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 15 毫秒
1.

This paper presents a system developed for adaptive retrieval and the filtering of documents belonging to digital libraries available on the Web. This system, called InfoWeb, is currently in operation on the ENEA (National Entity for Alternative Energy) digital library Web site reserved to the cultural heritage and environment domain. InfoWeb records the user information needs in a user model, created through a representation, which extends the traditional vector space model and takes the form of a semantic network consisting of co-occurrences between index terms. The initial user model is built on the basis of stereotypes, developed through a clustering of the collection by using specific documents as a starting point. The user's query can be expanded in an adaptive way, using the user model formulated by the user himself. The system has been tested on the entire collection comprising about 14,000 documents in HTML/text format. The results of the experiments are satisfactory both in terms of performance and in terms of the system's ability to adapt itself to the user's shifting interests.  相似文献   

2.
ABSTRACT

Providing security at all levels within the multiplatform cloud-computing environment is has not been properly solved due to a variety of problems arising from technical and human-based sources. This paper presents an authentication-and-authorization solution based on the Single Sign-On (SSO) approach for cloud-service users and administrators in a multiplatform environment. The system developed enables user authentication for clouds provided as Infrastructure as a Service system built up from different OS systems. The solution enables the use of different services based on credentials that are authenticated only once and enable simple and efficient administration of the relevant data. The paper briefly presents the problem of user authentication in cloud services from the security aspect and defines the user and system administrator requirements for a secure and efficient authentication system. The implemented solution for two different platforms and the associated OS, one proprietary (WMware) and one open-source (OpenStack), is briefly described.  相似文献   

3.

For users with motion impairments, the standard keyboard and mouse arrangement for computer access often presents problems. Other approaches have to be adopted to overcome this. In this paper, we will describe the development of a prototype multimodal input system based on two gestural input channels. Results from extensive user trials of this system are presented. These trials showed that the physical and cognitive loads on the user can quickly become excessive and detrimental to the interaction. Designers of multimodal input systems need to be aware of this and perform regular user trials to minimize the problem.  相似文献   

4.
目的 当前各大商业公司和开源社区所提供的医学影像可视化系统依赖于各类平台以及与平台相关的插件,难以实现跨平台访问.为此提出并实现了基于HTML5的面向现代浏览器的医学影像可视化系统.方法 基于B/S(browers/server)模式进行系统整体架构与设计,设计自定义的传输协议提供各种定制的图像可视化服务.对于2维影像,采用HTML的canvas技术和WebGL技术进行浏览器端硬件加速.对于3维医学影像,采用前后端异步操作的策略以提供渐进式可视化.算法构造原始数据的多分辨率采样,并在用户交互过程中实现自适应可视化.结果 在不同的浏览器、多组临床医学影像肝脏数据上测试了系统,表明系统支持跨浏览器的可视化.测试2维和3维可视化的结果表明,系统支持2维影像的实时可视化(25帧/s),支持3维影像的交互可视化.对于512×512×154的医学体数据,低精度绘制模式的可视化效率可以达到60帧/s,高精度绘制模式的可视化效率可达到 1帧/s 的绘制效率.结论 本文面向浏览器的医学影像可视化系统利用当下新兴的WEB技术实现了跨浏览器、跨平台地对用户提供服务,为远程及移动医疗影像可视化系统提供了机会.  相似文献   

5.

The evolution of powerful portable networked devices allows nomadic users seamless access to business and leisure information any time and any where. This drives service infrastructures to similarly evolve to meet new service management challenges in order to adapt information delivery to a richer spatial, temporal, and user context whilst balancing the concerns of the different stakeholders. This paper presents the use of a multi-agent system service infrastructure and associated privacy model to maintain the balance between the service provider's need to maximize its knowledge of the user context against the need for the user's privacy to be protected.  相似文献   

6.
Abstract

This paper suggests three motivations for the strong interest in human factors' aspects of user interfaces and reviews five design issues: command language versus menu selection, response time and display rates, wording of system messages, on-line tutorials, explanations and help messages and hardware devices. Five methods and tools for system development are considered: participatory design, specification methods, software implementation tools, pilot studies and acceptance tests and evolutionary refinement based on user feedback.

The final portion of the paper presents direct manipulation, an approach which promises to become widely used in interactive systems. Direct manipulation involves representation of the object of interest, rapid incremental reversible actions and physical action instead of complex syntax.  相似文献   

7.

This article presents a framework and case study of knowledge revision and maintenance. Doing so it relies on a real-world application of medical decision making, namely, acute abdominal pain in children (AAPC), and makes use of an integrated learning and knowledge revision system called MOBAL. The presented framework integrates expert knowledge with empirical knowledge. MOBAL serves as a vehicle of interaction between the expert user and the medical records, which brings empirical knowledge into the process. An iterative-cyclic framework is used to formalize knowledge revision and maintenance. Results are demonstrated using AAPC. The article focuses on expert user-revision system interaction while it offers a complete case study account of using MOBAL in a real-world setting.  相似文献   

8.

This article presents a two‐experiment series that strongly supports the hypothesis that user preference for interactive screens and performance using interactive screens is related to screen complexity. The relationship follows an inverted U‐shaped curve, with too little or too much complexity depressing preference and performance. The implication for interactive systems designers is that while a clear screen is a necessary condition for user satisfaction, it is not a sufficient one; the appropriate level of screen complexity must also be considered.  相似文献   

9.
10.
ABSTRACT

The performance of a virtual reality (VR) system can be assessed from two aspects in the human-VR interaction loop. One aspect is the degree of immersion, which objectively quantifies the performance of the VR system using metrics such as the display field of view or the refresh rate. The other aspect is presence, which measures the user response to the VR system. This article presents a study that compares the impact on presence by changing immersion through enabling and disabling of the head tracking ability on a VR headset. The study quantitatively assesses this change by taking objective measurements of posture and subjective ratings of the VR experience, in terms of presence and motion sickness, after participants have gone through two versions of a roller coaster simulation; one with head tracking on and the other with head tracking off. The results indicate that a loss of immersion, caused by turning the head tracking feature off, results in a significant reduction in postural sway. This loss of immersion also affected presence, as shown through the user surveys. The survey responses indicate that the simulation with head tracking off was less enjoyable and caused more motion sickness compared to when head tracking is kept on.  相似文献   

11.
ABSTRACT

Understanding the search behaviour of online users is among the long-tail practices of Interactive Information Retrieval that helps identify the user information needs. The Interactive Social Book Search (SBS), under the umbrella of Interactive Information Retrieval (IIR), aims to understand the user interactions with book collections and the associated professionally-curated and socially-constructed metadata on the baseline and multistage user interfaces (UIs). This paper reports on the book search behaviour of users by reviewing research publications related to the Interactive SBS published during the last two decades. It presents a holistic view of the overall progress of Interactive SBS by summarising and visualising the experimental structure, search systems, datasets, demographics of participants, and findings to identify the research trends and possible future directions. Based on the collected evidence, it attempts to answer how the search system, user interface (UI), and the nature of tasks affect the book search behaviour of users. The article is the first of its kind that attempts to understand the book search behaviour of users in the context of Social Book Search with implications for usability experts and others working in UI design, web search engines, book search engines, digital libraries, collaborative social cataloguing websites, and e-Commerce applications.  相似文献   

12.
When designing products and environments, detailed data on body size and shape are seldom available for the specific user population. One way to mitigate this issue is to reweight available data such that they provide an accurate estimate of the target population of interest. This is done by assigning a statistical weight to each individual in the reference data, increasing or decreasing their influence on statistical models of the whole. This paper presents a new approach to reweighting these data. Instead of stratified sampling, the proposed method uses a clustering algorithm to identify relationships between the detailed and reference populations using their height, mass, and body mass index (BMI). The newly weighted data are shown to provide more accurate estimates than traditional approaches. The improved accuracy that accompanies this method provides designers with an alternative to data synthesis techniques as they seek appropriate data to guide their design practice.Practitioner Summary: Design practice is best guided by data on body size and shape that accurately represents the target user population. This research presents an alternative to data synthesis (e.g. regression or proportionality constants) for adapting data from one population for use in modelling another.  相似文献   

13.

Two requirements should be met in order to develop a practical multimodal interface system , i . e ., ( 1 ) integration of delayed arrival of data and ( 2 ) elimination of ambiguity in recognition results of each modality . This paper presents an efficient and generic methodology for interpretation of multimodal input to satisfy these requirements . The proposed methodology can integrate delayed - arrival data satisfactorily and efficiently interpret multimodal input that contains ambiguity . In the input interpretation the multimodal interpretation process is regarded as hypothetical reasoning , and the control mechanismof interpretation is formalized by applying the assumption - based truth maintenance system ( ATMS ). The proposed method is applied to an interface agent system that accepts multimodal input consisting of voice and direct indication gesture on a touch display . The systemcommunicates to the user through a human - like interface agent's three - dimensional motion image with facial expressions , gestures , and a synthesized voice .  相似文献   

14.
One view of finding a personalized solution of reduct in an information system is grounded on the viewpoint that attribute order can serve as a kind of semantic representation of user requirements. Thus the problem of finding personalized solutions can be transformed into computing the reduct on an attribute order. The second attribute theorem describes the relationship between the set of attribute orders and the set of reducts, and can be used to transform the problem of searching solutions to meet user requirements into the problem of modifying reduct based on a given attribute order. An algorithm is implied based on the second attribute theorem, with computation on the discernibility matrix. Its time complexity is O(n^2 × m) (n is the number of the objects and m the number of the attributes of an information system). This paper presents another effective second attribute algorithm for facilitating the use of the second attribute theorem, with computation on the tree expression of an information system. The time complexity of the new algorithm is linear in n. This algorithm is proved to be equivalent to the algorithm on the discernibility matrix.  相似文献   

15.
ContextLearning can be regarded as knowledge construction in which prior knowledge and experience serve as basis for the learners to expand their knowledge base. Such a process of knowledge construction has to take place continuously in order to enhance the learners’ competence in a competitive working environment. As the information consumers, the individual users demand personalised information provision which meets their own specific purposes, goals, and expectations.ObjectivesThe current methods in requirements engineering are capable of modelling the common user’s behaviour in the domain of knowledge construction. The users’ requirements can be represented as a case in the defined structure which can be reasoned to enable the requirements analysis. Such analysis needs to be enhanced so that personalised information provision can be tackled and modelled. However, there is a lack of suitable modelling methods to achieve this end. This paper presents a new ontological method for capturing individual user’s requirements and transforming the requirements onto personalised information provision specifications. Hence the right information can be provided to the right user for the right purpose.MethodAn experiment was conducted based on the qualitative method. A medium size of group of users participated to validate the method and its techniques, i.e. articulates, maps, configures, and learning content. The results were used as the feedback for the improvement.ResultThe research work has produced an ontology model with a set of techniques which support the functions for profiling user’s requirements, reasoning requirements patterns, generating workflow from norms, and formulating information provision specifications.ConclusionThe current requirements engineering approaches provide the methodical capability for developing solutions. Our research outcome, i.e. the ontology model with the techniques, can further enhance the RE approaches for modelling the individual user’s needs and discovering the user’s requirements.  相似文献   

16.

Visualizing the behavior of systems with distributed data, control, and process is a notoriously difficult task. Each component in the distributed system has only a local view of the whole setup, and the onus is on the user to integrate, into a coherent whole, the large amounts of limited information they provide. In this article, we describe an architecture and an implemented system for visualizing and controlling distributed multiagent applications. The system comprises a suite of tools, with each tool providing a different perspective of the application being visualized . Each tool interrogates the components of the distributed application, collates the returned information, and presents this information to users in an appropriate manner. This in essence, shifts the burden ofinference from the user to the visualizer. Our visualizer has been evaluated on four distributed multiagent systems: a travel management application, a telecommunications network management application, a business process management demonstrator, and an electronic commerce application. Lastly, we briefly show how the suite of tools can be used together for debugging multiagent applications - a process we refer to as debugging via corroboration.  相似文献   

17.

The way in which designers choose between alternatives in user interface design can affect both the design process and also the quality of the outcome, i.e., the user interface. However, little is known about the knowledge drawn on during, or the processes that guide, the choice between design alternatives. This paper presents the results of an empirical study aimed at modelling 'trade-off decision making' in user interface design. It is argued that a single abstract vocabulary can capture important aspects of the rich knowledge drawn on during design problem solving. It is also argued that designers' reasoning during 'choice episodes' is not sophisticated. In choosing between alternatives in design, designers invariably limit the range, or nature, of the alternatives considered. The implications of this finding are discussed.  相似文献   

18.
目的虚拟制造环境中需要复杂精确的3D人机交互。目前的虚拟环境(VE)的主要问题是人在交互过程中的认知和操作负荷太重,交互效率亟需提高。解决此问题的重要途径是提高机器的认知能力。方法本文研究了用户意图的分析和抽取,并建立多通道用户意图理解的算法,以此来提高交互效率。结果结合虚拟装配应用给出了典型意图的实验结果并给予分析。通过实验对多通道意图的可用性和可靠性,以及基于意图系统的实时性进行了评估。实验是虚拟装配空间中用户拾取对象意图的实验。当3维鼠标和对象距离为5 000 mm时,传统系统中操作平均耗时5.344 7 s,而基于意图的系统中平均耗时2.326 6 s。基于意图的系统极大地降低了操作的时间和复杂度。结论采用意图驱动的系统情景转换能在虚拟环境工作中有效地降低人的认知负荷,并能很好地帮助系统开发者进行混成系统的建模和分析,降低开发的复杂度。实践结果表明用户意图理解的多通道模型和算法能极大地提高交互式系统的交互自然性和交互效率。该方法不仅适用于本文所用的虚拟装配系统,对于所有的虚拟环境应用场景都有同样的有效性。  相似文献   

19.
ABSTRACT

This paper presents a study about communicability of conversational interfaces (namely chatbots) under a semiotic perspective. A chatbot is a software system that allows you to simulate real conversations between devices and users by means of a conversational interface (CI). After introducing the chatbot concept, focusing on its advantages and issues, we will present two domains of use in which chatbot interfaces can be effective: healthcare and smart home. For carrying out simple tasks such as finding information or triggering operations, users need an easy-to-use and to an easy-to-learn system to communicate with. To face this, conversational interfaces represent the latest trend in the field of digital design. For studying the communicability aspects of a CI, we carried out a user test to compare traditional and chatbot interfaces. This paper aims at evaluating the benefits at the communicability level of a chatbot in comparison to traditional GUI for incrementing the effectiveness and efficacy of communication between users and the system specifically for users with poor attitude in using technologies. In details, we evaluated the communicability of two prototypes that can be used to solve simple tasks in order to favour user inclusion, including everyone with very little exposure to technologies.  相似文献   

20.

Life - like characters are increasingly gaining the attention of researchers and commercial developers of user interfaces . A strong argument in favor of using such characters in the interface is the rich repertoire of options they offer , enabling the emulation of communication styles common in human - human dialog . This contribution presents a framework for the development of presentation agents , which can be used for a broad range of applications including personalized information delivery fromthe WWW .  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