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1.
In this article we report on the development of a group‐communication service using the formal specification language LOTOS, and present our experience in using publicly available tools for this purpose. The service implements atomic broadcast through a Two‐Phase‐Commit protocol, providing at‐least‐once delivery semantics and with no restriction on message delivery order. First we wrote an informal specification describing the desired properties from the service, the interfaces with the underlying network layer and the upper user layer, and the protocol to be used by the service. Then we developed the formal specification of the protocol in LOTOS. After validating the formal specification and thus having a certain confidence in its adequacy with respect to the informal specification, we derived test cases from the formal specification and implemented the service using the Concert/C distributed programming language. While testing the implementation, we found that most errors were related to unspecified features or bugs in the execution environment. From this experience, we draw our conclusions on the usefulness of software development based on formal techniques. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

2.
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research. Yet, the literature addressing this shift in focus is very limited. We believe that the field of UX research can learn from a field where design and experiential aspects have always been important: design research. In this article, we discuss why design is needed in UX research and how research that includes design as a part of research can support and advance UX design practice. We do this by investigating types of design-inclusive UX research and by learning from real-life cases of UX-related design research. We report the results of an interview study with 41 researchers in three academic research units where design research meets UX research. Based on our interview findings, and building on existing literature, we describe the different roles design can play in research projects. We also report how design research results can inform designing for experience methodologically or by providing new knowledge on UX. The results are presented in a structured palette that can help UX researchers reflect and focus more on design in their research projects, thereby tackling experience design challenges in their own research.  相似文献   

3.
基于HCI状态机的蓝牙无线通信系统模型   总被引:2,自引:0,他引:2  
蓝牙是一种短距离无线通信的技术规范。分析了蓝牙协议栈中主机控制器接口(HCI)的重要地位和主要功能,介绍了基于HCI的蓝牙应用系统的开发方式。文章详细分析了基于蓝牙模块的数据通信系统构成,着重介绍了使用HCI状态机的处理机制来实现HCI驱动的方法。依据蓝牙无线通讯系统模型,介绍了单片机与PC机蓝牙通信的应用实例,证实了该系统模型稳定可靠。  相似文献   

4.
《Information Systems》2001,26(4):295-320
Hypermedia structuring and navigation requires design methodologies different from those developed for standard information systems. This case study details our successful application of relationship management methodology (RMM), a hypermedia systems analysis and design methodology, to ACM SIGLINK's LINKBase. LINKBase is a World Wide Web (WWW) application, which dynamically generates WWW pages from a relational database containing information about hypermedia-related events such as conferences, publications, authors, and sponsoring organizations. We describe our experience applying RMM in this case study, summarize design lessons we learned in the process, present extensions to RMM, discuss human–computer interaction (HCI) aspects of RMM, and ground our work in the hypermedia design and HCI literature. Our experiences should encourage hypermedia and WWW developers to utilize systematic design techniques to build highly usable and useful WWW applications.  相似文献   

5.
We present an overview of the latest developments in the detection of metamorphic and virtualization-based malware using an algebraic specification of the Intel 64 assembly programming language. After giving an overview of related work, we describe the development of a specification of a subset of the Intel 64 instruction set in Maude, an advanced formal algebraic specification tool. We develop the technique of metamorphic malware detection based on equivalence-in-context so that it is applicable to imperative programming languages in general, and we give two detailed examples of how this might be used in a practical setting to detect metamorphic malware. We discuss the application of these techniques within anti-virus software, and give a proof-of-concept system for defeating detection counter-measures used by virtualization-based malware, which is based on our Maude specification of Intel 64. Finally, we compare formal and informal approaches to malware detection, and give some directions for future research.  相似文献   

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The KeY system allows for the integrated informal and formal development of object-oriented Java software. In this paper we report on a major industrial case study involving safety-critical software for the computation of a particular kind of railway timetable used by train conductors. Our case study includes formal specification of requirements both on the analysis and the implementation level. Particular emphasis in our research is placed on the challenge to make authoring and maintenance of formal specifications easier. We demonstrate that the technique of specification patterns as implemented in KeY for the language OCL yields significant improvements.  相似文献   

9.

Implementation of machine learning (ML) in human-computer interaction (HCI) work is not trivial. This article reports on a survey of 112 professionals and academicians specializing in HCI, who were asked to state level of ML use in HCI work. Responses were captured via a structured questionnaire. Analysis showed that about one-third of those who participated in the survey had used ML in conjunction with a variety of different HCI tasks. However, statistically significant differences could not be identified between those who have and those who have not used ML. Using statistics, contingency analysis, and clustering, we modeled interaction between representative HCI tasks and ML paradigms. We discovered that neural networks, rule induction, and statistical learning emerged as the most popular ML paradigms across HCI workers, although intensive learning, such as inductive logic programming, are gaining popularity among application developers. We also discovered that the leading causes for declining use of ML in HCI work are (1) misperceptions about ML, (2) lack of awareness of ML's potential, and (3) scarcity of concrete case studies demonstrating the application of ML in HCI.  相似文献   

10.
This paper reports a study of the use of activity theory in human–computer interaction (HCI) research. We analyse activity theory in HCI since its first appearance about 25 years ago. Through an analysis and meta-synthesis of 109 selected HCI activity theory papers, we created a taxonomy of 5 different ways of using activity theory: (1) analysing unique features, principles, and problematic aspects of the theory; (2) identifying domain-specific requirements for new theoretical tools; (3) developing new conceptual accounts of issues in the field of HCI; (4) guiding and supporting empirical analyses of HCI phenomena; and (5) providing new design illustrations, claims, and guidelines. We conclude that HCI researchers are not only users of imported theory, but also theory-makers who adapt and develop theory for different purposes.  相似文献   

11.
Current CAD tools are not able to support the conceptual design phase, and none of them provides a consistency analysis for sketches produced by architects. This phase is fundamental and crucial for the whole design and construction process of a building. To give architects a better support, we developed a CAD tool for conceptual design and a knowledge specification tool. The knowledge is specific to one class of buildings and it can be reused. Based on a dynamic and domain-specific knowledge ontology, different types of design rules formalize this knowledge in a graph-based form. An expressive visual language provides a user-friendly, human readable representation. Finally, a consistency analysis tool enables conceptual designs to be checked against this formal conceptual knowledge.In this article, we concentrate on the knowledge specification part. For that, we introduce the concepts and usage of a novel visual language and describe its semantics. To demonstrate the usability of our approach, two graph-based visual tools for knowledge specification and conceptual design are explained.  相似文献   

12.
This paper reports on the application of a range of human computer interaction (HCI) methods to the re-design of an electronic flight bag (EFB), as part of a commercial software development project. Specifically, it focusses on the use of participatory design methods, for resolving EFB usability problems. The purpose of this case study is to: (a) Show how participatory design methods can be effectively combined with ethnographic techniques and more formal methods in HCI, for the development of human-friendly EFB systems, (b) Illuminate the specific EFB usability issues encountered in this research and related HCI solutions, (c) Generate an awareness of the challenges faced by HCI practitioners adapting HCI methods to meet commercial project constraints. The HCI methodology outlined in this case study may be of interest to practitioners tasked with process and technology envisionment and/or working with limited resources.Joan Cahill has worked as an (HCI) consultant to Aircraft Management Technologies  相似文献   

13.
How do students learn expectations for “informal” online composition? This article details the results of a qualitative study that examines how students and writing consultants negotiate and define writing conventions for “low-stakes,” digital composition: that is, writing assignments that are composed for Blackboard discussion forums and receive only completion grades. Study results are based on both a survey of student experiences with digital composition and a writing center consultation case study at a large, southeastern, RU/VH university. Student anxiety about digital composition and classroom instruction have contributed to writing centers’ status as space for students to work out their fears and questions about new media. This study reports on how digital composition in writing classes has impacted the ways in which writing centers must address issues of audience, consider new methods for invention, and contend with a renewed focus on grammatical correctness. The article presents suggested pedagogy for emerging digital composition and poses questions to those in computers and composition about how we might best approach classroom instruction as digital composition genres evolve.  相似文献   

14.
Affinity diagramming is a cheap and widely used knowledge elicitation technique in human–computer interaction (HCI). However, empirical methods for evaluating user performance in conducting affinity diagrams have remained relatively static. Despite the fact that often the main value of such affinity diagramming sessions lies in the group-based discussions and debates that take place during their construction, what is being captured is often only the final categorizations (the affinity diagram) rather than the process of constructing them. In this article, we propose the concept of categorization constructionism, which we describe as optimized when affinity diagrams are facilitated in groups that have a considerate input of activity in categorization decision-making. We describe how we used this rule to model the temporal nature found within affinity diagram categorizations as they are constructed. To help us test our approach, we utilized participatory design (PD) sessions in developing three TabletPC-based software tools (CATERINE, SAW, and MATE) that would record, allow manipulation of, and evaluate the organization of affinity constructs over time programmatically with digital inking processes. We then used these tools to conduct an experiment that would explore our concept of measuring constructionistic activity over time in practice through the use of our tools.  相似文献   

15.
The theme of this special issue is “The Role of Cognitive Science in Human-Computer Interaction” (HCI). A generally accepted definition states that the main goal of HCI is to advance the design, implementation, and use of interactive computing systems by human beings (ACM, SIGCHI, 1992). Since the current primary use of computers is as tools for acting on and for observing the (information) world, the role of cognitive science-interpreted broadly as an endeavour to understand intelligent behaviour-is, consequently, tied to the questions:• how do our interactions with computing systems affect our representations of the objects that we manipulate?• how does interactions design influence our senses and our actions?• how does using computers to perform tasks transforms our notions of the relationships that exist in the world around us?  相似文献   

16.
HCI plays an important role in interactive medical image segmentation. The Goals, Operators, Methods, and Selection rules (GOMS) model and the National Aeronautics and Space Administration Task Load Index (NASA-TLX) questionnaire are different methods that are often used to evaluate the HCI process. In this article, we aim at improving the HCI process of interactive segmentation using both the GOMS model and the NASA-TLX questionnaire to: 1) identify the relations between these two methods and 2) propose HCI design suggestions based on the synthesis of the evaluation results using both methods. For this, we conducted an experiment where three physicians used two interactive segmentation approaches to segment different types of organs at risk for radiotherapy planning. Using the GOMS model, we identified 16 operators and 10 methods. Further analysis discovered strong relations between the use of GOMS operators and the results of the NASA-TLX questionnaire. Finally, HCI design issues were identified, and suggestions were proposed based on the evaluation results and the identified relations.  相似文献   

17.
Teaching HCI in an undergraduate course for computer scientists is often a challenging experience, because the skills that characterize HCI are different from scientific and computational thinking that are the focus of most subjects of the curriculum. Often HCI teaching is organized as a set of lectures that are useful to learn concepts, but don’t increase the design skills of the students. This work reports the results of an educational experience where both learners and teachers were actively involved in a process of knowledge construction and design. This process usually happens in other domains, such as architecture or industrial design, but is not part of most computer science curricula. We chose as project a challenging theme: the design of eco-feedback interfaces that inform people about the consequences of their actions for the environment and help to take decisions for lowering energy consumption. Eco-feedback interfaces are also representative of the gap between the products available on the market and the results of scientific studies, evidenced also by a recent workshop about HCI education. The workshop evidenced a number of pitfalls in HCI education that in our educational experience we tried to overcome with appropriate methodologies. An additional challenging task was the attempt to organize all the design activities taking advantage of a platform for remote learning, stressing its limits. The paper will discuss all these issues, evidencing where the applied methodologies gave good results and where they need further improvements, with the final goal of giving useful advices for HCI educational experiences to come.  相似文献   

18.
In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.  相似文献   

19.
How to achieve a complete and consistent software specification by construction is an important issue for software quality assurance but still remains an open problem. The difficulty lies in the fact that the assurance of the completeness needs user’s judgments and the specification keeps changing as requirements analysis progresses. To allow the user to easily make such judgments and to reduce chances for creating inconsistencies due to frequent specification modifications, in this paper we describe an intuitive, formal, and expressive specification method that integrates top-down decompositional and scenario-based compositional methods. The decompositional method is used at an informal level with the goal of achieving a complete coverage of the user’s functional requirements, while the compositional method is used to precisely define the functionality of each scenario and to construct complex scenarios by composition of simple scenarios in a formal, intuitive language called SOFL. Combination of the decompositional and compositional processes can facilitate the analyst in completing a specification in a hierarchical structure. We present an example to illustrate how the integrated method is used in practice and describe a software support tool for the method.  相似文献   

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