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1.
Ye N  Li X  Farley T 《Ergonomics》2003,46(1-3):188-196
Hand signs are considered as one of the important ways to enter information into computers for certain tasks. Computers receive sensor data of hand signs for recognition. When using hand signs as computer inputs, we need to (1) train computer users in the sign language so that their hand signs can be easily recognized by computers, and (2) design the computer interface to avoid the use of confusing signs for improving user input performance and user satisfaction. For user training and computer interface design, it is important to have a knowledge of which signs can be easily recognized by computers and which signs are not distinguishable by computers. This paper presents a data mining technique to discover distinct patterns of hand signs from sensor data. Based on these patterns, we derive a group of indistinguishable signs by computers. Such information can in turn assist in user training and computer interface design.  相似文献   

2.
With world population ageing, how to help seniors to adapt to technology life is an important issue. Technology is becoming life rather than resistance, because many of the technology applications are often accompanied by a lot of information to process. This makes the user interface to become an important bridge between human computer interactions. Especially the inconvenience caused by human ageing, these related issues from the cognitive and operational of products are derived. This study proposes a study of user interface design based on natural interaction to increase seniors’ usage intention. In the proposed contents, the Kinect sensor is used to retrieve seniors’ in-depth information in movements, thus the user interface of system can be operated by the gesture intuitively. In the framework of the system, in the first all, the morphology is applied to identify the features of a hand from depth values obtained from the sensor. Gesture is used to recognize operating behavior of users to implement the interactive action, and collision detection is applied to confirm effectiveness of operation. On the other hand, through interpretive structural model (ISM), each design element of interactive interface can be decomposed and realized, and the solution for target and direction of design problem is also proposed. At the meanwhile, the concept of affordance is conducted to the development of interface for graphic users that proposed in this study, and the design achievement contains operation and usability of intuition can further be acquired. Finally, based on the proposed methodology, an intuitive user interface of digital devices is constructed by Java programming language that allows for verifying the feasibility of user interface for seniors. Besides, the proposed method can be widely used to develop the user interface for various products.  相似文献   

3.
We plan to apply a computer-based multimedia text-book system for health education in the future. To do this, the computer system should be manageable to any person regardless of age or computer experience. We developed a multimedia text-book system and field-tested it to survey the reaction of aged persons. The system offers information about obesity prevention, such as a guide for eating and exercise. All contents are presented by text, image and voice. Also, a guide for exercise is shown by a movie. In this investigation we found that there were many considerations for aged persons using a computer. They seemed to have a strong aversion toward computers. They had the feeling that computers are difficult to use; actually 22 persons among 65 could not use it. Improvements in user interface seems to be the most important thing to make computers accessible to aged persons. On the other hand, question-and-answer programs for diagnosing one's health status were well accepted. Such a function is useful for attracting the interest of aged persons when we design a computer-based education system.  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.
Gentner  D.R. Grudin  J. 《Computer》1996,29(6):28-35
Computer-human interface design has been recognized as a distinct field for only a little more than a decade, but the design of interfaces to control mechanical devices has a much longer history. The interface-design models used in these mechanical systems play similar roles in computer systems, despite the obvious differences between the two types of systems. There are many ways to control a given mechanism. Whether consciously or unconsciously, every interface designer chooses a model that forms the basis for how the mechanism is controlled. Two principal approaches are the engineering model and the user-task model. There is no best way to design a user interface, however. Interface designers must be aware that a user interface can be based on any of several models, that each model has its advantages, and that their job is to choose the approach most suitable for the project at hand. We examine the models underlying computer-human interface designs by considering a wide variety of systems, including many from areas outside of computing. These noncomputer examples can be instructive because they are simpler and thus clearer. They also provide some helpful detachment and perspective for those of us who are immersed in computers  相似文献   

6.
为使手机用户通过手机轻松地控制计算机,研究开发了"无线远程终端"系统。利用手机登录WAP网站发送指令至"信息中转站",再由"信息中转站"把指令转发给受控计算机,指令经过计算机处理后,受控计算机再通过"信息中转站"将运行结果返回给手机,从而实现了一个手机无线远程控制计算机的过程。此设计方法极大地提高了程序的耦合度,方便了用户操作,能够满足用户生活中的信息化需求。  相似文献   

7.
For many users, the first real encounter with a computer occurs when taking an introductory course to computers at a college. To the extent that these training courses impact user understanding and motivation, they are important determinants of the user attitudes towards computers and merit serious assessment. Using 327 business undergraduates at two universities in the US, this paper reports on the reactions of students to computers and computer-related tasks before and after an introductory course to computers. Responses to a 20-item scale were analysed to examine the pattern of attitude change experienced by students in their training course. Factor analysis revealed five constructs for describing patterns of computer user attitude: negative reaction to computers; positive reaction to computers; reaction to computers for children education; reaction to computer-mediated services; and reaction to computer games. Four factors show significant change in mean scores after the training courses. The attitudes changed for males more than females, indicating improvement in attitudes. The respondents' attitude to computer-mediated services remained unchanged. While the directions of changes indicate an overall improvement in respondents' reactions, many attitudes did not change significantly after having taken the training courses. This may be due to the content or the format of these courses.  相似文献   

8.
Abstract

For many users, the first real encounter with a computer occurs when taking an introductory course to computers at a college. To the extent that these training courses impact user understanding and motivation, they are important determinants of the user attitudes towards computers and merit serious assessment. Using 327 business undergraduates at two universities in the US, this paper reports on the reactions of students to computers and computer-related tasks before and after an introductory course to computers. Responses to a 20-item scale were analysed to examine the pattern of attitude change experienced by students in their training course. Factor analysis revealed five constructs for describing patterns of computer user attitude: negative reaction to computers; positive reaction to computers; reaction to computers for children education; reaction to computer-mediated services; and reaction to computer games. Four factors show significant change in mean scores after the training courses. The attitudes changed for males more than females, indicating improvement in attitudes. The respondents‘ attitude to computer-mediated services remained unchanged. While the directions of changes indicate an overall improvement in respondents’ reactions, many attitudes did not change significantly after having taken the training courses. This may be due to the content or the format of these courses.  相似文献   

9.
Facing the ever growing complexity and usability problems of the PC, some propose specialized computers as a solution, while others argue that such “information appliances” are unnecessary. Rather than pitting information appliances and PCs against each other, we argue instead for exploring the design space in using them together. We experimented with a device teaming approach that takes advantage of both types of devices: the familiar and high bandwidth user interface of the PC, and the task specific form factors of an information appliance. In our experimentation, we designed and developed a phone n’ computer (PnC) by teaming up an IP phone with a general-purpose PC. We outline the design space for such a combination and describe several point designs we created that distribute functions between the two devices according to their characteristics. In comparison to separately using phones and computers, our designs provide new and richer user experiences including Drop-to-Call, sharing visual information, and caller information display.  相似文献   

10.
在一高精度导航系统的研制过程中,采用了双系统微机,双系统微机的通信成为有待解决的重要课题;介绍了一种采用双端口SRAM为主存储体的双系统微机共享信息的接口电路和软件的设计方法,在双系统微机之间建立了一个公共的存储区域,两微机能随时在公共区内存取数据,满足了系统实由、高效、精确的通信要求;该接口卡已开发完成,并多次投入使用,功能完好,性能稳定;该方法在多系统微机内外通信的接口电路中具有普遍意义,且容易实现,功能强大。  相似文献   

11.
When services providing real-time information are accessible from mobile devices, functionality is often restricted and no adaptation of the user interface to the mobile device is attempted. Mobile access to real-time information requires designs for multi-device access and automated facilities for the adaptation of user interfaces. We present TapBroker, a push update service that provides mobile and stationary access to information on autonomous agents trading stocks. TapBroker is developed for the Ubiquitous Interactor system and is accessible from Java Swing user interfaces and Web user interfaces on desktop computers, and from a Java Awt user interface on mobile phones. New user interfaces can easily be added without changes in the service logic.  相似文献   

12.
This paper proposes an activity recognition method that models an end user’s activities without using any labeled/unlabeled acceleration sensor data obtained from the user. Our method employs information about the end user’s physical characteristics such as height and gender to find and select appropriate training data obtained from other users in advance. Then, we model the end user’s activities by using the selected labeled sensor data. Therefore, our method does not require the end user to collect and label her training sensor data. In this paper, we propose and test two methods for finding appropriate training data by using information about the end user’s physical characteristics. Moreover, our recognition method improves the recognition performance without the need for any effort by the end user because the method automatically adapts the activity models to the end user when it recognizes her unlabeled sensor data. We confirmed the effectiveness of our method by using 100 h of sensor data obtained from 40 participants.  相似文献   

13.
TRIP: A Low-Cost Vision-Based Location System for Ubiquitous Computing   总被引:2,自引:0,他引:2  
Sentient Computing provides computers with perception so that they can react and provide assistance to user activities. Physical spaces are made sentient when they are wired with networks of sensors capturing context data, which is communicated to computing devices spread through the environment. These devices interpret the information provided and react by performing the actions expected by the user. Among the types of context information provided by sensors, location has proven to be especially useful. Since location is an important context that changes whenever the user moves, a reliable location-tracking system is critical to many sentient applications. However, the sensor technologies used in indoor location tracking are expensive and complex to deploy, configure and maintain. These factors have prevented a wider adoption of Sentient Computing in our living and working spaces. This paper presents TRIP, a low-cost and easily deployable vision-based sensor technology addressing these issues. TRIP employs off-the-shelf hardware (low-cost CCD cameras and PCs) and printable 2-D circular markers for entity identification and location. The usability of TRIP is illustrated through the implementation of several sentient applications.  相似文献   

14.
This study investigates factors affecting handheld human - computer interaction (HCI) for older adults with Age-related Macular Degeneration (AMD). This is largely an uncharted territory, as empirical investigations of HCI concerning users with visual dysfunction and/or older adults have focused primarily on desktop computers. For this study, participants with AMD and visually healthy controls used a handheld computer to search, select and manipulate familiar playing card icons under varied icon set sizes, inter-icon spacing and auditory feedback conditions. While all participants demonstrated a high rate of task completion, linear regression revealed several relationships between task efficiency and the interface, user characteristics and ocular factors. Two ocular measures, severity of AMD and contrast sensitivity, were found to be highly predictive of efficiency. The outcomes of this work reveal that users with visual impairments can effectively interact with graphical user interfaces on small displays in the presence of low-cost, easily implemented design interventions. Furthermore, results demonstrate that the detrimental influence of AMD and contrast sensitivity on handheld technology interaction can be offset by such interventions. This study presents a rich data set and is intended to inspire future work characterizing and modeling the interactions of individuals with visual impairments with non-traditional information technology platforms and contexts.  相似文献   

15.
随着科学技术的高速发展,计算机在科研方面的应用已经日益广泛。如何更有效、更方便地组织好、管理好各种活动,一直是人们普遍关心的问题。而这一点正是计算机的强项。计算机在数据计算、统计方面有着无可比拟的优势:速度快、不易出错、利于管理、数据重复利用易于保存。所以利用计算机进行水电费查询及管理是大势所趋。而适用这种管理的软件是非常重要的。如果能够编写出一个高效、方便的水电费查询及管理系统软件,必然会对整个社会经济的发展产生积极的影响。  相似文献   

16.
The purpose of this study was to identify trends in the utilization and acceptance of handheld computers (personal digital assistants) among medical students during preclinical and clinical training. We surveyed 366 medical students and collected information on computer expertise, current handheld computer use, predicted future use, and user acceptance. Handheld computers were primarily used for personal applications by students during their preclinical training and as drug references and clinical calculators during their clinical training. In the future, all participants predicted they would use handheld computers at significantly higher rates and on a broader range of medical applications. The adoption of handheld computing was independent of user satisfaction. Those with more clinical experience were less satisfied with handheld computers, suggesting that the expectations of the more experienced users were not met. The lack of institutional support was seen as a key limitation.  相似文献   

17.
在介绍以太网控制器DM9000A的数据帧收发过程的基础上,运用SOPC技术,设计了用DM9000A作为调制解调器与主机间数据接口的调制解调器实现方案,并详述了系统的软、硬件设计过程。该方案具有实现简单,调制方式易调整的优点。实验结果表明:较DSL技术,该方案可提高双绞线传输的有效距离。  相似文献   

18.
基于相位差的转矩转速测量原理与设计   总被引:1,自引:0,他引:1  
详细介绍了以相位差为原理的转矩转速仪原理与设计。通过对转矩转速测量原理的分析,得出转矩转速测量传感器的输出信号是具有相位差的正弦信号。信号经过调理转换电路送入单片机,由单片机对信号进行处理并转换为转速和转矩数据,然后送显示单元显示。系统具有RS-485通信接口和键盘输入接口,可根据用户需求规定传输规约,也可通过键盘输入用户参数,使得转矩转速仪具有良好的适用性,可单独使用,也适合主从式多机通信或分布式远程通信要求。  相似文献   

19.
Computer self-efficacy in an ongoing use context   总被引:1,自引:0,他引:1  
The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

20.

The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

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