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Sensor-based interactions are increasingly being used in the design of user experiences, ranging from the activation of controls to the delivery of ‘context-aware’ information in the home. The benefits of doing so include the ability to deliver relevant information to people at appropriate times and to enable ‘hands-free’ control. A downside, however, is that sensor control often displaces user control, resulting in the user not knowing how to or being able to control aspects of a system. While this can be frustrating in many situations, it provides new opportunities for enhancing or augmenting various kinds of activities, where uncertainty can be exploited to good effect. We describe how we designed an adventure game for young children that incorporated a number of sensor-based interactions. We also present a preliminary conceptual framework intended to help designers and researchers develop novel user experiences using sensor-based interactions. A set of concepts are provided that characterize salient aspects of the user experience involved in sensing together with a discussion of the core properties of sensor technologies.  相似文献   

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Multimedia Tools and Applications - In the last decade, a number of projects have investigated the use of digital technologies to increase the engagement of the audience in live interactive...  相似文献   

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《Ergonomics》2012,55(1-3):88-113
This paper advances a proposition for the engineering of interactive computer-based environments capable of exhibiting alternative interactive embodiments to cope with diversity in users, interaction platforms and usage contexts. Such systems are referred to as Multiple Metaphor Environments (MME). The theoretical underpinnings of an MME rely on a conception of HCI design as mapping functions in a machine-oriented language (target domain) to symbols in a user-oriented language (source domain), and vice versa. Such a conception, which is rooted in developments in communication theory and the philosophy of language, constitutes the baseline for formulating a proposal for the design of MME. The proposal comprises a set of engineering principles, process-oriented guidelines and design techniques intended to facilitate a detailed account of how interactive systems could be designed to cope with diversity. To aid the articulation of the various properties of MME, we refer to concrete case studies that provide exemplars of novel insights and promising design practices towards the specification of MME.  相似文献   

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This paper advances a proposition for the engineering of interactive computer-based environments capable of exhibiting alternative interactive embodiments to cope with diversity in users, interaction platforms and usage contexts. Such systems are referred to as Multiple Metaphor Environments (MME). The theoretical underpinnings of an MME rely on a conception of HCI design as mapping functions in a machine-oriented language (target domain) to symbols in a user-oriented language (source domain), and vice versa. Such a conception, which is rooted in developments in communication theory and the philosophy of language, constitutes the baseline for formulating a proposal for the design of MME. The proposal comprises a set of engineering principles, process-oriented guidelines and design techniques intended to facilitate a detailed account of how interactive systems could be designed to cope with diversity. To aid the articulation of the various properties of MME, we refer to concrete case studies that provide exemplars of novel insights and promising design practices towards the specification of MME.  相似文献   

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Trust in automation: designing for appropriate reliance   总被引:3,自引:0,他引:3  
Lee JD  See KA 《Human factors》2004,46(1):50-80
Automation is often problematic because people fail to rely upon it appropriately. Because people respond to technology socially, trust influences reliance on automation. In particular, trust guides reliance when complexity and unanticipated situations make a complete understanding of the automation impractical. This review considers trust from the organizational, sociological, interpersonal, psychological, and neurological perspectives. It considers how the context, automation characteristics, and cognitive processes affect the appropriateness of trust. The context in which the automation is used influences automation performance and provides a goal-oriented perspective to assess automation characteristics along a dimension of attributional abstraction. These characteristics can influence trust through analytic, analogical, and affective processes. The challenges of extrapolating the concept of trust in people to trust in automation are discussed. A conceptual model integrates research regarding trust in automation and describes the dynamics of trust, the role of context, and the influence of display characteristics. Actual or potential applications of this research include improved designs of systems that require people to manage imperfect automation.  相似文献   

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This paper describes the use of correspondence analysis to create the space of a book, constructs that of Kierkegaard'sFear and Trembling as an illustration, and distinguishes three separate contexts of some of its most important words: thespatial context (where the search word lies in that named and ordered space); theoverall context (the x words closest to the search word in multi-dimensional space); and the role/sense context (the words associated with the search word in each of its most important roles, some of which may represent new senses.) It describes the identification of these contexts, discusses their importance and concludes by noting certain respects in which the procedure might perhaps be improved. Alastair McKinnon is Professor Emeritus of McGill's Department of Philosophy and has just been appointed research consultant at the new Kierkegaard Research Center in Copenhagen. His most recent publications include electronic versions of Wittgenstein's Published Writingsand Kierkegaard's Dagbøger.  相似文献   

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喷墨打印墨盒的消耗已成众多打印机用户的一大经济负担,同时也给环境增加了一个新的污染源.有人尝试向空墨盒中加注墨水,但是由于许多技术问题未能解决,加注后的墨盒往往不能正常使用,特别是HP、LEXMARK和部分CANON带打印头的墨盒.南京云苏科技有限公司经过长期努力,结合军工技术研制的电脑墨盒真空加墨机,能让任何品牌、型号、颜色的墨盒,在不开洞、不揭导气薄膜(标贴)的情况下反复再生,再生后的打印效果乱真原装.这种设备的出现,让人们用上质优价廉环保墨盒的梦想变成了现实.  相似文献   

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There is wide agreement on the need for a markup standard for encoding literary texts. The Standard Generalized Markup Language (SGML) seems to provide the best basis for such a standard. But two problems inhibit the acceptance of SGML for this purpose. (1) Computer-assisted textual studies often require the maintenance of multiple views of a document's structure, but SGML is not designed to accommodate such views. (2) An SGML-based standard would appear to entail the keyboarding of more markup than researchers are accustomed to, or are likely to accept. We discuss five ways of dealing with the first problem, and several ways of reducing the burden of markup. We conclude that the problem of maintaining multiple views can be surmounted, though with some difficulty, and that the markup required for an SGML-based standard can be reduced to a level comparable to that of other markup schemes currently in use.Ron Hayter is the Senior Software Developer of Software Exoterica Corporation, Ottawa, Canada.Maria Karibaba obtained the M.Sc. degree in Computing and Information Science at Queen's University and returned to Greece.George Logan is Head of the Department of English at Queen's University, Canada.John McFadden is the President of Software Exoterica Corporation, Ottawa, CanadaDavid Barnard is Head of the Department of Computing and Information Science at Queen's University, Canada.This paper has benefited greatly from comments provided by the referees.  相似文献   

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Advances in virtual screening have created new channels for expediting the process of discovering novel drugs. Of particular relevance and interest are in silico techniques that enable the enumeration of combinatorial chemical libraries, generation of 3D coordinates and assessment of their propensity for drug-likeness. In a bid to provide an integrated pipeline that encompasses the common components functional for designing, managing and analyzing combinatorial chemical libraries, we describe a platform-independent, standalone Java application entitled CLEVER (Chemical Library Editing, Visualizing and Enumerating Resource). CLEVER supports chemical library creation and manipulation, combinatorial chemical library enumeration using user-specified chemical components, chemical format conversion and visualization, as well as chemical compounds analysis and filtration with respect to drug-likeness, lead-likeness and fragment-likeness based on the physicochemical properties computed from the derived molecules. Also provided is an integrated property-based graphing component that visually depicts the diversity, coverage and distribution of selected compound collections. When deployed in conjunction with large-scale virtual screening campaigns, CLEVER can offer insights into what chemical compounds to synthesize, and more importantly, what not to synthesize. The software is available at http://datam.i2r.a-star.edu.sg/clever/.  相似文献   

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The gamification software development gave emphasis to the role played by the users to test and improve the software. This study presents a framework for software gamified in e-banking, taking a users' groups and a qualitative research approach, to check the users' design preferences in five cases of banking software gamified (Futebank, Dreams, Galaxy, Olympics, and Warrants). After software presentation, and usage experience, 53 participants, responses to a survey with six open questions. The data were analyzed through a text semantic software, to detect and classify lexical items in, accordance, with standard of software quality characteristics and user experiences. Two primary categories were identified, as well five dimensions in each element and characteristic categories. The results show five characteristic dimensions (design, appearance, functionality, rules, and objectives) and five element dimension (game, product, security, process, and information). These findings provide a framework for web designers and e-business, highlighting the most important software features when dealing with serious applications with game design. It adds value to the current literature on understanding the customer relationship with the game and the financial product, identifying new dimensions (game and product) on the approach of thinking and design gamification in e-banking. Our finding contributes to a better understanding of key elements and characteristics in e-banking software design and has important practical implications for software development and marketing practices. Thoughts on the users' software design preferences identified, should propel increase adoption and attractiveness of online banking.  相似文献   

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Current computer systems providing consumer services seem to be designed primarily on ‘technology-oriented’ thinking, based on the ‘efficiency’ and the operating methods of the computer. To be of benefit to a wider variety of consumers, the system design may have to reflect a more ‘consumer-oriented’ approach, based on factors such as the needs, preferences, skills and knowledge of the user. This article demonstrates the differences between user evaluations of two computer systems designed to help in house-hunting, modelled on (a) consumer-oriented, and (b) technology-oriented approaches. Although particularly relevant to consumer systems, the article may have important implications for consumer and public services in general.  相似文献   

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Sadi  Mahsa H.  Yu  Eric 《Requirements Engineering》2021,26(2):185-236
Requirements Engineering - With the rise in initiatives such as software ecosystems and Internet of Things (IoT), developing web Application Programming Interfaces (web APIs) has become an...  相似文献   

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文章研究了一种毛笔墨迹检测相似度的问题,提出了一种基于骨架上下文的墨迹比对的方法。该方法先对骨架点进行采集,确定虚拟墨迹骨架点与真实墨迹骨架点的一一对应。在这基础上计算骨架点的上下文信息,从而计算对应骨架点的墨迹相似度,最终两种墨迹的相似度就为整个骨架对应点的相似度之和。仿真结果表明,相似度的结果会在0~1之间(归一化处理),值越大,表明两种墨迹越相近;并且骨架点数的多少(一次为50,一次为100),对评估的结果影响不大,两个实验都表明基于骨架点上下文的墨迹比对是种可行的方法。  相似文献   

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This paper proposes an approach for integrating CPU/disk/network scheduling and memory management for supporting a variety of VCR operations and dynamic service changes efficiently. Under this approach we can optimize individual resources, and support a maximal number of clients on a given system. We present a framework of service modeling to characterize the requested video services and identify the scheduling parameters for supporting these services. A number of techniques and methodologies are developed for analyzing the behaviors of disk accesses, network operations, and CPU activities under the loads of both single and multiple clients. We also describe an admission control strategy that utilizes information about all the system resources to determine if a set of video services is acceptable  相似文献   

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Despite research showing that interaction between the elderly and young people is beneficial to the health and well-being of both, little is known about the grandparent–grandchild relationship. Consequently, it is difficult to make informed design decisions about technologies to support their intergenerational interactions. This paper investigates one particularly important type of intergenerational interaction, namely play. The paper presents research that examines grandparent–grandchildren interactions in preschool playgroups. Through the use of vignettes drawn from observation of playful activity, pertinent features of intergenerational play are identified, focussing on the roles grandparents and grandchildren use when playing together. The results are relevant to researchers wishing to understand intergenerational play and to technology designers wanting to support it.  相似文献   

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Design for the digital home is often predicated on an ideal, imagined domestic space that is expansive, stable, occupied by a “busy” nuclear family, and does not always match existing, real-life digital homes. Using American retirees living full time in recreational vehicles as our case study of actual digital homes, we argue that designing suitable and appropriate technologies for the home must be done with particular attention to the home as embodied, rather than the home as ideal. The challenges and advantages of designing for embodied homes are detailed in this paper. We contend that appropriate design must seriously engage not only the material body of the house, but the social fabric—the complex sets of social relationships and identities and practices they support—that make a house a home. An analysis of the salient aspects of the material body and social fabric of full time retired RVer household leads to bespoke design considerations for these real-life digital homes.
Michele ChangEmail:
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