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1.
The Ubiquitous Interactor (UBI) addresses the problems of design and development that arise from services that need to be accessed from many different devices. In the UBI, a service can present itself with different user interfaces on different devices. This is done by a separation of the user–service interaction and presentation. The interaction is kept the same for all devices, and different presentation information is provided for different devices. This way, tailored user interfaces for many different devices can be created without multiplying the development and maintenance work. In this paper, we describe the design of the UBI, the system implementation, and two services implemented for the system: a calendar service and a stockbroker service. 相似文献
2.
Assistive technology is an emerging area, where robotic devices can help individuals with motor disabilities to achieve independence
in daily activities. This paper deals with a system that provides remote control of Sony AIBO, a commercial mobile robot,
within the assistive project ASPICE. The robot can be controlled by various input devices, including a Brain-Computer Interface.
AIBO has been chosen for its friendly-looking aspect, in order to ease interaction with the patients. The development of the
project is described by focusing on the design of the robot navigation system. Single step, semi-autonomous and autonomous
navigation modes have been realized to provide different levels of control. Automatic collision avoidance is integrated in
all cases. Other features of the system, such as the video feedback from the robotic platform to the user, and the use of
AIBO as communication aid, are briefly described. The performance of the navigation system is shown by simulations as well
as experiments. The system has been clinically validated, in order to obtain a definitive assessment through patient feedback.
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3.
This paper describes the progress of a research project aimed at improving the usability of web search tools for blind users
who interact via screen readers and voice synthesizers. In the first stage of research, specific guidelines were proposed
for simplifying the interaction with search engines for the blind. To evaluate these criteria, they were applied to Google
user interfaces, by re-implementing the search form as well as the results page. Finally, the redesigned interfaces were evaluated
through remote testing with 12 totally blind users. The results highlighted how Google, although already accessible, may be
further improved in order to simplify interaction for people with impaired vision.
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4.
Speech interfaces are becoming more and more popular as a means to interact with virtual environments but the development
and integration of these interfaces is usually still ad hoc, especially the speech grammar creation of the speech interface
is a process commonly performed by hand. In this paper, we introduce an approach to automatically generate a speech grammar
which is generated using semantic information. The semantic information is represented through ontologies and gathered from
the conceptual modelling phase of the virtual environment application. The utterances of the user will be resolved using queries
onto these ontologies such that the meaning of the utterance can be resolved. For validation purposes we augmented a city
park designer with our approach. Informal tests validate our approach, because they reveal that users mainly use words represented
in the semantic data, and therefore also words which are incorporated in the automatically generated speech grammar.
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5.
This paper presents a methodology to apply speech technology for compensating sensory, motor, cognitive and affective usage
difficulties. It distinguishes (1) an analysis of accessibility and technological issues for the identification of context-dependent
user needs and corresponding opportunities to include speech in multimodal user interfaces, and (2) an iterative generate-and-test
process to refine the interface prototype and its design rationale. Best practices show that such inclusion of speech technology,
although still imperfect in itself, can enhance both the functional and affective information and communication technology-experiences
of specific user groups, such as persons with reading difficulties, hearing-impaired, intellectually disabled, children and
older adults.
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6.
The present work proposes a methodological approach for modeling adaptation decisions and for solving the problem of integrating
existing as well as acquired knowledge in the decision module of an adaptive interface. So far, most applications do not exploit
in full the value of data originating from user models or knowledge acquisition engines that monitor the user and the context.
The proposed decision theoretic model is represented through specifically structured influence diagrams. It provides to designers
and developers a specific method to encode user and context information, as well as other crucial decision factors, to be
subsequently used in the decision making process regarding user interface adaptation actions. Such a process is driven by
the definition of relevant utilities referring to the design of a user interface. The proposed model guides designers and
developers of an adaptive or intelligent interface to integrate, without conflicts and incoherence, design strategies, design
goals, user goals, alternative constituents, user profile, context and application domain knowledge. An illustrative example
of the analyzed modeling method is presented.
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7.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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8.
This paper describes the research methods required for the development and validation of a user interface for a wheelchair mounted manipulator for use by severely disabled persons. It explains the construction of the interface using tasks to define the user interface architecture. It outlines the experiments used to evaluate the user responses and draws conclusions about the effectiveness of the whole system. A systematic procedure is defined to obtain numerical estimates of the effectiveness of task analysis for individual use. This approach marries engineering procedures with a consideration of the human interaction. The prototype robot used several gesture recognition systems to achieve a better level of accessibility and usability than other robots used for rehabilitation at this time. Two different approaches to user interfaces were tested with different input devices. 相似文献
9.
This paper demonstrates a haptic device for interaction with a virtual environment. The force control is added by visual feedback
that makes the system more responsive and accurate. There are two popular control methods widely used in haptic controller
design. First, is impedance control when user motion input is measured, and then, the reaction force is fed back to the operator.
The alternative method is admittance control, when forces exerted by user are measured and motion is fed back to the user.
Both, impedance and admittance control are also basic ways for interacting with a virtual environment. In this paper, several
experiments were performed to evaluate the suitability of force-impedance control for haptic interface development. The difference
between conventional application of impedance control in robot motion control and its application in haptic interface development
is investigated. Open loop impedance control methodology is implemented for static case and a general-purpose robot under
open loop impedance control was developed as a haptic device, while a closed loop model based impedance control was used for
haptic controller design in both static and dynamic case. The factors that could affect to the performance of a haptic interface
are also investigated experimentally using parametric studies. Experimental results for 1 DOF rotational motion and 2 DOF
planar translational motion systems are presented. The results show that the impedance control aided by visual feedback broaden
the applicability of the haptic device and makes the system more responsive and accurate.
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10.
This paper addresses the problem of the relationship between humans and technology-enhanced spaces and physical objects (later
defined as artifacts). The class of cases here analyzed includes interactive digital signage, information kiosks, home media centers and interactive
spaces whose purpose is the communication of a meaning. In this domain, complex interfaces are not needed, as common people
interaction with information, content and media is in most cases extremely simple. The topic of specialized interfaces for
expert users is not addressed here; the focus is on interfaces for the general public, whose main purpose is the basic fruition
of digital information, although such information can be large and complex in its organization. This paper is centered on
the need of conceiving computer sensing and information presentation as different aspects of the same interaction design problem,
instead of separate research entities.
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11.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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12.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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13.
People with cognitive difficulties, including memory, sequencing and attentional difficulties, face barriers to the use of
conventionally designed information systems. This paper explores some of the reasons for these barriers in terms of the expectations
normally placed on the user’s cognitive abilities and background knowledge. In the paper, the design and evaluation of three
information systems are reported. These systems go some way towards overcoming cognitive barriers, allowing access to the
advantages of computers for people with dyslexia, and for older users with no background in computer use who were able to
access both email and the World Wide Web through specially designed interfaces.
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14.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
15.
With the rapid advancement of the technological revolution, computer technology such as faster processors, advanced graphic
cards, and multi-media systems are becoming more affordable. Haptics technology is a force/tactile feedback technology growing
in disciplines linked to human–computer interaction. Similar to the increasing complexity of silicon-based components, haptics
technology is becoming more advanced. On the other hand, currently available commercial haptics interfaces are expensive,
and their application is mostly dedicated to enormous research projects or systems. However, the trend of the market is forcing
haptic developers to release products for use in conjunction with current keyboards and mice technologies. Haptics allows
a user to touch, fell, manipulate, create, and/or alter simulated three-dimensional objects in a virtual environment. Most
of the existing applications of haptics are dedicated to hone human physical skills such as sensitive hardware repair, medical
procedures, handling hazardous substances, etc. These skills can be trained in a realistic virtual world, and describe human
behavioural patterns in human–computer interaction environments. The measurement of such psychomotor patterns can be used
to verify a person’s identity by assessing unique-to-the-individual behavioural attributes. This paper explores the unique
behaviour exhibited by different users interacting with haptic systems. Through several haptic-based applications, users’
physical attributes output data from the haptic interface for use in the construction of a biometric system.
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16.
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.
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17.
Real-time cloth simulation involves many computational challenges to be solved, particularly in the context of haptic applications,
where high frame rates are necessary for obtaining a satisfying experience. In this paper, we present an interactive cloth
simulation system that offers a compromise between a realistic physics-based simulation of fabrics and a haptic application
meeting high requirements in terms of computation speed. Our system allows the user to interact with the fabric using two
fingers. The required performance of the system is achieved by introducing an intermediate layer responsible for the simulation
of the small part of the surface being in contact with the fingers. Additionally we separate the possible contact situations
into different cases, each being individually handled by a specialised contact algorithm.
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18.
Interface toolkits in ordinary application areas let average programmers rapidly develop software resembling other standard
applications. In contrast, toolkits for novel and perhaps unfamiliar application areas enhance the creativity of these programmers.
By removing low-level implementation burdens and supplying appropriate building blocks, toolkits give people a ‘language’
to think about these new interfaces, which in turn allows them to concentrate on creative designs. This is important, for
it means that programmers can rapidly generate and test new ideas, replicate and refine ideas, and create demonstrations for
others to try. To illustrate this important link between toolkits and creativity, I describe example groupware toolkits we
have built and how people have leveraged them to create innovative interfaces.
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19.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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20.
This paper presents methodologies and technologies that are exploited to design and implement the mobile haptic grasper (MHG), i.e. an integrated system consisting of a mobile robot and two grounded haptic devices (HD) fixed on it. This system features two-point contact kinaesthetic interactions while guaranteeing full user’s locomotion in large virtual environment. The workspace of haptic interaction is indefinitely extended, and this is extremely relevant for applications such as virtual grasping, where the global workspace is typically reduced with respect to those of the single-point contact devices. Regarding software architecture, we present the Haptik Library, an open source library developed at the University of Siena which allows to uniformly access HD, that has been used to implement the MHG software. 相似文献
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