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1.

The reading of music text from a computer screen was compared to paper in a laboratory controlled study. Computer-based animated score tracking devices of three types were tested, as well as a static screen representation of the music text and its paper-based counterpart. A proof-reading exercise was given to subjects, which involved them listening to pieces of music and identifying intentional errors in the score. Their subjective views were also recorded. No significant difference between the five presentation styles were apparent in the proofreading study. However, subjects showed a significant preference for animation over paper and static representation. The most popular style of animation was where each note on the score was marked in time to the music. The medium of paper performed better overall than the static screen representation.  相似文献   

2.
Abstract

This study examined the speed and accuracy of proof-reading a text presented on a CRT, relative to performance with print on paper. Two groups of 16 people each proof-read four published texts, roughly 1500 words per text For all readers, half the texts were presented as print on paper and half were presented on a 12 in. CRT screen. The two groups differed in whether the errors found in the screened text were recorded on the screen or on paper. The results suggested that the method of recording errors on the screen was quickly learned, but that both speed and accuracy were impaired when the text was presented on the screen. The implications of this for refereeing electronic journals is discussed.  相似文献   

3.
Although extremely popular, electronic commerce environments often lack information that has traditionally served to ensure trust among exchange partners. Digital technologies, however, have created new forms of “electronic word-of-mouth,” which offer new potential for gathering credible information that guides consumer behaviors. We conducted a nationally representative survey and a focused experiment to assess how individuals perceive the credibility of online commercial information, particularly as compared to information available through more traditional channels, and to evaluate the specific aspects of ratings information that affect people’s attitudes toward ecommerce. Survey results show that consumers rely heavily on web-based information as compared to other channels, and that ratings information is critical in the evaluation of the credibility of online commercial information. Experimental results indicate that ratings are positively associated with perceptions of product quality and purchase intention, but that people attend to average product ratings, but not to the number of ratings or to the combination of the average and the number of ratings together. Thus suggests that in spite of valuing the web and ratings as sources of commercial information, people use ratings information suboptimally by potentially privileging small numbers of ratings that could be idiosyncratic. In addition, product quality is shown to mediate the relationship between user ratings and purchase intention. The practical and theoretical implications of these findings are considered for ecommerce scholars, consumers, and vendors.  相似文献   

4.
ABSTRACT

A study was undertaken to assess the impact of the Internet on scientific communication among a group of scientists and information professionals from leading research institutions in India. The object of the study was to understand the information-seeking behavior of Indian scientists and information professionals and the use of the Internet in their work. In order to determine subject specific differences in Internet use, participants included physicists, mathematicians, chemists, biomedical scientists, and information professionals. This article also examines the perceptions of scientists on recent developments in scholarly communication and explores the role of Indian librarians and information professionals in the electronic environment.  相似文献   

5.

Is it really better to print everything, including software models, or is it better to view them on screen? With the ever increasing complexity of software systems, software modeling is integral to software development. Software models facilitate and automate many activities during development, such as code and test case generation. However, a core goal of software modeling is to communicate and collaborate. Software models are presented to team members on many mediums and two of the most common mediums are paper and computer screens. Reading from paper or screen is ostensibly considered to have the same effect on model comprehension. However, the literature on text reading has indicated that the reading experiences can be very different which in turn effects various metrics related to reader performance. This paper reports on an experiment that was conducted to investigate the effect of reading software models on paper in comparison with reading them on a computer screen with respect to cognitive effectiveness. Cognitive effectiveness here refers to the ease by which a model reader can read a model. The experiment used a total of 74 software engineering students as subjects. The experiment results provide strong evidence that displaying diagrams on a screen allows subjects to read them quicker. There is also evidence that indicates that on screen viewing induces fewer reading errors.

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6.
《Ergonomics》2012,55(8):1083-1094
Abstract

Chinese text segments were sequentially presented to a single location of a computer screen at rates of 300 and 600 characters per min (CPM). These segments were either structured ‘idea units’ or random segments of equal length. The random segments were shown for equal amounts of time (the uniform condition). The display duration for each idea unit was determined either by its physical size (the structured-fixed condition) or according to the mean reading time in self-paced reading task of a pilot study (the structured-observed condition). Reading performance was assessed using multiple choice comprehension questions. Results showed that the two structured conditions were superior to the uniform condition. Also, the good readers performed better in the structured-observed condition than in the structured-fixed condition when the display rate was 600 CPM. When the display rate was 300 CPM, the poor readers showed a similar effect. These results suggest that the structured-observed condition could be superior to other presentation formats for reading sequentially-presented text.  相似文献   

7.
In two dual-task experiments, the effects of page layout on mental workload were explored. Previous studies indicate that it is preferable to present a text document on paper than to display it on a computer screen (e.g. Mayes, D. K., Sims, V. K., & Koonce, J. M. (2001). Comprehension and workload differences for VDT and paper-based reading. International Journal of Industrial Ergonomics, 28(6), 367–378; Wastlund, E., Reinikka, H., Norlander, T., & Archer, T. (2005). Effects of VDT and paper presentation on consumption and production of information: Psychological and physiological factors. Computers in Human Behavior, 21, 377–394). However, critics have advocated improper matching of the materials between the two media as a confounding variable e.g. (Noyes, J. M., & Garland, K. J. (2003). VDT versus paper-based text: reply to Mayes, Sims and Koonce. International Journal of Industrial Ergonomics, 31(6), 411–423). The focus of the present study has been to take one such variable, page layout, and then isolate and replicate it onscreen in order to assess its affect on user performance. The results of the present experiments showed that optimizing the page layout for onscreen viewing decreased mental workload. This not only confirms the importance of matching all aspects of the presentational modes in doing paper vs. computer comparisons, but also shows that reading from a computer screen can be facilitated by creating documents with a page layout that is adapted to the screen which they are intended to be presented on.  相似文献   

8.

The members of electronic communities are often unrelated to each other; they may have never met and have no information on each other's reputation. This kind of information is vital in electronic commerce interactions, where the potential counterpart's reputation can be a significant factor in the negotiation strategy. Two complementary reputation mechanisms are investigated which rely on collaborative rating and personalized evaluation of the various ratings assigned to each user. While these reputation mechanisms are developed in the context of electronic commerce, it is believed that they may have applicability in other types of electronic communities such as chatrooms, newsgroups, mailing lists, etc.  相似文献   

9.
Four experiments were conducted to test whether recent developments in display technology would suffice to eliminate the well-known disadvantages in reading from screen as compared with paper. Proofreading speed and performance were equal for a TFT-LCD and a paper display, but there were more symptoms of eyestrain in the screen condition accompanied by a strong preference for paper (Experiment 1). These results were replicated using a longer reading duration (Experiment 2). Additional experiments were conducted to test hypotheses about the reasons for the higher amount of eyestrain associated with reading from screen. Reduced screen luminance did not change the pattern of results (Experiment 3), but positioning both displays in equal inclination angles eliminated the differences in eyestrain symptoms and increased proofreading speed in the screen condition (Experiment 4). A paper-like positioning of TFT-LCDs seems to enable unimpaired reading without evidence of increased physical strain.

Practitioner Summary: Given the developments in screen technology, a re-assessment of the differences in proofreading speed and performance, well-being, and preference between computer screen and paper was conducted. State-of-the-art TFT-LCDs enable unimpaired reading, but a book-like positioning of screens seems necessary to minimise eyestrain symptoms.  相似文献   


10.
BackgroundFuture-proof EHR systems must be capable of interpreting information structures for medical concepts that were not available at the build-time of the system. The two-model approach of CEN 13606/openEHR using archetypes achieves this by separating generic clinical knowledge from domain-related knowledge. The presentation of this information can either itself be generic, or require design time awareness of the domain knowledge being employed.ObjectiveTo develop a Graphical User Interface (GUI) that would be capable of displaying previously unencountered clinical data structures in a meaningful way.MethodsThrough “reasoning by analogy” we defined an approach for the representation and implementation of “presentational knowledge”. A proof-of-concept implementation was built to validate its implementability and to test for unanticipated issues.ResultsA two-model approach to specifying and generating a screen representation for archetype-based information, inspired by the two-model approach of archetypes, was developed. There is a separation between software-related display knowledge and domain-related display knowledge and the toolkit is designed with the reuse of components in mind.ConclusionsThe approach leads to a flexible GUI that can adapt not only to information structures that had not been predefined within the receiving system, but also to novel ways of displaying the information. We also found that, ideally, the openEHR Archetype Definition Language should receive minor adjustments to allow for generic binding.  相似文献   

11.
Marked-up maps: combining paper maps and electronic information resources   总被引:1,自引:0,他引:1  
Mobile devices have been used as tools for navigation and geographic information retrieval with some success. However, screen size, glare, and the cognitive demands of the interface are often cited as weaknesses when compared with traditional tools such as paper maps and guidebooks. In this paper, a simple mixed media approach is presented which tries to address some of these concerns by combining paper maps with electronic guide resources. Information about a landmark or region is accessed by waving a handheld computer equipped with an radio frequency identification (RFID) reader above the region of interest on a paper map. We discuss our prototyping efforts, including lessons learned about using RFID for mixed media interfaces. We then present and discuss evaluations conducted in the field and in a comparative, exploratory study. Results indicate that the method is promising for tourism and other activities requiring mobile, geographically-related information access.
Derek ReillyEmail:
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12.
展望高校图书馆电子阅览室发展前景   总被引:1,自引:0,他引:1  
本文介绍了图书馆电子阅览室产生背景、不同阶段电子阅览室的结构和优缺点,云计算技术的到来对电子阅览室的影响。  相似文献   

13.
Abstract

The aim of this study was to establish an optimal keyboard and data space arrangement for data-entry operators using a VDT. The location of the keyboard and data was investigated in two ways:

(1) An experimental model with a straight-line arrangement of operator, keyboard, data to be entered and screen. Entry data in that model were located between the keyboard and the screen, on a special inclined support. A sliding ruler, making reading easier, was an additional piece of equipment of the support. The keyboard was placed in front of the desk, below its surface.

(2). A traditional model with a lateral arrangement of operator, keyboard, screen and with data to be entered either on the right or on the left of the keyboard.

The test carried out to compare the two arrangements proved the assumption that there is a difference in operators’efficiency depending on the type of arrangement used. While operating the straight-line VDT stand operators were more efficient than when using the lateral one and found the former arrangement more comfortable.  相似文献   

14.
A model of online reading engagement is outlined. This model proposes that online reading engagement predicts dedication in digital reading. Dedication in digital reading according to the model is reflected in task-adaptive navigation, and task-adaptive navigation predicts digital reading performance over and above print reading skill. Information engagement is assumed to positively predict task-adaptive navigation, while social engagement is assumed to negatively predict task-adaptive navigation. These hypotheses were tested using OECD PISA 2009 Digital Reading Assessment data from 17 countries and economies (N = 29,395). Individual task responses served as the primary unit of analysis. Linear mixed models were used to predict navigation behavior from the interaction of information and social online reading engagement with navigation demands. High information engagement was associated with more task-adaptive navigation behavior, as shown by significant positive interactions between information engagement and tasks’ navigation demands. In contrast, high social engagement was associated with less adaptive navigation behavior, as shown by negative interactions between social engagement and navigation demands. Generalized linear mixed models were used to predict task performance by the interaction of navigation demands and navigation behavior. Adaptive navigation behavior predicted digital reading task performance, as shown by significant interactions between navigation behavior and navigation demands. These results are in support of the proposed model of online reading engagement.  相似文献   

15.
Recent findings suggest that while shopping people apply ‘fast and frugal’ heuristics: short-cut strategies where they ignore most product information and instead focus on a few key cues. But rather than supporting this practice, mobile phone shopping apps and recommender systems overwhelm shoppers with information. This paper examines the amount and structure of product information that is most appropriate for supermarket shoppers, finding that in supermarkets, people rapidly make decisions based on one or two product factors for routine purchases, often trading-off between price and health. For one-off purchases, shoppers can be influenced by reading customer star ratings and reviews on a mobile phone app. In order to inform decision-making or nudge shoppers in supermarkets, we propose using embedded technologies that provide appropriate feedback and make key information salient. We conclude that rather than overwhelming shoppers, future shopping technology design needs to focus on information frugality and simplicity.  相似文献   

16.
In urban rail trains, traditional printed guide information interfaces are being replaced by digital interfaces. An electronic guide screen is an important device for passengers to obtain information about the ride because the train is running underground. In particular, when the train is crowded, passengers must obtain information in advance and make appropriate decisions. Therefore, it is important to efficiently search for guidance interfaces. In this study, use scenarios of the guidance interface were simulated. The typical information layout and display mode in the current electronic guidance interface were the experimental variables. Through eye tracking and subjective evaluation, the effects of design features on user search performance, visual behavior, and usability satisfaction were discussed. The experimental results showed that the information layout and display mode of the guidance interface had an interactive effect on the task completion time, fixation counts, and usability score; they also had a significant effect on the recall accuracy and saccade ratio. Task completion time had a strong positive correlation with usability satisfaction and was correlated with visual behavior. The study confirmed that the split-screen display mode combined with interlaced layout could improve search performance and subjective satisfaction.Relevance to industryPrinted guide signs in subway cars are being replaced by electronic guide screens of different styles. Passengers must search for the required information within a limited period. In this study, the effects of different interface layouts and display modes on search performance, visual behavior, and usability were studied. This had a positive significance in improving user experience.  相似文献   

17.
Medical image security and EPR hiding using Shamir's secret sharing scheme   总被引:1,自引:0,他引:1  
Medical applications such as telediagnosis require information exchange over insecure networks. Therefore, protection of the integrity and confidentiality of the medical images is an important issue. Another issue is to store electronic patient record (EPR) in the medical image by steganographic or watermarking techniques. Studies reported in the literature deal with some of these issues but not all of them are satisfied in a single method. A medical image is distributed among a number of clinicians in telediagnosis and each one of them has all the information about the patient's medical condition. However, disclosing all the information about an important patient's medical condition to each of the clinicians is a security issue. This paper proposes a (k, n) secret sharing scheme which shares medical images among a health team of n clinicians such that at least k of them must gather to reveal the medical image to diagnose. Shamir's secret sharing scheme is used to address all of these security issues in one method. The proposed method can store longer EPR strings along with better authenticity and confidentiality properties while satisfying all the requirements as shown in the results.  相似文献   

18.
Abstract

A database interface language and system, called Metaform, which automatically generates multi-relational form screen interfaces for use by non-computer professionals has been developed. A form screen is a subset of the relational database, with a particular relation or combination of relations being represented. Through form screens, users can simultaneously query and update several relations in the database without having to know about its underlying structure. An overview of the Metaform system is presented and several examples of the use of the Metaform query language and update operators are described.

A series of ‘usability’ studies were conducted on a prototype of the Metaform system to examine the claims that the form concept aids computer-naive users in building complex database queries. These studies adopted the form screen concept to present six office paper work analogies to users to help them to understand the database retrieval concepts. The analogies of a file cabinet, a file folder, a stack of forms, a single form, a table of information on a form and a field of information were used in a two-staged training module.

At the end of each training sequence, users answered questions with the prototype and with paper and pencil which tapped their understanding of the database retrievals they were learning to perform. The results from these questionnaires were mixed. Users performed successful relational queries for simple retrievals and for those using existential quantifiers. They had difficulty with queries involving multiple steps and intermediate stages. Although users understood and used the analogies, they ran into difficulties with the ambiguities in the English statements of the queries, thus suggesting a need for another level of metaphors and/or problem representation tools not associated with the machine but with the user's comprehension of database retrieval problems.  相似文献   

19.
Abstract— With the rise of electrophoretic‐display media from several sources, the world is opening up for new uses of electronic displays. Where “immersive reading” used to be a task strictly reserved for paper, displays can now fulfill that role. Many challenges still remain, such as full‐color photograph‐like performance and video speeds. However, in view of recent accomplishments showing near‐video‐speed switching and potential for full color, after electrophoretic displays obtain a slice of the reading market, application of these developments will take us a significant step towards full‐color animated paper‐like displays. The developments that have led to the presence of electronic paper in the market today will be described, and developments that are about to happen will be discussed.  相似文献   

20.
Reading to young children has a number of benefits, including supporting the acquisition of vocabulary and literacy skills. Digital reading games, including ones with new modes of interface such as the Kinect for Xbox, may provide similar benefits in part by allowing dynamic in-game activities. However, these activities may also be distracting and detract from learning. Children (ages 5–7 years, N = 39) were randomly assigned to either i) jointly read a story with an adult, ii) have the story read by a character in a Kinect game, or iii) have the story read by a character in a Kinect game plus in-game activities. Both Kinect-Activities and Book Reading groups had significant gains for High Frequency Words, Active Decoding, and Total Reading Score, but only Kinect-Activities group had significant gain for Sight words (p < .05). Overall, these findings are encouraging for the next generation of digital literacy games.  相似文献   

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