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1.
人工智能技术的发展促使人们通过智能手机进行交互,因此设置适宜的手机屏幕亮度对于保护人眼健康至关重要。针对该问题,文中结合人眼视觉特性对手机屏幕自适应亮度调节算法进行了优化。首先,设计了两款测量工具来采集和分析相关的数据。然后,采用主观评价的方法对室内外不同环境照度条件下的手机亮度值进行了研究。实验结果显示,用户理想的手机屏幕亮度远远低于现有自动亮度调节下的手机屏幕亮度。最后,根据用户的体验和人体视觉的特性设计了相应的算法,并对算法进行了评估。  相似文献   

2.
虚拟现实(Virtual Reality, VR)技术通过计算机构建仿真环境,为用户提供三维动态视图,增强用户的感官体验,使用户获得身临其境的沉浸感。随着虚拟现实技术的兴起和不断发展,人们在VR中的视觉和听觉体验有了很大的进步。随着多媒体技术的发展,全景视频逐渐出现。与普通视频相比,全景视频具有更宽的视角和更丰富的视觉信息。虚拟现实技术的广泛应用和全景视频技术的发展,使虚拟现实全景视频(VR Video)成为最受欢迎和关注的虚拟现实服务之一。用户在虚拟现实环境中的信息感知和接受行为也受到了影响。研究基于SMOTE算法、贝叶斯网络与逻辑回归等统计分析方法和Few-shot Learning算法,通过对比用户分别使用VR头戴式显示器和普通显示器iPad观看全景视频时的信息记忆程度、真实感、参与感等方面的差异,来探究用户在虚拟现实环境下的信息接受效果及临场感与传统媒介环境下的差异。实验结果表明,虚拟现实环境下的用户信息接受效果是传统媒介下的1.24倍,且虚拟现实环境下用户对于非正面信息和局部信息的接受效果分别是传统媒介下的1.626倍和1.245倍,同时表明,用户的视觉停留时间长度对信息接受...  相似文献   

3.
用户对软件质量的评价与其体验密切相关,但由于软件产品的抽象性、复杂性以及用户需求的模糊性,目前软件质量评价方法都缺乏对该方面内容的关注,忽略了用户需求在软件质量评价中的作用。针对于此,考虑用户需求对软件质量的影响,将用户需求作为一种特殊的软件特性,构建了基于模糊三角数的模糊神经网络来处理软件开发过程中用户需求同软件特性之间的非线性关系,符合软件产品复杂性的特点,使软件质量评价结果更客观、全面。结果表明,基于模糊三角数模糊神经网络能够更好地反映用户需求同软件特性之间的非线性关系,是一种研究软件综合质量评价的有效方法。  相似文献   

4.
随着汽车智能化和网联化技术发展,汽车人机界面作为人与车的媒介,对驾驶员的用户体 验十分重要。为了通过优化人机界面来提高人与车的团队协作,对汽车人机界面评测与设计方法进行研究。 26 名驾驶员参与了以 FM 为多路径界面范式的驾驶模拟器评测。评测方法依据团队态势感知理论和用户体 验要素,构建包含驾驶指标、行为指标、主观指标的多维度评价体系,通过实验前分析任务阶段和通道, 进一步分析态势感知与用户体验要素的关联,实验后分析汽车人机界面的用户体验五层级数据结果,定位 出现设计问题,推导出相应的设计优化方向,最后得到设计优化的方案,能帮助优化汽车人机界面设计, 提高用户体验。  相似文献   

5.
隋晓彤 《网友世界》2014,(17):14-15
用户体验在计算机软件开发中发挥着重要的作用,能够帮助设计者完善软件设计、满足拥护个性化需求;帮助软件企业在市场中提高竞争力。基于此,在软件开发中,应当从营造良好的软件运行环境;加强软件的界面设计,提高和优化软件运行效率;完善软件人性化功能;提高软件的信息查询和处理能力等途径来提高用户体验。此外,还应树立“以人为本”的设计开发理念;注重市场信息反馈等方面来不断加深对用户体验的认识,使软件得到不断地改进和完善。  相似文献   

6.
随着经济社会的不断发展,计算机网络逐渐走入各个学科领域中,计算机软件的开发也受到越来越多的关注,在计算机软件的设计开发中,用户的体验设计是非常重要的,只有开发者在软件设计中有效的加强用户体验的设计,才能促进用户去使用软件、肯定软件,才能提高自身的市场地位。  相似文献   

7.
杨婷婷 《数字社区&智能家居》2013,(15):3535-3536,3549
21世纪是计算机及互联网高速发展的时代,各类应用软件随着用户日益增长的需求而快速诞生。但是,软件的用户体验却没有得到同等速率的提升。软件的UI设计是构成用户体验的关键元素。一个优秀的UI设计应基于用户感知心理,并充分结合用户"过去的经验"、"当前的环境"及"将来的目标",在提供良好用户体验的同时,确保用户能够顺利达到使用软件的目标。  相似文献   

8.
何正海  李智 《计算机科学》2015,42(12):181-183, 194
软件需求工程在软件开发项目中起着至关重要的作用,而需求分析活动的主角是人,因此计算机辅助需求分析工具的设计要做到以用户为中心,即以人为本。本原型作品在已有的面向问题的计算机辅助软件需求工程(Computer-Aided Requirements Engineering,CARE)工具的基础上,进一步在支持的平台及易用性等方面进行了扩展。选择安卓平台来开发此工具,理由是移动端应用软件相较于PC端具有一些优势(功能多样性、便捷性等)以及安卓的开源性质,它能够为提高软件质量以及用户体验带来新的技术支持。此外,还具体展示并介绍了该工具是如何基于人机交互的理论模型及设计原则设计的。  相似文献   

9.
《信息与电脑》2020,(1):254-256
在我国,微课程作为一种重要的微数字化学习资源,虽然资源来源广泛、数量庞大,但质量参差不齐,普遍存在华丽空洞、重形式轻内容、教学与现实脱离等问题。从用户体验角度对微课程进行评价鉴别已成为当前的研究趋势。笔者基于用户体验和微课程评价相关理论进行剖析,分析影响微课程用户体验的要素,构建基于用户体验的微课程评价理论模型,初步形成功能体验、情感体验、美学体验、交互体验四个用户体验评价视角,旨在为建构系统的微课程评价体系奠定理论基础,为微课程的设计人员和微课程的使用者提供借鉴。  相似文献   

10.
随着移动互联网的发展和移动学习研究的深入,基于智能移动终端的教育软件的关注重点从关注软件的内容设计和功能开发逐步过渡到用户体验设计。研究从移动智能终端交互特征和教育软件用户需求出发,提出基于智能移动终端的教育软件设计和开发的基本原则、框架、关键任务等。在此基础上,基于平板电脑IPAD的《几何之美》数学教育软件设计开发为例,展示复杂信息结构移动软件产品用户体验的设计思路和关键技术。  相似文献   

11.
User experience (UX) is considered a key quality of interactive products in today’s competitive mass markets and is of growing interest in both academia and industry. UX concerns the encounters a user has while interacting with products, systems, and services. It is ubiquitous, omnipresent, and dynamic in nature, referring to the non-quantifiable, subjective, affective-based, and context-dependent processes. UX is difficult for researchers to objectively and uniformly measure as it involves complex human perceptual interpretations of experiential responses with a certain degree of uncertainty, imprecision, and vagueness. Based on the user experience questionnaire (UEQ), this paper presents a psychometric UX model using fuzzy measure approaches, the purpose of which is to develop a metric for quantitative assessment of certain product UXs through a user experience index (UXI). This model enables researchers to understand users’ perceptions of the interactions that constitute qualities of using a specific product. An empirical study concerning the episodic UX measures of using a set of touch mice was conducted to verify the applicability and effectiveness of the proposed UX model. The theoretical and practical implications of the UX model are also discussed.  相似文献   

12.
The goal of user experience design in industry is to improve customer satisfaction and loyalty through the utility, ease of use, and pleasure provided in the interaction with a product. So far, user experience studies have mostly focused on short-term evaluations and consequently on aspects relating to the initial adoption of new product designs. Nevertheless, the relationship between the user and the product evolves over long periods of time and the relevance of prolonged use for market success has been recently highlighted. In this paper, we argue for the cost-effective elicitation of longitudinal user experience data. We propose a method called the “UX Curve” which aims at assisting users in retrospectively reporting how and why their experience with a product has changed over time. The usefulness of the UX Curve method was assessed in a qualitative study with 20 mobile phone users. In particular, we investigated how users’ specific memories of their experiences with their mobile phones guide their behavior and their willingness to recommend the product to others. The results suggest that the UX Curve method enables users and researchers to determine the quality of long-term user experience and the influences that improve user experience over time or cause it to deteriorate. The method provided rich qualitative data and we found that an improving trend of perceived attractiveness of mobile phones was related to user satisfaction and willingness to recommend their phone to friends. This highlights that sustaining perceived attractiveness can be a differentiating factor in the user acceptance of personal interactive products such as mobile phones. The study suggests that the proposed method can be used as a straightforward tool for understanding the reasons why user experience improves or worsens in long-term product use and how these reasons relate to customer loyalty.  相似文献   

13.
Virtual reality (VR) has been implemented in various applications such as gaming, e-learning, rehabilitation, etc. Although many studies have been conducted to evaluate the user experiences (UX) of various applications in VR, there are few studies evaluating the UX of VR in a holistic view. Since user experience means holistic feelings caused by attributes like efficiency, effectiveness, pleasure, and attractiveness, it is necessary to evaluate user experience in many respects, including presence, usability, and workload. Therefore, this study aims to evaluate the UX of VR in four various metrics: presence, workload, usability, and flow. In this study, the user experience factor was confirmed through the previous studies comparing visual display terminals (VDT) and head-mounted displays (HMD). In addition, the UX difference between VDT and HMD in two different situations, walking and driving, is analyzed. The data of 26 participants were analyzed and found that there were significant differences in the four studied metrics related to UX. In the driving situation, the usability value was higher in VDT, whereas they were higher in HMD for walking. Comparing the two contexts in HMD, walking was significantly higher in three metrics: presence, usability, and flow. The results show that HMD is better in terms of user experience than VDT, and HMD is more suitable for walking situations than for driving situations. Through this study, in terms of user experience, it is suitable to replace walking tasks with VR when the experiment in a real-world environment is impossible.  相似文献   

14.
ABSTRACT

Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.  相似文献   

15.
Improvements to the reliability and safety of medical devices are vital for healthcare systems. It is necessary to consider the user experience (UX) of patients and healthcare professionals at all the development stages of medical devices. Ergonomic design principles can also reduce the cost of medical device production. This study is a multilateral analytical literature review of UX and usability issues in healthcare and medical device design. The total number of literature sources presented is n = 88. The literature sources are classified according to the difference between UX and usability for various target products and services, including healthcare. The literature is reviewed with a focus on human-oriented aspects. This includes medical technology and device design, which are dependent on the user type, medical device scope, and area of use. A review of key medical device standards and regulation documents is presented. The main analysis methodologies for the UX and their advantages and disadvantages are discussed. The future challenges in healthcare and medical ergonomics are briefly highlighted. Above all, this study tried to examine the difference between usability and UX of general products and those of medical devices through the review of existing literature. Even standards do not reflect this well and need to be considered based on further research in academia and industry.Relevance to industryThe obtained results will help medical-device designers and healthcare professionals understand the main medical-research trends and improve the design process. Additionally, they will be helpful for increasing the satisfaction level among medical-device users and reducing user risks.  相似文献   

16.
While interacting with a product or a service, people have diverse experiences, which constitute user experience (UX). In this study, the hierarchical dimensions of UX were considered, including overall UX, its elements (usability, affect, and user value) and their subelements. To determine how UX changes over time, the temporal changes of the influence of each element and subelement were analyzed. Twenty subjects participated in a longitudinal experiment by using a social network service (SNS). The most important element of UX changed from usability to user value after one week of use. These results suggest that adoption of an SNS occurs in two phases: a phase of affected by usability and a phase affected by user value. Identification of these phases and the systematic approach used in the study are expected to contribute to design and evaluation of new SNSs and other products and services.  相似文献   

17.
The usability movement has historically always sought to empower end-users of computers so that they understand what is happening and can control the outcome. In this article, we develop and evaluate a “Textual Feedback” tool for usability and user experience (UX) evaluation that can be used to empower well-educated but low-status users in UX evaluations in countries and contexts with high power distances. The proposed tool contributes to the Human–Computer Interaction (HCI) community’s pool of localized UX evaluation tools. We evaluate the tool with 40 users from two socio-economic groups in real-life UX usability evaluations settings in Malaysia. The results indicate that the Textual Feedback tool may help participants to give their thoughts in UX evaluation in high power distance contexts. In particular, the Textual Feedback tool helps high status females and low status males express more UX problems than they can with traditional concurrent think aloud (CTA) alone. We found that classic concurrent think aloud UX evaluation works fine in high power contexts, but only with the addition of Textual Feedback to mitigate the effects of socio-economic status in certain user groups. We suggest that future research on UX evaluation look more into how to empower certain user groups, such as low status female users, in UX evaluations done in high power distance contexts.  相似文献   

18.
The term user experience (UX) encompasses the concepts of usability and affective engineering. However, UX has not been defined clearly. In this study, a literature survey, user interview and indirect observation were conducted to develop definitions of UX and its elements. A literature survey investigated 127 articles that were considered to be helpful to define the concept of UX. An in‐depth interview targeted 14 hands‐on workers in the Korean mobile phone industry. An indirect observation captured daily experiences of eight end‐users with mobile phones. This study collected various views on UX from academia, industry, and end‐users using these three approaches. As a result, this article proposes definitions of UX and its elements: usability, affect, and user value. These results are expected to help design products or services with greater levels of UX. © 2011 Wiley Periodicals, Inc. This article was published online on 20 October 2011. An error was subsequently identified. This notice is included in the online and print versions to indicate that both have been corrected 13 June 2013.  相似文献   

19.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   

20.
The selection of users for participation in IT projects involves trade-offs between multiple criteria, one of which is selecting a representative cross-section of users. This criterion is basic because trading it for other criteria means basing designs on information biased toward some user groups at the expense of others. Based on interviews in development and customer organizations we find that their criteria for user selection favor persons who can contribute to the progress of the IT project over persons who are representative of the full range of users. A highly valued contribution from participating users is the ability to advocate a vision for the system and champion its organizational implementation. A survey in one customer organization shows that respondents’ personal traits explain up to 31% of the variation in their experience of aspects of the usability of a recently introduced system. Thus, unless participating users are representative as to these personal traits, IT projects may, inadvertently, bring about systems that will fail to satisfy many users.  相似文献   

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