首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 0 毫秒
1.
A great number of complex electronic devices are now part of our everyday lives. While many of us learn to handle these products by trial and error; others, especially older users with little experience in using electronic devices, need support. In order to allow the user maximum flexibility in terms of learning time and location, a training programme is presented which is implemented as part of the software embedded in the product itself. Particular focus is placed on the effect of adaptive training on learning. In this study, the training versions differed in their ability to adjust their complexity to the user's experience (adaptive user interface complexity) and their capability to support the learner by prompting them during the learning process (adaptive training advice). The results show that the adjustment of complexity had a positive effect on users’ experience: elderly users who trained with an adaptive interface were more successful in learning to use a mobile phone. Adaptive training advice, however, was found to have no significant effects on learners’ success and reduced their self-efficacy. This work offers guidelines on how to design integrated training applications for electronic devices that successfully help elderly users with little prior experience.  相似文献   

2.
As the population of elderly people in society rises, the importance of technology to assist health management is growing with the demographic shift. Wearable personal computing has been the common solution proposed by related projects to fulfil the needs of elderly people. These add-on devices are attached to the users, and result in uneasiness or discomfort while wearing them in public areas. In this study, three common wearing positions – wrist, upper arm, and neck – were investigated in terms of psychological perception and perceived readability. Twenty-four Taiwanese participants in Miaoli area were asked to wear the designed prototypes for a certain time. The participants completed questionnaires and participated in an open-ended interview. Data of psychological perceptions, visibility, and readability about wearable devices were collected. The results evidenced that the personal attributes of gender, smart device user, and requirement for medical care affect the psychological perception and user attitudes. The statistical results indicated significant differences in elderly people's attitudes towards wearable devices attached to different parts of the body. The wrist was the most favourable location to attach a wearable device.  相似文献   

3.
This study investigated the effect of age (elderly and young participants), input methods (keyboard and handwriting), and input tools (finger and stylus) on participants’ performance in operating handheld devices. The correct ratio and execution time for device operation served as the criteria for performance evaluation. The study results revealed that the interaction between age, input method, and input tool had a significant effect on the participants’ correct ratio in operating handheld devices. For young participants, only the input method had a significant effect on the correct ratio. The keyboard provided superior results to handwriting. For the elderly participants, the interaction between input method and input tool had a significant effect on the correct ratio. When the input method was handwriting, the input tool had a significant effect on the correct ratio. Specifically, the stylus provided superior results to the finger. However, when a keyboard was used, the input tool had no significant effect on the elderly participants’ correct ratio. Concerning execution time, the interaction between age and input method had a significant effect on performance. For the young participants, the input method had a significant effect on the execution time. Specifically, the keyboard provided superior results to handwriting. However, for the elderly participants, the input method had no significant effect on the execution time.  相似文献   

4.
Action video game players (AVGPs) have been shown to outperform non-action video game players (NVGPs) on tasks of perception and attention. Here we set out to investigate if these benefits also extended to another cognitive domain, memory. In particular, while there is some previous evidence suggesting AVGPs demonstrate better visual short-term memory, it is unclear whether this extends to long-term memory processes or indeed, whether these enhancements are due to memory per se or are instead reflective of changes in speed of processing or strategy. Using four tasks that tap distinct areas of memory processing we found evidence for greater speed of processing and enhanced visual short-term memory in AVGPs and compared to NVGPs. However, we found either equivalent or possibly decreased performance in AVGPs in tasks related to long-term memory access. Furthermore, differences in strategy were noted across tasks, in particular differences in the tradeoff between speed and accuracy, which calls for a closer investigation of how task instructions bias performance in future studies.  相似文献   

5.
6.
In general, video quality adaptation and video quality evaluation are distinct activities. Most adaptive delivery mechanisms for streaming multimedia content do not explicitly consider user-perceived quality when making adaptation decisions. Equally, video quality evaluation techniques are not designed to evaluate instantaneous quality where the quality is changing over time. We propose that an Optimal Adaptation Trajectory (OAT) through the set of possible encoding exists, and that it indicates how to adapt encoding quality in response to changes in network conditions in order to maximize user-perceived quality. The subjective and objective tests carried out to find such trajectories for a number of different MPEG-4 video clips are described. Experimental subjective testing results are presented that demonstrate the dynamic nature of user perception with adapting multimedia. The results demonstrate that adaptation using the OAT out-performs conventional adaptation strategies in which only a single aspect of the video quality is adapted. In contrast, the OAT provides a mechanism to adapt multiple aspects of the video quality thereby giving better user-perceived quality in both the short and long term.  相似文献   

7.
Three pointing devices (mouse, touch pad, touch screen) were evaluated for usability with a Windows-style menu selection task while in a moving off-road environment. A pilot study determined which commercially available devices had the potential to promote good performance in the environment. Eighteen subjects performed a series of complex pointing tasks that simulated the use of a standard application in a moving tractor. The devices were also rated for subjective usability. The mouse and the touch screen produced the best performances, with the mouse receiving the best subjective usability ratings. The participants had a significantly lower performance with the touch pad, which also received lower ratings in the subjective usability ratings.  相似文献   

8.
This paper presents a framework for automatically learning rules of a simple game of cards using data from a vision system observing the game being played. Incremental learning of object and protocol models from video, for use by an artificial cognitive agent, is presented. iLearn??a novel algorithm for inducing univariate decision trees for symbolic datasets is introduced. iLearn builds the decision tree in an incremental way allowing automatic learning of rules of the game.  相似文献   

9.
Eye contact and gaze awareness play a significant role for conveying emotions and intentions during face-to-face conversation. Humans can perceive each other's gaze quite naturally and accurately. However, the gaze awareness/perception are ambiguous during video teleconferencing performed by computer-based devices (such as laptops, tablet, and smart-phones). The reasons for this ambiguity are the (i) camera position relative to the screen and (ii) 2D rendition of 3D human face i.e., the 2D screen is unable to deliver an accurate gaze during video teleconferencing. To solve this problem, researchers have proposed different hardware setups with complex software algorithms. The most recent solution for accurate gaze perception employs 3D interfaces, such as 3D screens and 3D face-masks. However, today commonly used video teleconferencing devices are smart devices with 2D screens. Therefore, there is a need to improve gaze awareness/perception in these smart devices. In this work, we have revisited the question; how to improve a remote user's gaze awareness among his/her collaborators. Our hypothesis is that ‘an accurate gaze perception can be achieved by the3D embodimentof a remote user's head gesture during video teleconferencing’. We have prototyped an embodied telepresence system (ETS) for the 3D embodiment of a remote user's head. Our ETS is based on a 3-DOF neck robot with a mounted smart device (tablet PC). The electromechanical platform in combination with a smart device is a novel setup that is used for studying gaze awareness/perception in 2D screen-based smart devices during video teleconferencing. Two important gaze-related issues are considered in this work; namely (i) ‘Mona-Lisa Gaze Effect’ – the gaze is always directed at the person independent of his position in the room, and (ii) ‘Gaze Awareness/Faithfulness’ – the ability to perceive an accurate spatial relationship between the observing person and the object by an actor. Our results confirm that the 3D embodiment of a remote user head not only mitigates the Mona Lisa gaze effect but also supports three levels of gaze faithfulness, hence, accurately projecting the human gaze in distant space.  相似文献   

10.
The present study explores the relation among different characteristics of preadolescents and their video game habits and preferences. Specifically, the predictive power of age, gender, and psychological adjustment on time spent playing video games and game preference was explored. Children ages 10–15 were given two surveys: a video game habits survey and the BASC-II self-report assessment of personality. Results confirm previous findings of significant gender differences in both time spent playing video games and game type preference. For preadolescents, males were found to spend more time overall playing video games, but for both males and females time spent playing increased with age. No relation was found between time spent playing video games and negative psychological adjustment, as assessed by the BASC-II. Game type preference was predicted by several psychological characteristics. For example, females’ positive feelings about the self were associated with increased likelihood of electing First Person Shooters as a favored game type, and males’ internalizing difficulties were associated with decreased likelihood of electing Massively Multiplayer Online Role Playing Games (MMORPGs). The current findings confirm previous results with preadolescents, an under-studied age group, and lend novel insight into the psychological processes that contribute to video game preference.  相似文献   

11.
The population is gradually aging, but only 4% of elderly people are Internet users. These data indicate the need to take action to bridge this digital divide.Several studies show that learning and memory processes are faster when there is familiarity with the learning object, and the user finds a clear internal correspondence between the previous experience and the current experience. The elderly make up one of the groups most affected by the digital divide, with less Internet access, knowledge, and use. The Internet is by definition an almost infinite structure of hypertext, where the user navigates by using information in an active way, and where the elderly lack previous experience with hypertextual applications. The aim of this study is to test the navigation variable by comparing two designs of the same email Web application with different navigation styles: linear vs hypertextual navigation.The study consisted of usability testing, employing the method of task analysis. Other assessment tools were also used, such as the eye tracker and post-session self-report questionnaires designed ad hoc for this study.A sample of 34 users from 60 to 83 years old and with heterogeneous previous experience with new technologies participated in the study. They performed A/B testing with a counterbalanced within-subject design. The linear navigation condition, compared to the hypertextual condition, obtained a higher success rate, lower performance time, better satisfaction ratings and greater user preference.The main contribution of this study is to demonstrate the relevance of navigation in systems oriented toward the elderly, indicating that linear navigation is more suitable for these users.  相似文献   

12.
There is now a substantial body of work demonstrating that action video game experience results in enhancements in a wide variety of perceptual skills. More recently, several groups have also demonstrated improvements in abilities that are more cognitive in nature, in particular, the ability to efficiently switch between tasks. In a series of four experiments, we add to this body of work, demonstrating that the action video game player advantage is not exclusively due to an ability to map manual responses onto arbitrary buttons, but rather generalizes to vocal responses, is not restricted to tasks that are perceptual in nature (e.g. respond to a physical dimension of the stimulus such as its color), but generalizes to more cognitive tasks (e.g. is a number odd or even), and is present whether the switch requires a goal-switch or only a motor switch. Finally, a training study establishes that the relationship between the reduction in switch cost and action game playing is causal.  相似文献   

13.
《Ergonomics》2012,55(12):1025-1037
Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.  相似文献   

14.
A study investigating the accuracy of interpersonal perception in Internet Bulletin Board Systems (BBS) and the variables that affect the accuracy were conducted in two phases: in the phase one, 58 participants were selected from the BBS which was built on the Internet in advance. During the phase two, participants were requested to complete the Myers–Briggs Type Indicator (MBTI) to assess their personalities, and to choose another member in the BBS as their “target”. The assessment packets were then administered to the participants in the following order: the demographic and Internet use survey, the MBTI used by the judge to assess their target’s personality, and the relationship survey between judge and target. The results showed that 76.7% participants made the correct judgment on two to three out of four dimensions of the personality type. The correlation analysis indicated that the variables affected the accuracy were from four aspects: judge, target, relationship and similarity. The binary logistic regression analysis showed that the target’s personality, the judge’s education level, the similarity between them, the stereotypes and projection played important roles on the accuracy. Possibilities for future research on this issue are also briefly discussed.  相似文献   

15.
Evaluation of an electronic video game for improvement of balance   总被引:1,自引:1,他引:0  
Virtual environments have been investigated for fitness and medical rehabilitation. In this study, the Sony EyeToy ? and PlayStation 2 ? were used with the AntiGrav? game to evaluate their potential for improving postural balance. The game required lateral head, body, and arm movements. The performance on balance tests of subjects who trained for 3?weeks with this game was compared to the performance of controls who were not trained. Training subjects showed improvement for two of the three tests (each testing a different facet of balance), suggesting specificity of training, while control subjects did not show significant improvement on any test. Simulator sickness questionnaire results showed a variety of mild symptoms, which decreased over the training sessions. Motor learning analysis of the game scores showed that mastery had been achieved on the easier level in the game, but not on the second level of difficulty. This reflects the potential for continued learning and training through advanced levels within a game. A model parameter using the time constants of game score improvement was developed, which could be used to quantify the difficulty for any video game design. The results suggest that this video game could be used for some aspects of balance training.  相似文献   

16.
Although catharsis theory as applied to violent media has been repeatedly refuted in the literature, scholars have recently proposed methods by which a cognitive form of catharsis might occur for people who utilize games to manage negative affect. Drawing on these ideas, the current study tests how video games are used to manage feelings of frustration and boost one’s sense of competency. It also explores how these emotional processes influence game enjoyment and hostile attribution bias (HAB). We frustrated half of 82 participants prior to randomizing them to play a violent or nonviolent game. Our results showed that frustrated participants were motivated to progress farther in a video game. This in-game performance decreased their feelings of frustration, boosted their sense of competency, and increased their enjoyment of the game. However, for those who played a violent game, this enjoyment predicted hostile attributions: high enjoyment of violence increased HAB, while low enjoyment of violence decreased HAB. These findings have implications for how video games are used to manage negative feelings.  相似文献   

17.
Y A Fery  S Ponserre 《Ergonomics》2001,44(12):1025-1037
Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.  相似文献   

18.
In recent years, there has been an explosive growth in the use of mobile devices. The ubiquitous and multifunctional nature of these devices with internet connectivity and personalization features make them a unique context to investigate what factors shape mobile users perception of their mobile device functionality fit with their needs. In order to answer this question, we proposed a research model in which we introduced multifunctional use and perceived device-functionality fit as two new constructs. The results of our study show that a significant portion of individuals’ perceived device-functionality fit can be explained by their perceived enjoyment, perceived ease of use, perceived usefulness, and symbolic value of the device. In terms of the theoretical contribution, our research suggests revamping the concept of device-functionality fit when it comes to mobile devices by accounting for both hedonic and utilitarian aspects of mobile devices. In terms of practical implications, our study highlights the importance of the social image that mobile devices create in the society for their users as well as the importance of look-and-feel aspects of mobile devices in shaping users perception of fit between functionalities of their mobile devices and their needs.  相似文献   

19.
Mobile handheld and battery-operated consumer electronic devices such as digital still cameras, personal media players, digital camcorders, camera phones, mobile video telephones, etc. have become very popular and their annual shipments are already in hunderds of millions of units. The ability to carry out image and video processing in real-time has been one of the major reasons for the widespread success of these devices. In this article, the typical components present in such devices and the image and video processing that are carried out are described first. Some of the emerging trends relevant to image and video processing algorithms used on these devices are highlighted next. A brief overview of system requirements and challenges for image and video processing on these devices is then provided. These requirements are driving image and video processing research in new directions.  相似文献   

20.
A study of 45 non-keyboard input device (NKID) users was undertaken at nine organisations to investigate the extent, pattern and method of NKID usage, workstation configurations, postures adopted and musculoskeletal symptoms. A number of methods were used: work activity diaries, interviews, observations and postural assessments. A range of NKID were seen including the mouse, touchscreen, joystick, trackball, and tablet and pen; however, the mouse was the most commonly used device. Use of an input device varied from 2% to 100% of the working day. Workers undertook common tasks using a variety of methods (e.g. pull down menus, icons, device buttons). Users reported problems associated with the use of some devices, e.g. poor maintenance, lack of device responsiveness. Musculoskeletal pain and discomfort (e.g. stiffness and discomfort in the hands and wrist) was reported by 45% (n=19) of mouse users and 16% (n=5) of other NKID users. Workstation configurations varied and in some cases constrained the position of the input device, resulting in users having to work with the device at some distance away from the body. Despite the existence of regulations and guidance, this paper indicates that there are still many problems related to NKID use at computer workstations.

Relevance to industry

The reliance of many software applications on NKID (e.g. mouse, trackball, touchpad, joystick, touchscreen) necessitates the investigation of their use in the workplace. Whilst the performance aspects of NKID (e.g. speed) have been well researched, the possible implications for user health have received little attention in the UK.  相似文献   


设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号