共查询到20条相似文献,搜索用时 15 毫秒
1.
The aim of this study is to describe the development and application of a web-based decision support tool (ViRTUE) for performing climate risk evaluations of water supply systems. The tool is designed for small-scale water utilities in the northeastern United States that may lack the resources for detailed climate change risk investigations. Development of this tool demonstrates a relatively new approach to web application development using the Shiny framework for the R programming language to create an interactive environment for stakeholders and water managers to explore climate vulnerabilities. Using a decision-scaling framework, the tool allows the user to perform a climate stress test to evaluate the performance and vulnerability to water supply shortfalls of local reservoir systems over a wide range of potential climate change scenarios using a generic systems model. Probabilities of future climate conditions derived from climate projections then help inform utility operators of impending risk. 相似文献
2.
《Displays》2016
This paper presents an optimized color characterization model based on Radial Basis Functions (RBFs). The performance of the proposed model was tested on a number of different mobile devices and compared with the performance of other state of the art color characterization models. We compared the accuracy of models using the CIELAB color difference. Four different models were discussed in detail: Piecewise Linear Model Assuming Variation in Chromaticity, Polynomial regression, Artificial Neural Network, and proposed Radial Basis Function model. For training and evaluation of the models we measured a large number of color samples on various mobile device displays. Results have shown that our optimized RBF model has superior accuracy over other models with median color difference of 0.39. In addition, it has particularly good accuracy for colors on the boundary of device’s gamut with maximum color difference of 0.87, where other models shown unacceptably high (>10) color difference. 相似文献
3.
Wind turbine uses a pitch angle controller to reduce the power captured above the rated wind speed and release the mechanical stress of the drive train. This paper investigates a nonlinear PI (N-PI) based pitch angle controller, by designing an extended-order state and perturbation observer to estimate and compensate unknown time-varying nonlinearities and disturbances. The proposed N-PI does not require the accurate model and uses only one set of PI parameters to provide a global optimal performance under wind speed changes. Simulation verification is based on a simplified two-mass wind turbine model and a detailed aero-elastic wind turbine simulator (FAST), respectively. Simulation results show that the N-PI controller can provide better dynamic performances of power regulation, load stress reduction and actuator usage, comparing with the conventional PI and gain-scheduled PI controller, and better robustness against of model uncertainties than feedback linearization control. 相似文献
4.
Previous studies carried out customer surveys by questionnaires to collect data for analyzing consumer requirements. In recent years, a large and growing body of literature has investigated the extraction of customer requirements and preferences from online reviews. However, since customer requirements change dynamically over time, traditional studies failed to obtain the change data of customer requirements and opinions based on sentiments expressed in reviews. In this paper, a new method for dynamically mining user requirements is proposed, which is used to analyze the changing behavior of product attributes and improve product design. Dynamic mining differs from the traditional need acquisition mainly in three aspects: (1) it involves dynamically mining user requirements over time (2) it adds changes in manufacturers’ opinions to the analysis (3) it allows for product improvement strategies based on the changing behavior of product attributes. First, text mining is adopted to collect customer and manufacturer review data for different time periods and extract product attributes. A Natural Language Processing tool is used to measure the importance weight and sentiment score of product attributes. Second, an approach for dynamically mining user requirements is introduced to classify product attributes and analyze the changes of attribute data in three categories over time. Finally, an improvement strategy for next-generation product design is developed based on the changing behavior of attributes. Moreover, a case study on vehicles based on online reviews was conducted to illustrate the proposed methodology. Our research suggests that the proposed approach can accurately mine customer requirements and lead to successful product improvement strategies for next-generation products. 相似文献
5.
This study utilized a user-centered design approach as the foundation for a new Assistive Device (AD) design process. Observation and evaluation results from a Usability Context Analysis (UCA) was used to improve the analysis of Strengths, Weaknesses, Opportunities and Threats (SWOT Analysis) and the matrix of Threats, Opportunities, Weaknesses, and Strengths (TOWS matrix), resulting in two assistive device design methods named AD-SWOT and AD-TOWS. Thus, an AD-design process, tailored for designing assistive devices, was both established and tested. Owing to the information gained from using the design processes and evaluating product efficiency with various cases in the early part of the research, it was decided to use the AD-design process for the entire design process. Using this process, an adjustable hair washer for physically disabled individuals to wash their hair using normal postures was developed. Furthermore, the method derived in this study can also be applied to users suffering from single-sided shoulder-joint mobility disabilities, such as frontal flexion, scapular plan elevation, and restricted abductors. 相似文献
6.
Eduard Sergi Joaquim Albert Marc Lluis Vicente Ramon Gabriel Michel 《Future Generation Computer Systems》2006,22(8):920-928
GridON is an application that converts high-resolution broadcast video into MPEG-2 format, thereby reducing the file size and resolution. The application uses the user controlled lightpaths (UCLP) software to create on-demand, end-to-end, high-bandwidth dedicated connections to access remote computers. The converted MPEG-2 files can be distributed much faster and further than the source files to these dispersed computers, for reassembly into the higher resolution format. This paper describes the demonstration that took place last September at the iGrid 2005 conference held in San Diego. As a proof of concept, we successfully demonstrated that a video transfer in a Grid network environment can be integrated with a user-controlled lightpath provisioning system. 相似文献
7.
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
8.
AR instruction is a kind of virtual information presented on a human–computer interface. It allows users to view the geometric state, spatial relationship, operation method, and other information involved in the physical task, to form the spatial cognition of the current interaction process. At present, AR instructions cannot support high-precision procedural tasks. The reason is that the existing research work is to use visual elements to express the spatial relationship of physical tasks, without considering transforming the long-term accumulated potential experience of advanced users into a series of effective visual features and interaction modes, to promote the new users to quickly conceive the task intention. In this paper, a user-centered AR instruction(UcAI) is defined and tested for the first time in a procedural task. The control experiment and behavior analysis of 30 participants designing two tasks with different operation precision show that UcAI is more beneficial to improve the user's spatial cognitive ability than conventional AR instruction. Especially in the high-precision operation task, UcAI plays an important role. Our research results have a certain guiding significance for advanced AR instruction design, which extends AR technology to physical tasks with high cognitive complexity. 相似文献
9.
互联网、普适计算和家庭机器人等计算机应用技术日益走进并深刻影响家庭生活。这些与家庭生活领域相适应的新技术的用户接受度、可用性及用户体验正成为越来越重要的问题。解决这些问题需要采用以用户为中心的研究、设计和创新方法。Living Lab用户协同创新方法具有用户主动参与、深入真实环境和纵向研究剖面等优点。介绍了把Living Lab方法用于家庭应用创新的研究与实践。首先介绍Living Lab的基本概念,然后重点介绍家庭应用设计开发中的Living Lab研究与实践案例,最后探讨其未来的发展方向和研究课题。 相似文献
10.
Web-based tools developed in the last couple of years offer unique opportunities to effectively support scientists in their effort to collaborate. Communication among environmental researchers often involves not only work with geographical (spatial), but also with temporal data and information. Literature still provides limited documentation when it comes to user requirements for effective geo-collaborative work with spatio-temporal data. To start filling this gap, our study adopted a User-Centered Design approach and first explored the user requirements of environmental researchers working on distributed research projects for collaborative dissemination, exchange and work with spatio-temporal data. Our results show that system design will be mainly influenced by the nature and type of data users work with. From the end-users' perspective, optimal conversion of huge files of spatio-temporal data for further dissemination, accuracy of conversion, organization of content and security have a key role for effective geo-collaboration. 相似文献
11.
ContextIn the last decade, software development has been characterized by two major approaches: agile software development, which aims to achieve increased velocity and flexibility during the development process, and user-centered design, which places the goals and needs of the system’s end-users at the center of software development in order to deliver software with appropriate usability. Hybrid development models, referred to as user-centered agile software development (UCASD) in this article, propose to combine the merits of both approaches in order to design software that is both useful and usable.ObjectiveThis paper aims to capture the current state of the art in UCASD approaches and to derive generic principles from these approaches. More specifically, we investigate the following research question: Which principles constitute a user-centered agile software development approach?MethodWe conduct a systematic review of the literature on UCASD. Identified works are analyzed using a coding scheme that differentiates four levels of UCASD: the process, practices, people/social and technology dimensions. Through subsequent synthesis, we derive generic principles of UCASD.ResultsWe identified and analyzed 83 relevant publications. The analysis resulted in a comprehensive coding system and five principles for UCASD: (1) separate product discovery and product creation, (2) iterative and incremental design and development, (3) parallel interwoven creation tracks, (4) continuous stakeholder involvement, and (5) artifact-mediated communication.ConclusionOur paper contributes to the software development body of knowledge by (1) providing a broad overview of existing works in the area of UCASD, (2) deriving an analysis framework (in form a coding system) for works in this area, going beyond former classifications, and (3) identifying generic principles of UCASD and associating them with specific practices and processes. 相似文献
12.
Giovanni Cannata 《Personal and Ubiquitous Computing》2006,10(2-3):170-172
Phymail Box is an information appliance that checks and prints important emails according to the user’s preferences. It allows
people to manage the email experience in a new way, making it easier and more pleasant to use than other available systems 相似文献
13.
This paper describes extensive user studies that have been conducted to understand what "home" actually means to people, and
to find out how people would like to live in their "dream home." Based on these studies, three innovative user-system interaction
concepts were developed that help to enhance people's home experience.
Electronic Publication 相似文献
14.
N. Kalra T. Lauwers D. Dewey T. Stepleton M. B. Dias 《Information Systems Frontiers》2009,11(2):117-128
Less than 3% of the 145 million blind people living in developing countries are literate (Helander, Prejudice and dignity: An introduction to community-based rehabilitation. New York: UNDP 1998). This low literacy rate is partly due to the lack of trained teachers and the challenges associated with learning to write
braille on a traditional slate and stylus. These challenges include writing from right to left, writing mirrored images of
letters, and receiving significantly delayed feedback. Extensive conversations with the Mathru Educational Trust for the Blind
near Bangalore, India, revealed the need for a robust, low-power, low-cost braille writing tutor. We present an iterative
and participatory process resulting in the creation and refinement of a prototype braille writing tutor system. This system
uses a novel input device to capture a student’s activity on a slate using a stylus and uses a range of techniques to teach
braille writing skills to both beginner and advanced students. We report on lessons learned from the implementation of this
project and from a 6-week pilot study at Mathru, and outline future directions for improvement.
相似文献
T. LauwersEmail: |
15.
A methodology for assessing perceptions of a product through cost-benefit analysis is demonstrated in an experimental study involving use of one of two products for supporting interaction with telephone voice menu systems. The method emphasizes ratings of constructs related to costs and benefits considered relevant to decisions regarding product adoption, and the use of the analytic hierarchy process technique to derive subjective importance weights associated with those constructs. Twenty-five younger subjects (18-39 years of age) and 27 older subjects (60-82 years of age) interacted with simulated telephone voice menu systems supported by either a screen phone or a graphical device. Although analysis of the benefit-cost ratios revealed that benefits were perceived as more important than costs, the analysis of the constituent item ratings and importance weights provided potentially more useful information for predicting product adoption. 相似文献
16.
A thorough appreciation of physical, social, interactional, and psychological contextual factors is crucial in the design of ubiquitous computing applications. This paper investigates the benefits of a method called bodystorming for carrying out design sessions in the original context, `in the wild', instead of the office. A location is selected that is identical or similar to the original environment. Innovation, carried out on-site, is based on ethnographical data presented as concrete design questions. Individual solutions to design questions are brainstormed and discussed on-site. Facets of data collection and preparation, formulation of design questions, selection of locations, session administration, and evaluation of design ideas are presented. We found that bodystorming permits immediate feedback for generated design ideas, and can provide a more accurate understanding of contextual factors. Bodystorming sessions were found memorable and inspiring. It is best suitable for designing for activities that are accessible and unfamiliar to the researchers. 相似文献
17.
The implementation of evaluation methods with the aim to gain knowledge of the perceived quality aspects is a challenging task because of versatile disruptive factors on the users’ cognition. Commonly known disruptive factors like the different level of experience in the usage of a system or the publicity of a brand name are considered in research approaches only marginally. This becomes even more important when the evaluated system stays in direct interaction with the evaluator and an increase of external influences can be expected. On the example of a system with strong user interaction, a research approach for an objective evaluation of quality aspects was developed with cordless drills. An experiment has been carried out with 50 craftsmen which are divided into two groups, whereby the first of which will be given original labeled and the other blinded cordless drills for rating the application quality. Evaluation was divided into a preliminary test and a practical test phase, in which selected applications were performed. Results for the preliminary evaluation of the cordless drills indicate a significant brand influence with a strong positive effect on well-known (p<.001, r=0.492, +30.7%) and a negative effect on unknown brands (p=0.029, r=0.309, -17.2%). Practical usage of the devices leads to a significant change of ratings (well-know brand: p=0.007, r=0.378, +1.9%; unknown brand: p=0.053, r=0.274, +12%). Using paired sample t-test it can be shown that the practical use of cordless drills reduces variances in evaluation and ratings become more precise.Relevance for industry: Given approaches can be used in industry to conduct field studies with real users and benchmark systems to identify new development goals (quality aspects) for user-optimized products that are not affected by disruptive factors such as the brand name. 相似文献
18.
The objective of this study was to investigate the relationship between feed and lateral force with productivity in hammer drilling. Necessary user forces and vibration caused by hammer drilling leads to user fatigue and long-term injuries. Through an increase in productivity, the stress duration and thus injuries caused can be reduced. The user, who influences productivity, applies lateral forces in addition to the feed force during hammer drilling. Their influence and interaction with the feed force on productivity has not yet been investigated. In this study, a total of 1152 boreholes were performed on an automated test bench. Along with the feed and lateral forces, the setup, consisting of hammer drill and drill bit model, was varied in order to investigate interaction effects as well as discuss transferability of the findings. The productivity was evaluated by the rate of penetration (ROP). It was observed that the ROP decreased with increasing lateral forces (p < .001, r = 0.315) and increased with increasing feed force. The detailed courses of these relationships were setup-specific. At low feed forces, the feed and lateral force interacted on the ROP. The investigated relationships indicate an efficient operating range depending on the user forces and setup used, which enables a reduction of the user's stress duration. The findings help engineers develop power tools that provide more efficient and hence less fatiguing work, making them more ergonomic for the user. 相似文献
19.
Wu Wen-Tsun 《Journal of Automated Reasoning》1986,2(3):221-252
At the end of 1976 and the beginning of 1977, the author discovered a mechanical method for proving theorems in elementary
geometries. This method can be applied to various unordered elementary geometries satisfying the Pascalian Axiom, or to theorems
not involving the concept of ‘order’ (e.g., thatc is ‘between’a andb) in various elementary geometries. In Section 4 we give the detailed proofs of the basic principles underlying this method.
In Sections 2 and 3 we present the theory of well-ordering of polynomials and a constructive theory of algebraic varieties.
Our method is based on these theories, both of which are based on the work of J. F. Ritt. In Section 5 we use Morley's theorem
and the Pascal-conic theorem discovered by the author to illustrate the computer implementation of the method. 相似文献
20.
Ruth Kikin-Gil 《Personal and Ubiquitous Computing》2006,10(2-3):106-109
The extremity in teenagers’ attitudes and actions coupled with the opportunities of mobile communication creates new behaviors
and re-shapes existing ones. But, however meaningful the phone is in teenagers’ lives, it is not designed to support their
need for emotional communication and group identity. The BuddyBeads project suggests alternative communication forms among teenagers, which emphasize their social structures, behaviors and
needs. BuddyBeads are techno-jewelry items that facilitate non-verbal and emotional communication among group members, through codes and signals
which the group decided upon together. Each group member has a matching jewelry piece and can use it to communicate her emotional
state to the other group members. 相似文献