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1.
In this paper, we illustrate the use of space-time trade-offs for information presentation on small screens. We propose the
use of Rapid Serial Visual Presentation (RSVP) to provide a rich set of navigational information for Web browsing. The principle
of RSVP browsing is applied to the development of a Web browser for small screen devices, the RSVP browser. The results of
an experiment in which Web browsing with the RSVP browser is compared with that of a typical WAP browser suggests that RSVP
browsing may indeed offer alternative to other forms of Web browsing on small screen devices. 相似文献
2.
Odd-Wiking Rahlff Rolf Kenneth Rolfsen Jo Herstad 《Personal and Ubiquitous Computing》2001,5(1):50-53
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
3.
Patrice L. Weiss Carolynn P. Whiteley Jutta Treviranus Deborah I. Fels 《Personal and Ubiquitous Computing》2001,5(3):157-168
Wayne Gretzky’s PEBBLESTM (Providing Education By Bringing Learning Environments to Students) is a unique example of a personal technology, one in
which PC-based video-conferencing is used to make a real-time link between a hospitalised child and his or her regular classroom.
The system provides an opportunity for children who are in isolated situations, such as hospitals, to maintain a meaningful
link with their regular educational and social environments, thereby minimising many of the secondary problems that may develop
as a result of long-term illness and hospitalisation. The objective of this paper is to illustrate the impact that PEBBLES
had on one child who directly benefited from the system and on the people with whom she interacted (classmates, parents, teachers
and hospital staff). These results were used to explore how exposure to this personal technology influenced the behaviours
and attitudes of those involved in this study. The results indicate that, overall, PEBBLES has a very positive effect on both
the young and adult participants; the most dramatic effect of all was on the ill child who used PEBBLES to attend school. 相似文献
4.
Constantine Stephanidis Anthony Savidis 《Universal Access in the Information Society》2001,1(1):40-55
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements
for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated
adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the
requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a
new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates
issues concerning the interaction technologies required for universal access.
Published online: 23 May 2001 相似文献
5.
Patterns of Mobile Interaction 总被引:1,自引:0,他引:1
Jörg Roth 《Personal and Ubiquitous Computing》2002,6(4):282-289
The design of systems for mobile scenarios covers a wide range of issues, ranging from mobile networking to user interface
design for mobile devices. Mobile applications often run distributed on several connected devices, used by many users simultaneously.
Considering all issues related to mobile scenarios, a designer might be overwhelmed. As a solution, we propose a specific
kind of design patterns which we call mobility patterns, derived from successful mobile applications. They allow a designer to re-use design elements as building blocks in their
own designs. After describing the idea of mobility patterns, we give a brief overview of patterns we have identified so far.
Two patterns are described in more detail with the help of our research platforms QuickStep and Pocket DreamTeam. 相似文献
6.
Advances in mobile devices and wireless telecommunication infrastructure already provide mobile users with access to online
information sources and services. Compared to the PC world, however, mobile access is still quite restricted, especially with
regard to the display of graphical representations, such as images, drawings, diagrams, maps and logos. Since graphical representations
are increasingly used in the World Wide Web for the purpose of information presentation, the adaptation of graphics for tiny
displays is a challenge that should not be neglected. The current contribution discusses several transformation approaches
which might be employed to accomplish this adaptation task. 相似文献
7.
Adrian David Cheok Xubo Yang Zhou Zhi Ying Mark Billinghurst Hirokazu Kato 《Personal and Ubiquitous Computing》2002,6(5-6):430-442
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the
real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional
computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based
Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space,
the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game
play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human
to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions
between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates
computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg 相似文献
8.
9.
The Personal Presence System (PPS) is an experimental research prototype platform to support advanced broadband applications,
including multimedia conferencing and distance learning. It supports the user's presentation control of advanced network elements
(multimedia bridges). The multimedia bridge provides for a single contact point per user, who receives only one combined video
stream, which minimizes access bandwidth. This architecture solves the -squared transmission problem of multipoint video conferencing and makes customer terminal equipment simpler and cheaper than
high-end desktop workstations. The PPS provides each user with flexible presentation control of a feature-rich video bridge.
The PPS also supports advanced features such as object extraction and multimedia object associations. 相似文献
10.
Georg Strom 《Personal and Ubiquitous Computing》2002,6(4):307-310
Mobile devices such as cameras or mobile phones can be used as props; actively to convey a specific impression to people
in the vicinity and to feel better when interacting with them. Based on field studies and interviews, three aspects of users
acting with mobile devices are described: warm versus cold devices; how a mobile device conveys a specific impression by association
to similar devices and specific situations of use; and how the characteristics of a mobile device may open or restrict the
body language of the user. 相似文献
11.
The increasingly global nature of financial markets and institutions means that the collection and management of information
on which decisions might be based are increasingly complex. There is a growing requirement for the integration of information
flows at individual and departmental levels, and across processes and organisational boundaries. Effective information management
is an important contributory factor in the efficiency of such institutions, though there are many associated problems that
do not have obvious or simple answers. This paper discusses the problem of information gathering in complex business environments
and considers how use cases can help to alleviate the problem using an example of a multinational organisation. Such organisations
often require information systems that can support regional differences. However, management requires consistent and uniform
representation of information. The example shows that use cases can be a helpful mechanism for capturing user requirements
that accommodate both regional properties as well as their organisational commonalties. 相似文献
12.
Scenarios in HCI are widely used and discussed as written or visual narratives. In this paper, we discuss fruitful conditions
for the creation and performance of scenarios particularly for the concept design of mixed realities or wireless devices.
Designers are attempting new ways of engaging people in design and experiencing ideas in early design phases. Examples range
from exploring scenarios using mock-ups or Wizard-of-Oz techniques, to testing scenarios with prototypes. In our design projects,
scenarios were created and performed with participants following them in their daily activities. Discussing these sessions,
which we called SPES (Situated and Participative Enactment of Scenarios), we highlight as promising conditions to create scenarios:
the everyday life as a stage and the opportunity for participants to exercise reflection-in-action. 相似文献
13.
The move from institution to community care has resulted in many people receiving care at home. For some, disability or frailty
restricts their involvement in social activities outside the home, resulting in unacceptable social isolation. This problem
is compounded if the person has a speech or language impairment. In this paper, we will describe a communication service designed
to provide nonspeaking people with a means to interact socially when living independently, based on the sharing of stories
using pictures and other media. Initial exploration on the usability of the system by a pair of representative users will
be described.
Published online: 6 November 2002 相似文献
14.
Cognitive Theories and Engineering Approaches for Safety Assessment and Design of automated systems: A Case Study of a Power Plant 总被引:1,自引:1,他引:0
This paper concerns methods and techniques for analysis and assessment of human factors in automated plant. A well-known theory
is reviewed and an engineering approach is devised for retrospective accident evaluations and prospective studies. The lessons
learnt from a serious accident for the safety assessment of a real plant are discussed in detail. The relevance of the human
contribution to the accident and the likely improvements identified by the application of the method confirm the importance
and advantages of performing accurate human factors analyses for design and safety of technological systems. 相似文献
15.
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
16.
Mark Weiser described ubiquitous computing as “invisible, everywhere computing that does not live on a personal device of
any sort, but is in the woodwork everywhere”[1]. The EasyLiving project is concerned with development of an architecture and
technologies for ubiquitous computing environments that allow the dynamic aggregation of diverse I/O devices into a single
coherent user experience. Though the need for research in distributed computing, perception and interfaces is widely recognised,
the importance of an explicit geometric world model for enhancing the user’s experience of a ubiquitous computing system has
not been well-articulated. This paper describes three scenarios that benefit from geometric context and introduces the EasyLiving
Geometric Model. 相似文献
17.
Thai-Lai Pham Georg Schneider Stuart Goose Arturo Pizano 《Personal and Ubiquitous Computing》2001,5(1):25-28
Contemporary small screen devices are used as personal companion or communication devices. However, their physical dimensions
constrain the processing, communication and user interface capabilities. Thus, rich content presentation and diverse service
access via small screen appliances is limited accordingly. This paper introduces the Composite Device Computing Environment
(CDCE) that provides a framework for dynamically detecting and utilising surrounding computing resources to overcome the small
screen device limitations. CDCE includes the communication infrastructure in addition to supporting alternative models for
interactivity between small screen clients and surrounding computing resources. 相似文献
18.
This study aims at exploring the suitability of virtual environments for safety training in large public spaces. A virtual
library was constructed which simulated many of the physical and normative characteristics of the ‘real’ university library
which was the target of the virtual safety training project. In the virtual library, two different types of signals (fixed
red signs vs. moving green arrows) for guiding people to the emergency exits were presented, and their efficacy on escape
times was tested in three different conditions, differing with respect to the distance of participants from the escape exits
(measured according to the number of corners separating participants from direct visual discovery of the emergency exit).
No significant differences between the different kinds of signals were found, whereas surprising discrepancies among the three
conditions appeared. The differences in performance in the three conditions were contingent upon the presence in the virtual
library of peculiar environmental features embodying social norms – like a red ribbon indicating no transit. Uncertainty about
the sense of such normative features in the context of the simulated emergency made some participants prone to peculiar knowledge-based
errors consisting of inadequate sense-making of the normative aspects of the ongoing situation. This kind of error shows that
the simulation succeeded in capturing one of the crucial characteristics of ‘real’ social context: ambiguity, which mostly
depends on the fact that the social norms structuring public spaces and defining their legitimate uses are often ill defined
and context dependent. Every valid experience in safety training requires coping with ambiguity in situations. 相似文献
19.
In this paper we present a platform specially designed for groupware applications running on handheld devices. Common groupware
platforms request desktop computers as underlying hardware platforms. The fundamentally different nature of handheld devices
has a great impact on the platform, e.g. resource limitations have to be considered, the network is slow and unstable. Often,
personal data are stored on handheld devices, thus mechanisms have to ensure privacy. These considerations led to the QuickStep
platform. Sample applications developed with QuickStep demonstrate the strengths of the QuickStep environment. 相似文献
20.
This article offers a research update on a 3-year programme initiated by the Kamloops Art Gallery and the University College
of the Cariboo in Kamloops, British Columbia. The programme is supported by a ‘Community–University Research Alliance’ grant
from the Social Sciences and Humanities Research Council of Canada, and the collaboration focuses on the cultural future of
small cities – on how cultural and arts organisations work together (or fail to work together) in a small city setting. If
not by definition, then certainly by default, ‘culture’ is associated with big city life: big cities are equated commonly
with ‘big culture’; small cities with something less. The Cultural Future of Small Cities research group seeks to provide
a more nuanced view of what constitutes culture in a small Canadian city. In particular, the researchers are exploring notions
of social capital and community asset building: in this context, ‘visual and verbal representation’, ‘home’, ‘community’ and
the need to define a local ‘sense of place’ have emerged as important themes. As the Small Cities programme begins its second
year, a unique but key aspect has become the artist-as-researcher.
Correspondence and offprint requests to: L. Dubinsky, Kamloops Art Gallery, 101–465 Victoria Street, Kamloops, BC V2C 2A9 Canada. Tel.: 250-828-3543; Email: ldubinsky@museums.ca 相似文献