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1.
罗浩  王丹  肖络元  陈渝 《计算机科学》2017,44(11):120-124
多窗口技术作为一种改善人机接口的计算机技术,已在桌面系统中流行。Android系统作为手机系统具有广泛的用户群体,并逐渐扩展到大屏幕。但当前的Android系统缺少多窗口的有效支持,这极大地限制了使用者在大屏幕环境下使用Android系统。在Android的基础上,着眼于桌面平台,通过分析目前Android多窗口系统的功能需求,设计并实现了一套Android多窗口系统;通过对该系统的显示效果以及性能指标进行评估,阐述了Android多窗口系统的可用性和实际意义。  相似文献   

2.
The CUBRICON Intelligent Window Manager (CIWM) is a knowledge-based system that automates windowing operations. The CIWM is a component of CUBRICON, a prototype knowledge-based multi-media human-computer interface. CUBRICON accepts inputs and generates outputs using integrated multiple media/modalities including speech, printed/typed natural language, tables, forms, maps, graphics, and pointing gestures. The CIWM automatically performs window management functions on CUBRICON's color and monochrome screens. These functions include window creation, sizing, placement, removal, and organization. These operations are accomplished by the CIWM without direct human inputs, although the system provides for user override of the CIWM decisions.The motivation for automated window management is based on the premise that, by freeing the user's cognitive and temporal resources from the task of managing the human-computer interface, more of these resources are available for the user's application domain activities. As the problems and tasks confronting computer users become more complex and information intensive, the potential of this approach for improving overall performance is enhanced. Recent research discussed in this paper indicates that, for some database management tasks, a significant portion of the user's time is spent in managing the window-based interface. If these findings are representative of the larger range of computer-based tasks that use windowing systems, the concept of automated window management offers great potential for enhancing human performance on these computer-based tasks.This paper provides a brief overview of the CUBRICON system and describes the CIWM and its underlying design principles and premises. The following important CIWM features are discussed: the hybrid tiled and overlapped approach to window layout; an algorithm for determining the importance of a window based on its contents, relation to the ongoing dialogue, time of creation, frequency of use, and recency of use; and an approach to determining window size based on clutter and object resolution requirements. Actual interactive examples are provided to illustrate the CIWM functionality. Results of an evaluation of CUBRICON support the design. Those results which pertain specifically to the CIWM are presented. Limitations and applicability of this research are also discussed.  相似文献   

3.
《Knowledge》1999,12(7):381-389
Window management systems have been successful in assisting users in controlling multiple applications but this success has been achieved at the expense of an increased number of window management operations. Intelligent window management is proposed as a way of reducing the number of such management operations and a particular approach—the Vanishing Windows approach—is discussed in detail. In this approach the inactive windows gradually shrink and move to the side. Choice of the basic design parameters is discussed and the reasons given for implementation decisions. Knowledge about simple geometric reasoning is stored in the system. The system is evaluated against a traditional window management system and performance gains are demonstrated. User opinion on the system is positive. Overall, the users did not find the system intrusive or feel that they had a lack of control.  相似文献   

4.
Studies show that virtual desktops have become a widespread approach to window management within desktop environments. However, despite their success, there is no experimental evidence of their effect on multitasking. In this paper, we present an experimental study incorporating 16 participants in which a traditional Windows 7 environment is compared to one augmented by virtual desktops. Within the experimental condition, each virtual desktop acts as a dedicated workspace devoted to an independent goal-oriented task, as opposed to the control condition where only one single workspace is available to perform the same tasks. Results show that adopting virtual desktops as dedicated workspaces allows for faster task resumption (10 s faster on average) and reduced cognitive load during sequential multitasking. Within our experiment the majority of users already benefited from using dedicated workspaces after three switches to a previously suspended task, as the time lost on setting up workspaces was compensated for by faster subsequent task resumption. These results provide a strong argument for supporting goal-oriented dedicated workspaces within desktop environments.  相似文献   

5.
窗口系统是人机交互的基本环境,与目前DOS上的窗口系统相比,本文力求突出高效,低开销,具有多任务模拟能力,满足可移植性,实用性和开放性目标,本文首先提出一个基于DOS的多窗口系统WIND的总体设计,采用面向对象技术,讨论了其多窗口管理机制的特征和方法,并设计和实现了该系统相关的基本工具,最后通过编程环境、界面风格和应用实例等进一步介绍该窗口系统的应用接口。  相似文献   

6.
Modern, technologically driven society is characterized by an increase in the rate of mobile device use and an increase in the extent to which these devices are used for more complex tasks than search for phone numbers. While direct consequences of screen-size reduction on task performance are well known, data are lacking on the impact of layout of multiple options in a complex task environment. In this paper we describe the results of an end-user study in which we compared two basic interface designs for the layout of multiple options: a simple hierarchy and a single layer grid. These two designs were presented to users on two screen sizes; a larger size approximating the size of a standard laptop or desktop screen and a smaller size approximating the size of a PDA screen. This study illustrates that while task performance in accessing information was superior using the grid interface rather than the simple hierarchy interface, users preferred the simple hierarchy interface. Even as the complexity of the task increased, the physical size of the screen had a significantly bigger impact on task performance than did the task complexity. These findings indicate that the grid layout should be used when task performance is of the paramount concern and the complexity of choices is not expected to be large. When user preference/satisfaction is more important than task performance the appeal of the simple hierarchy layout may supersede the cost in performance it entails.  相似文献   

7.
王松  刘亮  蔡婷  赵韦鑫  吴亚东 《图学学报》2022,43(3):496-503
沉浸式网络可视化在空间沉浸、用户参与、多维感知等方面具有天然的优势。受用户与日常物体交互方式所启发,基于所触即所得(WYTIWYG)的理念提出一种沉浸式网络可视分析方法来挖掘网络特征和关联模式。首先提出手势舒适度评估模型来指导手势动作设计,并引入窗口状态模型来优化手势识别稳定性。此外,将网络分析交互需求与手势动作语义绑定,定义沉浸式网络手势交互范式。与真实世界中抓取交互类似,用户可利用自然交互手势在沉浸式环境下执行移动、高亮、布局维度变换、边绑定等操作。最后,案例研究验证了方法的有效性。  相似文献   

8.
在工业软件领域,图形用户界面(GUI)模块的友好交互性对于专用仿真软件的工程应用和推广至关重要。针对有限元分析流程和专用功能定制开发的设计需求,在 Windows操作系统下,以用户需求为中心,采用多窗口界面设计方式,基于 Qt技术开发一种专用有限元软件的图形用户界面模块,实现软件界面生成管理、界面元素布局管理、界面消息相响应、界面语言切换及模型视图交互操作等功能。通过 HAJIF实例验证,该模块具有易扩展性和可定制特性,可以很好地推动专用软件的研发进程,并且在跨平台移植方面具有一定优势。  相似文献   

9.
The study investigates how experienced computer users take advantage of the availability of graphic user interfaces in a word processing task. Performance time and actions were compared in three groups of subjects working respectively with WordPerfect 5.1, WordPerfect for Windows, or WordPerfect V2.00 for the Macintosh. The three groups did not differ in efficiency: they performed the word processing task at the same speed. Very few WordPerfect 5.1 users worked with the pull-down menus; the great majority preferred using the function key shortcuts. No significant difference in menu use was noted between the two graphical user interface word processors (Windows and Macintosh). Windows users did not apply shortcuts to move text, but used menus or the button bar instead. There was no difference in the use of the mouse between the Windows and Macintosh groups. While better task satisfaction is often reported with the availability of graphical user interfaces, our findings are in agreement with other studies suggesting that experienced users don't perform more efficiently with such a computer environment.  相似文献   

10.
This article describes WHIM, the Window Handler and Input Manager, a window management system being developed as part of the QuickSilver operating system project at IBM's Almaden Research Center. Another version of WHIM runs under AIX on the IBM PC RT. This article contrasts and compares the overlapped window scheme used in WHIM with the tiled window scheme used in other systems. The advantages of the window management scheme used in WHIM are detailed, and the effect of display interfaces on the window manager is described.  相似文献   

11.

As airport resources are stretched to meet increasing demand for services, effective use of ground infrastructure is increasingly critical for ensuring operational efficiency. Work in operations research has produced algorithms providing airport tower controllers with guidance on optimal timings and sequences for flight arrivals, departures, and ground movement. While such decision support systems have the potential to improve operational efficiency, they may also affect users’ mental workload, situation awareness, and task performance. This work sought to identify performance outcomes and strategies employed by human decision makers during an experimental airport ground movement control task with the goal of identifying opportunities for enhancing user-centered tower control decision support systems. To address this challenge, thirty novice participants solved a set of vehicle routing problems presented in the format of a game representing the airport ground movement task practiced by runway controllers. The games varied across two independent variables, network map layout (representing task complexity) and gameplay objective (representing task flexibility), and verbal protocol, visual protocol, task performance, workload, and task duration were collected as dependent variables. A logistic regression analysis revealed that gameplay objective and task duration significantly affected the likelihood of a participant identifying the optimal solution to a game, with the likelihood of an optimal solution increasing with longer task duration and in the less flexible objective condition. In addition, workload appeared unaffected by either independent variable, but verbal protocols and visual observations indicated that high-performing participants demonstrated a greater degree of planning and situation awareness. Through identifying human behavior during optimization problem solving, the work of tower control can be better understood, which, in turn, provides insights for developing decision support systems for ground movement management.

  相似文献   

12.
侯昉  赵跃龙  王禹 《计算机应用研究》2011,28(12):4546-4549
对目前主流操作系统的文件大小分布和空间占用、网络文件服务环境下的文件读取请求和视频下载点播等典型应用进行了统计分析,总结了对交换文件、小尺寸文件和访问集中文件进行优化的必要性和可行性.基于目前已有的存储器件,提出了基于统计结果的混合加速外存储体系结构及相应的调度算法.实验结果表明,可以缩短I/O响应时间,提高传输率,改善系统性能.  相似文献   

13.
超算系统大多是基于Linux操作系统搭建的,限制了基于Windows操作系统的应用软件使用。此外,超算系统操作的高门槛使不熟悉Linux操作系统的用户望而却步,造成超算系统用户流失。基于Linux超算系统环境,探索兼顾超算系统运维管理便利性的Windows应用程序使用方法。研究通过X11转发、Wine和虚拟化等技术,为用户提供兼容超算作业调度系统Windows应用程序运行环境,同时提供安全、稳定的用户个人文件访问方法。所采用的配置方法与实例,可为具有类似需求的超算中心提供解决方案,从而拓宽用户软件应用范围,提高用户满意度。  相似文献   

14.
Laying out objects with geometric and physical constraints   总被引:1,自引:0,他引:1  
Modeling scenes involves two tasks:object modeling andobject layout. This paper focuses on object layout and proposes a constraint-based approach which yields a powerful object layout environment. The approach uses collision detection and physical simulation to ensure geometric and physical consistency of the resulting scenes, such as no interpenetration, and physical stability of the objects. A prototype system is developed, providing six basic operations; PUT, PUSH/PULL, TURN/TILT, PICK-UP, TRANSLATE, and ROTATE. The system: ensures geometric and physical consistency; provides easy-to-use operations analogous to object placement in real life; allows twodimensional control easily specified by mouse. Interactive speed is achieved on graphics workstations by using rasterized collision detection and simple quasi-static motion simulation. The system is interfaced to modeling/rendering/animation systems, and realizes an integrated environment for object modeling, object layout, rendering, and animation. We describe several scenes that have been modeled using the system and argue that these experiments confirm that the scene modeling task is greatly simplified by our constraint-based approach.  相似文献   

15.
While it has been suggested that immersive virtual environments could provide benefits for educational applications, few studies have formally evaluated how the enhanced perceptual displays of such systems might improve learning. Using simplified memorization and problem-solving tasks as representative approximations of more advanced types of learning, we are investigating the effects of providing supplemental spatial information on the performance of learning-based activities within virtual environments. We performed two experiments to investigate whether users can take advantage of a spatial information presentation to improve performance on cognitive processing activities. In both experiments, information was presented either directly in front of the participant, at a single location, or wrapped around the participant along the walls of a surround display. In our first experiment, we measured memory scores and analyzed participant strategies for a memorization and recall task. In addition to comparing spatial and non-spatial presentations, we also varied field of view and background imagery. The results showed that the spatial presentation caused significantly better memory scores. Additionally, a significant interaction between background landmarks and presentation style showed that participants used more visualization strategies during the memorization task when background landmarks were shown with spatial presentations. To investigate whether the advantages of spatial information presentation extend beyond memorization to higher level cognitive activities, our second experiment employed a puzzle-like task that required critical thinking using the presented information. Focusing only on the effects of spatial presentations, this experiment measured task performance and mental workload. The results indicate that no performance improvements or mental workload reductions were gained from the spatial presentation method compared with a non-spatial layout for our problem-solving task. The results of these two experiments suggest that supplemental spatial information can affect mental strategies and support performance improvements for cognitive processing and learning-based activities. However, the effectiveness of spatial presentations is dependent on the nature of the task and a meaningful use of space and may require practice with spatial strategies.  相似文献   

16.
桌面环境下拼贴显示的自动对准   总被引:2,自引:0,他引:2  
Grant Wallace  Han Chen  Kai Li 《软件学报》2004,15(12):1776-1786
通过拼贴一组投影仪来构建高分辨率显示系统已成为现在一个较实际的办法.但是,这样的高分辨率显示系统用途有限,因为它们需要在定制的并行机或个人计算机集群上运行一些专门开发的并行形象化程序才能实现.针对个人计算机桌面环境下的任意拼贴显示给出了一种自动对准机制,使得桌面用户可以在其上运行普通的桌面应用软件.该系统包括3个步骤:检测投影仪对齐失准,计算出纠正所需之变换,对桌面环境进行实时的变形.这样就允许用户在运行任何2D,3D或视频程序时无须作任何修改,也无须使用专门的硬件支持.实验结果表明,系统能够获得亚像素级的精度,并且能在系统性能衰减最小的情况下达到实时变形.  相似文献   

17.
Augmented reality (AR) is an interactive experience where computer-generated perceptual information is superimposed into the real-world environment. Most existing research in AR-based wayfinding has focused on the technological aspects of developing AR-based software or devices to realize navigation. No previous investigations have focused on understanding the impact of immersive augmented reality (IAR)–based systems on human wayfinding performance from the cognitive perspective. Aimed at investigating the influence of IAR-based systems on people’s cognitive map development and their subsequent wayfinding performance as well as the effect of using three-dimensional (3D) layout models in IAR environments in addition to superimposed guideposts, an experiment was carried out in a building with a complex floor plan. A total of 54 university students were evenly divided into three groups: a control group with no IAR assistance, a second group using an IAR-based navigation system that includes only superimposed guideposts, and a third group using an IAR-based navigation system that includes both guideposts and a 3D layout model. Each participant was asked to conduct a spatial exploration task in the environment, sketch a floor map based on their spatial cognition, and perform a wayfinding task to find eight specific locations in the building. An analysis of the participants’ performance and responses to a number of self-evaluation questionnaires collected in the experiment indicates that IAR technology can help people develop their cognitive maps more effectively and can substantially improve their wayfinding performance with a much lower workload. A second finding is that adding a 3D layout model can enhance the effect of an IAR-based navigation system in terms of cognitive map development. The findings from this research extend the existing knowledge about IAR-based navigation and further verify that AR technology has the potential to reduce human workload for cognitive tasks. The results also could support its more effective application in various scenarios that require assisted wayfinding and cognitive map training, such as emergency evacuation drills.  相似文献   

18.
Ambient systems are populated by many heterogeneous devices to provide adequate services to their users. The adaptation of an ambient system to the specific needs of its users is a challenging task. Because human–system interaction has to be as natural as possible, we propose an approach based on Learning from Demonstration (LfD). LfD is an interesting approach to generalize what has been observed during the demonstration to similar situations. However, using LfD in ambient systems needs adaptivity of the learning technique. We present ALEX, a multi-agent system able to dynamically learn and reuse contexts from demonstrations performed by a tutor. The results of the experiments performed on both a real and a virtual robot show interesting properties of our technology for ambient applications.  相似文献   

19.
IOMan:一种支持多操作系统远程启动和运行的I/O管理方法   总被引:1,自引:0,他引:1  
为了降低用户使用和维护计算机系统的成本,基于透明计算模式提出了一种工作在局域网环境下的I/O管理方法:IOMan. IOMan只是用软件方法在客户端设置磁盘I/O重定向机制,按需动态下载数据,而不需要修改当前常用的操作系统如Windows的启动机制,也不影响其他I/O操作,能够支持多种操作系统的远程启动和应用程序的运行 . IOMan基于客户机/服务器模型,包括I/O Client和I/O Server两个部分,其中I/O Client工作在客户端,I/O Server工作在服务器端 . I/O Client通过重新定义访问磁盘的BIOS中断处理程序以及创建虚拟本地磁盘,将I/O请求发送给服务器;I/O Server响应客户端请求,读写服务器上存储的虚拟硬盘文件,然后以扇区形式将数据发送给I/O Client.  相似文献   

20.
Context-awareness holds promise for improving the utility of software products. Context-aware mobile systems encompass the ability to automatically discover and react to changes in an environment. Most contemporary context-aware mobile systems aim to support users in private situations, for example, as tourist guides. Thus, we still lack an understanding of the impact of context-awareness in professional work situations. In this paper, we explore context-awareness for mobile electronic patient records through the design of a context-aware mobile prototype called MobileWard. The aim of MobileWard is to support nurses in conducting morning procedures in a hospital ward. MobileWard is context-aware as it is able to discover and react autonomously according to changes in the environment and since it integrates the ability to provide information and services to the user where the relevancy depends on the user’s task. We evaluate MobileWard in two usability evaluations to assess the usefulness of the system and we find that context-awareness holds some promising opportunities, but that it also introduces some potential interaction problems when users are mobile and working in a professional environment. Implications and limitations of the proposed solution are further discussed.  相似文献   

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