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1.
Calculi for interaction   总被引:5,自引:0,他引:5  
Action structures have previously been proposed as an algebra for both the syntax and the semantics of interactive computation. Here, a class of concrete action structures called action calculi is identified, which can serve as a non-linear syntax for a wide variety of models of interactive behaviour. Each action in an action calculus is represented as an assembly of molecules; the syntactic binding of names is the means by which molecules are bound together. A graphical form, action graphs, is used to aid presentation. One action calculus differs from another only in its generators, called controls. Action calculi generalise a previously defined action structure for the -calculus. Several extensions to are given as action calculi, giving essentially the same power as the -calculus. An action calculus is also given for the typed -calculus, and for Petri nets parametrized on their places and transitions. An equational characterization of action calculi is given: each action calculus is the quotient of a term algebra by certain equations. The terms are generated by a set of operators, including those basic to all action structures as well as the controls specific to ; the equations are the basic axioms of action structures together with four additional axiom schemata. Received May 12, 1995 / August 7, 1995  相似文献   

2.
Action structures have previously been proposed as an algebra for both the syntax and the semantics of interactive computation. Here, a class of concrete action structures calledaction calculi is identified, which can serve as a non-linear syntax for a wide variety of models of interactive behaviour. Each action in an action calculus is represented as an assembly ofmolecules; the syntactic binding ofnames is the means by which molecules are bound together. A graphical form,action graphs, is used to aid presentation. One action calculus differs from another only in its generators, calledcontrols. Action calculi generalise a previously defined action structure PIC for the π- calculus. Several extensions to PIC are given as action calculi, giving essentially the same power as the π-calculus. An action calculus is also given for the typed λ-calculus, and for Petri nets parametrized on their places and transitions. An equational characterization of action calculi is given: each action calculusA is the quotient of a term algebra by certain equations. The terms are generated by a set of operators, including those basic to all action structures as well as the controls specific toA; the equations are the basic axioms of action structures together with four additional axiom schemata.  相似文献   

3.
Recent progress in the overlay and registration of digital information on the users workspace in a spatially meaningful way has allowed mixed reality (MR) to become a more effective operational medium. However, research in software structures, design methods and design support tools for MR systems is still in its infancy. In this paper, we propose a conceptual classification of the design space to support the development of MR systems. The proposed design space (DeSMiR) is an abstract tool for systematically exploring several design alternatives at an early stage of interaction design, without being biassed towards a particular modality or technology. Once the abstract design possibilities have been identified and a concrete design decision has been taken (i.e. a specific modality has been selected), a concrete MR application can be considered in order to analyse the interaction techniques in terms of continuous interaction properties. We suggest that our design space can be applied to the design of several kinds of MR applications, especially those in which very little user focus distraction can be tolerated, and where smooth connections and interactions between real and virtual worlds is critical for the system development. An image-guided surgery system (IGS) is used as a case study.
Daniela Gorski TrevisanEmail: Phone: +32-10-478555Fax: +32-10-472089
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4.
Computer vision provides a powerful tool for the interaction between man and machine. The barrier between physical objects (paper, pencils, calculators) and their electronic counterparts limits both the integration of computing into human tasks, and the population willing to adapt to the required input devices. Computer vision, coupled with video projection using low cost devices, makes it possible for a human to use any convenient object, including fingers, as digital input devices. In such an “augmented reality”, information is projected onto ordinary objects and acquired by watching the way objects are manipulated. In the first part of this paper we describe experiments with techniques for watching the hands and recognizing gestures.

Vision of the face is an important aspect of human-to-human communication. We have been experimenting with the use of computer vision “watch the face”. In the second part of this paper we describe techniques for detecting, tracking and recognizing faces. When combined with real time image processing and active control of camera parameters, these techniques can greatly reduce the communications bandwidth required for videophone and videoconference communications.  相似文献   


5.
Interactive visualizations such as virtual environments and their associated input and interface techniques have traditionally focused on localized single-user interactions and have lacked co-present active collaboration mechanisms where two or more co-located users can share and actively cooperate and interact with the visual simulation. VR facilities such as CAVEs or PowerWalls, among many others, seem to promise such collaboration but due to the special requirements in terms of 3D input and output devices and the physical configuration and layout, they are generally designed to support an active controlling participant—the immersed user—and a passive viewing only audience. In this paper we explore the integration of different technologies, such as small handheld devices and wireless networks with VR/VEs in order to develop a technical and conceptual interaction approach that allows creation of a more ad hoc, interaction rich, multimodal and multi-device environment, where multiple users can access certain interactive capabilities of VE and support co-located collaboration.  相似文献   

6.
The purpose of the current study was to identify potential factors leading to preference for social interaction in online support groups (OSGs) over offline interaction. By identifying such factors, the current study advances understanding of the way patients use the Internet as a supportive resource and integrate support from offline and online relationships. An online survey was conducted with current users of health-related OSGs (N = 158). Findings show that those who were dissatisfied with the support they received from their current offline contacts were more likely to prefer social interaction in OSGs. Such a preference was prominent among those who built deeper social relationships in OSGs. Results suggest that some people develop a preference for social interaction in OSGs over offline interaction and use computer-mediated relationships as a possible alternative to offline support networks. Healthcare professionals and users as well as designers of OSGs must acknowledge the limits of online support and caution against the possibility of developing excessive reliance on online support resources.  相似文献   

7.
《Computer Networks》2000,32(4):389-418
The feature interaction problem is an inherently difficult problem that affects the entire software life cycle for development of new features for reactive systems. A considerable body of work has been created over the last 10 years addressing this problem. To encourage testing and comparing different approaches to the problem, a feature interaction detection contest was held for the Fifth International Workshop on Feature Interactions in Telecommunications and Software Systems. The contest required the participants to use automated tools to address the feature interaction problem in the requirements phase of feature development. The participants were required to discover the pair-wise feature interactions inherent in the requirements for a collection of features. This special issue of COMNET contains the best papers from the participants in that contest. Although there could be only one winner of the contest, all of the approaches represented here provide useful insight into how to approach the feature interaction problem as it affects the requirements phase of feature development. We hope that subsequent contests will provide opportunities to refine these approaches and to address other phases of feature development.  相似文献   

8.
This paper introduces a model-based approach for minimization of test sets to validate the interaction of human-computer systems. The novelty of the approach is twofold: (i) Test cases generated and selected holistically cover both the behavioral model and the complementary, fault model of the system under test (SUT). (ii) Methods known from state-based conformance testing and graph theory are extended to construct efficient, heuristic search-based algorithms for minimizing the test sets that are constructed in step (i), considering also structural features. Experience shows that the approach can help to considerably save test costs, up to 60% Fevzi Belli received the M.S., Ph.D., and Habilitation degrees in electrical engineering and computer science from the Berlin Technical University. He is presently a Professor of Software Engineering in the Faculty of Computer Science, Electrical Engineering and Mathematics, University of Paderborn, Paderborn, Germany. Prior to this, he headed several projects at a software house in Munich, was a Professor of Computing Science at the Hochschule Bremerhaven and a faculty member of the University of Maryland, European Division. He chaired several international conferences, e.g., ISSRE 1998 and is author and co-author of more than 100 papers published in scientific journals and conference proceedings. His research interests are in testing/fault tolerance/reliability of software and programming techniques. Christof J. Budnik received the MS degree in electrical engineering and computer science in 2001 from the University of Paderborn. In 2002, he joined the Department of Computer Science, Electrical Engineering and Mathematics at the same University where he is currently a faculty member. His research interests are in the areas of software quality, testing of interactive systems and safety-critical user interfaces.  相似文献   

9.
Interaction with electronic speech products is becoming a fact of life through telephone answering systems and speech-driven booking systems, and is set to increase in the future. Older adults will be obliged to use more of these electronic products, and because of their special interactional needs due to age-related impairments it is important that such interactions are designed to suit the needs of such users, and in particular, that appropriate mechanisms are put in place to support learning of older users about interaction. Drawing upon the expertise of tutors at Age Concern Oxfordshire, and the results of preliminary investigations with older adults using dialogues in a speech system, this paper explores the conditions which best provide for the learning experience of older adults, and looks at special features which enable instructions and help for learning to be embedded within speech dialogue design.  相似文献   

10.
面向虚实融合的人机交互涉及计算机科学、认知心理学、人机工程学、多媒体技术和虚拟现实等领域,旨在提高人机交互的效率,同时响应人类认知与情感的需求,在办公教育、机器人和虚拟/增强现实设备中都有广泛应用。本文从人机交互涉及感知计算、人与机器人交互及协同、个性化人机对话和数据可视化等4个维度系统阐述面向虚实融合人机交互的发展现状。对国内外研究现状进行对比,展望未来的发展趋势。本文认为兼具可迁移与个性化的感知计算、具备用户行为深度理解的人机协同、用户自适应的对话系统等是本领域的重要研究方向。  相似文献   

11.
在对鼠标事件特性分析和触摸手势描述的基础上,设计实现了一种基于鼠标事件映射的多点触摸交互中间件,包括声明法、映射法两种实现途径。该中间件能够不进行程序改造而在传统基于鼠标交互的应用程序上实现多点触摸,具有平台无关的通用性。最后通过在多款地理信息系统软件中的应用对该中间件进行了验证和评估。  相似文献   

12.
Many robotics tasks require a robot to share the same workspace with humans. In such settings, it is important that the robot performs in such a way that does not cause distress to humans in the workspace. In this paper, we address the problem of designing robot controllers which minimize the stress caused by the robot while performing a given task. We present a novel, data-driven algorithm which computes human-friendly trajectories. The algorithm utilizes biofeedback measurements and combines a set of geometric controllers to achieve human friendliness. We evaluate the comfort level of the human using a Galvanic Skin Response (GSR) sensor. We present results from a human tracking task, in which the robot is required to stay within a specified distance without causing high stress values.
Jeff TrinkleEmail:
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13.
Increasingly, mobile devices play a key role in the communication between users and the services embedded in their environment. With ever greater number of services added to our surroundings, there is a need to personalize services according to the user needs and environmental context avoiding service behavior from becoming overwhelming. In order to prevent this information overload, we present a method for the development of mobile services that can be personalized in terms of obtrusiveness (the degree in which each service intrudes the user’s mind) according to the user needs and preferences. That is, services can be developed to provide their functionality at different obtrusiveness levels depending on the user by minimizing the duplication of efforts. On the one hand, we provide mechanisms for describing the obtrusiveness degree required for a service. On the other hand, we make use of Feature Modeling techniques in order to define the obtrusiveness level adaptation in a declarative manner. An experiment was conducted in order to put in practice the proposal and evaluate the user acceptance for the personalization capabilities provided by our approach.  相似文献   

14.
Due to the independency, variability, and tailorability of software service in the open environment, the research of middleware which supports software services multi-mode interaction is thus of great importance. In this paper, an agent-based multi-mode interaction middleware model and its supporting system for software services were proposed. This model includes an interaction feature decomposition and configuration model to enable interaction programming, an agent-based middleware model, and a programmable coordination media based on reflection technology. The decomposition and configuration model for interaction features can assist programmers in interaction programming by analyzing and synthesizing interaction features. The agent-based middleware model provides a runtime framework for service multi-mode interaction. The programmable coordination media is able to effectively support software service coordination based on multimode interaction. To verify feasibility and efficiency of the above method, the design, implementation and performance analysis of Artemis-M3C, a multi-mode interaction middleware for software services, were introduced. The result shows that the above method is feasible and that the Artemis-M3C system is practical and effective in multi-mode interaction.  相似文献   

15.
The paper discusses basic approaches to implementation of a graphical user interface (GUI) as virtual two- and three-dimensional environments for human-computer interaction. A design approach to virtual four-dimensional environments based on special visual effects is proposed. Functional capabilities of the FDC package that implements an environment prototype and principles of user operation are given.  相似文献   

16.
An investigation of communicative modalities in relation to mobile device interaction while walking is presented. A user evaluation compared three communicative modality conditions: Auditory, Visual, and Mixed (a redundant audio-visual modality). Findings determined that redundant audio-visual modalities are as good as (but no better than) the visual modality, and both are superior to the auditory modality. Reported findings also determined that walking speeds are unaffected by communicative modality.Shape drawing tasks were performed on a touch screen using each modality, and a robust, novel error calculation algorithm was developed to assess the drawing error between the user input and the desired shapes. Drawing error was determined to be significantly higher with the Auditory condition, but drawing speed was unaffected by the communicative modality.The evaluation finds that the visual modality should be leveraged as the primary communicative modality for mobile, map-based interfaces. The drawing error algorithm can be applied to any domain that requires determining precise matchings to known information when drawing.  相似文献   

17.
This paper describes the development of a new technique for touchscreen interaction, based on a single gesture-driven adaptive software button. The button is intended to substitute the software keyboard, and provides text-entry functionality. Input is accomplished through recognition of finger gestures that is comprised of movement towards the eight basic directions in any position. The target user group of such an interaction technique is primarily blind people who could benefit significantly. The adaptability of the button provides complementary help and follows the style of interaction in a natural way. The analysis of the results, collected from twelve blindfolded subjects, revealed an encouraging tendency. During blind manipulation on touch screen, three of the subjects achieved a maximal typing speed of about 12 wpm after five trials. This suggests that the technique developed is reliable and robust enough to be possibly applied to diverse application platforms, including personal device assistants.  相似文献   

18.
In this paper, an executable generic process model is proposed for combined verbal and non-verbal communication processes and their interaction. The agent-based architecture can be used to create multimodal interaction. The generic process model has been designed, implemented and used to simulate different types of interaction between verbal and non-verbal communication processes: a non-verbal communication process can add and modify content to a verbal communication process, but can also provide a protocol for the (control of the) verbal communication process. With respect to the communication protocol both stimulus–response behaviour and deliberative behaviour have been modelled and simulated. The semantics of the model has been formalized by three-levelled partial temporal models, covering both the material and mental proceses and their relations.  相似文献   

19.
A realtime braille interface for Videotex has been developed. The interface is based on a Z-80 and uses custom software. Hardware and software aspects of the design are discussed. The interface was tested for use by braille readers in a range of tasks. The results of these tests are given, with a comparison between the performances of blind and sighted subjects.  相似文献   

20.
Open interaction systems play a crucial role in agreement technologies because they are software devised for enabling autonomous agents (software or human) to interact, negotiate, collaborate, and coordinate their activities in order to establish agreements and manage their execution. Following the approach proposed by the recent literature on agent environments those open distributed systems can be efficiently and effectively modeled as a set of correlated physical and institutional spaces of interaction where objects and agents are situated. In our view in distributed open systems, spaces are fundamental for modeling the fact that events, actions, and social concepts (like norms and institutional objects) should be perceivable only by the agents situated in the spaces where they happen or where they are situated. Institutional spaces are also crucial for their active functional role of keeping track of the state of the interaction, and for monitoring and enforcing norms. Given that in an open distributed and dynamic system it is fundamental to be able to create and destroy spaces of interaction at run-time, in this paper we propose to create them using Artificial Institutions (AIs) specified at design time. This dynamic creation is a complex task that deserves to be studied in all details. For doing that, in this paper, we will first define the various components of AIs and spaces using Semantic Web Technologies, then we will describe the mechanisms for using AIs specification for realizing spaces of interaction. We will exemplify this process by formalizing the components of the auction Artificial Institution and of the spaces created for running concrete auctions.  相似文献   

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