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1.
This study aims to investigate the relationship between ergonomic comfort and the provision of accessibility features for mobility‐impaired persons in the use of public transportation systems in Korea. To deal with mobility issues in a public transportation environment, we chose the low‐floor bus as our research subject because it is the representative of a barrier‐free design solution. We collected data via video observation, which can overcome the limitations of traditional accessibility‐focused studies and laboratory studies by providing data on real usage patterns. We developed a framework to analyze the gathered data which includes user, space, tools, activities, and context. As a result, we observed existing difficulties of mobility‐impaired persons in terms of moving and supporting their bodies on the bus, despite the application of accessibility features. Furthermore, the design only for accessibility of mobility‐disabled persons can cause unexpected predicaments for the passengers who do not have physical handicaps. Drawing on these findings, we concluded that the concept of universal design in public transportation environments must be introduced in Korea. This study suggests video observation as a useful methodology for collecting data in dynamic environments. Additionally, our study is expected to contribute to how the concept of universal design can be implemented, and stimulate issues for ergonomic research based on our behavior pattern analysis.  相似文献   

2.
Recent advances in mobile technologies (esp., smartphones and tablets with built-in cameras, GPS and Internet access) made augmented reality (AR) applications available for the broad public. While many researchers have examined the affordances and constraints of AR for teaching and learning, quantitative evidence for its effectiveness is still scarce. To contribute to filling this research gap, we designed and conducted a pretest–posttest crossover field experiment with 101 participants at a mathematics exhibition to measure the effect of AR on acquiring and retaining mathematical knowledge in an informal learning environment. We hypothesized that visitors acquire more knowledge from augmented exhibits than from exhibits without AR. The theoretical rationale for our hypothesis is that AR allows for the efficient and effective implementation of a subset of the design principles defined in the cognitive theory of multimedia learning. The empirical results we obtained show that museum visitors performed significantly better on knowledge acquisition and retention tests related to augmented exhibits than to non-augmented exhibits and that they perceived AR as a valuable and desirable add-on for museum exhibitions.  相似文献   

3.
从移动存储的角度,结合企业环境阐述如何判断Windows操作系统使用移动存储设备的痕迹问题,及有效屏蔽通用串行接口的方法。用图文的方式,论述了痕迹判断的可行性和屏蔽方法的有效性。  相似文献   

4.
In 3GPP Universal Terrestrial Radio Access, a user equipment uses the Random Access Channel (RACH) for uplink transmission if it does not have a pre-established dedicated channel. RACH is a contention-based transport channel in which access control and open-loop power control functionalities are provided under the interactions between Medium Access Control (MAC) and physical layers. This paper develops a Markov chain model to analyze complex cross-layer interactions in RACH procedures, which is crucial to understanding the RACH performance. Besides, the Markov chain accurately describes the time-synchronized RACH behavior in slot level. The presentation of this time-synchronized behavior is simplified by merging multiple sub-states, each of which corresponds to a slot delay, into a single state. Finally, the proposed model analytically evaluates the RACH performance in Rayleigh fading channels in terms of throughput and delay.  相似文献   

5.
模糊推理中零级泛蕴涵的信息度约束研究   总被引:1,自引:0,他引:1  
基于线性特征测度的定义,本文详细地讨论了模糊推理中零级泛蕴涵满足信息有界性原则的条件,并得出结论:当命题间是相克相关,即其广义相关系数h∈[0,0.5]时,零级泛蕴涵满足信息有界性原则。这一结论对于在实际控制应用中,如何给定命题间的广义相关系数h值具有重要的指导意义。  相似文献   

6.
Virtual reality technology has wide applications in manufacturing, service industry, and medical training. In addition to essential presence, virtual reality provides secure and economical environment for participants to experience the virtual world rather than the corresponding real world. With advent of rapidly developed technology, there are numerous new products and projects to be introduced in exhibition shows over the world everyday and it is neither prudent nor possible to attend all of them. There have been overwhelming amount of virtual exhibitions available on the Internet; however, most of them are not satisfactory in terms of performance and users cannot get a full understanding on the product interested due to low sense of presence. Information coordination, other than information share and distribution, between the participants is crucial but not yet well defined in the current virtual exhibitions. It is prominent to develop Internet based virtual reality exhibition systems that agglomerate the advantages of efficiency/accessibility on the Internet and high sense of presence in virtual environment. The Internet based virtual exhibition systems are not only as informative as traditional exhibitions but also more flexible to relax temporal and spatial constraints to allow users attend exhibitions anytime and anywhere.  相似文献   

7.
This communication discusses how automatic speech recognition (ASR) can support universal access to communication and learning through the cost-effective production of text synchronised with speech and describes achievements and planned developments of the Liberated Learning Consortium to: support preferred learning and teaching styles; assist those who for cognitive, physical or sensory reasons find notetaking difficult; assist learners to manage and search online digital multimedia resources; provide automatic captioning of speech for deaf learners or when speech is not available or suitable; assist blind, visually impaired or dyslexic people to read and search material; and, assist speakers to improve their communication skills.  相似文献   

8.
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates issues concerning the interaction technologies required for universal access. Published online: 23 May 2001  相似文献   

9.
Most work related to quality of service (QoS) is concerned with individual system components, such as the operating system or the network. However, to support distributed multimedia applications, the entire distributed system must participate in providing the guaranteed performance levels. In recognition of this, a number of QoS architectures have been proposed to provide QoS guarantees. The mechanisms and schemes proposed by those architectures are used in a rather static manner since the involved entities, e.g., the network, sender and receiver, are known before the connection (call) set-up phase. In contrast to these architectures, we propose a general QoS management framework which supports the dynamic choice of a configuration of system components to support the QoS requirements for the user of a specific application. We consider different possible system configurations and select the most appropriate one depending on the desired QoS and the available resources. In this paper we present an overview of this general framework; especially, we concentrate on QoS negotiation and adaptation mechanisms. To show the feasibility of this approach, we designed and implemented a QoS manager for distributed multimedia presentational applications, such as news-on-demand. The negotiation and adaptation mechanisms which are supported by the QoS manager are specializations of the general framework. The proposed framework allows to improve the utilization of system resources, and thus to increase the system availability; it also allows to recover automatically, if this is possible, from QoS degradations. Furthermore, it provides the flexibility to incorporate different resource reservation schemes and scheduling policies, and to accommodate new system component technologies.  相似文献   

10.
While previous human behavior simulation research indicates that autonomous, goal-oriented, anthropomorphic Virtual Users support iterations in architectural design, it is still unknown how the simulation can be used to iterate goals, potential solutions, and the match between them, and what can be learned from the simulation process and results. To investigate these topics, this observational study tracks and records the progressive refinements of four authentic architectural design projects of students, during an academic course. Findings of this study show that (1) the analytic experimentation of the simulation enables the students to iterate the goals relevant to the physical properties of design solutions responding to the behavioral performances of heterogeneous users, (2) the observable representation of dynamic users' behaviors inspires them to iterate the goals that reflect the psychological and social implications of solutions, (3) the simulation enables students to iterate potential solutions at different scales, ranging from masterplans, to prototypes, to design details, (4) in the final stage of iterating design solutions, the students iterated the parameters of Virtual Users to examine the full-performances of a final solution under what-if scenarios related to human behavior aspects (5) the students learn in the process of modeling detailed activities, and observing unexpected behavior outcomes during the simulation, experimenting the relationship between the properties of users and design solutions, beyond what they presumed. The evidence-based approach of this study reveals the applicability of human behavior simulation for the students' iteration and in-depth learning in the search for an optimal match between built environments and human activities in architectural design.  相似文献   

11.
Recent advances in media processing technology have resulted in the generation of vast amounts of multimedia information. There exists a need to manage this information. This paper describes the design and implementation of an object-oriented system used for remote multimedia database access. The work includes the design of a framework to model multimedia information in the object-oriented database POET, the development of a POET multimedia server to provide access to this information and the design of client interfaces to the system.  相似文献   

12.
13.
Multiple external representations (MERs) play an important role in the learning field of mathematics. Whereas the cognitive theory of multimedia learning and the integrative text and picture comprehension model assume that the heterogeneous combination of symbolic and analogous representations fosters learning; the design, functions, and tasks framework holds that learning benefits depend on the specific functions of MERs. The current paper describes a conceptual replication study of one of the few studies comparing single representations, heterogeneous, and homogeneous MERs in the context of mathematics learning. In a balanced incomplete block design, the participants were provided single representations (a graphic, text, or formula) or a heterogeneous (e.g., text + graphic) or homogeneous (text + formula) combination of these to solve linear system of equations problems. In accordance with previous research, performance was superior in conditions providing MERs compared to single-representation conditions. Moreover, heterogeneous MERs led to time savings over homogeneous MERs which triggered an increase in cognitive load. Contrary to previous research, text was the least fixated representation whereas the graphical representation proved to be most beneficial. With regard to practical implications, experts should be fostered through more challenging homogeneous MERs whereas novices should be supported through the accessible graphic contained in heterogeneous MERs.  相似文献   

14.
We present an interactive system called ArchiDNA for creating 2D and 3D conceptual drawings in architectural design. We developed a novel principle of shape generation called match-and-attach by analyzing drawing styles of a contemporary architect, Peter Eisenman. The process consists of user interaction techniques and a set of rules that decide how one or more shapes attach to another shape. One key ingredient of our process is a unique concept for the interactive semi-automatic shape generation that uses the combination of algorithmic rules of a computer and designers’ manual inputs. These techniques enable designers to use CAD software in the early stages of architectural designs to explore conceptual building forms. ArchiDNA dynamically responds to drawing inputs, configures 2D shapes, and converts them to 3D shapes in a similar style. We intend to complement existing CAD software and computational drawing pipelines for intuitive 2D and 3D conceptual drawing creation.  相似文献   

15.
A weighted-k-out-of-n:G system is a system that consists of n binary components, each with its own positive weight, and operates only when the total weight of working components is at least k. Such a structure is useful when the components have different contributions to the performance of the entire system. This paper is concerned with both marginal and joint Birnbaum, and Barlow–Proschan (BP) importances of the components in weighted- k-out-of-n:G systems. The method of universal generating function is used for computing marginal and joint Birnbaum importances. The method for computing BP-importance is based on a direct probabilistic approach. Extensive numerical calculations are presented. By the help of these calculations and illustrations, it is possible to observe how the marginal and joint importances change with respect to the weights of components.  相似文献   

16.
Universal designated verifier signature was first introduced by Steinfeld, Bull, Wang and Pieprzyk in Asiacrypt 2003. In the universal designated verifier signature scheme, any holder of a signature can designate the signature to any desired designated verifier, such that only the designated verifier will believe that the signature holder holds a valid signature. In SecUbiq’05 [Zhang Fangguo, Susilo Willy, Mu Yi, Chen Xiaofeng, 2005. Identity-based universal designated verifier signatures. In: The First International Workshop on Security in Ubiquitous Computing Systems, Nagasaki, Japan, LNCS 3823. Springer-Verlag, Berlin, pp. 825-834] first extended this notion to the identity based setting and proposed two identity based universal designated verifier signature schemes. However, the security of their scheme is based on the random oracle model. Up to now, there is no provably secure identity based universal designated verifier signature scheme in the standard model. In this paper, we propose the first identity based universal designated verifier signature scheme whose security can be proven in the standard model based on the hardness of the computational Diffie-Hellman (CDH) problem.  相似文献   

17.
Digital transformation has brought substantial innovation to traditional industries. As a new driving force for enhancing experiential environments, it has led to the symbiotic development of human and technical aspects on a new developmental journey. In the current discussion on digital transformation, scholars mainly focus on the internal logic of digital technology and its innovative role in social and economic development, but exploring the relationship between people and technology is lacking. Therefore, this research focuses on the technological innovation of outstanding exhibition technology in digital transformation. By collecting and analyzing technical feedback and related text materials from the Digital Museum, we build our research on two aspects: On one hand, we analyze the potential empathic empirical connectivity between exhibition technology and users, clarifying the systematic elements of technology, user experience, and sensory interaction involved in digital transformation. On the other hand, we compare the performance of empathy connection path relationships between exhibition technology and users, clarifying the advantages of each element in these paths and providing theoretical guidance for the selection of digital museum construction. As a result, the research constructs the logical framework of exhibition technology between exhibition technology and users, emphasizing the existence of environmental behavior performance and technology under digital transformation. Finally, the current study proposes the law of empathy between people and technology, revealing the crucial role of digital technology in upgrading user experiences and providing inspiration and guidance for the transformation and operation of digital museums.  相似文献   

18.
Researchers have found that factors related to viewing content and viewing environment could influence viewers' stereoscopic viewing experiences. In this paper, the effect of both disparity and viewing ambient illumination condition on stereoscopic viewing was investigated by using an eye movement approach. The eye movement responses to random dot stereograms (RDS) stimuli in stereoscopic viewing were studied by performing a fusion range measurement experiment involving a judgment task. The fusion ranges under two ambient illumination conditions, eye movement responses to RDS stimuli and effects of disparity on eye movement parameters, were analyzed, respectively. The experimental results showed that fusion range under two ambient illumination conditions were different, and changes of eye movement parameters were different among various disparities when ambient illumination conditions varied. As a result, in order to improve viewers' viewing experiences when viewing different 3D contents, the arrangement of viewing ambient illumination conditions and the selection of disparity should be appropriately considered. The findings in this paper provide guidelines to reasonably arrange the viewing ambient illumination condition and efficiently produce healthy disparity in stereoscopic viewing.  相似文献   

19.
Streaming multimedia with UDP has become increasingly popular over distributed systems like the Internet. Scientific applications that stream multimedia include remote computational steering of visualization data and video-on-demand teleconferencing over the Access Grid. However, UDP does not possess a self-regulating, congestion-control mechanism; and most best-effort traffic is served by congestion-controlled TCP. Consequently, UDP steals bandwidth from TCP such that TCP flows starve for network resources. With the volume of Internet traffic continuing to increase, the perpetuation of UDP-based streaming will cause the Internet to collapse as it did in the mid-1980's due to the use of non-congestion-controlled TCP.To address this problem, we introduce the counter-intuitive notion of inter-packet spacing with control feedback to enable UDP-based applications to perform well in the next-generation Internet and computational grids. When compared with traditional UDP-based streaming, we illustrate that our approach can reduce packet loss over 50% without adversely affecting delivered throughput.  相似文献   

20.
Objectives: Software architecture is perceived as one of the most important artefacts created during a system's design. However, implementations often diverge from their intended architectures: a phenomenon called architectural drift. The objective of this research is to assess the occurrence of architectural drift in the context of de novo software development, to characterize it, and to evaluate whether its detection leads to inconsistency removal. Method: An in vivo, longitudinal case study was performed during the development of a commercial software system, where an approach based on Reflexion Modelling was employed to detect architectural drift. Observation and think‐aloud data, captured during the system's development, were assessed for the presence and types of architectural drift. When divergences were identified, the data were further analysed to see if identification led to the removal of these divergences. Results: The analysed system diverged from the intended architecture, during the initial implementation of the system. Surprisingly however, this work showed that Reflexion Modelling served to conceal some of the inconsistencies, a finding that directly contradicts the high regard that this technique enjoys as an architectural evaluation tool. Finally, the analysis illustrated that detection of inconsistencies was insufficient to prompt their removal, in the small, informal team context studied. Conclusions: Although the utility of the approach for detecting inconsistencies was demonstrated in most cases, it also served to hide several inconsistencies and did not act as a trigger for their removal. Hence additional efforts must be taken to lessen architectural drift and several improvements in this regard are suggested. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

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