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1.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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2.
This paper describes how a personalised educational game architecture has been used in conjunction with Web services to provide
remote access to the system. The educational game is a virtual reality adventure game that performs affective user modelling
by measuring emotional characteristics of users. Virtual reality (VR) games are so popular among children and adolescents
that can be used for the purposes of educational software to render it more attractive and motivating. The benefits of such
an application can be maximised if it is available over the Web. Software applications that operate over the Web are targeted
to a wide range of users. Hence they need a high degree of adaptivity and dynamic individualisation to each user that interacts
with the application. This should include the students’ emotional state that affects their learning. However, the environment
of a Web-based VR-game that performs user modelling is so demanding that the technology of Web services is necessary for its
effective operation and interoperability. Moreover, reusability may be achieved for the user modelling component.
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3.
In a globalised economy the accessibility of services becomes increasingly important for businesses. This has led to a demand
that information systems should be ubiquitous in the sense that they are available to all users under all circumstances, everywhere
and at all times, and independent of the access devices and channels used. The authors believe the key to meeting that demand
is existence of an omnipresent media of interaction and existence of information systems that within that media adapt themselves
to context parameters at run-time. The World Wide Web is considered as that omnipresent media. Thus, the task is left to design
adaptive information systems in a way that avoids unnecessary replication. In this article it will be shown how context parameters
can be utilised to enable system adaptivity. The latter is supposed to increase usability and targets the quality of use,
the content, and the functionality. We propose using an algebraic approach that aids in providing the leanest appropriate
interface via user typing and story boarding. Our approach furthermore limits the content delivered to a user to the amount
that can be dealt with in a usage scenario. The latter is based on defining hyphenation points within the content.
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4.
A number of mobile applications have emerged that allow users to locate one another. However, people have expressed concerns
about the privacy implications associated with this class of software, suggesting that broad adoption may only happen to the
extent that these concerns are adequately addressed. In this article, we report on our work on P eopleF inder, an application that enables cell phone and laptop users to selectively share their locations with others (e.g. friends,
family, and colleagues). The objective of our work has been to better understand people’s attitudes and behaviors towards
privacy as they interact with such an application, and to explore technologies that empower users to more effectively and
efficiently specify their privacy preferences (or “policies”). These technologies include user interfaces for specifying rules
and auditing disclosures, as well as machine learning techniques to refine user policies based on their feedback. We present
evaluations of these technologies in the context of one laboratory study and three field studies.
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5.
Users access information services with a variety of devices and with different interaction modes that depend on personal characteristics (including disabilities) and on the context of usage. With the appearance of mobile devices, the industry has focused its efforts on the standardization of device characteristics, thus giving to information providers some content adaptation facilities. However, little attention has been paid to the standardization of user profiles that will allow further customization and adaptation capabilities in mainstream services. This paper will present the authors experiences in outlining and implementing user profiles, as well as possible integration paths with device characteristics. 相似文献
6.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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7.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
8.
Information services play a crucial role in grid environments in that the state information can be used to facilitate the
discovery of resources and the services available to meet user requirements, and also to help tune the performance of a grid
system. However, the large size and dynamic nature of the grid brings forth a number of challenges for information services.
This paper presents PIndex, a grouped peer-to-peer network that can be used for scalable grid information services. PIndex
builds on Globus MDS4, but introduces peer groups to dynamically split the large grid information search space into many small
sections to enhance its scalability and resilience. PIndex is subsequently modeled with Colored Petri Nets for performance
evaluation. The simulation results show that PIndex is scalable and resilient in dealing with a large number of peer nodes.
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9.
In this paper, we present our joint efforts to design and develop parallel implementations of the GNU Scientific Library for
a wide variety of parallel platforms. The multilevel software architecture proposed provides several interfaces: a sequential
interface that hides the parallel nature of the library to sequential users, a parallel interface for parallel programmers,
and a web services based interface to provide remote access to the routines of the library. The physical level of the architecture
includes platforms ranging from distributed and shared-memory multiprocessors to hybrid systems and heterogeneous clusters.
Several well-known operations arising in discrete mathematics and sparse linear algebra are used to illustrate the challenges,
benefits, and performance of different parallelization approaches.
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10.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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11.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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12.
Multimedia applications often have performance requirements that make these applications computing resource intense; e.g., the number of video frames displayed to the user must be about 25 frames per second. A user hint is an indication of the interest that a user has in an application. Examples of user hints include a screen saver being invoked or covering a window with another window. In the case that the user is running video, the occurrence of these hints imply that the user is no longer viewing the video. However, the resource usage of the application has not changed. This paper describes an architecture that make use of user hints to reduce the resource consumption of an application. The emphasis is on network traffic and CPU usage. Experimental results are presented. 相似文献
13.
A series of travel simulators have been developed in the past two decades under the Intelligent Transportation Systems (ITS)
umbrella. They have addressed issues such as reactions to advisory radio and variable message signs, use of navigation systems,
route diversion, and mode choice. The objective of this paper is to present the design and implementation of a different kind
of travel simulator. GABRIEL (Gis Activity-Based tRavel sImuLator) has as a foundation the activity-based approach and makes
use of geographic information systems (GIS) as a development environment. The simulation scenario consists of a commute trip
where two activities take place. En-route to the first destination, congestion occurs and subjects are requested to take action
based on a set of alternatives. The simulator provides re-routing, destination substitution, dynamic geographic information
and real-time information to aid users in their decision-making process. As a result it helps subjects in developing their
ability to adapt given a particular scenario and allow researchers in understanding trip making, activity rescheduling, and
the decision-making process from a comprehensive perspective.
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14.
This paper addresses the possibility of measuring perceived usability in an absolute way. It studies the impact of the nature
of the tasks performed in perceived software usability evaluation, using for this purpose the subjective evaluation of an
application’s performance via the Software Usability Measurement Inventory (SUMI). The paper reports on the post-hoc analysis
of data from a productivity study for testing the effect of changes in the graphical user interface (GUI) of a market leading
drafting application. Even though one would expect similar evaluations of an application’s usability for same releases, the
analysis reveals that the output of this subjective appreciation is context sensitive and therefore mediated by the research
design. Our study unmasked a significant interaction between the nature of the tasks used for the usability evaluation and
how users evaluate the performance of this application. This interaction challenges the concept of absolute benchmarking in
subjective usability evaluation, as some software evaluation methods aspire to provide, since subjective measurement of software
quality will be affected most likely by the nature of the testing materials used for the evaluation.
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15.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
16.
This paper presents a methodology to apply speech technology for compensating sensory, motor, cognitive and affective usage
difficulties. It distinguishes (1) an analysis of accessibility and technological issues for the identification of context-dependent
user needs and corresponding opportunities to include speech in multimodal user interfaces, and (2) an iterative generate-and-test
process to refine the interface prototype and its design rationale. Best practices show that such inclusion of speech technology,
although still imperfect in itself, can enhance both the functional and affective information and communication technology-experiences
of specific user groups, such as persons with reading difficulties, hearing-impaired, intellectually disabled, children and
older adults.
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17.
Due to rapid advances in the Internet and wireless technologies, a ubiquitous computing world is becoming a reality in the
form of mobile computing. At the center of this phenomenon is mobile data services which arise from the convergence of advanced
mobile communication technologies with data services. Despite the rapid growth in mobile data services, research into consumers’
usage behavior is scarce. This study attempts to identify and empirically assess the factors that drive consumers’ acceptance
of mobile data services. A research model based on the decomposed theory of planned behavior and incorporating factors that
represent personal needs and motivations in using mobile data services is presented. The model is tested via an online survey
of 811 consumers of four categories of mobile data services (i.e., communications, information content, entertainment, and
commercial transactions) associated with different usage contexts. We found that attitude, social influence, media influence,
perceived mobility, and perceived monetary value influence consumers’ intention to continue usage of mobile data services.
In addition, perceived ease of use, perceived usefulness, and perceived enjoyment influence attitude toward continued usage
of mobile data services. Finally, separate analysis of the different categories of mobile data services highlights the influence
of individual usage context on consumers’ behavior.
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18.
Tracking location is challenging due to the numerous constraints of practical systems including, but not limited to global
cost, device volume and weight, scalability and accuracy; these constraints are typically more severe for systems that should
be wearable and used indoors. We investigate the use of wearable solar cells to track changing light conditions (a concept
that we named LuxTrace) as a source of user displacement and activity data. We evaluate constraints of this approach and present
results from an experimental validation of displacement and activity estimation. The results indicate that a distance estimation
accuracy of 21 cm (80% quantile) can be achieved. A simple method to combine LuxTrace with complementary absolute location
estimation methods is also presented. We apply carpet-like distributed RFID tags to demonstrate online learning of new lighting
environments.
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19.
This work presents a service-oriented architecture for interdomain service provisioning in optical networks. The architecture
introduces a service layer that concentrates all the interactions among domains necessary for service provisioning. A service
layer is an alternative to the GMPLS (Generalized Multiprotocol Label Switching) architecture, but without a rigid control
plane as found in GMPLS. We start by defining a set of basic services to provide single end-to-end (e2e) interdomain connections.
Then, more sophisticated services are created through the composition of these basic services. The interdomain Optical VPN
(Virtual Private Network) service is considered in order to illustrate the composition of services. A prototype of the architecture
was designed and implemented using Web services as the main technology. The architecture was evaluated in terms of speed,
scalability, and bandwidth consumption necessary to establish e2e interdomain connections and Optical VPNs.
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20.
Distributed model management aims to support the wide-spread sharing and usage of decision support models. Web services is
a promising technology for supporting distributed model management activities such as model creation and delivery, model composition,
model execution and model maintenance to fulfill dynamic decision-support and problem solving requests. We propose a web services
based framework for model management (called MM-WS) to support various activities of the model management life cycle. The
framework is based on the recently proposed Integrated Service Planning and Execution (ISP & E) approach for web services
integration. We discuss encoding of domain knowledge (as individual models) and utilize the MM-WS framework to interleave
synthesis of composite models with their execution. A prototypical implementation with an example is used to illustrate the
utility of the framework to enable distributed model management and knowledge integration. Benefits and issues of using the
framework to support model-based decision-making in organizational contexts are outlined.
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