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1.
Exploring Context-aware Information Push   总被引:1,自引:1,他引:1  
Despite much interest over recent years in the area of context-aware computing, there are still a number of significant gaps in our understanding of the HCI issues associated with such systems. One particular issue that remains relatively unexplored is how to design around the apparently conflicting goals of adapting to changes in context while at the same time adhering to the principle of predictability. In this paper, we describe our exploration into this issue through two alternative designs of an interactive context-aware tourist guide. One original design was based around information pull, i.e. the emphasis is on the user to decide when context-aware information is presented. Our second design incorporates the notion of information push whereby the actual presentation of context-aware information is triggered by contextual events, e.g. changes in the user’s location or changes to the opening times of attractions. Through the evaluation of these alternative designs we hope to gain a better understanding of the usability implications relating to push vs. pull in both this specific domain and in interactive context-aware systems in general.  相似文献   

2.
Research into context-aware computing risks losing sight of the user. This paper discusses how different types of information about a user, ranging from information about the current context to information about the user’s long-term properties, can simultaneously be relevant to a given adaptation decision. Pointers are given to two areas of research that can help with the integration of a broader range of information into context-aware systems: research on user-adaptive systems and on decision-theoretic methods.  相似文献   

3.
In this paper, we present some of the results from our ongoing research work in the area of ‘agent support’ for electronic commerce, particularly at the user interface level. Our goal is to provide intelligent agents to assist both the consumers and the vendors in an electronic shopping environment. Users with a wide variety of different needs are expected to use the electronic shopping application and their expectations about the interface could vary a lot. Traditional studies of user interface technology have shown the existence of a ‘gap’ between what the user interface actually lets the users do and the users’ expectations. Agent technology, in the form of personalized user interface agents, can help to narrow this gap. Such agents can be used to give a personalized service to the user by knowing the user’s preferences. By doing so, they can assist in the various stages of the users’ shopping process, provide tailored product recommendations by filtering information on behalf of their users and reduce the information overload. From a vendor’s perspective, a software sales agent could be used for price negotiation with the consumer. Such agents would give the flexibility offered by negotiation without the burden of having to provide human presence to an online store to handle such negotiations. Published online: 25 July 2001  相似文献   

4.
This paper addresses user modelling for “Design for All” in a model-based approach to Human-Computer Interaction, paying particular attention to placing user models within organisational role- and task-related contexts. After reviewing a variety of user modelling approaches, and deriving requirements for user modelling related to Design for All, the paper proposes a role-driven individualised approach. Such an approach is based on a model-based representation schema and a unifying notation that keeps the user’s models and the contextual information transparent and consistent. Individualisation is achieved by coupling symbolic model specifications with neural networking on synchronisation links between symbolic representation elements. As a result, user modelling for Design for All is achieved not by stereotypical user properties and functional roles, but by accommodating the actual users’ behaviour. Published online: 18 May 2001  相似文献   

5.
The elicitation or communication of user requirements comprises an early and critical but highly error-prone stage in system development. Socially oriented methodologies provide more support for user involvement in design than the rigidity of more traditional methods, facilitating the degree of user–designer communication and the ‘capture’ of requirements. A more emergent and collaborative view of requirements elicitation and communication is required to encompass the user, contextual and organisational factors. From this accompanying literature in communication issues in requirements elicitation, a four-dimensional framework is outlined and used to appraise comparatively four different methodologies seeking to promote a closer working relationship between users and designers. The facilitation of communication between users and designers is subject to discussion of the ways in which communicative activities can be ‘optimised’ for successful requirements gathering, by making recommendations based on the four dimensions to provide fruitful considerations for system designers.  相似文献   

6.
In this paper we describe continuing work being carried out as part of the Bristol Wearable Computing Initiative. We are interested in the use of context sensors to improve the usefulness of wearable computers. A CyberJacket incorporating a Tourist Guide application has been built, and we have experimented with location and movement sensing devices to improve its performance. In particular, we have researched processing techniques for data from accelerometers which enable the wearable computer to determine the user’s activity. We have experimented with, and review, techniques already employed by others; and then propose new methods for analysing the data delivered by these devices. We try to minimise the number of devices needed, and use a single X-Y accelerometer device. Using our techniques we have adapted our CyberJacket and Tourist Guide to include a multimedia presentation which gives the user information using different media depending on the user’s activity as well as location.  相似文献   

7.
It is important that systems that exhibit proactive behaviour do so in a way that does not surprise or frustrate the user. Consequently, it is desirable for such systems to be both personalised and designed in such a way as to enable the user to scrutinise her user model (part of which should hold the rules describing the behaviour of the system). This article describes on-going work to investigate the design of a prototype system that can learn a given user’s behaviour in an office environment in order to use the inferred rules to populate a user model and support appropriate proactive behaviour (e.g. turning on the user’s fan under appropriate conditions). We explore the tension between user control and proactive services and consider issues related to the design of appropriate transparency with a view to supporting user comprehensibility of system behaviour. To this end, our system enables the user to scrutinise and possibly over-ride the ‘IF-THEN’ rules held in her user model. The system infers these rules from the context history (effectively a data set generated using a variety of sensors) associated with the user by using a fuzzy-decision-tree-based algorithm that can provide a confidence level for each rule in the user model. The evolution of the system has been guided by feedback from a number of real-life users in a university department. A questionnaire study has yielded supplementary results concerning the extent to which the approach taken meets users’ expectations and requirements.  相似文献   

8.
Intelligent vehicle systems have introduced the need for designers to consider user preferences so as to make several kinds of driving features as driver friendly as possible. This requirement raises the problem of how to suitably analyse human performance so they can be implemented in automatic driving tasks. The framework of the present work is an adaptive cruise control with stop and go features for use in an urban setting. In such a context, one of the main requirements is to be able to tune the control strategy to the driver’s style. In order to do this, a number of different drivers were studied through the statistical analysis of their behaviour while driving. The aim of this analysis is to decide whether it is possible to determine a driver’s behaviour, what signals are suitable for this task and which parameters can be used to describe a driver’s style. An assignment procedure is then introduced in order to classify a driver’s behaviour within the stop and go task being considered. Finally, the findings were analysed subjectively and compared with a statistically objective one.  相似文献   

9.
Context-awareness holds promise for improving the utility of software products. Context-aware mobile systems encompass the ability to automatically discover and react to changes in an environment. Most contemporary context-aware mobile systems aim to support users in private situations, for example, as tourist guides. Thus, we still lack an understanding of the impact of context-awareness in professional work situations. In this paper, we explore context-awareness for mobile electronic patient records through the design of a context-aware mobile prototype called MobileWard. The aim of MobileWard is to support nurses in conducting morning procedures in a hospital ward. MobileWard is context-aware as it is able to discover and react autonomously according to changes in the environment and since it integrates the ability to provide information and services to the user where the relevancy depends on the user’s task. We evaluate MobileWard in two usability evaluations to assess the usefulness of the system and we find that context-awareness holds some promising opportunities, but that it also introduces some potential interaction problems when users are mobile and working in a professional environment. Implications and limitations of the proposed solution are further discussed.  相似文献   

10.
Password hardening based on keystroke dynamics   总被引:2,自引:0,他引:2  
We present a novel approach to improving the security of passwords. In our approach, the legitimate user’s typing patterns (e.g., durations of keystrokes and latencies between keystrokes) are combined with the user’s password to generate a hardened password that is convincingly more secure than conventional passwords alone. In addition, our scheme automatically adapts to gradual changes in a user’s typing patterns while maintaining the same hardened password across multiple logins, for use in file encryption or other applications requiring a long-term secret key. Using empirical data and a prototype implementation of our scheme, we give evidence that our approach is viable in practice, in terms of ease of use, improved security, and performance. Published online: 26 October 2001  相似文献   

11.
We present an easy interaction technique for accessing location-based contextual data shown on a head-worn wearable computer display. Our technique, called Context Compass, is based on a regular compass metaphor. Each object belonging to the user’s current context is visualised on a linear compass shown on the screen. The object directly in front of the user is shown in the middle of the compass and can be activated. Whenever the user turns his or her head, the objects on the screen move accordingly. Therefore, an object can be selected by simply turning one’s head towards it. Context Compass consumes a minimal amount of screen space, making it ideal for usage with see-through head-worn displays. An initial pilot study, applying a newly developed usability method customised especially for Context Compass, revealed that Context Compass can be learned virtually immediately. Further, the method itself proved to be successful in evaluating techniques such as Context Compass.  相似文献   

12.
This paper describes aminimally immersive three-dimensional volumetric interactive information visualization system for management and analysis of document corpora. The system, SFA, uses glyph-based volume rendering, enabling more complex data relationships and information attributes to be visualized than traditional 2D and surface-based visualization systems. Two-handed interaction using three-space magnetic trackers and stereoscopic viewing are combined to produce aminimally immersive interactive system that enhances the user’s three-dimensional perception of the information space. This new system capitalizes on the human visual system’s pre-attentive learning capabilities to quickly analyze the displayed information. SFA is integrated with adocument management and information retrieval engine named Telltale. Together, these systems integrate visualization and document analysis technologies to solve the problem of analyzing large document corpora. We describe the usefulness of this system for the analysis and visualization of document similarity within acorpus of textual documents, and present an example exploring authorship of ancient Biblical texts. Received: 15 December 1997 / Revised: June 1999  相似文献   

13.
Information systems are the glue between people and computers. Both the social and business environments are in a continual, some might say chaotic, state of change while computer hardware continues to double its performance about every 18 months. This presents a major challenge for information system developers.  The term user-friendly is an old one, but one which has come to take on a multitude of meanings. However, in today’s context we might well take a user-friendly system to be one where the technology fits the user’s cognitive models of the activity in hand. This article looks at the relationship between information systems and the changing demands of their users as the underlying theme for the current issue of Cognition, Technology and Work.  People, both as individuals and organisations, change. The functionalist viewpoint, which attempts to freeze and inhibit such change, has failed systems developers on numerous occasions. Responding to, and building on, change in the social environment is still a significant research issue for information systems specialists who need to be able to create living information systems.  相似文献   

14.
This paper describes a hands-off socially assistive therapist robot designed to monitor, assist, encourage, and socially interact with post-stroke users engaged in rehabilitation exercises. We investigate the role of the robot’s personality in the hands-off therapy process, focusing on the relationship between the level of extroversion–introversion of the robot and the user. We also demonstrate a behavior adaptation system capable of adjusting its social interaction parameters (e.g., interaction distances/proxemics, speed, and vocal content) toward customized post-stroke rehabilitation therapy based on the user’s personality traits and task performance. Three validation experiment sets are described. The first maps the user’s extroversion–introversion personality dimension to a spectrum of robot therapy styles that range from challenging to nurturing. The second and the third experiments adjust the personality matching dynamically to adapt the robot’s therapy styles based on user personality and performance. The reported results provide first evidence for user preference for personality matching in the assistive domain and demonstrate how the socially assistive robot’s autonomous behavior adaptation to the user’s personality can result in improved human task performance. This work was supported by USC Women in Science and Engineering (WiSE) Program and the Okawa Foundation.  相似文献   

15.
User goals are of major importance for an interface agent because they serve as a context to define what the user’s focus of attention is at a given moment. The user’s goals should be detected as soon as possible, after observing few user actions, in order to provide the user with timely assistance. In this article, we describe an approach for modeling and recognizing user goals from observed sequences of user actions by using Variable Order Markov models combined with an exponential moving average (EMA) on the prediction probabilities. The validity of our approach has been tested using data collected from real users in the Unix domain. The results obtained show that an interface agent can achieve near 90% average accuracy and over 58% online accuracy in predicting the most probable user goal after each observed action, in a time linear to the number of goals being modeled. We also found that the use of an EMA allows a faster convergence in the actual user goal.  相似文献   

16.
A user that navigates on the Web using different devices should be characterized by a global profile, which represents his behaviour when using all these devices. Then, the user’s profile could be usefully exploited when interacting with a site agent that is able to provide useful recommendations on the basis of the user’s interests, on one hand, and to adapt the site presentation to the device currently exploited by the user, on the other hand. However, it is not suitable to construct such a global profile by a software running on the exploited device since this device (e.g., a mobile phone or a palmtop) may have limited resources. Therefore, in this paper, we propose a multi-agent architecture, called MASHA, handling user and device adaptivity of Web sites, in which each device is provided with a client agent that autonomously collects information about the user’s behaviour associated to just that device. However, the user profile contained in this client is continuously updated with information coming from a unique server agent, associated with the user. Such information is collected by the server agent from the different devices exploited by the user, and represents a global user profile. The third component of this architecture, called adapter agent, is capable to generate a personalized representation of the Web site, containing some useful recommendations derived by both an analysis of the user profile and the suggestions coming from other users exploiting the same device.  相似文献   

17.
Mark Weiser described ubiquitous computing as “invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere”[1]. The EasyLiving project is concerned with development of an architecture and technologies for ubiquitous computing environments that allow the dynamic aggregation of diverse I/O devices into a single coherent user experience. Though the need for research in distributed computing, perception and interfaces is widely recognised, the importance of an explicit geometric world model for enhancing the user’s experience of a ubiquitous computing system has not been well-articulated. This paper describes three scenarios that benefit from geometric context and introduces the EasyLiving Geometric Model.  相似文献   

18.
Developed forms of task analysis allow designers to focus on both utility and usability issues in the development of interactive work systems. The models they generate represent aspects of the human, computer and domain elements of an interactive work system. Many interactive work systems are embedded in an organisational context. Pressure for changes are present in this context and provide impetus to stakeholders to change work tasks and the supporting tools. Interactive work systems also provide evolutionary pressures of their own, changing the very task they were designed to support. One approach to coping with change has been to evolve interactive work systems. Currently none of these techniques place focus on the performance of tasks as central, and consideration of usability is minimal. However, an evolutionary design approach forces an evolutionary experience upon users, and we cannot be sure whether this approach enhances the user’s experience or degrades their performance. Given the strength of task analysis it is likely that it will be applied within evolutionary contexts. Yet, little work has been undertaken to examine whether its role will, or could be different. We ask how we can move task analysis towards being used in a principled manner in the evolution of interactive work systems. This paper examines a number of features of the approach called task knowledge structures that may be useful in evolving interactive work systems. We look at tasks and their representativeness, roles, goals, objects (their attributes, relationships, typicality and centrality) and actions. We present a developing framework for examining other task analysis approaches for their utility in supporting interactive work systems evolution. Finally, we discuss future work within the area of applying task analysis in the evolution of interactive work systems.  相似文献   

19.
In the last few years, a variety of concepts for service integration and corresponding systems have been developed. On the one hand, they aim for the interworking and integration of classical telecommunications and data communications services. On the other, they are focusing on universal service access from a variety of end-user systems. Many of the technical problems, resulting from the service integration, and service personalisation have been solved during the last years. However, all these systems are driven by the concept of providing several technologies to users by keeping the peculiarity of each service.  Looking at humans’ communication behaviour and their communication space, it is obvious that human beings interact habitually in a set of contexts with their environment. The individual information preferences and needs, persons to interact with, and the set of devices controlled by each individual define their personal communication space. Following this view, a new approach is to build communication systems not on the basis of specific technologies, but on the analysis of the individual communication spaces. The result is a communication system adapted to the demands of each individual (I-centric). The communication system will act on behalf of users’ demands, reflecting recent actions to enable profiling and self-adaptation to contexts and situations.  In this paper, we introduce I-centric Communications, an approach to design communication systems that adapt themselves to the individual communication space and individual environment and situation. In this context “I” means I, or individual, “Centric” means adaptable to I requirements and a certain user environment.  相似文献   

20.
This paper looks at how human values influence the reception of technology in organisations. It suggests that we need to know what values are and how value systems evolve in order to manage technological change effectively. This proposition is based on research into the issues surrounding performance measurement as part of an information system, the cognition of which contains many parallels with that of technology. The analysis places human values’ theory within the context of systems thinking, where values are taken as system components, their groupings as systems and the expectations and behaviour produced by them as emergence.  相似文献   

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