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 10 毫秒
1.
针对触摸显示屏的操作特点,利用简单通用手势——滑动和点击,提出了两种触摸手势输入字符方法。第一种是基于T9键盘的改进输入方法,第二种是基于全键盘的改进输入方法。这两种输入方法节省屏幕使用空间,使用户更易学习的同时降低了误输入机率。  相似文献   

2.
3.
《Ergonomics》2012,55(10):1180-1204
Numerical typing is an important perceptual-motor task whose performance may vary with different pacing, finger strategies and urgency of situations. Queuing network-model human processor (QN-MHP), a computational architecture, allows performance of perceptual-motor tasks to be modelled mathematically. The current study enhanced QN-MHP with a top-down control mechanism, a close-loop movement control and a finger-related motor control mechanism to account for task interference, endpoint reduction, and force deficit, respectively. The model also incorporated neuromotor noise theory to quantify endpoint variability in typing. The model predictions of typing speed and accuracy were validated with Lin and Wu's (2011) experimental results. The resultant root-mean-squared errors were 3.68% with a correlation of 95.55% for response time, and 35.10% with a correlation of 96.52% for typing accuracy. The model can be applied to provide optimal speech rates for voice synthesis and keyboard designs in different numerical typing situations.

Practitioner Summary: An enhanced QN-MHP model was proposed in the study to mathematically account for the effects of pacing, finger strategies and internalised urgency on numerical typing performance. The model can be used to provide optimal pacing for voice synthesise systems and suggested optimal numerical keyboard designs under urgency.  相似文献   

4.
Goode N  Lenné MG  Salmon P 《Ergonomics》2012,55(9):986-996
This study investigates the effect of vehicle motion on performance, usability and workload for a touch screen in-vehicle Battle Management System (BMS). Participants performed a series of battle management tasks while a vehicle was driven over sealed (characteristic of 'normal' vehicle motion) and unsealed (characteristic of 'high' vehicle motion) roads. The results indicate that unsealed road conditions impair the performance of information input tasks (tasks that require the user to enter information, e.g. text entry) but not information extraction tasks (tasks that require the user to retrieve information from the system, e.g. reading coordinates). Participants rated workload as higher and the system as less usable on the unsealed road. In closing, the implications for in-vehicle touch screen design and use in both military and civilian driving contexts are discussed. Practitioner Summary: The effect of motion on interacting with in-vehicle touch screen devices remains largely unexplored. This study examines the effect of different levels of vehicle motion on the use of a BMS. Using the system under off-road conditions had a detrimental impact on workload, performance and usability.  相似文献   

5.
《Ergonomics》2012,55(3):358-365
Abstract

Nowadays touch technology is growing and developers try to make it ever more intuitive and easier to use. This present work focused on the upper limb joint coordination during the achievement of puzzles on touch screen. A 5-inch and 10-inch devices were used to perform 9 and 16 pieces puzzles dragged with digits. The conclusions showed an increase in joint solicitation with the number of piece and the touch screen size. Moreover, three interactions strategies proved to be an evidence: the ‘wrist strategy’ preferentially implying wrist flexion/extension, the ‘elbow strategy’ preferentially implying the elbow flexion/extension and the ‘neutral strategy’ mobilising equally the two joints. From an ergonomic point of view, the data about how the upper limb segments are mobilised while interacting with the screen could be relevant to increase the adaptability of the devices to the user, including users with motor impairments.

Practitioner Summary: Information about the biomechanical organisation of movement during interaction with touch devices appears relevant in order to develop applications adapted to the motor capacities of users. From the analysis of joint angles when performing several times a puzzle with healthy subjects, three motor strategies were highlighted.  相似文献   

6.
This study aimed to describe contemporary technology use, especially smartphones and tablets (mobile touch screen devices), and examine associations with musculoskeletal symptoms and visual health among adolescents in Singapore. A representative sample of 1884 adolescents (50.4% girls) from grades primary 5 to post-secondary (10–18?years old), recruited from 13 schools, completed an online questionnaire in class. Total technology use was high, with smartphone duration being highest (mean?=?264 [SD?=?243] min/day). Patterns of use, including multitasking and bout length, were influenced by gender, school level, type of device and activities. Musculoskeletal discomfort and visual symptoms were commonly reported. After adjusting for potential confounders, more hours/day of smartphone use was associated with increased risk of neck/shoulders, upper back, arms and wrist/hand discomfort (OR?=?1.04[95%CI?=?1.01–1.07] to 1.07[1.03–1.10]) and visual symptoms (OR?=?1.05[1.02–1.08]), but was associated with decreased odds of myopia (OR?=?0.97[0.94–0.99]). No significant associations were found for tablet use.

Practitioner Summary: 1884 adolescents in Singapore completed an in-depth questionnaire regarding their use of technology. The smartphone was the device with the highest usage, and greater smartphone use was associated with increased odds of musculoskeletal and visual symptoms. High use of smartphones has physical health implications for adolescents.  相似文献   


7.
This study investigated the relationships between thumb muscle activity and thumb operating tasks on a smartphone touch screen with one-hand posture. Six muscles in the right thumb and forearm were targeted in this study, namely adductor pollicis, flexor pollicis brevis, abductor pollicis brevis (APB), abductor pollicis longus, first dorsal interosseous (FDI) and extensor digitorum. The performance measures showed that the thumb developed fatigue rapidly when tapping on smaller buttons (diameter: 9 mm compared with 3 mm), and moved more slowly in flexion–extension than in adduction–abduction orientation. Meanwhile, the electromyography and perceived exertion values of FDI significantly increased in small button and flexion–extension tasks, while those of APB were greater in the adduction–abduction task. This study reveals that muscle effort among thumb muscles on a touch screen smartphone varies according to the task, and suggests that the use of small touch buttons should be minimised for better thumb performance.  相似文献   

8.
Psychologists routinely administer cognitive tasks to assess a range of mental abilities. In recent years, researchers and practitioners have employed new (i.e. digital) technologies to test cognitive performance, with tablet computer based tasks often replacing traditional versions. However, the extent to which findings from traditional and touch screen tablet based tasks are equivalent remains unclear. In the present study, sixty participants (18 men and 42 women) completed both the Tower of Hanoi and Corsi Block tasks in their traditional (wooden) form and using a touch screen tablet. Performance outcome measures (span length, number of moves, and time taken) were recorded alongside subjective workload for each task. Findings revealed that number of moves and span length do not significantly differ between the traditional and tablet based versions of each task. However, the computerized Tower of Hanoi task was completed more quickly than the traditional version. Differences were noted for subjective workload with higher physical demand reported for the traditional versions of each task. Participants also reported the traditional Tower of Hanoi task to be more enjoyable but more mentally demanding. In conclusion, the touch screen versions of the Tower of Hanoi and Corsi Block tasks appear largely equivalent to the traditional versions.  相似文献   

9.
Eye typing provides a means of communication that is especially useful for people with disabilities. However, most related research addresses technical issues in eye typing systems, and largely ignores design issues. This paper reports experiments studying the impact of auditory and visual feedback on user performance and experience. Results show that feedback impacts typing speed, accuracy, gaze behavior, and subjective experience. Also, the feedback should be matched with the dwell time. Short dwell times require simplified feedback to support the typing rhythm, whereas long dwell times allow extra information on the eye typing process. Both short and long dwell times benefit from combined visual and auditory feedback. Six guidelines for designing feedback for gaze-based text entry are provided.  相似文献   

10.
串口触摸屏是可接收触头等输入信号的感应式液晶显示装置,当接触屏幕上的图形按钮时,屏幕上的触觉反馈系统可根据预先编程的程式驱动各种连结装置实现对计算机的操作,可用以取代机械式的按钮面板,并借由显示画面显示出生动的影音效果。同时,由于串口触摸屏具有坚固耐用、反应速度快、节省空间、易于交流等优点,则串口触摸屏在办公、工业控制、多媒体教学、消费电子、银行等领域应用广泛,但触摸屏在医疗器械的应用还不是十分广泛。主要介绍串口触摸屏在医用医疗脉冲冷敷系统的应用实例,以便大家更好地了解串口触摸屏的构成、工作过程、基本控制等原理。  相似文献   

11.
This study investigated the effect of a touch‐typing course on the spelling and narrative‐writing skills on the computer of elementary school students. Data of 207 students in Grades 4, 5, and 6 were analysed using a pretest–posttest design. Students in the experimental group (n = 154) followed a touch‐typing course, and those in the control group (n = 53) did not. The experimental group showed more progress in typing, spelling, and narrative‐writing skills on the computer than the control group. It can be concluded that the touch‐typing course had a positive effect, not only on typing skills but also on spelling and narrative‐writing skills on the computer.  相似文献   

12.
针对饮料加工车间流水线上四组传送带组成的一个椭圆工作台上所需完成的加饮料、盖盖子、打标签等三个动作,给出了采用西门子公司的S7-300型PLC作为控制器,并采用维纶MT6056I触摸屏作为操作界面来设计饮料瓶自动化装配流水线的控制系统设计方法。系统可大大解放劳动力,提高企业生产效率。  相似文献   

13.
Touch interfaces are designed to be metaphors for physically manipulating virtual objects. However, this direct manipulation illusion is broken by the nonidealities of the device. We decouple and show the impact of touch‐to‐display latency and motion blur on the user experience of a touch system. Using a custom device, we achieve latencies down to ~1 ms, with frame rates up to 1000 Hz. Motion blur is reduced independently of frame rate using synchronized display modulation. Optimizing these metrics yields a dramatic improvement in the user experience, demonstrating the opportunity for higher performance in touch devices.  相似文献   

14.
In recent years, with the changes in the international energy situation, new energy vehicles (NEVs) have become an essential choice for people to travel. The center control touch screen (CCTS) of NEVs is an important part of the user's interaction with the vehicle, which is quite different from a conventional fuel vehicle. Therefore, it is necessary to conduct research on the CCTS of NVEs. This study integrates multiple research methods to investigate the visual imagery and user preferences for CCTSs in NEVs. The results of the study show that the horizontal version with small rounded angles without a border is the optimal design solution for the visual imagery dimension, whereas the vertical version with large rounded angles and a border is the worst design solution in terms of the visual imagery dimension. The design without a border can increase users' preference and purchase intention to a certain extent. The results of the above study can effectively reflect the potential user demand for NEVs’ CCTSs, which also has positive implications for enhancing the overall user experience of NEVs.  相似文献   

15.
提出并实现了一种基于增强现实的多人实时互动的平台和系统。首次提出了在展览展示领域融合应用AR技术与多异型屏技术,研究并实现了AR系统多人实时互动相关技术,设计了AR交互系统的渲染平台、交互平台和网络通信平台。提出利用人工免疫算法解决AR系统实时碰撞检测的问题。系统将在世博会进行展示应用,具有良好的技术与经济效益前景。  相似文献   

16.
ABSTRACT

Shortly after fixating on webpages, users form initial impressions. These initial impressions influence how much users will use and return to websites. Researchers have understudied how objective design features (e.g. visual complexity) influence subjective perceptions of website content and the favorability of initial user impressions. In the present study, the influence of two dimensions of visual complexity – feature complexity and design complexity – were tested within the boundaries of the persuasive model of web design. More specifically, the study examined how visual complexity influences perceptions of visual informativeness, cues for engagement, favourable initial impressions, and behavioural intentions in a sample of young adults (N?=?277). Results suggest relationships for both dimensions of visual complexity on all outcome variables using ANOVA and OLS regression procedures and that perceptions of visual informativeness and cues for engagement mediate the relationship between visual complexity and favourable initial impressions and behavioural intentions. The study offers support for the utility of the persuasive model of web design for linking objective design features with subjective design perceptions to better understand favourable initial user impressions.  相似文献   

17.
备自投是广泛应用于电网中的自动装置,它的作用是在变电站失去工作电源时,自动将备用电源投入,保证可靠供电.对备自投的检验必须将与其相关联的线路全部停电,进行整组传动试验,以验证其控制逻辑的正确性.但运行中往往会因停电困难而不能进行,导致检验项目不完整,其正确性得不到保证.针对这一问题,以PLC和触摸屏为核心元件,研制了一种备自投校验仪,仪器能在电源不停电状态下完成对备自投逻辑的完整检验,确保备自投在电网故障时能可靠、正确动作,提高供电可靠性.  相似文献   

18.
王红霞 《自动化应用》2014,(1):18-20,35
介绍以PLC为核心的控制系统,并应用变频器和触摸屏对中药粉碎系统进行实时监测与控制,实现自动与智能化控制。  相似文献   

19.
基于MiniGUI的IAL定制及触摸屏驱动程序开发   总被引:1,自引:3,他引:1  
在嵌入式系统开发中,MiniGUI是典型的图形用户界面系统,触摸屏是常见的输入设备,而输入抽象层作为两者的结合点在人机交互开发中起着重要作用.在分析IAL的数据结构与源代码的基础上,通过修改已有的dummy代码和设置触摸屏控制器相关的寄存器的值,实现了具体的IAL和相关的触摸屏驱动程序,该程序很好地满足了嵌入式应用的需要.  相似文献   

20.
本文结合乳品行业的CIP清洗系统的工艺控制要求,详细介绍了基于PLC和触摸屏控制系统的总体方案、硬件配置、软件流程和触摸屏界面.  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