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There are many significant human factors issues associated with the design and visualization of complex, computer‐generated images. One such issue is to determine the most effective techniques for providing engineers with realistic three‐dimensional (3‐D) objects. Differences in subjects’ ability to discriminate between the shape of two 3‐D, perspective, computer‐aided design‐type (CAD‐type) objects were investigated for various levels of monocular coding techniques and the binocular cue stereopsis. Performance was assessed at all combinations of five levels of monocular cues and two levels of disparity. The task was similar to the classic mental rotation paradigm except that subjects were provided with the ability to rotate one of the objects using a two‐dimensional (2‐D) joystick. Results indicate that interposition was the only depth cue that significantly enhanced subject performance. One explanation for the lack of significance of stereopsis is that, for this particular task, depth information provided by disparity was not needed. Detailed analysis of object rotation data using an orientation index (OI) suggests that subjects employed a feature‐by‐feature comparison task strategy. With tools that can evaluate cognitive activity such as the mental rotation paradigm and orientation index, researchers can learn more about how designers visualize and understand 3‐D CAD objects.  相似文献   

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Ian Kelly 《Digital Creativity》2013,24(3-4):106-112
Abstract

An evolutionary model of computer aided colour design is described together with some prototype implementations. A two‐stage process is proposed. In the first‐stage broad characteristics that can be satisfied by a large number of designs are specified. The second evolutionary stage is the constrained by the characteristics specified in stage‐one. Possible future advanced developments of this approach to colour design are theoretically outlined. These exploit certain psychological findings regarding the relationship between colours and the meanings that they evoke.  相似文献   

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Abstract

The Department of Informatics at the University of Pretoria in South Africa has been involved in a research project funded by the Foundation for Research and Development (FRD) since 1996. The main focus of this project is to establish computer‐supported co‐operative learning centres in various rural communities. The case study described in this paper discusses a part of this project that was undertaken during 1998. The paper outlines the computer literacy course where co‐operative learning and traditional learning methods were used. A discussion about co‐operative learning and traditional learning, with specific reference to the implementation of the two methods at SEIDET, is presented. An outline of the research results based on a questionnaire completed by the teachers who took part in the case study, is given. Although most of the teachers preferred the traditional and known method of teaching that was used for the MsExcel part of the course, they indicated that they have learnt more using the co‐operative learning method.  相似文献   

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Abstract

Ergonomics is not always used effectively by practising designers, and is still seen as limiting their creativity. Reasons for this include: ergonomics information is not presented in a readily assimilated form to designers during their design education and later design activities; design decisions relating to ergonomics issues are not addressed and discussed systematically by all members of the design team during concept design; the user centred approach that ergonomics encourages in design is not always included as part of the education of future designers.

With computers being used more widely in design and design education, they could be used to deliver ergonomics information and help structure discussion of ergonomics issues amongst the design team from the earliest stages of design. This paper describes findings relating to the use of ergonomics in automotive design, and proposes two tools which could enhance the use of ergonomics in design education and in current and future design practice.  相似文献   

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Using remotely sensed data, landscape pattern analysis based on landscape metrics has been one of the major topics of landscape ecology, and more attention has been focused on the effects of spatial scale and the accuracy of remotely sensed data on landscape metrics. However, few studies have been conducted to assess the change of landscape metrics under the influence of land‐use categorization. In this paper, we took the Bao'an district of Shenzhen city as the study area, to analyse how land‐use categorization would influence changes in 24 landscape metrics. The results showed a significant influence, and based on the characteristics of the response curves of landscape metrics associated with the change in land‐use categorization in regression analysis, and the predictability of these relations, the 24 landscape metrics fell into three groups. (1) Type I included 12 landscape metrics, and showed a strong predictability with changing of land‐use categorization with simple function relations in regression analysis. (2) Type II included seven indices, and exhibited complicated behaviours against changing of land‐use categorization. The response curves of these metrics, which were not easy to predict, consisted of two subsections and could not be described by a single function. (3) Type III included five indices, and showed unpredictable behaviours against the change of the land‐use categorization. Their response curves could not be described by a certain function. This study highlights the need for the analysis of effects of land‐use categorization on landscape metrics so as to clearly quantify landscape patterns, and provides insights into the selection of landscape metrics for comparative research on a given area under different land‐use categorizations.  相似文献   

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Much has been written about the distinct ideas of online testing, in which students take tests and receive immediate feedback on their performance; distance learning, in which telecommunication technology extends the traditional classroom beyond the classroom walls; and multimedia, in which text, sound and graphics are integrated within an application. By using the World Wide Web (WWW) as a medium for administering online tests, immediate feedback can be provided, tests can be administered at a distance, and multimedia resources can be conveniently incorporated into questions. This paper describes Eval, an undergraduate research software prototype in which we explore security issues related to using WWW as a testing medium.  相似文献   

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Abstract

Manufacturers of office automation equipment, in their design of ergonomic computer terminals and office furniture, are encountering needed design data which is sometimes weak, absent, erroneous or inapplicable to the office-worker situation under consideration. In some instances, office automation manufacturers simply follow standards. In others, manufacturers make assumptions as to the best design, and in others, design decisions were based on testing results and conclusions.This paper reviews the ergonomic tools and features incorporated into the design of one office automation manufacturer's terminals and workstations. The short fall of applicable design data relevant to comfort versus extremes of motion in biomechanics, to keyboard home row height and slope angle to viewing distance, as well as to reverse video and surface colour are presented, along with the design resolution of these parameters. Further, certain aspects of posture recently published are discussed.  相似文献   

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Universal Access in the Information Society - Facilitating professional development of teachers has been considered as a critical factor for improving education quality. The use of an online...  相似文献   

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The main objective of this study was to develop a modeling framework which would unify different aspects of computer screen design and result in a quantitative criterion for an optimized computer screen format. The fuzzy set‐based linguistic design patterns were utilized as a tool to build this model. The linguistic patterns are based on categories of expressions related closely to natural language and truth values, which are close to a human designer's intuition. The proposed framework is capable of assessing the quality of computer screen design based on existing knowledge in human‐computer interface domain using the fuzzy‐based linguistic pattern approach. Exemplary patterns for an optimal screen density, information grouping, and some aspects of screen layout are presented, along with a sequence of calculations based on the exemplary screen format. This study showed that it is possible to achieve a rational and relatively easy to interpret assessment of different screen designs in the form of the degrees of truth. Such an evaluation criterion reflects the compatibility of a given screen design with the optimal one based on the current knowledge in the field. It is believed that the proposed methodological framework for computer screen design should significantly augment the efforts of human designers.  相似文献   

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In this self‐study, the author gained in‐depth understanding of how to plan and implement problem‐based learning (PBL), a student‐centred approach to teaching and learning that is driven by messy, open‐ended problems. This paper focuses primarily on the issues and concerns that arose as she developed and implemented a modified form of traditional PBL (Barrows, 1996) in large, pre‐service science‐teacher education classes. To view the research from many perspectives, a variety of data collection methods and sources were used, including field notes, semi‐structured interviews, student‐generated documents, and student journals. The outcomes of this study describe challenges (problem development, facilitation of groups, and assessment) encountered by the author as she planned for and implemented PBL. Furthermore, changes in the author's classroom practice, the connection between these changes and constructivist learning principles, and implications for science‐teacher education are addressed.  相似文献   

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This paper identifies the user’s adaptation on brain-controlled systems and the ability to control brain-generated events in a closed neuro-feedback loop. The user experience is quantified for the further understanding of brain–computer interfacing. A working system has been developed based on off-the-shelf components for controlling a robot in both the real and virtual world. Using commercial brain–computer interfaces (BCIs) the overall cost, set up time and complexity can be reduced. The system is divided in two prototypes based on the headset type used. The first prototype is based on the Neurosky headset and it has been tested with 54 participants in a field study. The second prototype is based on the Emotiv headset including more sensors and accuracy, tested with 31 participants in a lab environment. Evaluation results indicate that robot navigation through commercial BCIs can be effective and natural both in the real and the virtual environment.  相似文献   

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《Applied ergonomics》2011,42(1):76-84
Literature on ergonomic practice contains many discussions of how ergonomists should work but far less attention has been paid to how they do work and the factors that influence their practice. In an effort to improve our understanding of ergonomic practice as it occurs and how it is conditioned by broader contexts, we conducted an interview study with 21 ergonomists in Canada. We were particularly interested to understand the different kinds of activities study participants engaged in during the course of their work, the challenges they faced and the strategies they employed for facing these challenges. Findings indicate that in the course of their professional practice ergonomists engage in a variety of types of activities. This includes consulting on risk factors as well as a proactive role of fostering the application of ergonomics in organizations. The process of advocating for ergonomics brought study participants into a variety of interactions and collaborations with workplace parties in a type of activity we have called “organizational work”. In the course of doing organizational work, ergonomists utilize different strategies, including “political manoeuvring”, tailoring data collection and report presentations to clients’ concerns and ‘goal hooking’ in order to make the case for implementing ergonomics in workplaces. The article concludes with a list of “tips” for practicing ergonomists that are suggested by the analysis.  相似文献   

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The purpose of science education has been the subject of continuing debate over a long period. This article attempts to make explicit the recurrent tensions in that debate and to consider past frameworks for the aims of science education, arguing that no one element of the range of aims for science education should be over‐emphasized at the expense of others. A varied ‘menu’ of aims is required, partly in order to make science attractive to a range of learners. In reasserting the importance of a diversity of aims, the paper ends by bringing out some of its classroom implications.  相似文献   

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This article presents the results of an experiment designed to validate a set of ergonomic criteria for the evaluation of human‐computer interfaces. Criteria definitions that were designed in a previous study, were tested in a concept‐identification task. Twenty‐four subjects (12 human factors specialists and 12 nonspecialists) were asked to identify the criterion, within a set of 18 elementary criteria, that was violated for each of 36 usability problems. The results show no difference between groups either in terms of performance times or correct identifications. The mean percentage of correct identifications was 59.85%. This result calls for the refinement of some definitions. A detailed examination of the data and an analysis of confusion matrices permits the identification of categories of well‐defined criteria and categories of criteria that would benefit from improvements in their definitions. These results seem to support the feasibility of an evaluation method based on explicitely defined criteria.  相似文献   

18.
Fengfeng Ke   《Computers & Education》2008,51(4):1609-1620
Employing mixed-method approach, this case study examined the in situ use of educational computer games in a summer math program to facilitate 4th and 5th graders’ cognitive math achievement, metacognitive awareness, and positive attitudes toward math learning. The results indicated that students developed more positive attitudes toward math learning through five-week computer math gaming, but there was no significant effect of computer gaming on students’ cognitive test performance or metacognitive awareness development. The in-field observation and students’ think-aloud protocol informed that not every computer math drill game would engage children in committed learning. The study findings have highlighted the value of situating learning activities within the game story, making games pleasantly challenging, scaffolding reflections, and designing suitable off-computer activities.  相似文献   

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Simulation-based optimization for industrial process lines is discussed in this paper. Our approach combines multidisciplinary modeling, modern sensitivity analysis methodology as well as multiobjective optimization by means of object-oriented software design principles. As a result, a simulation and optimization approach that can be extended and modified due to users’ needs can be developed. Our approach is illustrated by a real-world example from papermaking industry.  相似文献   

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Cognition, Technology & Work - Social media, essential in everyday activity, have been frequently used in the performance of collaborative tasks as well as in collaborative learning in academia...  相似文献   

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