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为了满足交互过程中的个性化需求,提出一种基于交互历史的自适应用户界面实现机制.以虚拟家居定制系统为例,对个性化定制过程中的典型交互任务进行分类;讨论了基于交互历史的在线跟踪机制,提出了基于交互历史序列分析的活动预测方法和可视对象的自适应布局机制.实验结果表明,文中方法是可行的. 相似文献
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为降低移动设备控制与对话中的用户认知负荷和操作难度,采取基于情境感知的自适应人机交互策略,分析其中的交互机制和可视化形式,建立用户界面模型指导界面设计和原型构建。该模型制定了原始情境数据的分类感知方式、作用机制和结构化组织形式,设定不同的自适应控制策略和情境触发规则,对自适应交互状态转移过程进行约束。形式化定义自适应过程中的界面模式及其转换函数,并提出重构、替代、几何变换、过滤和推送等具体可视化表达形式。根据用户反馈信息选取显性和隐性评价指标,构造评价函数评估自适应效果,对自适应机制进行相应调整与优化。应用此模型进行自适应手机名片夹界面的视觉设计和原型开发,测试结果表明,自适应界面能有效提高用户操作效率和主观满意度,进一步验证了模型的可行性与有效性。 相似文献
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提出了一个指导自适应笔式用户界面开发的概念框架CFAPUI(a conceptual framework for developing adaptive pen-based user interface).该框架详细描述了自适应笔式用户界面的软件体系结构,阐述了自适应笔式用户界面的软件体系结构中的各组成模块及其相互间的关系.同时,在体系结构的基础上提出自适应笔式用户界面开发时的具体过程步骤和方法,并通过一个笔式表单应用来说明该开发框架在指导自适应笔式用户界面开发中的具体应用. 相似文献
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许建国 《计算机辅助设计与图形学学报》1993,5(1):64-69
本文基于扩充转移网和事件相混合的模型,描述用户界面的管理和并发性,设计并实现了一个用户界面生成工具UIGT.UIGT的核心是一个强有力的交互编辑环境和一个递归的自动生成工具;交互编辑完成对对话盒、正文窗口、图形窗口、复合图符、弹压菜单以及扩充模型等的灵活设计,自动生成则基于一组事件控制器,完成与各种不同要求的应用程序接口。目前,UIGT已成功地应用于几个集成系统的用户界面的设计。 相似文献
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信息系统的高友好性用户界面的设计 总被引:2,自引:0,他引:2
用户界面(UI)的设计已经是当前软件设计开发工程中的一个独立价断,是评价软件性能的重要方面。本文提出了在信息系统中如何设计一个高友好的用户界面的一些原则,归纳了实现软件的易用性、易学性、一致性、宽容性、有效性的方法与实用原则。并介绍了为保证信息系统数据的完善性,在数据输入界面中的措施。 相似文献
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该文以炼化企业的动态调度系统为应用背景,以面向动态调度的自适应用户界面的设计与实现为主要研究内容,分析了当前炼化企业动态调度系统用户操作的流程以及界面的需求并建立起相应的数学模型。借鉴自适应用户界面的相关研究成果,设计了自适应用户界面的体系结构以及用户的动态行为过程,针对流程行业的应用特点提出了利用产生式推理和基于上下文的用户意图捕捉的方法,最后给出应用实例。文中所述方法已经成功在企业中得到应用。使用结果表明,该方法能够有效地开发动态调度系统的自适应用户界面,获得满意效果。 相似文献
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1.引言 评价是人机系统设计中的一个重要组成部分。所谓评价是把软件系统按其性能、能、可使用性等方面与某种项定的标准进行比较,验证系统设计是否满足用户需求,检查所开的系统在功能和性能 相似文献
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《Ergonomics》2012,55(11):1431-1449
Individual differences in cognitive functions are relevant in introducing novioes to computing. The interaction between the user and the computer may be improved if these psychological characteristics are taken into account in the design of the user interface and in the design of introductory courses. In.section 1 of this paper an analysis is made of individual differences and of the possibilities of adaptation. The user interface is described as an opportunity for adaptation. Methods of adaptation are systematically related to the changeability of individual differences. Illustrated by an overview of previous experimental work, some principles of adaptation are demonstrated in relation to individual differences on variables that are relevant in human-computer interaction. Prior knowledge of mathematics has been shown to be related to success and failure in learning a programming language, and to motivation for using computers. In section 2 ways to prevent the course drop-out rate by structuring the teaching method are illustrated. Strategies of information processing in the user interface, in relation to metacommunication and teaching, are described in section 3 as another example of an individual difference variable that may be attended to in teaching, resulting in reduction of problem solving time. Some cognitive styles are related to success in programming. The choice of adequate educational examples may improve programming habits, as illustrated in section 4. Style of representation and spatial ability are relevant for the development of mental models of computer system. In section 5 some field studies on teaching novices to work with office systems illustrate these relations. Teaching strategies, educational examples, and metaphors, may neutralize the handicap some novices have because of these variables. 相似文献
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Recent legal changes have increased the need for developing accessible user interfaces in computer-based systems. In this sense, previously existing user interfaces are intended to be modified and new user interfaces are intended to be designed taking accessibility guidelines into account. Typically, model-based approaches have been used when developing accessible user interfaces or redefining existing ones. But the use of static models leads to the development of not dynamically adaptable user interfaces. Dynamic adaptation in accessible user interfaces is important due to the fact that interaction difficulties on people with disabilities may change through use. In this paper, we present some contributions that can be obtained from the application of the Dichotomic View of plasticity in the personalization of user interfaces. With the double perspective defined in this approach, it is intended to go further from a mere adaptation to certain user stereotypes, offering also a dynamic support to real limitations or difficulties users can encounter during the use of the UI. This goal is achieved analyzing user logs by an inference engine that dynamically infers modifications in the user interface to adjust it to varying user needs. A case study is presented in order to show how the guidelines and software support defined in the Dichotomic View of plasticity can be applied to develop a component for a particular system aimed at performing dynamic user interface adaptations with accessibility purposes. This approach includes some innovations that make it different from conventional adaptable mechanisms applied to accessibility in some important aspects. 相似文献
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Chris Johnson 《Personal and Ubiquitous Computing》1999,3(3):105-116
This paper seeks to extend the application of techniques from affective psychology to show how cognitive models can be used to represent and reason about interaction with computer games. It is argued that this modelling activity provides insights into the motivational appeal that often distinguishes computer games from other forms of human computer interaction. The long-term aim behind this research is to use our improved understanding of interaction with computer games to inform the subsequent development of more general classes of interactive systems. Barnard's Interacting Cognitive Subsystems (ICS) is used throughout this paper. This decision is justified by the fact that ICS has already been applied to analyse the negative emotions surrounding clinical depression. This previous work provides a useful starting point for our investigation of the more positive emotions evoked during interaction with computer games. A further justification is that ICS has also been successfully used to represent and reason about the design of human computer interfaces. 相似文献
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Considering the increase in need of skilled human capital, the vocational training and education through e-learning has widely been adopted all over the world. It serves as a major alternative for training and teaching professionals, technicians, skilled workers, amateurs and students who cannot manage regular college education due to time, cost and distance factors. Prior research focuses on learning enhancement from several perspectives like computer mediated methods, learning games, personalized learning environments and web based instructional design. The proposed work contributes to this debate by investigating the role of collaboration i.e. student–student and student–instructor interaction, support material, instructor's feedback and evaluating their effects on learning outcome and students' learning experience. The investigation is performed through a case study presenting four vocational courses offered in three consecutive sessions. The findings revealed that collaborative practices i.e. group work, team effort, in time instructor's feedback and consolidated support material enhances learning experience of student and contributes positively to the learning outcome. 相似文献
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Christina Schwind Jürgen Buder Ulrike Cress Friedrich W. Hesse 《Computers & Education》2012,58(2):787-796
The Web is a perfect backdrop for opinion formation as a multitude of different opinions is publicly available. However, the different opinions often remain unexploited: Learners prefer preference-consistent over preference-inconsistent information, a phenomenon called confirmation bias. Two experiments were designed to test whether technologies such as recommender systems can be used to overcome this bias. The role of preference-inconsistent recommendations was explored by comparing their influence to a condition with preference-consistent recommendations and to a control condition without recommendations. In Study 1, preference-inconsistent recommendations led to a reduction of confirmation bias and to a more moderate view of the controversial topic of neuro-enhancement. In Study 2, we found that preference-inconsistent recommendations stimulated balanced recall and divergent thinking. Together these studies showed that preference-inconsistent recommendations are an effective approach for reducing confirmation bias and stimulating divergent thinking. In conclusion, future research and practical implications are discussed. 相似文献
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人机界面设计和开发已经成为国际计算机界最为活跃的研究方向,多通道交互作为人机界面的一种技术,因为适应"以人为中心"的自然交互准则而得到了迅速发展.在图形用户界面基础上进行多通道设计,提出了"基于剧情的设计"方法,以ATM取款操作为例进行介绍,操作顺序有所改进,相比传统的ATM系统具有更好的易用性. 相似文献
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基于PAC模型的多Agent用户界面设计 总被引:1,自引:0,他引:1
樊玮 《计算机应用与软件》2004,21(12):63-65
介绍了基于多Agent的用户界面模型PAC,提出了应用PAC模型按照功能与表现分离、层次化组织结构的原则开发多gent用户界面的分析与设计方法,提出了10条用于多Agent用户界面设计的启发式规则。该方法具有概念清楚,分析设计容易等特点。最后,应用该方法,设计了具有机器学习功能的航空公司安全管理智能决策支持系统的用户界面。 相似文献