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1.
In this paper we describe continuing work being carried out as part of the Bristol Wearable Computing Initiative. We are interested in the use of context sensors to improve the usefulness of wearable computers. A CyberJacket incorporating a Tourist Guide application has been built, and we have experimented with location and movement sensing devices to improve its performance. In particular, we have researched processing techniques for data from accelerometers which enable the wearable computer to determine the user’s activity. We have experimented with, and review, techniques already employed by others; and then propose new methods for analysing the data delivered by these devices. We try to minimise the number of devices needed, and use a single X-Y accelerometer device. Using our techniques we have adapted our CyberJacket and Tourist Guide to include a multimedia presentation which gives the user information using different media depending on the user’s activity as well as location.  相似文献   

2.
In this paper we describe two projects on contextualized computer systems and audio augmented environments we are currently working on at the Fraunhofer Institutes FIT and IMK. In this paper we will only focus on the world models and the augmentation layer. Both projects are based on completely different technologies, and use different representation methods and interaction facilities. While in hippie users are moving with small laptop computers or wearable computers with a small visual display, in LISTEN users will have only a wireless headphone displaying spatially rendered sound-scenes. Correspondence to: J. Goβmann, Fraunhofer-IMK, Schloss Birlinghoven, D-53754 St Augustin, Germany.  相似文献   

3.
Wearables are often described with a focus on providing the user with wearable information access and communication means. The contextual information retrieval aspect is, however, an essential feature of such systems, as in, for example, the Remembrance Agent [1] where manually entered search-terms are used for presenting relevant situational information, or as in different location-based systems [2]. In this position paper we outline a general framework of contextually aware wearable systems, and suggest how such mechanisms, collecting massive traces of the user context, may lead to several other interesting uses in what we will call context trace technology.  相似文献   

4.
The wearable computer is a portable computer that is actually worn on the user's body. Ergonomics is therefore a vital feature of its design. Since humans naturally communicate with voice, a wearable computer also responds to the voice. Wearable computers and global wireless networks make it possible to bring exciting capabilities to the individual. Until recently, wearable computer development has been restricted to academic and military laboratories. Now, technological advances and reduced cost have ignited investor excitement about wearable computers. Wearable system applications in manufacturing, logistics, medicine, training, quality control, communications and even entertainment are now becoming widespread. The earliest development of wearable computers occurred in the 1960s. All of the elements of the modern wearable computer were in place in the Eudaemons system for predicting outcome on a roulette wheel. Since then, wearable computer development has paralleled advances in microprocessor technology. After addressing the important distinction between wearable and mobile computers, this paper will look at wearable computers as an information tool for industry. A short history of wearable computers will trace development from the early single application attempts to today's feature-rich systems. A discussion on current and anticipated applications is then followed by an overview of important related technologies. Finally, the paper will assess how wearable computers could impact twentyfirst century industry and society.  相似文献   

5.
As computers are increasingly woven into the fabric of everyday life, interaction design may have to change – from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present slow technology: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of soniture and informative art as instances of slow technology and as examples of how the design principles can be applied in practice.  相似文献   

6.
The present paper proposes a methodological framework for the design and evaluation of information technology systems supporting complex cognitive tasks. The aim of the methodological framework is to permit the design of systems which: (1) address the cognitive difficulties met by potential users in performing complex problem-solving tasks; (2) improve their potential users’ problem-solving performance; and (3) achieve compatibility with potential users’ competences and working environment. After a short review of the weaknesses of existing systems supposed to support complex cognitive tasks, the theoretical foundations of the proposed methodology are presented. These are the ergonomic work analysis of French ergonomists, cognitive engineering, cognitive anthropology–ethnomethodology and activity theory. The third section of the paper describes the generic ergonomic model, which constitutes a frame of reference useful for the analyst of the work situation to which the information technology system is addressed. In the fourth section, the proposed methodology is outlined, and in the fifth a case study demonstrating an application of the methodology is summarised. In the epilogue, the differences between the proposed methodological framework and other more conventional approaches are discussed. Finally, directions for future developments of the problem-driven approach are proposed.  相似文献   

7.
The most fundamental changes of information exchange and communication in society today have been caused by the fast and thorough penetration of all facets of life through networked computers and mobile phones, which will both soon merge with our traditional TV. In this report, these developments will be discussed on four different levels: individuals, groups, organisations and networks. Furthermore contradictory developmental patterns are considered: global versus regional development, entrepreneurship on different scales, data availability versus data security, reality versus virtuality, education, and the ethics of multimedia and the Internet.  相似文献   

8.
Spatial information displays on a wearable computer   总被引:1,自引:0,他引:1  
Increasing portability of computing power marks a broad emerging trend in advanced human-computer interaction. Wearable computers, the next generation of portable machines, worn on the body, provide constant access to computing and communications resources. However, wide adoption of wearable computers first requires solving unique interface challenges. One of the most important is how to present and interact with information in a wearable environment. We designed and evaluated three methods for presenting information in a wearable environment. Subjects found spatial displays easier and more effective. Spatial audio and visual cues further enhanced performance  相似文献   

9.
The idea behind sonification is that synthetic non-verbal sounds can represent numerical data and provide support for information processing activities of many different kinds. This article describes some of the ways that sonification has been used in assistive technologies, remote collaboration, engineering analyses, scientific visualisations, emergency services and aircraft cockpits. Approaches for designing sonifications are surveyed, and issues raised by the existing approaches and applications are outlined. Relations are drawn to other areas of knowledge where similar issues have also arisen, such as human-computer interaction, scientific visualisation, and computer music. At the end is a list of resources that will help you delve further into the topic.  相似文献   

10.
Inter-object references are one of the key concepts of object-relational and object-oriented database systems. In this work, we investigate alternative techniques to implement inter-object references and make the best use of them in query processing, i.e., in evaluating functional joins. We will give a comprehensive overview and performance evaluation of all known techniques for simple (single-valued) as well as multi-valued functional joins. Furthermore, we will describe special order-preserving\/ functional-join techniques that are particularly attractive for decision support queries that require ordered results. While most of the presentation of this paper is focused on object-relational and object-oriented database systems, some of the results can also be applied to plain relational databases because index nested-loop joins\/ along key/foreign-key relationships, as they are frequently found in relational databases, are just one particular way to execute a functional join. Received February 28, 1999 / Accepted September 27, 1999  相似文献   

11.
Wearable computers are fully functional, self-powered, self-contained computers that allow the user to access information anywhere and at any time. In this paper, design issues for wearable computers are discussed, including power considerations, use of input devices, image registration, and the use of wearable computers for the design of smart spaces. Application areas for wearable computers are presented, including medicine, manufacturing, maintenance, and as personal assistants. Finally, future research directions for wearable computers are indicated.  相似文献   

12.
We describe a system which supports dynamic user interaction with multimedia information using content-based hypermedia navigation techniques, specialising in a technique for navigation of musical content. The model combines the principles of open hypermedia, whereby hypermedia link information is maintained by a link service, with content-based retrieval techniques in which a database is queried based on a feature of the multimedia content; our approach could be described as ‘content-based retrieval of hypermedia links’. The experimental system focuses on temporal media and consists of a set of component-based navigational hypermedia tools. We propose the use of melodic pitch contours in this context and we present techniques for storing and querying contours, together with experimental results. Techniques for integrating the contour database with open hypermedia systems are also discussed.  相似文献   

13.
Detection, segmentation, and classification of specific objects are the key building blocks of a computer vision system for image analysis. This paper presents a unified model-based approach to these three tasks. It is based on using unsupervised learning to find a set of templates specific to the objects being outlined by the user. The templates are formed by averaging the shapes that belong to a particular cluster, and are used to guide a probabilistic search through the space of possible objects. The main difference from previously reported methods is the use of on-line learning, ideal for highly repetitive tasks. This results in faster and more accurate object detection, as system performance improves with continued use. Further, the information gained through clustering and user feedback is used to classify the objects for problems in which shape is relevant to the classification. The effectiveness of the resulting system is demonstrated in two applications: a medical diagnosis task using cytological images, and a vehicle recognition task. Received: 5 November 2000 / Accepted: 29 June 2001 Correspondence to: K.-M. Lee  相似文献   

14.
The traditional style of working with computers generally revolves around the computer being used as a tool, with individual users directly initiating operations and waiting for the results of them. A more recent paradigm of human-computer interaction, based on the indirect management of computing resources, is agent-based interaction. The idea of delegation plays a key part in this approach to computer-based work, which allows individuals to relinquish the routine, mechanistic parts of their everyday tasks, having them performed automatically instead. Adaptive interfaces combine elements of both these approaches, where the goal is to have the interface adapt to its users rather than the reverse. This paper addresses some of the issues arising from a practical software development process which aimed to support individuals using this style of interaction. This paper documents the development of a set of classes which implement an architecture for adaptive interfaces. These classes are intended to be used as part of larger user interface systems which are to exhibit adaptive behaviour. One approach to the implementation of an adaptive interface is to use a set of software “agents”– simple processes which effectively run “in the background”– to decompose the task of implementing the interface. These agents form part of a larger adaptive interface architecture, which in turn forms a component of the adaptive system.  相似文献   

15.
Although computers have been applied in many areas, there are some applications which seem to be more difficult than others to computerise. Typically these are problems for which we do not have a complete understanding, such as computer vision or robot path planning. Traditional development methods cannot account for a poor analysis of a problem and therefore fail to deliver successful systems for ill-defined problems. Three case studies are presented to demonstrate the application of genetic algorithms and genetic programming to demonstrate how these evolutionary techniques can be applied to ill-defined problems, thus diminishing the need for humans to apply themselves to dangerous or mundane tasks.  相似文献   

16.
Abstract. Parallel systems provide an approach to robust computing. The motivation for this work arises from using modern parallel environments in intermediate-level feature extraction. This study presents parallel algorithms for the Hough transform (HT) and the randomized Hough transform (RHT). The algorithms are analyzed in two parallel environments: multiprocessor computers and workstation networks. The results suggest that both environments are suitable for the parallelization of HT. Because scalability of the parallel RHT is weaker than with HT, only the multiprocessor environment is suitable. The limited scalability forces us to use adaptive techniques to obtain good results regardless of the number of processors. Despite the fact that the speedups with HT are greater than with RHT, in terms of total computation time, the new parallel RHT algorithm outperforms the parallel HT. Received: 8 December 2001 / Accepted: 5 June 2002 Correspondence to: V. Kyrki  相似文献   

17.
Billinghurst  M. Starner  T. 《Computer》1999,32(1):57-64
Although the Information Age has many upsides, one of its major downsides is information overload. Indeed, the amount of information easily pushes the limit of what people can manage. This conflict drives research to seek a solution to humanity's information woes. As computers have shrunk from room size to palm size, so they have also moved from being passive accessories, such as laptops and personal digital assistants, to wearable appliances that form an integral part of our personal space. Wearable computers are always on and accessible. As the computer moves from desktop to coat pocket to the human body, its ability to help manage, sort, and filter information will become more intimately connected to our daily lives. The paper discusses the principles of wearable computers  相似文献   

18.
People wish to maintain a level of awareness of timely information, including presence of others in the workplace and other social settings. We believe this provides better exchange, coordination and contact within a community, especially as people work in asynchronous times and distributed locations. The challenge is to develop lightweight techniques for awareness, interaction and communication using shared information appliances. In this paper, we describe the design of an exploratory responsive display projected within a shared workspace at the MIT Media Lab. The system uses visual sensing to provide relevant information and constructs traces of people’s activity over time. Such aware portals may be deployed in casual workplace domains, distributed workgroups, and everyday public spaces.  相似文献   

19.
Display Design of Process Systems Based on Functional Modelling   总被引:1,自引:0,他引:1  
The prevalent way to present information in industrial computer displays is by using piping and instrumentation diagrams. Such interfaces have sometimes resulted in difficulties for operators because they are not sufficient to fulfil their needs. A systematic way that supports interface design therefore has to be considered. In the new design framework, two questions must be answered. Firstly, a modelling method is required to describe a process system. Such a modelling method can define the information content that must be displayed in interfaces. Secondly, how to communicate this information to operators efficiently must be considered. This will provide a basis for determining the visual forms that the information should take. This study discusses interface design of human–machine systems from these two points of view. Based on other scholars’ work, a comprehensive set of functional primitives is summarised as a basis to build a functional model of process systems. A library of geometrical presentations for these primitives is then developed. To support effective interface design, the concept of ‘functional macro’ is introduced and a way to map functional model to interface display is illustrated by applying several principles. To make our ideas clear, a central heating system is taken as an example and its functional model is constructed. Based on the functional model, the information to be displayed is determined. Several functional macros are then found in the model and their corresponding displays are constructed. Finally, by using the library of geometrical presentations for functional primitives and functional macros, the display hierarchy of the central heating system is developed. Reusability of functional primitives makes it possible to use the methodology to support interface design of different process systems.  相似文献   

20.
Intrusion and intrusion detection   总被引:9,自引:0,他引:9  
Assurance technologies for computer security have failed to have significant impacts in the marketplace, with the result that most of the computers connected to the internet are vulnerable to attack. This paper looks at the problem of malicious users from both a historical and practical standpoint. It traces the history of intrusion and intrusion detection from the early 1970s to the present day, beginning with a historical overview. The paper describes the two primary intrusion detection techniques, anomaly detection and signature-based misuse detection, in some detail and describes a number of contemporary research and commercial intrusion detection systems. It ends with a brief discussion of the problems associated with evaluating intrusion detection systems and a discussion of the difficulties associated with making further progress in the field. With respect to the latter, it notes that, like many fields, intrusion detection has been based on a combination of intuition and brute-force techniques. We suspect that these have carried the field as far as they can and that further significant progress will depend on the development of an underlying theoretical basis for the field. Published online: 27 July 2001  相似文献   

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