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Universal Access in the Information Society -  相似文献   

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This paper will stress the value of a multi-perspective view on the use of computers. It will argue that the ability to apply more than one perspective is valuable to designers of computer applications, to researchers dealing with human-computer interactions, as well as to users of a particular computer application. As a means for that the paper will present the systems perspective, the dialogue partner perspective, the tool perspective, and the media perspective. All four perspectives will primarily be characterized in relation to human-computer interaction, and the characterizations will be based on a common set of concepts presented in the beginning of the paper. The last section of the paper will, with the help of a few examples, illustrate the value of applying multiple perspectives.  相似文献   

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A vision-based human--computer interface is presented in the paper. The interface detects voluntary eye-blinks and interprets them as control commands. The employed image processing methods include Haar-like features for automatic face detection, and template matching based eye tracking and eye-blink detection. Interface performance was tested by 49 users (of which 12 were with physical disabilities). Test results indicate interface usefulness in offering an alternative mean of communication with computers. The users entered English and Polish text (with average time of less than 12s per character) and were able to browse the Internet. The interface is based on a notebook equipped with a typical web camera and requires no extra light sources. The interface application is available on-line as open-source software.  相似文献   

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Considerable research has been done on using information from multiple modalities, like hands, facial gestures or speech, for better interaction between humans and computers, and many promising human–computer interfaces (HCI) have been developed in recent years. However, most of the current HCI systems have a few drawbacks: firstly, they are highly dependent on the performance of individual sensors. S econdly, the information fusion process from these sensors tends to ignore the semantic nature of the modalities, which may reinforce or clarify each other over time. Finally, they are not robust enough at representing the imprecise nature of human gestures, since individual gestures are highly ambiguous in themselves. In this paper, we propose an approach for the semantic fusion of different input modalities, based on transferable belief models. We show that this approach allows for a better representation of the ambiguity involved in recognizing gestures. Ambiguity is resolved by combining the beliefs of the individual sensors on the input information, to form new extended concepts, based on a pre-defined domain specific knowledge base, represented by conceptual graphs. We apply this technique to a multimodal system consisting of a hand gesture recognition sensor and a brain computing interface. It is shown that the technique can successfully combine individual gestures obtained from the two sensors, to form meaningful concepts and resolve ambiguity. The advantage of this approach is that it is robust even if one of the sensors is inefficient or has no input. Another important feature is its scalability, wherein more input modalities, like speech or facial gestures, can be easily integrated into the system at minimal cost, to form a comprehensive HCI interface.  相似文献   

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The objective of this study was to examine usefulness of fuzzy methodologies in the analysis and design of human‐computer interaction. A framework for generalization of the Goals‐Operators‐Methods‐Selection Rules (GOMS) model, and its fuzzy version was proposed. An experimental verification of the fuzzy GOMS model was also provided. A total of six subjects participated in two laboratory experiments. These experiments were performed in order to validate the proposed fuzzy GOMS model for the text editing task described in information processing terms. The subjects were not familiar with the text files to be edited, and the task was performed from the subject's own office and desk. All subjects were familiar with and regularly used the VI screen editor. The experiments consisted of the following steps: (1) the subject performed a familiar text editing task using a screen editor (VI); (2) the methods by which the subject achieved his goals (word location) as well as selection rules were elicited; (3) several compatibility functions for fuzzy terms used by the subject were derived; and (4) once all the rules, methods, and corresponding membership functions have been elicited, the theory of possibility was used to model the expert's rule selection process. For this purpose, each of the potential rules was assigned a possibility measure equal to the membership value(s) derived during the elicitation phase of experiment Finally, the selected methods were compared to non‐fuzzy predictions and actual experimental data. It was shown that overall, across all subjects and trials of the main editing task, the fuzzy‐based COMS model predicted significantly more of the subject responses, than did the non‐fuzzy COMS model.  相似文献   

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Technology is a mobile and integral part of many work places, and computers and other information and communication technology have made many users’ work life easier, but technology can also contribute to problems in the cognitive work environment and, over time, create technostress. Much previous research on technostress has focused on the use of digital technology and its effects, measured by questionnaires, but in order to further examine how technostress arises in the modern workplace, a wider perspective on interactions between people and technology is needed. This paper applies a distributed cognition perspective to human–technology interaction, investigated through an observational field study. Distributed cognition focuses on the organisation of cognitive systems, and technostress in this perspective becomes an emergent phenomenon within a complex and dynamic socio-technical system. A well-established questionnaire was also used (for a limited sample), to gain a frame of reference for the results from the qualitative part of the study. The implications are that common questionnaire-based approaches very well can and should be complemented with a broader perspective to study causes of technostress. Based on the present study, a redefinition of technostress is also proposed.  相似文献   

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The intelligent machine vision technology based on man-machine interaction mode has the advantages of weak intrusion, low adhesion and no device binding. With the development and progress of science and technology, the intelligent machine vision technology has become one of the most important directions in the field of human–computer interaction. Compared with the traditional interactive mode, the intelligent machine vision interaction technology is quite convenient, and the existence of these problems can also influence the vision of the intelligent machine to a certain extent. And the wide application of the sense interaction. At present, the operation precision is the main basis of the machine vision interaction design. Therefore, this paper studies the precision of the visual interaction of the intelligent machine. In this paper, three point-to-click experiments will be carried out on the basis of the Fitts' Law. The accuracy of the machine vision algorithm is experimentally studied from the operating direction, the mapping scale equation and the machine vision algorithm, and a reasonable suggestion is made for the intelligent machine vision interactive design of the human interaction mode.  相似文献   

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Our research focuses on the nature of voice interaction and activation of psychological tendencies in humans by the power of prosody sounds. This study examines whether people's impressions and behaviours are affected by variations in the speed of hummed sounds. The sounds consist of just prosodic components similar to continuous humming on the open vowel /a/ or /o/ without any language information. In interaction between individuals as well as among animals, temporal structures including voice speed or duration contribute rhythmic interaction and are closely connected to the participants’ dynamics of mental or emotional states. We think that this phenomenon can be applied to human–computer interaction, even through the variation in temporal structures of hummed sounds used to reduce the influence of content or meaning in language. Our interactive system mimics the prosodic features of the human voice by using humming-only sounds under three different voice speed conditions: (a) faster, (b) normal, and (c) slower than the original speaker. We examine whether the variation in the sound's speed gives rise to both psychological and behavioural influences in the relationship between the computer and the subject through interaction. Subjects tend to prefer a computer with a normal or faster speaking rate to that with a slower rate on both usefulness and familiarity. Moreover, the speech rate of the subjects changed inversely to the variation in a computer's hummed sounds. This study demonstrates the importance of temporal structure and emphasizes the need for an investigation of the fundamentals at work in interaction.  相似文献   

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Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.An earlier version of this paper was presented at Chi’2004 Fringe.  相似文献   

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The design and selection of 3D modeled hand gestures for human–computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human–computer input.  相似文献   

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Poultry are one of the most badly treated animals in the modern world. It has been shown that they have high levels of both cognition and feelings and as a result there has been a recent trend of promoting poultry welfare. There is also a tradition of keeping poultry as pets in some parts of the world. However, in modern cities and societies, it is often difficult to maintain contact with pets, particularly for office workers. We propose and describe a novel cybernetics system to use mobile and Internet technology to improve human–pet interaction. It can also be used for people who are allergic to touching animals and thus cannot stroke them directly. This interaction encompasses both visualization and tactile sensation of real objects.  相似文献   

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In human–robot interaction, the robot controller must reactively adapt to sudden changes in the environment (due to unpredictable human behaviour). This often requires operating different modes, and managing sudden signal changes from heterogeneous sensor data. In this paper, we present a multimodal sensor-based controller, enabling a robot to adapt to changes in the sensor signals (here, changes in the human collaborator behaviour). Our controller is based on a unified task formalism, and in contrast with classical hybrid visicn–force–position control, it enables smooth transitions and weighted combinations of the sensor tasks. The approach is validated in a mock-up industrial scenario, where pose, vision (from both traditional camera and Kinect), and force tasks must be realized either exclusively or simultaneously, for human–robot collaboration.  相似文献   

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When conveying information about spatial situations and goals, speakers adapt flexibly to their addressee in order to reach the communicative goal efficiently and effortlessly. Our aim is to equip a dialogue system with the abilities required for such a natural, adaptive dialogue. In this paper we investigate the strategies people use to convey route information in relation to a map by presenting two parallel studies involving human–human and human–computer interaction. We compare the instructions given to a human interaction partner with those given to a dialogue system which reacts by basic verbal responses and dynamic visualization of the route in the map. The language produced by human route givers is analyzed with respect to a range of communicative as well as cognitively crucial features, particularly perspective choice and references to locations across levels of granularity. Results reveal that speakers produce systematically different instructions with respect to these features, depending on the nature of the interaction partner, human or dialogue system. Our further analysis of clarification and reference resolution strategies produced by human route followers provides insights into dialogue strategies that future systems should be equipped with.  相似文献   

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In healthcare environment, different kinds of automatic solutions have been created to monitor and track patients, for example near-field imaging and low-frequency RFID. The problem has been how to use the context-based data these systems produce and how to show the related information to the nursing staff. This paper shows how hospital data can be automatically transmitted to people using location information. The information is transmitted to a name tag that has wireless connectivity and touch screen with electric paper. This concept is piloted with a test application.  相似文献   

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The immersed boundary method is a practical and effective method for fluid–structure interaction problems. It has been applied to a variety of problems. Most of the time-stepping schemes used in the method are explicit, which suffer a drawback in terms of stability and restriction on the time step. We propose a lattice Boltzmann based implicit immersed boundary method where the immersed boundary force is computed at the unknown configuration of the structure at each time step. The fully nonlinear algebraic system resulting from discretizations is solved by an Inexact Newton–Krylov method in a Jacobian-free manner. The test problem of a flexible filament in a flowing viscous fluid is considered. Numerical results show that the proposed implicit immersed boundary method is much more stable with larger time steps and significantly outperforms the explicit version in terms of computational cost.  相似文献   

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