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Augmentation     
A semantic and pragmatic interpreter that combines automatic and interactive disambiguation is described. This augmentor has an interactive disambiguation component that is called upon to aid automatic disambiguation when automated strategies prove inadequate. In addition to interactive disambiguation, the augmentor also provides the user interface for the KBMT-89 project.  相似文献   

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The study explored touchscreen keyboards using high precision touch-screen strategies. Phase one evaluated three possible monitor positions: 30°, 45°, and 75° from horizontal. Results indicate that the 75° angle, approximately the standard monitor position, resulted in more fatigue and lower preference ratings. Phase two collected touch bias and key size data for the 30° angle. Subjects consistently touched below targets, and touched to the left of targets on either side of the screen. Using these data, a touchscreen keyboard was designed. Phase three compared this keyboard with a mouse-activated keyboard, and the standard QWERTY keyboard for typing relatively short strings of 6,19, and 44 characters. Results indicate that users can type approximately 25 words/minute (wpm) with the touchscreen keyboard, compared to 17 wpm using the mouse, and 58 wpm when using the keyboard. Possible improvements to touchscreen keyboards are suggested.  相似文献   

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Towards a practical measure of hypertext usability   总被引:5,自引:0,他引:5  
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多模态人机交互旨在利用语音、图像、文本、眼动和触觉等多模态信息进行人与计算机之间的信息交换。在生理心理评估、办公教育、军事仿真和医疗康复等领域具有十分广阔的应用前景。本文系统地综述了多模态人机交互的发展现状和新兴方向,深入梳理了大数据可视化交互、基于声场感知的交互、混合现实实物交互、可穿戴交互和人机对话交互的研究进展以及国内外研究进展比较。本文认为拓展新的交互方式、设计高效的各模态交互组合、构建小型化交互设备、跨设备分布式交互、提升开放环境下交互算法的鲁棒性等是多模态人机交互的未来研究趋势。  相似文献   

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Those who study interface design still have not resolved the issue of whether the computer is a passive medium or a communicative participant with which we can hope to ‘engage in conversation’. The authors think that this controversy reflects an inadequate philosophy of interface design, which cannot account for what purpose a medium serves in a human communication. In a short history of humancomputer interface research, we trace the development of this philosophy through three generations of computer interface technology and find that its failure lies in the conceptual limitations of its driving concept of interaction.

Just as the concept of interaction provided the transition from the past (command-line interface) to the present (desktop metaphor interface), perhaps, the concept of engagement can provide the transition from our present understanding of the ‘interactive desktop’ interface to multimedia's ‘contexts of discovery’.

The development of multimedia gives interface designers the ultimate challenge to develop interface technology that will simulate human-to-human communication. Should human communication theory be able to treat the conceptual deficiencies of interface design philosophy? The authors find fundamental challenges here and briefly indicate what Charles S. Peirce's semiotic might offer as an age-old remedy.  相似文献   


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In recent years information system interface design has become increasingly dominated by the use of menus, with the majority of systems relying on static menus as their main dialogue structure. Alternatives to this interface style are explored, and through the discussion of an application developed in banking a number of alternative styles which can be used are detailed. The usability and utility of this application is evaluated with positive results. It is suggested that while menus are a viable and useful interface design design technique, the use of other techniques should also be encouraged, and that small-scale innovations in interface design will improve the variety, usability and acceptability of information systems.  相似文献   

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Charles Rich 《Knowledge》1994,7(4):268-270
An experiment is proposed which begins to systematically explore the potential contribution of discourse theory to the design of interactive systems. The experiment involves implementing and comparing two versions of a very simple system for planning air travel itineraries. One version of the system includes facilities based on discourse theory, and the other does not. Neither system uses natural language. The long-term goal of this research is to develop a toolkit that can be used to add discourse capabilities to any interactive system.  相似文献   

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从人机交互的角度对科技展品设计进行了分析探讨,结合科技展品的特点,提出了其人机交互设计应遵循的一般原则,并在此基础上进行了方案设计,为科技展品设计提供了一定的参考。  相似文献   

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This paper presents novel recommendations for the design of usable multimodal command or query languages. These recommendations have been inferred from the results of three empirical studies focused on the use of spontaneous speech (first study) and the synergic use of spontaneous versus controlled speech and gestures for interacting with current application software (second and third studies). In particular, we propose a method for designing multimodal languages that can be considered as an appropriate substitute for direct manipulation in all contexts precluding the use of mouse and keyboard, and for all standard categories of users, especially the general public.  相似文献   

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This paper describes a practical method for evaluating the usability of human-computer interfaces. The paper specifies the requirements of such a method, and then outlines our work in developing a method to meet this specification. The method is based on the conduct of realistic tasks with an interactive system and the subsequent systematic elicitation of end-users' and designers' reactions to the interface using a criterion-based evaluation checklist.

Two practical examples are used to illustrate development of the method: (a) evaluation of a prototype production scheduling system, and (b) comparative assessment of the usability of three prototype user interfaces to a public-access database. The paper discusses some issues raised by the method and considers how it can be furthe developed.  相似文献   


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An examination of four user-based software evaluation methods   总被引:1,自引:0,他引:1  
Usability has become an important factor in the design of interactive software. In the quest to develop usable software, user participation in the design and evaluation process has been advocated. Four methods; logged data, questionnaires, interviews, and verbal protocol analyses have been the prominent base evaluation methods used, sometimes being combined in an attempt to provide a comprehensive evaluation. However, little is known about the strengths and weaknesses of these methods. In this study, these four methods were used to evaluate three different software types (spreadsheet, word processor, and database) with 148 subjects participating. The data obtained enabled a number of conclusions to be drawn regarding the usefulness of the methods when used individually and in combination.  相似文献   

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本文在对交互设计原则和方式的讨论中,引入了用户体验的概念。它能在人机交互中使用户获得人性的关怀,使人对产品产生情感,从而也为情感交互设计打下基础。  相似文献   

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The minimalist approach (Carroll, 1990a) advocates the development of a radically different type of manual when compared to a conventional one. For example, the manual should proceed almost directly to procedural skills development rather than building a conceptual model first. It ought to focus on authentic tasks practised in context, as opposed to mock exercises and isolated practice. In addition, it should stimulate users to exploit their knowledge and thinking, as opposed to imposing the writer's view and discussing everything that users should see or know.

In the first part of the paper the construction of a tutorial based on the minimalist principles is described. A parallel is drawn with constructivism with which minimalism shares important notions of instruction. In the second part, an experiment is described in which the minimal manual was tested against a conventional one. The outcome favoured the new manual. For example, minimal manual users completed about 50% more tasks successfully on a performance test and displayed significantly more self-reliance (e.g. more self-initiated error-recoveries, and fewer manual consultations).  相似文献   


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基于多点触摸的交互手势分析与设计*   总被引:11,自引:1,他引:11  
提出了基于多点触摸的交互手势分析与设计方法。引入触摸手势元动作,采用接触面类型和状态及运动方式描述触摸手势,给出了简单触摸手势的统一描述框架,并提出了交互手势与交互任务的映射规则,将手势定义和手势意图联系起来。向交互设计者提供一种系统化和标准化的方法,提高了交互手势设计的通用性。  相似文献   

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介绍了基于人机交互技术和单片机技术的小区车辆出入管理系统。设计以人机交互技术作为基础,注重人-机间的对话,系统中语音与LCD显示器相互辅助进行提示,同时加入了小区剩余停车车位的LCD实时显示功能。介绍了该系统功能设计、系统软件设计等。  相似文献   

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