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1.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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2.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
3.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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4.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
5.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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6.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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7.
Research on hybrid bionic systems (HBSs) is still in its infancy but promising results have already been achieved in laboratories.
Experiments on humans and animals show that artificial devices can be controlled by neural signals. These results suggest
that HBS technologies can be employed to restore sensorimotor functionalities in disabled and elderly people. At the same
time, HBS research raises ethical concerns related to possible exogenous and endogenous limitations to human autonomy and
freedom. The analysis of these concerns requires reflecting on the availability of scientific models accounting for key aspects
of sensorimotor coordination and plastic adaptation mechanisms in the brain.
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8.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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9.
Recently, multi-objective evolutionary algorithms have been applied to improve the difficult tradeoff between interpretability
and accuracy of fuzzy rule-based systems. It is known that both requirements are usually contradictory, however, these kinds
of algorithms can obtain a set of solutions with different trade-offs. This contribution analyzes different application alternatives
in order to attain the desired accuracy/interpr-etability balance by maintaining the improved accuracy that a tuning of membership
functions could give but trying to obtain more compact models. In this way, we propose the use of multi-objective evolutionary
algorithms as a tool to get almost one improved solution with respect to a classic single objective approach (a solution that
could dominate the one obtained by such algorithm in terms of the system error and number of rules). To do that, this work
presents and analyzes the application of six different multi-objective evolutionary algorithms to obtain simpler and still
accurate linguistic fuzzy models by performing rule selection and a tuning of the membership functions. The results on two
different scenarios show that the use of expert knowledge in the algorithm design process significantly improves the search
ability of these algorithms and that they are able to improve both objectives together, obtaining more accurate and at the
same time simpler models with respect to the single objective based approach.
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10.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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11.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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12.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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13.
In this paper web–based system user interface hybrid recommendation method based on the ant colony metaphor is presented.
We apply the ontology–based user and user interface modeling. The user model is represented as a tuple and user interface
model is represented by a set of connected nodes, what enables suitable user interface design, an interface personalization
and recommendation. The recommendation is performed using ant colony metaphor for selection the most optimal path in the user
interface graph that specifies the user interface parameters for the specified user.
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14.
We provide the complete record of methodology that let us evolve BrilliAnt, the winner of the Ant Wars contest. Ant Wars contestants are virtual ants collecting food on a grid board in the presence
of a competing ant. BrilliAnt has been evolved through a competitive one-population coevolution using genetic programming
and fitnessless selection. In this paper, we detail the evolutionary setup that lead to BrilliAnt’s emergence, assess its
direct and indirect human-competitiveness, and describe the behavioral patterns observed in its strategy.
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15.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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16.
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can incorporate significant social intervention into media work. 相似文献
17.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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18.
Ohne Zusammenfassung
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19.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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20.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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