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1.
This paper presents the design philosophy of activity-based computing (ABC), which addresses mobility and cooperation in human work activities. Furthermore, it presents the ABC framework, which is a ubiquitous computing infrastructure supporting ABC. The idea of ABC and the aim of the ABC framework is to: (1) support human activity by managing its collection of work tasks on a computer, (2) support mobility by distributing activities across heterogeneous computing environments, (3) support asynchronous collaboration by allowing several people to participate in an activity, and (4) support synchronous, real-time collaboration by enabling desktop conferencing by sharing the activity across several clients. During a period of two years, the ABC framework has been co-designed and evaluated in close cooperation with a range of clinicians in a hospital.
Jakob E. BardramEmail:
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2.
The conventional approach to building pervasive environments relies on middleware to integrate different systems. Instead, we have built a system that can deal with these environments by exporting system resources through distributed virtual file systems. This requires no middleware, simplifies interoperation, and permits the application of general purpose tools to any system resource. A constraint-based file system import mechanism allows the system to adapt to changes in the environment and permits users to customize the environment and tailor adaptations according to their needs. The system has been in use for over a year to carry out our daily work and is underlying the smart space that we built for our department. The system, and some novel services, including ubiquitous voice interfaces, a distributed security architecture, and remote terminals for smart spaces, are also described in this paper.  相似文献   

3.
Formal models for user interface design artefacts   总被引:1,自引:1,他引:0  
There are many different ways of building software applications and of tackling the problems of understanding the system to be built, designing that system and finally implementing the design. One approach is to use formal methods, which we can generalise as meaning we follow a process which uses some formal language to specify the behaviour of the intended system, techniques such as theorem proving or model-checking to ensure the specification is valid (i.e., meets the requirements and has been shown, perhaps by proof or other means of inspection, to have the properties the client requires of it) and a refinement process to transform the specification into an implementation. Conversely, the approach we take may be less structured and rely on informal techniques. The design stage may involve jotting down ideas on paper, brainstorming with users etc. We may use prototyping to transform these ideas into working software and get users to test the implementation to find problems. Formal methods have been shown to be beneficial in describing the functionality of systems, what we may call application logic, and underlying system behaviour. Informal techniques, however, have also been shown to be useful in the design of the user interface to systems. Given that both styles of development are beneficial to different parts of the system we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this paper we describe models and techniques which allow us to incorporate informal design artefacts into a formal software development process.  相似文献   

4.
Despite all the effort dedicated to bringing better User-Centered Design (UCD) tools to market, current studies show that the industry is still dominated by tools that do not support the activities and workstyles of designers. Also, there is a growing need for interaction design tools aimed at software engineers, a problem related to bringing usability into the software engineering processes.

We propose a new workstyle model that can be effectively used to envision, design and evaluate a new generation of innovative interaction and software design tools, aimed at integrating usability and software engineering.

We illustrate the effectiveness of our model by describing a new tool, called CanonSketch, that was built in order to support UCD in terms of the dimensions in our workstyle model. We also describe an evaluation study aimed at contrasting paper prototyping with our tool as well as the level of workstyle support.  相似文献   


5.
As portable devices have become a part of our everyday life, more people are unknowingly participating in a pervasive computing environment. People engage with not a single device for a specific purpose but many devices interacting with each other in the course of ordinary activity. With such prevalence of pervasive technology, the interaction between portable devices needs to be continuous and imperceptible to device users. Pervasive computing requires a small, scalable and robust network which relies heavily on the middleware to resolve communication and security issues. In this paper, we present the design and implementation of S-MARKS which incorporates device validation, resource discovery and a privacy module.  相似文献   

6.
In this paper we present a visual input HCI system for wearable computers, the FingerMouse. It is a fully integrated stereo camera and vision processing system, with a specifically designed ASIC performing stereo block matching at 5 Mpixel/s (e.g. QVGA 320 × 240 at 30 fps) and a disparity range of 47, consuming 187 mW (78 mW in the ASIC). It is button-sized (43 mm × 18 mm) and can be worn on the body, capturing the user’s hand and processing in real-time its coordinates as well as a 1-bit image of the hand segmented from the background. Alternatively, the system serves as a smart depth camera, delivering foreground segmentation and tracking, depth maps and standard images, with a processing latency smaller than 1 ms. This paper describes the FingerMouse functionality and its applications, and how the specific architecture outperforms other systems in size, latency and power consumption.  相似文献   

7.
Simulators for biomolecular computing, (both in vitro and in silico), have come to play an important role in experimentation, analysis, and evaluation of the efficiency and scalability of DNA and biomolecule based computing. Simulation in silico of DNA computing is useful to support DNA-computing algorithm design and to reduce the cost and effort of lab experiments. Although many simulations have now been developed, there exists no standard for simulation software in this area. Reliability, performance benchmarks, user interfaces, and accessibility are arguably the most important criteria for development and wide spread use of simulation software for BMC. The requirements and evaluation of such software packages for DNA computing software are discussed, particularly questions about software development, appropriate user environments, standardization of benchmark data sets, and centrally available common repositories for software and/or data.  相似文献   

8.
9.
With the evolution of technology, and especially of the Internet, a growing interest has appeared for on-line education. The many advantages of e-Learning have made this teaching philosophy an ideal partner for teachers, either as a complement to regular education or as a substitute for traditional education. The development of an e-Learning system poses extra challenges for software developers, since there are other facets, such as contents and user tracking, not usually considered in software development methodologies. In this paper eLearniXML approach to the development of e-Learning systems is presented. This approach enriches the development of e-Learning systems method proposed in ADDIE with the model-based development of user interfaces and software quality consideration. By doing so, we aim at the development of, what we have named, a Model-Based Instructional Development Environment (MB-ISDE), to include e-Learning development in the current trends of model-based software development.  相似文献   

10.
随着人民对物质、文化需求的日益增长,市场和科技也在不断发展,企业需要处理的数据规模不断增大,这对计算机的处理能力、安全性以及平台化的多样性要求也越来越高,云计算技术应运而生。云计算技术贴合发展需求,实现共享计算资源池按需访问和灵活配置。文章主要探讨云计算技术的特征、发展及应用。  相似文献   

11.
This paper considers how we may provide support for the development of general design principles in domestic environments. In particular, we examine the potential for usingdesign patterns as a means of presenting ethnographic material and outlining design solutions. The paper reports on the development of an initial pattern language based on our studies of a number of domestic, environments and offers a general structure for presenting these patterns. Finally, we briefly reflect on our experiences of developing an on-line set of patterns for this class of environment.  相似文献   

12.
Digital archives of personal memories are becoming increasingly technically feasible, but there remain significant interaction design challenges. In this paper, we present a research and design study of the Living Memory Box, a device and service to assist families in preserving memories in a variety of media forms. Through a series of ethnographic interviews, design activities and focus groups, we have developed recommendations for the design and development of future personal memory systems and appliances. These improvements must be considered by future researchers in the coordination of multiple disciplines toward successful holistic systems.  相似文献   

13.
Among the many new opportunities that digital technologies are enabling are an increased capacity for viewers to interact not only with the program content, but with an increasingly wide array of other digital applications. Within this context this project has developed a new interaction device (incorporating gestural platform technology) and user interfaces to facilitate interactive access to digital media in a lounge room setting. This paper provides an overview of an interdisciplinary design process applied by Australasian CRC for Interaction Design (ACID) researchers—in order to develop the device and present in detail its unique features.  相似文献   

14.
ABSTRACT

Smart Interactive Experiences (SIEs) are usage situations enabled by the Internet of Things that empower users to interact with the surrounding environment. The goal of our research is to define methodologies and software environments to support the design of SIEs; more specifically, we focus on design paradigms suitable for experts of given domains, who however might not be experts in technology. In this context, this paper discusses some trade-offs that we identified between six different dimensions that characterise the quality of software environments for SIE design. The trade-offs emerged from the analysis of data collected in an experimental study that compared three different design paradigms to understand in which measure each paradigm supports the creative process for SIE design. After reporting on the study procedure and the data analyses, the paper illustrates how the resulting trade-offs led us to identify alternatives for SIE design paradigms, and to structure on their basis a modular architecture of a software platform where the strengths of the three paradigms can be exploited flexibly, i.e. depending on the constraints and the requirements characterising specific design situations.  相似文献   

15.
In the last few years, the production of systems which support learning and group work has been high. However, the design and development of these types of systems are difficult, mainly due to the multidisciplinarity involved. Furthermore, the Graphic User Interface (GUI) of an application is receiving greater attention, since it can be decisive in determining if the application is accepted or rejected by users. Model-based design is a widespread technique in the user interface development process. While reviewing approaches that deal with the modeling and design of user interfaces supporting collaborative tasks, we have detected that there is no proposal that links interactive and collaborative issues. We have introduced a methodological approach to solve this shortcoming. This approach is called CIAM (Collaborative Interactive Application Methodology) and it is composed of several stages in which conceptual models are created using CIAN (Collaborative Interactive Application Notation). These models start by modeling the organization in which the application will be used, as well as the tasks that must be supported. In the initial stages, the organization and the collaborative tasks are modeled using high-level specifications. In the following stages, the level of detail increases and, finally, the interaction between the individual users and the application is modeled using ConcurTaskTrees (CTT) notation. The interaction model acts as a bridge between the design and the implementation of the Graphic User Interface. In this paper we present our methodological approach and an example of applying this method for user interface design of collaborative and interactive applications.  相似文献   

16.
Network Address Translator (NAT) has brought up many changes and opportunities to the Internet. How do the ubiquitous and pervasive applications coexist with NAT and interoperate with each other? In this article, we discuss the essence of NAT sensitive applications as well as the challenge and response for various NAT traversal solutions. All questions pointed to redesign a new NAT framework with a major change to accommodate NAT problems all at once. We introduce a novel next generation NAT (NATng) framework, which consists of a Bi-directional NAT (BNAT) and a Domain Name System Application Level Gateway (DNS_ALG) with a Border Network Address Translator Control Protocol (BNATCP) function to control all BNATs. The above components coordinate and provide bidirectional access capability between intranet and Internet, so all private hosts can be addressed via Fully Qualified Domain Name (FQDN). Logistically, NATng extends the IPv4 address space from or even more. It features high potential to solve the problems for ubiquitous and pervasive applications which may encounter IPv4 address exhaustion on the current Internet.  相似文献   

17.
A method called “SymbolDesign” is proposed that can be used to design user-centered interfaces for pen-based input devices. It can also extend the functionality of pointer input devices, such as the traditional computer mouse or the Camera Mouse, a camera-based computer interface. Users can create their own interfaces by choosing single-stroke movement patterns that are convenient to draw with the selected input device, and by mapping them to a desired set of commands. A pattern could be the trace of a moving finger detected with the Camera Mouse or a symbol drawn with an optical pen. The core of the SymbolDesign system is a dynamically created classifier, in the current implementation an artificial neural network. The architecture of the neural network automatically adjusts according to the complexity of the classification task. In experiments, subjects used the SymbolDesign method to design and test the interfaces they created, for example, to browse the web. The experiments demonstrated good recognition accuracy and responsiveness of the user interfaces. The method provided an easily-designed and easily-used computer input mechanism for people without physical limitations, and, with some modifications, has the potential to become a computer access tool for people with severe paralysis.  相似文献   

18.
Two studies of train driving are presented, both within the framework of cognitive work analysis. In the first study, the modelling tool abstraction–decomposition space is adapted to routine conditions, making the analysis more representative for normal procedures. A major contribution to these analyses was the use of the method for ‘collegial verbalisation’. One particular advantage with this method over other verbalisation methods is that it supplies the analysts with data that contain much more information, but not at the expense of being more subjective. On the contrary, this method produces think-aloud protocols from video-recordings that do not have to be interpreted by the researcher. From these analyses, it was possible to distinguish information that is an intrinsic part of the train driver task from information that is dependent on the configuration and design of the current support system. The analyses show that the driver works in three rather separate time intervals with a long-range, a short-term and an immediate sense of perspective. The driver switches between these while travelling between two stations. Based on these behaviour-shaping constraints, a prototype of a planning area of a driver interface was developed, making feed-forward planning possible for the driver. Four design iterations were completed, using a user-centred system design (UCSD) approach. Early tests show that the planning area of the interface supports the feed-forward decision strategy used by drivers who prefer an active driving style. However, the driver group also made substantial changes in the design, indicating that UCSD is an efficient tool in order to capture user competencies, and to bridge the gap between analysis and design.  相似文献   

19.
Designing oligonucleotide strands that selectively hybridize to reduce undesired reactions is a critical step for successful DNA computing. To accomplish this, DNA molecules must be restricted to a wide window of thermodynamical and logical conditions, which in turn facilitate and control the algorithmic processes implemented by chemical reactions. In this paper, we propose a multiobjective evolutionary algorithm for DNA sequence design that, unlike preceding evolutionary approaches, uses a matrix-based chromosome as encoding strategy. Computational results show that a matrix-based GA along with its specific genetic operators may improve the performance for DNA sequence optimization compared to previous methods.  相似文献   

20.
The development process of hypermedia and web systems poses very specific problems that do not appear in other software applications, such as the need for mechanisms to model sophisticated navigational structures, interactive behaviors, interfaces with external applications, security constraints and multimedia compositions. Even though experience, modelling skills and abstractions can be borrowed from existing software design methods, such as object-oriented modelling, hypermedia developers need specific mechanisms to analyze and design using entities that belong to the hypermedia domain (such as nodes, links, anchors and space and time-based relationships). Moreover, hypermedia methods should provide mechanisms to deal with all the aforementioned features in a progressive and integrated way. In this paper, we present the Ariadne Development Method (ADM), a software engineering method that proposes a systematic, flexible, integrative and platform-independent process to specify and evaluate hypermedia and web applications. ADM has been shown particularly useful in complex systems involving a huge number of users with different abilities to access information, with a complex structure where a huge number of nodes have to be organized in a clear way to produce specifications that are discussed by people with an heterogeneous background. This is the case of ARCE, a Latin American project where 21 countries are cooperating to produce a web platform to improve assistance in disaster mitigation situations.  相似文献   

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