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1.
ExploreNet is an experimental environment for creating and delivering networked “virtual worlds.” This system's style of user
interaction was inspired by the concept of a “habitat” as first articulated in the LucasFilm's Habitat system. Players enter
and interact in a habitat via their animated alter egos, called “avatars.” Habitats may be created for many purposes, including
social interaction, entertainment and education. Our focus has been to facilitate the creation of habitats in which virtual
communities of learners and mentors interact. This paper presents details of the current ExploreNet system, including its
user interface, the means it provides for creating complex behaviors, details of its implementation, the outcomes of several
experiments using this system, and our plans for its natural migration to a World Wide Web-based system. 相似文献
2.
Thomas Pederson 《Personal and Ubiquitous Computing》2001,5(1):54-57
A novel method for tracking physical activities is presented. The method is based on the assumption that all changes to the
physical environment are done by users themselves, and that these actions can be tracked using wearable computer technology
placed on human hands. Various limitations of the proposed method are discussed. Acknowledging these limitations, a range
of possible applications are presented, e.g. a set of Physical-Virtual Artefacts intended to decrease the gap between the
physical and virtual environments within offices. Also, some aspects of the modelling of user actions in office environments
are discussed. 相似文献
3.
Ana Paiva Gerd Andersson Kristina Höök Dário Moura˜o Marco Costa Carlos Martinho 《Personal and Ubiquitous Computing》2002,6(5-6):378-389
We describe the design process of an affective control toy, named SenToy, used to control a synthetic character in a computer game. SenToy allows players to influence the emotions of a synthetic
character placed in FantasyA, a 3D virtual game. By expressing gestures associated with anger, fear, surprise, sadness and
joy through SenToy, players influence the emotions of the character they control in the game. When designing SenToy we hypothesized
that players would manipulate the toy to express emotions using a particular set of gestures. Those gestures were drawn from
literature on how we express emotions through bodily movements and from emotion theories. To evaluate our idea we performed
a Wizard Of Oz study [1]. The results of the study show that there are behaviours that players easily pick up for expressing
emotions through the gestures with the toy, though not necessarily the ones extracted from literature. The study also provided
some indication on what type of toy we should build, in particular, its ‘look and feel’.
Correspondence to: Ms A. Paiva, IST & Instituto de Engenharia de Sistemas e Computadores, Rua Alves Redol 9, 1000 Lisboa, Portugal. Email: Ana.Paiva@inesc.pt 相似文献
4.
Context-aware Retrieval: Exploring a New Environment for Information Retrieval and Information Filtering 总被引:2,自引:2,他引:2
The opportunities for context-aware computing are fast expanding. Computing systems can be made aware of their environment
by monitoring attributes such as their current location, the current time, the weather, or nearby equipment and users. Context-aware
computing often involves retrieval of information: it introduces a new aspect to technologies for information delivery; currently
these technologies are based mainly on contemporary approaches to information retrieval and information filtering. In this
paper, we consider how the closely related, but distinct, topics of information retrieval and information filtering relate
to context-aware retrieval. Our thesis is that context-aware retrieval is as yet a sparsely researched and sparsely understood
area, and we aim in this paper to make a start towards remedying this. 相似文献
5.
Constantine Stephanidis Anthony Savidis 《Universal Access in the Information Society》2001,1(1):40-55
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
6.
Eve M. Schooler 《Multimedia Systems》1996,4(5):210-225
As integrated services have become available to the desktop, users have embraced new modes of interaction, such as multimedia
conferencing and collaborative computing. In this paper, we provide a survey of past and present research that has influenced
this application area, and describe research directions for the future. 相似文献
7.
This paper proposes a new hand-held device called “InfoPoint” that allows appliances to work together over a network. We
have applied the idea of “drag-and-drop” operation as provided in the GUIs of PC and workstation desktop environment. InfoPoint
provides a unified interface that gives different types of appliances “drag-and-drop”-like behaviour for the transfer of data.
Moreover, it can transfer data from/to non-appliances such as pieces of paper. As a result, InfoPoint allows appliances to
work together, in the real-world environment, in terms of data transfer. A prototype of InfoPoint has been implemented and
several experimental applications have been investigated. InfoPoint has shown its applicability in a variety of circumstances.
We believe that the idea proposed in this paper will be a significant technology in the network of the future. 相似文献
8.
Alexandra Weilenmann 《Personal and Ubiquitous Computing》2001,5(2):137-145
This paper is based on a study of the ways in which a group negotiated the use of a new mobile technology. The group was
made up of ski instructors who, during a one-week ski trip, were equipped with a mobile awareness device called the Hummingbird.
The group was studied using ethnomethodologically inspired qualitative methods, with the focus on the group members’ different
views of the Hummingbird’s intended use. Negotiations of use occurred using two methods: talk and action. The users negotiated issues such as where and when to use the technology, and whether to consider the Hummingbird a work tool or a gadget for social events. Further, the empirical
results clearly show how negotiations of new, mobile technology differ from stationary technology. 相似文献
9.
As part of the Spatial Location Protocol activity in the Internet Engineering Task Force (IETF), we have been working on
how to express location information in an interoperable way in the Internet. The objective of this paper is to share our ideas
on concepts for enabling interoperability and reuse of location information. These concepts can also be used in the area of
ubiquitous computing.
Correspondence to: Ms M. Korkea-aho, Department of Computer Science & Engineering, Helsinki University of Technology, Apollokatu 10 A 49, FIN-00100
Helsinki, Finland. Email: mari.korkea-aho@iki.fi 相似文献
10.
Context detection for mobile users plays a major role for enabling novel, human-centric interfaces. For this, we introduce
a context detection scheme applicable in a self-organized sensor network, which is formed of disseminated, computer empowered
sensors, referred to as Smart-Its [1]. Context-detection takes place without requiring any central point of control, and supports push as well as pull modes.
Our solution is based on an in-network composition approach relying on so-called smart Context-Aware Packets (sCAPs). These packets act as a uniform interchange format, and allow single sensors to share sensed data and to cooperate to build
up a meaningful context model from manifold inputs. sCAPs travel through the sensor network governed by an enclosed retrieving plan, specifying which sensors to visit in order to gain a specific piece of context information. For enhanced flexibility, the
retrieving plan itself may be dynamically altered in accordance with past sensor readings. 相似文献
11.
For more than a decade, researchers have actively explored the area of image/video analysis and retrieval. Yet one fundamental
problem remains largely unsolved: how to measure perceptual similarity between two objects. For this purpose, most researchers
employ a Minkowski-type metric. Unfortunately, the Minkowski metric does not reliably find similarities in objects that are
obviously alike. Through mining a large set of visual data, our team has discovered a perceptual distance function. We call
the discovered function the dynamic partial function (DPF). When we empirically compare DPF to Minkowski-type distance functions in image retrieval and in video shot-transition
detection using our image features, DPF performs significantly better. The effectiveness of DPF can be explained by similarity theories in cognitive psychology. 相似文献
12.
Interactive voice browsers offer an alternative paradigm that affords ubiquitous mobile access to the WWW using a wide range
of consumer devices. This technology can facilitate a safe, “hands-free” browsing environment that is of importance both to
car drivers and various mobile and technical professionals. This paper describes the challenges of architecting an interactive
voice browser that combines digital audio with the features of a speech synthesizer to make structural elements of the document
explicit to the listener. The aesthetics of the audio rendition can simultaneously help reduce the monotony factor and enhance
comprehension. The evolution of the voice browser gave rise to a new conceptual model of the HTML document structure and its
mapping to a 3D audio space. A number of novel features are discussed for improving both the user’s comprehension of the HTML
document structure and their orientation within it. These factors, in turn, can improve the effectiveness of the browsing
experience. 相似文献
13.
Wireless Application Protocol (WAP) phones are a growing relevant part of the mobile market, and the number of WAP services
offered is rapidly increasing. Usability is crucial for these services, which must be easily operated on small screens and
keyboards. Unfortunately, there are very few published studies on the evaluation of WAP devices and services on users. This
paper presents a user study that evaluates two important interface design choices for WAP services (implementation of single-choice
selection, and navigation among the different cards of a WAP site), neither of which has been investigated thoroughly in the
literature or in design practice. 相似文献
14.
Thai-Lai Pham Georg Schneider Stuart Goose Arturo Pizano 《Personal and Ubiquitous Computing》2001,5(1):25-28
Contemporary small screen devices are used as personal companion or communication devices. However, their physical dimensions
constrain the processing, communication and user interface capabilities. Thus, rich content presentation and diverse service
access via small screen appliances is limited accordingly. This paper introduces the Composite Device Computing Environment
(CDCE) that provides a framework for dynamically detecting and utilising surrounding computing resources to overcome the small
screen device limitations. CDCE includes the communication infrastructure in addition to supporting alternative models for
interactivity between small screen clients and surrounding computing resources. 相似文献
15.
Ambrosio Toval Joaquín Nicolás Begoña Moros Fernando García 《Requirements Engineering》2002,6(4):205-219
Information systems security issues have usually been considered only after the system has been developed completely, and
rarely during its design, coding, testing or deployment. However, the advisability of considering security from the very beginning
of the system development has recently begun to be appreciated, and in particular in the system requirements specification
phase. We present a practical method to elicit and specify the system and software requirements, including a repository containing
reusable requirements, a spiral process model, and a set of requirements documents templates. In this paper, this method is
focused on the security of information systems and, thus, the reusable requirements repository contains all the requirements
taken from MAGERIT, the Spanish public administration risk analysis and management method, which conforms to ISO 15408, Common
Criteria Framework. Any information system including these security requirements must therefore pass a risk analysis and management
study performed with MAGERIT. The requirements specification templates are hierarchically structured and are based on IEEE
standards. Finally, we show a case study in a system of our regional administration aimed at managing state subsidies. 相似文献
16.
The idea behind sonification is that synthetic non-verbal sounds can represent numerical data and provide support for information
processing activities of many different kinds. This article describes some of the ways that sonification has been used in
assistive technologies, remote collaboration, engineering analyses, scientific visualisations, emergency services and aircraft
cockpits. Approaches for designing sonifications are surveyed, and issues raised by the existing approaches and applications
are outlined. Relations are drawn to other areas of knowledge where similar issues have also arisen, such as human-computer
interaction, scientific visualisation, and computer music. At the end is a list of resources that will help you delve further
into the topic. 相似文献
17.
Healthcare Modelling through Role Activity Diagrams for Process-Based Information Systems Development 总被引:1,自引:0,他引:1
Nandish V. Patel 《Requirements Engineering》2000,5(2):83-92
The aim of this paper is to introduce the socio-technical Role Activity Diagram modelling language to National Health Service
(NHS) information systems requirements engineering using a process approach. Most requirements engineering in the NHS is done
using data-driven methods such as data flow diagrams. Role Activity Diagrams provide not only a socio-technical method for
analysing a particular systems development problem, but they also offer a process-based approach for capturing workflows and
their associated information flows, and facilitate communication between analysts and users in an intuitive fashion. In particular,
they elicit the important roles in a process and the interaction and collaboration required to achieve the goals of the process.
The process approach has been applied in business information systems development. It is introduced here as a potential for
systems development in the NHS. 相似文献
18.
A. Savidis N. Maou I. Pachoulakis C. Stephanidis 《Universal Access in the Information Society》2002,1(4):274-287
The concept of ubiquitous computing reflects an infrastructure in which users are engaged in mobile interaction sessions within
environments composed of dynamically varying computational resources. In this paradigm, applications are required to continuously
follow end users and provide high-quality interaction while migrating among different computing devices and dynamically utilizing
the available input/output (I/O) resources of each device. In the context of such interaction scenarios, the principle of
continuity, which emphasizes the uninterrupted sequence of dialogue activities, is put forward as a key design goal. This
paper presents an application experiment demonstrating interface migration, distributed I/O control, and dynamic I/O reconfiguration.
The adopted dialogue design approach is discussed, along with the identified interaction design requirements, from the perspective
of dialogue continuity. Finally, the employed software engineering strategy is presented, elaborating on the way dialogue
mobility, distribution, and dynamic I/O control have been accomplished.
Published online: 11 June 2002 相似文献
19.
Requirements for choosing off-the-shelf information systems (OISR) differ from requirements for development of new information
systems in that they do not necessarily provide complete specifications, thus allowing flexibility in matching an existing
IS to the stated needs. We present a framework for OISR conceptual models that consists of four essential elements: business
processes, business rules, information objects and required system services. We formalise the definitions of these concepts
based on an ontological model. The ontology-based OISR model provides a framework to evaluate modelling languages on how appropriate
they are for OISR requirements specifications. The evaluation framework is applied to the Object-Process Methodology, and
its results are compared with a similar evaluation of ARIS. This comparison demonstrates the effectiveness of the ontological
framework for evaluating modelling tools on how well they can guide selection, implementation and integration of purchased
software packages. 相似文献
20.
Francesco Garibaldo 《AI & Society》2002,16(4):305-331
This article, first of all, supports the idea that the undeniable process of ICT-based technological convergence implies
the social, cultural and business unification of the world of media and culture. The poor performance of the megamerger is
a clear indicator of the unstable ground of the convergence hypothesis. Secondly, it argues in favour of cooperation between
different expertise, skills and cultures to make multimedia products or to supply multimedia services, instead of creating
from scratch a brand new class of hybrid skills and professions. Thirdly, a variety of new possible and realistically achievable
professional profiles in cultural industries and institutions are illustrated. Eventually a set of public policies, in the
light of a new role for cities and regions, is developed.
Correspondence and offprint requests to: Francesco Garibaldo, Fondazione ‘Istituto Per il Lavoro (IPL)’, via Marconi 8, 40122 Bologna, Italy. Email: f.garibaldo@ipielle.emr.it 相似文献