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1.
This study examined how social cues in an interface and user gender affected attributions of responsibility for the process and outcomes of interacting with a computer. Using a 2 × 2 between-subjects laboratory design, 391 participants were randomly assigned to work with a computer that utilized either a traditional interface or an interface designed to include higher social cues. The results of this study indicated that those who interacted with the interface with greater social cues made greater attributions of responsibility to the computer. In addition, women were more likely to ascribe responsibility to the computer. Results did not support an interaction between gender and interface design. Implications for theory and practice are discussed.  相似文献   

2.
Using data from 1216 students and professionals, this research developed a new construct focusing on beliefs about the social role and capabilities of computing technology, the computing technology continuum of perspective (CP). Results indicated that individuals have different beliefs about the social role and capabilities of computing technology along four dimensions, including beliefs about: 1) intelligence; 2) socialness; 3) control; 4) control of rights. Results further indicated that an individual's CP was related to gender, experience with computers, as well as locus of control, self-esteem, neuroticism and general computer self-efficacy. Implications are drawn for future research investigating various beliefs about the social role and capabilities of computing technology.  相似文献   

3.
Using data from 1216 students and professionals, this research developed a new construct focusing on beliefs about the social role and capabilities of computing technology, the computing technology continuum of perspective (CP). Results indicated that individuals have different beliefs about the social role and capabilities of computing technology along four dimensions, including beliefs about: 1) intelligence; 2) socialness; 3) control; 4) control of rights. Results further indicated that an individual's CP was related to gender, experience with computers, as well as locus of control, self-esteem, neuroticism and general computer self-efficacy. Implications are drawn for future research investigating various beliefs about the social role and capabilities of computing technology.  相似文献   

4.
In the study of agents on the Internet, we often ascribe to them human qualities, such as beliefs and intentions. These qualities are best understood as metaphors that give developers a way to talk about and design the capabilities and applications of agents. Despite all the progress in computing, users have been slow to accept the technology. They have often accepted what was thrown at them, but only under economic duress. Bringing the technology closer to their emotional needs might ease this resistance. So how can we put a human face on computing? Maybe by putting an animated face on it! Thus, an interface may consist of an agent, which has an explicit presence (for example, as an on-screen animated figure) and appears to have a personality. In computer human interfaces, especially for education and commerce where a large variety of people must deal with computers, an anthropoid agent might be more inviting. Depending on the situation, the agent might appear shy, friendly, stern, or knowledgeable. For example, people might better accept advice offered politely by a shy agent, or heed warnings uttered seriously by a stern agent. And they might be more likely to purchase goods or services offered by a friendly, knowledgeable agent that could appear empathetic to their needs  相似文献   

5.
Beyond WIMP     
The WIMP (windows, icons, menus, point-and-click devices) graphical user interface (GUI) is not an ideal interface. Expert users find pure WIMP GUIs frustratingly slow and thus use keyboard shortcuts. In addition, they don't scale well-GUI bloat accompanies feature bloat. The most serious limitation, however, is that WIMP GUIs were designed for keyboard-plus-mouse desktop computing environments-environments that takes advantage only of vision and primitive touch. Our goal should be to design user interfaces that match our human perceptual, cognitive, manipulative and social abilities. We want to interact as naturally with computers and intelligent devices as we communicate and collaborate with each other and as we manipulate our physical environments. Indeed, computers are increasingly being used to facilitate human communication, collaboration and social interaction. Therefore, we should increasingly focus on human-human interaction, not just human-computer interaction. This change in focus reflects not only changes in the mode of computer use but also the increasingly invisible nature of the computer in our environments. New environments must serve as forcing functions to give us far higher expectations for user interfaces than we have had previously. Furthermore, the potential of future interfaces for handicapped people is phenomenal. Thus, despite the technology challenges, the greatest challenge lies in our understanding of human capabilities and how to incorporate that understanding into new design tools, methodologies and user interfaces  相似文献   

6.
云计算技术的迅猛发展,其带来的商业运营和信息服务模式的变化,为越来越多的企业所接受后,作为信息系统核心的数据中心也开始一步步地朝着云计算数据中心发展。在云计算环境下,云计算信息系统主要由云计算数据中心和用户端组成。数据中心是核心,是大脑,是所有资源汇集之处,是信息的枢纽,它通过网络向企业或公众提供信息服务。本文将结合云计算关键技术,对计算机反取证技术进行研究,有利于计算机取证人员的取证有效性。  相似文献   

7.
Although most users access Web applications using Web browser interfaces, pervasive computing offers new ways of accessing Internet applications from any device at any location. Pervasive computing technology impacts consumer attitudes, and the authors studied consumers' acceptance rate toward new pervasive interfaces using various attributes and factors. The study was undertaken in Taiwan, with the cellular phone chosen as the pervasive device for accessing an Internet application prototype--a voice-enabled Web system--through voice user interface technology. The study result showed that Handling was the most important factor in using a voice-enabled Web system. The article's findings can help with the design and  相似文献   

8.
Although real guardian angels aren't easy to get hold of, some of the computer technology needed for such a personal assistant is already available. Other parts exist in the form of research prototypes, but some technological breakthroughs are necessary before we can realize their potential, let alone integrate into our daily routines. Future VR and AR interfaces won't necessarily try to provide a perfect imitation of reality but instead will adapt their display mechanisms to their users' individual requirements. The emergence of these interfaces won't rely on a single technology but will depend on the advances in many areas, including computer graphics, display technology, tracking and recognition devices, natural and intuitive interactions, 3D interaction techniques, mobile and ubiquitous computing, intelligent agents, and conversational user interfaces, to name a few. The guardian angel scenario exemplifies how future developments in AR and VR user interfaces might change the way we interact with computers. Although this example is just one of several plausible scenarios, it demonstrates that AR and VP, in combination with user-centered design of their post-WIMP interfaces, can provide increased access, convenience, usability, and efficiency  相似文献   

9.
The aim of this paper is to point out the benefits that can be derived from research advances while implementing concepts such as ambient intelligence and ubiquitous/pervasive computing for promoting universal access in the information society, that is, for contributing to enable everybody, especially people with physical disabilities, to have easy access to all computing resources and information services that the upcoming worldwide information society will soon make available to the general public as well as to expert users. Following definitions of basic concepts relating to multimodal interaction, the significant contribution of multimodality to developing universal access is briefly discussed. Then, a short state of the art in ambient intelligence research is presented, including references to some major research projects either in progress or recently completed. The last section is devoted to bringing out the potential contribution of advances in ambient intelligence research and technology to the improvement of computer access for physically disabled people, hence, to the implementation of universal access. This claim is mainly supported by the following observations: (1) most projects are aiming at implementing ambient intelligence focus research efforts on the design of new interaction modalities and flexible/adaptive multimodal user interfaces; outcomes of these projects may contribute to improving computer access for users with physical disabilities; (2) such projects target applications meant to support users in a wide range of daily activities which will have to be performed simultaneously with the related supporting computing tasks; therefore, users will be placed in situational contexts where they will be confronted with similar difficulties to those encountered by physically disabled users, since they will have to share out their perceptual and motor capabilities between one or several daily activities and the computing tasks meant to support them; (3) ambient intelligence applications being intended for the general public, a wide range of interaction devices supporting a great variety of input and output modalities will be available, making it possible to provide physically disabled users with appropriate human–computer interaction means tailored to their individual needs at a reasonable expense.  相似文献   

10.
Consumption practices show a strong presence of crystallised social understandings, organising rules and permanent ways of acting that prevent individuals from changing towards more sustainable habits. Over the years, human–computer interaction research tried to help people engage in sustainable lifestyles promoting the health of the Earth. However, by favouring an individualistic and rationalistic approach to design, these attempts often lacked a deep understanding of how individuals are intertwined with social dynamics and organisational structures that might determine their actions. In this article, we aim at exploring novel solutions to support people’s sustainable habits, by focusing on their everyday purchases. Using an ethnographic method grounded in the social practices approach, we analyse the value that individuals ascribe to activities and objects that seem already addressed to sustainable consumption: the packaging-free purchasing practices. Starting from the insights gathered from this research, and leveraging the opportunities opened by the 3D printing technology, we design an interactive system with the aim to break the old buying routines and support the reuse of containers.  相似文献   

11.
The bulk of research to date on diffusion of innovations and the user acceptance of computing technology has focused on modelling the factors that lead to a user's decision to adopt and use a technology, instead of how individuals use technology and experience it after adoption. The current paper explores how users rationalise failures in their adopted innovations; their biases in the assessment of competing technologies; and the ultimate influence of these attributions on their interpersonal word of mouth communication with other users. The findings of the research point to the mechanisms of ego enhancement and innovativeness influencing users’ reactions to the failure of their adopted computing technology. Biases regarding competing technologies are, however, influenced by information presented in the mass media. Experienced users and users who are technologically innovative are more likely to exhibit biased optimism towards the technology they have adopted. When such users hear about the failure of the computing technology they have adopted, they are far more likely to blame other users for it. In contrast, less innovative, later adopters of a technology are far more likely to blame their adopted technology and consider it to be inferior.  相似文献   

12.
It is often presumed that individuals with greater computer experience will easily adopt new or updated replacements of existing information technology. To examine this assumption, this study reviews prior computer experience research, identifies two key dimensions of computer experience i.e. computer use and computer proficiency and evaluates their effects individually. Analysis of survey data from 737 respondents using structural equation modeling indicates that each dimension had differential effects on behavioral intentions to use a newly introduced internet-based technology with computer use having curvilinear effects on adoption intentions. Implications for research and practice are discussed.  相似文献   

13.
A concept on integration of 3D visual and auditory rendering is proposed in this paper. By the auditory rendering we mean the computer acoustical simulation with direct sound outputs that is based on the physical model simulation. The so-called visual rendering means the computer generation of 3D images of real world and even virtual world, but without sounds. By integration of 3D visual and auditory rendering we mean while computer generates a 3D image of physical model of real world, it generates the sound based on the physical model displayed if there is a reverberation-free sound source. Based on some kinds of similarity between the propagation nature of light and sound, a modified radiosity algorithm has been proposed for integrating implementation. The algorithm is suitable for both visual and room auditory rendering. It means for a given enclosure, once the form factors are calculated, they can be applied for calculating both the light radiosities and sound radiosities simultaneously. The features of the algorithm are indicated. The implementation techniques are given in detail. The integration of visual and auditory rendering is a big step toward real world simulation, furthermore it will extend the research direction of visualization in scientific computing (ViSC) to visualization and audiobilization in scientific computing (VAiSC). The combination of VAiSC with virtual reality technique will improve human-computer interface greatly.  相似文献   

14.
As computers become increasingly powerful and complex, software designers are employing anthropomorphism to enhance the usability of computer interfaces (i.e., “user-centered” design). The potential for implementing a social mode of interface behavior, however, can only be realized through understanding the role anthropomorphism plays in modifying the behavior and perceptions of users. The present study compares human-like versus machine-like interactional styles of computer interfaces, testing hypotheses that evaluative feedback conveyed through a human-like interface will have greater impact on individuals' self-appraisals. College students received experimentally manipulated positive or negative computerized feedback in response to their performance on a purported “psychic ability” task. In general, computer feedback had considerable impact upon reflected appraisals (participants' perceptions of the computer's evaluations of their performance and ability) as well as upon their self-appraisals of performance and ability. Reflected appraisals were more influenced by computer feedback than were self-appraisals. Human-like and machine-like interface styles did not have significantly different effects.  相似文献   

15.
Future multimedia user interfaces   总被引:2,自引:0,他引:2  
No matter how powerful or elegant the technologies underlying multimedia computing, it is the user interface that ultimately determines how these systems will be used. We provide an overview of two emerging areas of user-interface research that will play major roles in future multimedia systems: virtual environments and ubiquitous computing. We discuss what they are and why they are important, and describe their relationship to current multimedia systems. While mouse and window-based user interfaces provide access to 2D graphics, video, and sound, virtual environments not only involve interactive 3D graphics, but further address all our senses through the use of spatial audio, haptics, and other modalities. While it is still a research goal to provide high-throughput video on demand, ubiquitous computing will require that multimedia network infrastructure also support extremely low-latency interaction among large numbers of mobile wireless users. To arrive at an understanding of the needs, capabilities, and potential of these new paradigms, we introduce their terminology and technology, and explain the basic system architectures being explored, leading up to a discussion of key current research issues and future directions.  相似文献   

16.
The development of computing technology affects the environmental change of residential area a lot in a many ways. In other words, we believe that Ubiquitous computing technology will change our very vision of our homes. The most distinct phenomenon of Ubiquitous environment is that the number of personal computers will increase mainfold. That means in the near future we will coexist with computers in routine life and people will have more computers to manage. In terms of User Interface, the interaction between systems and users in home-network environment should step up the next level which is different from present method of using computer. Therefore, Ubiquitous environment should be embodied for people and it must be started with understanding users and grasping sophisticated and fundamental needs of them. In this research study, we have attempted to give shape to ‘Method to Analyze User Behavior’ to make embodiment of user interface in Ubiquitous environment by considering and analyzing user’s behavior patterns. With this aim, we have extracted contexts at home from a case study and will suggest analyzing method by classifying data of the study.  相似文献   

17.
Until very recently, the typical home computer user accessed the machine's software and processing capabilities solely through the physical interfaces of a mouse, keyboard, and monitor. Everyone, from software designers to industrial designers to Web site designers, relied on these elements to be the physical-interaction method that users employed to access their product. Today, interface designers can no longer assume that the interaction between a user and a digital interface occurs only, or most effectively, through traditional devices such as keyboards, mice, and number pads. Tangible interfaces and ubiquitous-computing technologies are changing the human relationship to computing technology, and designers must take this into account when creating products and services. In this article the authors describe some of the tools available for this purpose, including proprietary, open-source, and custom solutions.  相似文献   

18.
In this paper, it is argued that the design of computer interfaces for complex, multi-layered systems needs to take into account the differing intentional models that are held by different types of users of such systems, and that there is a strong correlation between the job roles of individuals and the level of abstraction of the mental models held by such users. An approach to the analysis and design of complex multi-layered systems based on the analysis of job roles to elicit such models is suggested and linked with other techniques of task analysis and object-oriented analysis and design. The methodology is illustrated with the interface analysis for an automatic environmental chemical analyser.  相似文献   

19.
The traditional style of working with computers generally revolves around the computer being used as a tool, with individual users directly initiating operations and waiting for the results of them. A more recent paradigm of human-computer interaction, based on the indirect management of computing resources, is agent-based interaction. The idea of delegation plays a key part in this approach to computer-based work, which allows individuals to relinquish the routine, mechanistic parts of their everyday tasks, having them performed automatically instead. Adaptive interfaces combine elements of both these approaches, where the goal is to have the interface adapt to its users rather than the reverse. This paper addresses some of the issues arising from a practical software development process which aimed to support individuals using this style of interaction. This paper documents the development of a set of classes which implement an architecture for adaptive interfaces. These classes are intended to be used as part of larger user interface systems which are to exhibit adaptive behaviour. One approach to the implementation of an adaptive interface is to use a set of software “agents”– simple processes which effectively run “in the background”– to decompose the task of implementing the interface. These agents form part of a larger adaptive interface architecture, which in turn forms a component of the adaptive system.  相似文献   

20.
近年来,图形学领域已经开发了大量的3D建模和可视化工具,但是这些工具的界面往往过于复杂,制约了设计人员的创造性工作,也进一步限制了这些工具为普遍用户所使用。事实上,理想的3D建模工具应该提供给用户以尽可能自然、简单的操作,例如基于电子笔的草图输入,而且随着移动设备的发展,也使之成为图形学中更有前景的研究方向。文章论述了当前支持手绘的建模技术的研究现状,并提出了一个更加智能化的多模块建模体系,突出了交互技术、智能理解和高质量的可视化输出技术的结合;而且针对手绘输入的不明确性,着重分析了图形数据的基于特性的语义描述,提出了智能的逻辑推理模型,并进一步描述了下一代融合自然输入、逻辑推理与虚拟显示于一体的智能图形建模系统的实现。预测了人工智能技术与CA D技术的结合将是未来图形学领域发展的主要方向之一。  相似文献   

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