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1.
Visually impaired children have a great disadvantage in the modern society since their ability to use modern computer technology is limited due to inappropriate user interfaces. The aim of the work presented in this paper was to develop a multimodal software architecture and applications to support learning of visually impaired children. The software architecture is based on software agents, and has specific support for visual, auditory and haptic interaction. It has been used successfully with different groups of 7-8 year-old and 12 year-old visually impaired children. In this paper we discuss the enabling software technology and interaction techniques aimed to realize our goal and our experiences in the actual use of the system.  相似文献   

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This paper presents a set of pinch glove-based user interface tools for an outdoor wearable augmented reality computer system. The main form of user interaction is the use of hand and head gestures. We have developed a set of augmented reality information presentation techniques. To support direct manipulation, the following three selection techniques have been implemented: two-handed framing, line of sight and laser beam. A new glove-based text entry mechanism has been developed to support symbolic manipulation. A scenario for a military logistics task is described to illustrate the functionality of this form of interaction.  相似文献   

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The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

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Computer self-efficacy in an ongoing use context   总被引:1,自引:0,他引:1  
The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

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Prototypes of interactive computer systems have been built that can begin to detect and label aspects of human emotional expression, and that respond to users experiencing frustration and other negative emotions with emotionally supportive interactions, demonstrating components of human skills such as active listening, empathy, and sympathy. These working systems support the prediction that a computer can begin to undo some of the negative feelings it causes by helping a user manage his or her emotional state. This paper clarifies the philosophy of this new approach to human–computer interaction: deliberately recognising and responding to an individual user's emotions in ways, that help users meet their needs. We define user needs in a broader perspective than has been hitherto discussed in the HCI community, to include emotional and social needs, and examine technology's emerging capability to address and support such needs. We raise and discuss potential concerns and objections regarding this technology, and describe several opportunities for future work.  相似文献   

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The software market has been inundated with Windows-based application programs claiming increased usability and convenience. Although this trend is indeed prolific, it has resulted in two important implications: (a) an increase in the need to select employees with high levels of Windows-based computer expertise or to identify current employees who require enhanced training, and (b) an increase in the need to measure user expertise to support human-computer interaction research. Despite these increasing demands, questionnaires used to determine general computer experience are scarce. Furthermore, questionnaires regarding computer experience in a Windows environment are seemingly nonexistent. A reliable means of measuring experience in a Windows environment could substantially facilitate both human-computer interaction research and training. This article describes the procedures used to develop and test the reliability of the Windows Computer Experience Questionnaire (WCEQ). A test-retest correlation revealed that the WCEQ is a reliable measure of computer experience. Furthermore, a subsequent factor analysis revealed that the WCEQ is composed of four main factors: general Windows experience, advanced Windows experience, formal instruction and reliance on help functions.  相似文献   

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Future computing systems must adjust to the user’s situations, habits, and intentions. Self-adaptive applications autonomously adapt to changing contexts without asking the user. However, the self-adaptive behaviour lacks of success if it does not correspond to the user’s personal interaction habits and intentions, particularly for complex scenarios with a high degree of user interaction. Concerning the interaction design, such adaptations can be irritating and distracting for the user if they do not match the current situation. In this article we provide a solution how to integrate the user in the self-adaptation feedback loop. The user will be able to influence the adaptation behaviour at run-time and in the long term by setting individual preferences. Consequently, we achieve a harmonisation between full application autonomy and user control. We implemented our generic concepts by extending an existing self-adaptation middleware with capabilities to respect the user’s application focus and interaction behaviour. A notification-based solution for user participation has been evaluated in a substantial user study with 62 participants. Although participants perceived much better control with our solution, the study made clear that notification design is specific for each adaptation type.  相似文献   

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The touchless techniques in human computer interaction (HCI) can effectively expand communication capabilities. In the paper we present the innovative touchless computer control method based on head movement analysis. The aim of our work was to replace the standard mouse with the movements of the user’s head. In contrast to the known solutions, our proposition does not require image recording of the user’s head and complex image analysis. The analysis of position in our solution is made using the camera worn by the user on the head. A project of such a solution has been developed and the research of it has been carried out. It has been shown that in this way it is possible to effectively move the screen cursor to the position which is identified by the user’s face orientation. Additionally, in this solution, the eye image analysis has been performed. Interpretation of blinking allowed executing system commands. Using the built prototype the experiments have been carried out in a group of 30 people. Studies have shown high efficiency and ergonomics of the proposed solution.  相似文献   

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This article deals with a method for interacting with a handheld navigation application, based on using the mobile device for pointing. When the user points the device in any direction, feedback will be provided based on if the user is aiming at the next point in the track or beside it. The presented study has been performed in order to get a better understanding of how the basic parameters in this type of interaction—like the angle for pointing and the size of the target—influence the navigation performance. We have applied a dual investigation by running a computer simulation varying additional parameters such as GPS accuracy and user behavior, and also running an in-context study with 15 participants in a realistic outdoor setting with real location-based GPS data. The study has resulted in general recommendations for angle intervals and the radius of the circles surrounding the track points.  相似文献   

13.
An agent is a computer software that is capable of taking independent action on behalf of its user or owner. It is an entity with goals, actions and domain knowledge, situated in an environment. Multiagent systems comprises of multiple autonomous, interacting computer software, or agents. These systems can successfully emulate the entities active in a distributed environment. The analysis of multiagent behavior has been studied in this paper based on a specific board game problem similar to the famous problem of GO. In this paper a framework is developed to define the states of the multiagent entities and measure the convergence metrics for this problem. An analysis of the changes of states leading to the goal state is also made. We support our study of multiagent behavior by simulations based on a CORBA framework in order to substantiate our findings.  相似文献   

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For over 40 years, system response time has been a topic of interest and controversy in computer science. Since the late 1960s, the field has seen numerous studies conducted and articles written addressing the issue. Many factors were measured in these studies including: users’ accuracy and error rates with different levels of system response time, user performance speed and the efficiency of the commands used, how user interactions with the computer changed as a result of changes in system response time, how their bodies reacted physiologically to those same changes and even how happy, satisfied, anxious or annoyed they were as system response times changed.In this paper, we summarize the major issues in system response time research and look at what can be concluded from them. Generally, researchers have suggested specific response-time guidelines based on the complexity of the task or the type of interaction with the computer. We suggest that rather than system response time being task- or expectation-focused, instead interactions with a computer fall into two categories: control tasks and conversational tasks. For control tasks, immediate response times are necessary for optimal user performance whereas for conversational tasks, some delays may be necessary to maintain the optimal pacing of the on-going conversation. The location and duration of these delays will depend on both task complexity and user expectations. Future system response time research is needed to further quantify limits of delay detection, and the location and duration of inter-task delays to optimize user performance and satisfaction with computers.  相似文献   

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How can we understand why a bank teller has different needs for a user interface than those of casual users of a machine teller, or why a graphic designer needs a different user interface than a secretary? This article presents a framework for the design of user interfaces that originates from the work situations in which computer-based artifacts are used: The framework deals with the role of the user interface in purposeful human work. Human activity theory is used in this analysis. The purpose of this article is to make the reader curious and hopefully open his or her eyes to a somewhat different way of thinking about the user interface. The article applies examples of real-life interfaces to support this process, but it does not include a systematic presentation of empirical results. I focus on the role of the computer application in use. Thus, it is necessary to consider human-computer interaction and other related work conditions. I deal with human experience and competence as being rooted in the practice of the group that conducts the specific work activity. The main conclusions are: The user interface cannot be seen independently of the use activity (i.e., the professional, socially organized practice of the users and the material conditions for the activity, including the object of the activity). The standard view in these situations is to deduce an ultimate set of operations from an abstract use activity and apply these to design and analysis. This article argues that the user interface fully reveals itself to us only when in use. What is a good user interface for those with a certain degree of competence may not be efficient for those with different levels of competence. I give certain general recommendations for the user interface, but I have no guarantee that such recommendations are applicable to the specific case wherein these concerns may be overruled by specific social or material concerns.  相似文献   

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  Traditional computer technology offers limited support for face-to-face, synchronous collaboration. Consequently, children who wish to collaborate while using computers must adapt their interactions to the single-user paradigm of most personal computers. Recent technological advances have enabled the development of co-located groupware systems offering support for concurrent, multi–user interactions around a shared display. These systems provide a unique collaboration environment in which users share both the physical and the virtual workspace. This paper examines how such technology impacts children's collaboration. Findings from this research show that when concurrent, multi–user interaction is supported on a shared display, children exhibit collaborative behaviour similar to their interactions during paper-based activities. The findings also suggest strengths and weaknesses of various mechanisms for supporting synchronous interactions that have implications for the design of computer systems to support children's face-to-face collaboration.  相似文献   

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In the age of digital photography, the amount of photos we have in our personal collections has increased substantially along with the effort needed to manage these new, larger collections. This issue has already been addressed in various ways: from organization by meta-data analysis to image recognition and social network analysis. We introduce a new, more personal perspective on photowork that aims at understanding the user and his/her subjective relationship to the photos. It does so by means of implicit human–computer interaction, that is, by observing the user’s interaction with the photos. In order to study this interaction, we designed an experiment to see how people behave when manipulating photos on a tablet and how this implicitly conveyed information can be used to aid photo collection management.  相似文献   

19.
Despite the widely held view that systems are more likely to be successful if users are involved during systems development, there is uncertainty about the exact nature of the relationship between user participation and system outcomes. There has been considerable research activity in this area but findings are inconclusive. Comparatively little qualitative research has been reported. This paper reports an interpretive study that examined the development process for 38 decision support systems in the Australian agricultural sector. The relationship between user participation and system outcome was explored. The degree of user influence in the design process was found to be an important component of this relationship. Degree of user influence was a result of both the type and depth of user participation. Much previous research has focused on whether users were involved in development without detailed consideration of the degree of influence on design features resulting from this participation. The results from this study are significant in that they yield theoretical insights into the phenomenon of user participation and related system outcomes. In addition, the results have practical significance for practitioners developing decision support software.  相似文献   

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The potential usefulness of different kinds of Information System (IS) for environmental management is well recognised. However, concerns have been raised about the translation of this potential into actual use and benefit to policy and planning organisations and outcomes. The aims of this paper are to identify those factors which have been found to influence the use and usefulness of IS and in doing so to provide advice for managing development and implementation processes. There is no body of empirical work on the topic for environmental application. However a substantial literature on non-environmental IS has been developed and is used as source material. A classification of IS life cycle processes is developed and the best, worst and possible predicting factors for each process identified. The best predicting factors for IS usefulness across the life cycle were found to be user participation, user perceptions and intentions, user computer experience, top management support, support and training, external pressure, IS unit professionalism and the availability of external information sources. The state of knowledge about the determinants of IS usefulness is discussed and priorities for future research are identified. The factors identified are then discussed in terms of what they mean for managing IS development and for overcoming concerns about environmental IS development and use.  相似文献   

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