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1.
A cooperative interface that, using suitable user models, alters the processing of the user's queries to include additional information that will block faulty inferences is described. In a sense, the interface actively teaches the user facts about the database not explicitly asked for. User interaction with the database then becomes a learning and discovery process guided by the queries posed to the interface. A semantics for user models is introduced that captures, with the help of default logic, the nonmonotonic behavior users normally exhibit. Results showing that the cooperative interface generates enough additional information to block all faulty inferences are presented  相似文献   

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3.
The lack of analytical techniques in designing optimal network configurations and control policies in Automated Guided Vehicle Systems (AGVS) leaves simulation as the designer's primary tool. ASP is a general purpose AGVS Simulation Package developed in SIMAN and FORTRAN. This interactive package is designed to relieve the user of programming the simulation model and allow the user to input different design configurations quickly. The package consists of an interactive user interface, a model file which contains the generic portion of the system model and an experiment file which contains user defined parameters which are problem specific. The user enters the network topology, vehicle operating characteristics and selects system and simulation control policies. Waiting time at each intersection and station and total system time are the general output of the package and may be further analyzed using the SIMAN Output Processor.  相似文献   

4.
当前基于模型的用户界面设计不能较好处理界面和语义的隔离问题。为此,提出一种基于模型的用户界面变压器设计方法。将设计过程分为任务和领域、界面设计、抽象用户界面、具体用户界面、最终用户界面5个层次,利用相关的用户界面描述语言进行抽象描述,导出用户界面的抽象模型,经逐层模型映射后,通过客户端将其解析并显示。应用结果表明,该设计方法具有较好的可用性,能达到跨平台的目的。  相似文献   

5.
Privacy policies are widely used by online service providers to regulate the use of personal data they collect, but users often skip on reading them and are unaware of the way information about them is being treated, and how they can control the ways in which that information is collected, stored or shared. Eye tracking methodology was used to test if a default presentation of a policy encourages reading it, and how the document is being read by users. Results show that when a privacy policy is presented by default, participants tend to read it quite carefully, while when given the option to sign their agreement without reading the policy, most participants skip the policy altogether. Surprisingly, participants who actively choose to read the policy spend significantly less time and effort on reading it than participants in the default condition. Finally, default policy presentation was significantly related to understanding user rights and restrictions on the use of personal data.  相似文献   

6.
界面模板是一种崭新的界面设计模式,提出了基于界面模型的界面模板概念,在支持界面自动生成的界面开发方法中实现从抽象界面到具体界面的转化。讨论了界面模板的构成与表达、界面模板的分类以及界面模板库体系结构,说明了界面模板的用法。  相似文献   

7.
Conceptual design and editing parameterized models of 3D solids often requires user interactions with many types of entities and relations. In this paper, we present a concept for simplifying the design process. The simplification is based on three paradigms; integration of data structures and control structures, multiple view interface, and use of hypertext techniques for fast traversal and selective display of data. Data structures and control structures are integrated into uniform building blocks called cells. Cells define assemblies of CSG solids and can be grouped bottom-up into more complex cells or, alternatively, can be refined top-down during the design process. Efficient specification of complex cells and patterns is made possible through the use of automatic default values, multiple instantiation, built-in repetition, and recursion. A multiple-view interface enables the designer to view and edit both the cell parameters and the hierarchical structure of the model. The interface provides integrated textual, 2D graphical, and 3D direct-manipulation techniques for specifying primitive dimensions and relative transformations.  相似文献   

8.
This paper presents a comprehensive, all-in-one approach to automatic generation of high-level coordination controllers for flexible manufacturing systems (FMS). The approach comprises an intuitive graphical world wide web (WWW) user interface to specify the FMS layout and the desired production sequences. It also includes algorithms (a) to generate a proper Petri Net model for the specified plant, (b) to set up optimal (i.e. minimally restrictive) collision and deadlock avoidance policies together with a proper supervisory controller to enforce these policies, and (c) to react to disturbances such as machine breakdowns. These algorithms run in the design (offline) phase without user interaction. During online operation the operator only needs to indicate the arrival of new raw materials and the removal of finished products using the same user interface as mentioned before. An example implementation demonstrates the applicability and efficiency of the proposed approach.  相似文献   

9.
Tablets, smartphones, and wearables have limited resources. Applications on these devices employ a graphical user interface (GUI) for interaction with users. Language runtimes for GUIs employ dynamic memory management using garbage collection (GC). However, GC policies and algorithms are designed for data centers and cloud computing, but they are not necessarily ideal for resource-constrained embedded devices. In this article, we present GUI GC, a JavaFX GUI benchmark, which we use to compare the performance of the four GC policies of the Eclipse OpenJ9 Java runtime on a resource-constrained environment. Overall, our experiments suggest that the default policy Gencon registered significantly lower execution times than its counterparts. The region-based policy, Balanced, did not fully utilize blocking times; thus, using GUI GC, we conducted experiments with explicit GC invocations that measured significant improvements of up to 13.22% when multiple CPUs were available. Furthermore, we created a second version of GUI GC that expands on the number of controllable load-stressing dimensions; we conducted a large number of randomly configured experiments to quantify the performance effect that each knob has. Finally, we analyzed our dataset to derive suitable knob configurations for desired runtime, GC, and hardware stress levels.  相似文献   

10.
The considerable and significant progress achieved in the design and development of new interaction devices between man and machine has enabled the emergence of various powerful and efficient input and/or output devices. Each of these new devices brings specific interaction modes.With the emergence of these devices, new interaction techniques and modes arise and new interaction capabilities are offered. New user interfaces need to be designed or former ones need to evolve. The design of so called plastic user interfaces contributes to handling such evolutions. The key requirement for the design of such a user interface is that the new obtained user interface shall be adapted to the application and have, at least, the same behavior as the previous (adapted) one. This paper proposes to address the problem of user interface evolution due to the introduction of new interaction devices and/or new interaction modes. More, precisely, we are interested by the study of the design process of a user interface resulting from the evolution of a former user interface due to the introduction of new devices and/or new interaction capabilities. We consider that interface behaviors are described by labelled transition systems and comparison between user interfaces is handled by an extended definition of the bi-simulation relationship to compare user interface behaviors when interaction modes are replaced by new ones.  相似文献   

11.
为研究情感因素对用户界面设计的影响,打破基于物质性产品设计的传统设计原则,总结出适用于界面设计的设计原则。对物质性产品和非物质性产品(用户界面),这两类产品的分析,确定情感因素在用户界面设计中的重要性;同时应用两个用户界面的案例来分析情感化设计在用户界面设计中给用户带来了什么。探究情感因素对用户界面设计中的影响,并指导用户界面进行情感化设计。通过对物质性产品和非物质性产品的比较分析,得出设计有了本质上的改变,用户界面设计应打破传统的设计原则,即"形式追随功能",将用户的情感作为设计的主导,形成遵循情感因素的形式美法则。在用户界面中,以形式激发功能。  相似文献   

12.
In this paper a brief review of user interface management systems (UIMSs) and their advantages is given. Shortcomings of current UIMSs and open requirements imposed by industrial application areas are outlined. Among the most important requirements are uniform design mechanisms independent of interaction media, techniques, and styles as well as a straight forward end-user adaptability of user interfaces. A new approach to interactive interface construction, called “direct composition”, is introduced. In this approach all interface objects contain the means for their own modification and design and therefore offer consistent interaction techniques for both the construction and usage of user interfaces. Moreover, end-user adaptability is an inherent feature of direct composition interfaces. The user interface design environment SX/Tools is described to exemplify specific properties of user interface management systems following the principle of direct composition. The impacts of direct composition on user interface design include a uniform interface development process covering tool development, interface development, and “on-usage” interface adaptation. It is argued that the direct composition approach can overcome many of the problems with traditional UIMSs.  相似文献   

13.
In mobile devices, multiple applications contend for limited resources in the underlying embedded system framework. Application resource requirements in mobile systems vary by computation needs, energy consumption and user interaction frequency. Quality of service (QoS) is the predominant metric of choice to manage resources among contending applications. Resource allocation policies to support static QoS for applications do not reflect the changing demands of the user in contemporary network on chip (NoC) based embedded architectures. User satisfaction with the user interactions and user interface design ought to be the primary design driver. Some recent research has integrated a saturating, non-linear user satisfaction function in the application thread scheduler. The application and operating system level user satisfaction research assumes that the throughput of inter-thread edges is limited only by the computational constraints of the nodes. With NoC, however, NoC resource allocation policies play an important role in determining the inter-thread communication flow’s throughput and the resulting application level user satisfaction. In this paper, we filter down the user satisfaction from an application layer attribute to a router level attribute to improve the resource and energy utilization for routing in order to leverage the user satisfaction at the application and system level. We demonstrate that this technique improves the user satisfaction of audio (MP3) application by 10% while maintaining the user satisfaction of video (MPEG-2) application. Experiments also show that a fixed energy source can be extended for an average of 18% of the time using the NoC user satisfaction based energy optimization proposed in this research.  相似文献   

14.
《Ergonomics》2012,55(3):491-502
A user-centred approach to human-computer interface design requires that the designer has appropriate tools to aid in the design process and employs iterative design procedures which incorporate user evaluations. The concept of using models of the user as an interface design tool is discussed, and several approaches to user modelling are described. These approaches are divided into the broad categories of conceptual and quantitative models. Conceptual models deal primarily with representations of users1 cognitive processes, structures and strategies. Quantitative models include performance, ergonomic, computer simulation and statistical models. Examples of both a conceptual and a quantitative model are provided to illustrate human-computer interface design implications. Some unresolved issues pertaining to both categories of models are discussed, and recommendations are made to improve modelling as an interface design tool.  相似文献   

15.
A domain knowledge driven user interface development approach is described.As a conceptual design of the user interface,the domain knowledge defines the user interface in terms of objects,actions and their relationships that the user would use to interact with the application system.It also serves as input to a user interface management system (UIMS) and is the kernel of the target user interface.The principal ideas and the implementation techniques of the approach is discussed.The user interface model,user interface designer oriented high-level specification notatiopn,and the transformation algorithms on domain knowledge are presented.  相似文献   

16.
We present design principles for conceiving tangible user interfaces for the interactive physically-based deformation of 3D models. Based on these design principles, we developed a first prototype using a passive tangible user interface that embodies the 3D model. By associating an arbitrary reference material with the user interface, we convert the displacements of the user interface into forces required by physically-based deformation models. These forces are then applied to the 3D model made out of any material via a physical deformation model. In this way, we compensate for the absence of direct haptic feedback, which allows us to use a force-driven physically-based deformation model. A user study on simple deformations of various metal beams shows that our prototype is usable for deformation with the user interface embodying the virtual beam. Our first results validate our design principles, plus they have a high educational value for mechanical engineering lectures.  相似文献   

17.
It is a well-known fact that users vary in their preferences and needs. Therefore, it is very crucial to provide the customisation or personalisation for users in certain usage conditions that are more associated with their preferences. With the current limitation in adopting perceptual processing into user interface personalisation, we introduced the possibility of inferring interface design preferences from the user’s eye-movement behaviour. We firstly captured the user’s preferences of graphic design elements using an eye-tracker. Then we diagnosed these preferences towards the region of interests to build a prediction model for interface customisation. The prediction models from eye-movement behaviour showed a high potential for predicting users’ preferences of interface design based on the paralleled relation between their fixation and saccadic movement. This mechanism provides a novel way of user interface design customisation and opens the door for new research in the areas of human–computer interaction and decision-making.  相似文献   

18.
为了支持界面设计的自动化,国内外的研究提出了基于语言的设计工具、交互式图形描述工具和基于模型的生成工具。但是这些工具都只是从界面本身考虑设计和编码的自动化,没有从用户需求出发考虑界面的设计。该文从需求模型出发设计用户界面逻辑,使得界面是依据用户需求设计的,并且是可以进行需求验证的。该文给出了从需求模型得到界面逻辑模型的算法,以及从界面逻辑模型反向推导需求模型元素的算法。  相似文献   

19.
基于表单的业务系统界面逻辑模型获取的研究   总被引:1,自引:0,他引:1       下载免费PDF全文
为了支持界面设计的自动化,国内外的研究提出了基于语言的设计工具、交互式图形描述工具和基于模型的生成工具.但是这些工具都只是从界面本身考虑设计和编码的自动化,没有从用户需求出发考虑界面的设计.该文从需求模型出发设计用户界面逻辑,使得界面是依据用户需求设计的,并且是可以进行需求验证的.该文给出了从需求模型得到界面逻辑模型的算法,以及从界面逻辑模型反向推导需求模型元素的算法.  相似文献   

20.
超媒体文档系统的用户界面设计及热标处理   总被引:2,自引:0,他引:2  
沈琦 《计算机工程》1998,24(5):40-42
用户界面设计及热处理是超媒体文档系统中的一个极为重要的内容,设计的内容将直接影响软件的质量,文章介绍了超媒体当系统中有用户界面的设计问题,热标的概念及热标处理中的一些问题。  相似文献   

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