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1.
Reality-based interfaces (RBIs) such as tabletop and tangible user interfaces draw upon ideas from embodied cognition to offer a more natural, intuitive, and accessible form of interaction that reduces the mental effort required to learn and operate computational systems. However, to date, little research has been devoted to investigating the strengths and limitations of applying reality-based interaction for promoting learning of complex scientific concepts at the college level. We propose that RBIs offer unique opportunities for enhancing college-level science education. This paper presents three main contributions: (1) design considerations and participatory design process for enhancing college-level science education through reality-based interaction, (2) reflections on the design, implementation, and validation of two case studies—RBIs for learning synthetic biology, and (3) discussion of opportunities and challenges for advancing learning of college-level sciences through next-generation interfaces. 相似文献
2.
Many conditions, phenomena, and concepts are of a transitional nature. Transitional processes involve change from one form to another, such as biological, chemical, and geological metamorphoses. Transitional processes take place in time-space and are not always easy to encode, communicate, and understand. The purpose of this research is to investigate how to design human-computer interfaces that support users in their formation of cognitive maps of transitional processes. To conduct this investigation, geometric shapes were used as the testbed, and their metamorphic transformations were captured and communicated using three different interface styles: temporally stacked, spatially distributed, and spatio-temporal. The usability and effectiveness of each interface was evaluated. The results of the study indicate that the spatio-temporal interface is the most effective of the three interfaces. The findings of this research imply that many kinds of transitional processes, such as rock metamorphoses, historical changes, or economical processes, may best be explored and understood using spatio-temporal interfaces. 相似文献
3.
To design a smart card face verification system many key factors have to be considered. In this study we discuss the implementation
of such a system and investigate the trade-off between performance and computational complexity. Two optimisation strategies
are considered. The studies are performed on the XM2VTS, BANCA and FERET databases demonstrating that the judicial choice
of spatial and grey level resolution as well as JPEG compression settings for face representation can optimise verification
error. We show that the use of a fixed precision data type does not affect system performance very much but can speed up the
verification process. Since the optimisation framework of such a system is very complicated, the search space is simplified
by applying some heuristics to the problem. In the adopted suboptimal search strategy one or two parameters are optimised
at a time. The system was evaluated using half total error rate (HTER) as the performance criterion. The conclusions reached
on different databases indicate that the selection of the optimum parameters may call for different optimum operating points.
相似文献
4.
Aspect oriented programming aims at addressing the problem of the crosscutting concerns, i.e., those functionalities that are scattered among several modules in a given system. Aspects can be defined to modularize such concerns. In this work, we focus on a specific kind of crosscutting concerns, the scattered implementation of methods declared by interfaces that do not belong to the principal decomposition. We call such interfaces aspectizable. All the aspectizable interfaces identified within a large number of classes from the Java Standard Library and from three Java applications have been automatically migrated to aspects. To assess the effects of the migration on the internal and external quality attributes of these systems, we collected a set of metrics and we conducted an empirical study, in which some maintenance tasks were executed on the two alternative versions (with and without aspects) of the same system. In this paper, we report the results of such a comparison. 相似文献
5.
Describes tools, techniques and concepts to optimize user interfaces. Increasingly, individual tools are being replaced by programming environments, which increase productivity and usability by tight integration with and knowledge of the user's working context. An integrated environment provides several benefits, such as preventing users from making mistakes that cause rework. Recently, as integrated environments have demonstrated higher levels of usability and the ability to enhance productivity, experienced developers have overcome their resistance to them 相似文献
6.
In the era of convergence of digital television (DTV) broadcasting and internet, DTV application services will be the key to success. Through theoretical and empirical analysis, this study showed that the integrated model which includes basic products/services, value-added services, interactive services, and behavioural intention is applicable to explain consumer's demands of DTV application services. Results indicated that value-added services is the most important factor affecting the behavioural intention to adopt DTV application services, while interactive services is the best way to create consumer's emotional value. In addition, this study also provided some impetus for both researchers and practitioners. 相似文献
7.
This paper describes a framework for designing systems for real locomotion in virtual environments (VEs) in order to achieve an intense sense of presence. The main outcome of the present research is a list of design features that the virtual reality technology should have in order to achieve such a goal. To identify these features, an approach based on the combination of two design strategies was followed. The first was based on the theory of affordances and was utilized to design a generic VE in which the affordances of the corresponding real environment could be evoked. The second was the experiential design applied to VEs and was utilized to create an experience of locomotion corresponding to that achievable in a real environment. These design strategies were chosen because of their potential to enhance the sense of presence. The proposed list of features can be utilized as an instrument that allows VE designers to evaluate the maturity of their systems and to pinpoint directions for future developments. A survey analysis was performed using the proposed framework, which involved three case studies to determine how many features of the proposed framework were present and their status. The result of such analysis represented a measure of the completeness of the systems design, of the affordances provided to the user, and a prediction of the sense of presence. 相似文献
8.
Abstract Knowledge structure refers to the manner in which a human organizes knowledge with a given domain. Research has identified knowledge structure as a determinant of the human ability to perform cognitive-oriented tasks. Yet uncertainty still exists about how to improve an individual's cognitive task performance through the controlled utilization of the individual's knowledge structure. The purpose of this study is to investigate whether the development of individual's knowledge structure in a particular domain can be manipulated through training. The experiment utilized the manufacturing domain of plastic extrusion machine operation. Sixteen subjects, having no previous knowledge of the domain, were randomly assigned to one of two experimental groups. Each of the experimental groups corresponded to a distinct training condition. Over a three-day period, both training groups received the same instructional content; however, the sequence in which the training material was presented differed. One group initially received the abstract, conceptual relationships between domain concepts, followed by more detailed relationships associated with the lower level aspects of the domain. The other group received the training material in the reverse order; i.e. the lower level information followed by the abstract. Prior to and concluding the training sessions, each individual's knowledge structure was assessed along two dimensions, hierarchical levels and multiple relations, through a computer-based measurement technique.entitled KSAT. The group which received the abstract relationships first showed significant improvement following training along both dimensions of knowledge structure. No significant changes in the knowledge structure dimensions were found for the group which received the lower level relationships first. This study suggests that an individual's knowledge structure can be manipulated through training, with a significant effect being attributed to the training sequence of abstract material followed by the more detailed material. 相似文献
9.
Multiuser systems force interface designers to consider a web of interacting users. Our challenge is to design interfaces that help users understand not only how the application program works, but also how work within the organization itself is done. Future organizational applications thus demand that interface design goes well beyond graphical representations and interactive dialogues. We must design interfaces that make relevant organizational resources comprehensible and accessible to users 相似文献
10.
In paid search advertising on Internet, advertisers bid for specific keywords. Consumer involvement affects a consumer’s purchase intention. However, there has been no research on selecting keywords in paid search advertising depending on consumer involvement from the advertisers’ perspective. Our paper investigates the effects of several factors including impressions, click-through rate, conversion rate, the number of competitors and the quantity of online customer reviews on the performance of individual keywords. Our analysis shows that regardless of consumer involvement, the conversion rate and the number of reviews significantly affect to the performance of individual keywords but the click-through rate does not. In addition, the effects of impressions and the number of competitors partially exist depending on consumer involvement. This study provides managerial insights into paid search advertising and can give some assumptions in the theoretical modeling literature for allocating advertising budgets. 相似文献
11.
Two problems may arise when an intelligent (recommender) system elicits users?? preferences. First, there may be a mismatch between the quantitative preference representations in most preference models and the users?? mental preference models. Giving exact numbers, e.g., such as ??I like 30?days of vacation 2.5?times better than 28?days?? is difficult for people. Second, the elicitation process can greatly influence the acquired model (e.g., people may prefer different options based on whether a choice is represented as a loss or gain). We explored these issues in three studies. In the first experiment we presented users with different preference elicitation methods and found that cognitively less demanding methods were perceived low in effort and high in liking. However, for methods enabling users to be more expressive, the perceived effort was not an indicator of how much the methods were liked. We thus hypothesized that users are willing to spend more effort if the feedback mechanism enables them to be more expressive. We examined this hypothesis in two follow-up studies. In the second experiment, we explored the trade-off between giving detailed preference feedback and effort. We found that familiarity with and opinion about an item are important factors mediating this trade-off. Additionally, affective feedback was preferred over a finer grained one-dimensional rating scale for giving additional detail. In the third study, we explored the influence of the interface on the elicitation process in a participatory set-up. People considered it helpful to be able to explore the link between their interests, preferences and the desirability of outcomes. We also confirmed that people do not want to spend additional effort in cases where it seemed unnecessary. Based on the findings, we propose four design guidelines to foster interface design of preference elicitation from a user view. 相似文献
12.
Agile software development that provides software development organizations, the ability to respond to changes in turbulent business environments, has been gaining wide adoption. Agile software development projects are characterized by ‘just enough’ planning and lack of upfront commitment to scope, cost, and schedule. These characteristics pose conflicting demands on managers responsible for making funding decisions, because traditional approaches to funding IT projects are often based on well-defined scope, cost, and schedule. These conflicts demand the adaptation of traditional funding processes to suit to agile projects. We draw from Adaptive Structuration Theory to understand the nature of conflicts between traditional IT project funding processes and the dynamic nature of agile projects, and how these conflicts are addressed by practices that are appropriated in the process of social interaction between funding decision makers and development teams. On the basis of a multisite case study, we present a framework that explains how organizations adapt traditional IT funding approaches to accommodate the unique characteristics of agile IT projects. 相似文献
13.
This research is an unbiased empirical evaluation of user reasons to accept or resist a mobile information and communication technology (ICT) application for health promotion. This innovative use of mobile ICT consists of developing services that educate people to stay healthy, with clear benefits for both individuals and society. Receiving customized health advice through mobile devices may be an attractive service. However, despite their ability to support users, mobile services may sometimes irritate by being too intrusive. A 1-month experiment exposed participants to a health promotion application, delivered through their cell phones. This was the framework for the evaluation of an adoption model that included both positive and negative user adoption factors. Findings revealed intrinsic motivation to be a sufficient reason for adoption and a multi-faceted perceived overall risk factor as the main obstacle. Accordingly, when usefulness is less apparent, enjoyment may be a key factor for the adoption of mobile ICT for health promotion. 相似文献
15.
In next-generation classrooms and educational environments, interactive technologies such as surface computing, natural gesture interfaces, and mobile devices will enable new means of motivating and engaging students in active learning. Our foundational studies provide a corpus of over 10,000 touch interactions and nearly 7,000 gestures collected from nearly 70 adults and children aged 7 years and above, which can help us understand the characteristics of children’s interactions in these modalities and how they differ from adults. Based on these data, we identify key design and implementation challenges of supporting children’s touch and gesture interactions, and we suggest ways to address them. For example, we find children have more trouble successfully acquiring onscreen targets and having their gestures recognized than do adults, especially the youngest age group (7–10 years old). The contributions of this work provide a foundation that will enable touch-based interactive educational apps that increase student success. 相似文献
16.
With several studies investigating the adoption of Green IT and the factors that lead to its successful adoption, it is important to look into the continuity of Green IT initiatives in the long run. We investigate the factors that contribute to the continuity of Green IT efforts using resource-based explanations and a natural resource-based view. We also devise a method to classify firms into Sustainers and Non-Sustainers from the Program sustainability view and literature. With Green IT data (primary and secondary) collected from Indian firms, we use Discriminant analysis to identify the key factors that distinguish between Sustainers and Non-Sustainers. The analysis revealed that the organizational Green IT system, organizational flexibility, Green IT service adoption, and Green IT process innovation became significant discriminators between sustainers and non-sustainers. 相似文献
17.
This study examined the environmental impact of low-complexity electrical consumer products during their use in a domestic context. In the experimental scenario, 48 users were asked to use a kettle under different conditions. On-product information (OPI), task instruction, and kettle design were employed as independent variables in a mixed multi-factorial design to examine their effects on different parameters of ecological performance (e.g., water and electricity consumption). Measures of user variables (environmental concern, knowledge, domestic habits, environmental control beliefs) were also taken to examine their relationship with performance parameters. The results revealed main effects of ecological task instruction, OPI and (partly) kettle design on ecological user behaviour. Habits, environmental concern and control beliefs were found to be related to performance parameters whereas knowledge was not. The implications of the results for product design are discussed against the background of a strong prevalence of habits and low ecological user motivation. 相似文献
18.
Contemporary model driven development tools only partially support the abstractions occurring in complex embedded systems development. This article presents an interpretive case study in which architectural concerns important to seven engineers in a large product developing organization were compared to the views actually provided by the organization??s models. The paper??s main finding is an empirically grounded catalogue of architectural concerns for a large, complex embedded systems project, and an assessment of the degree to which the studied organization has managed to realize support for these concerns within economical and organizational constraints. In the studied case, 114 different architectural concerns were found to be important to the interviewed engineers. Of this sample, 75% were documented in models, structured text, or informal documentation, whereas 47% of all documented concerns were modeled. The paper??s conclusion is that current modeling languages and methods inadequately address the full set of concerns that are important to engineers in base station development. 相似文献
19.
Database evolution can be considered a combination of schema evolution, in which the structure evolves with the addition and deletion of attributes and relations, together with domain evolution in which an attribute’s specification, semantics and/or range of allowable values changes. We present the results of an empirical investigation of the evolution of a commercial database system that measures and delineates between changes to the database that are (a) structural and (b) attribute domain related. We also estimate the impact that modelling using the mesodata approach would have on the evolving system. 相似文献
20.
Cloud computing enables convenient and on-demand access to a shared pool of configurable computing resources. While cloud computing‘s ability to improve operational efficiency has gained much attention in the literature, there has been limited research on how it can help organizations achieve dynamic capabilities. Drawing from dynamic capabilities theory, we conducted a field study using a multiple case study design to examine the following research question: How do organizations achieve dynamic capabilities by using Cloud Computing? We develop a framework that explains how organizations respond to market dynamism by developing sense-and-response strategies that enable them to achieve dynamic capabilities using business process redesign, business network redesign, and business scope redefinition. We discuss how these transformations, in turn, improve organizational outcomes such as service effectiveness and efficiency. Our study also identifies factors that support and hinder the development of dynamic capabilities. Our study contributes to the literature on dynamic capabilities by examining how IT capabilities like cloud computing may accelerate the ability of an organization to achieve dynamic capabilities. We also identify transformational changes of business processes and inter-organizational networks that are enabled by cloud computing. Further, we identify how the essential characteristics of cloud computing support sense and respond strategies. 相似文献
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