns regarding the accessibility of this technology and their ability to effectively interact with it. We present the results of a quasi-naturalistic study, conducted on public roads with 20 visually impaired users, designed to test a self-driving vehicle human–machine interface. This prototype system, ATLAS, was designed in participatory workshops in collaboration with visually impaired persons with the intent of satisfying the experiential needs of blind and low vision users. Our results show that following interaction with the prototype, participants expressed an increased trust in self-driving vehicle technology, an increased belief in its likely usability, an increased desire to purchase it and a reduced fear of operational failures. These findings suggest that interaction with even a simulated self-driving vehicle may be sufficient to ameliorate feelings of distrust regarding the technology and that existing technologies, properly combined, are promising solutions in addressing the experiential needs of visually impaired persons in similar contexts.  相似文献   

20.
Crowd simulation requires both rendering visually plausible images and managing the behavior of autonomous agents. Therefore, these applications need an efficient design that allows them to simultaneously handle these two requirements. Although several proposals have focused on the software architectures for these systems, no proposals have focused on the computer systems supporting them.In this paper, we analyze the computer architectures used in the literature to support distributed virtual environments. Also, we propose a distributed computer architecture which is efficient enough to support simulations of thousand of autonomous agents. This proposal consists of a cluster of interconnected computers in order to improve flexibility and robustness, as well as a hierarchical software architecture that efficiently provides consistency. Performance evaluation results show that the trade-off between flexibility and consistency allows to efficiently manage thousands of autonomous agents. Therefore, this network-based system architecture can provide the required scalability for large-scale crowd simulations.  相似文献   

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