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1.
There is strong research evidence showing that people naturally align to each other’s vocabulary, sentence structure, and acoustic features in dialog, yet little is known about how the alignment mechanism operates in the interaction between users and computer systems let alone how it may be exploited to improve the efficiency of the interaction. This article provides an account of lexical alignment in human–computer dialogs, based on empirical data collected in a simulated human–computer interaction scenario. The results indicate that alignment is present, resulting in the gradual reduction and stabilization of the vocabulary-in-use, and that it is also reciprocal. Further, the results suggest that when system and user errors occur, the development of alignment is temporarily disrupted and users tend to introduce novel words to the dialog. The results also indicate that alignment in human–computer interaction may have a strong strategic component and is used as a resource to compensate for less optimal (visually impoverished) interaction conditions. Moreover, lower alignment is associated with less successful interaction, as measured by user perceptions. The article distills the results of the study into design recommendations for human–computer dialog systems and uses them to outline a model of dialog management that supports and exploits alignment through mechanisms for in-use adaptation of the system’s grammar and lexicon.  相似文献   

2.
The design of any interactive computer system requires consideration of both humans and machines. Software usability is one aspect of human–computer interaction that can benefit from knowledge of the user and their tasks. One set of methods for determining whether an application enables users to achieve their predetermined goals effectively and efficiently is task analysis. In the present study, a task analysis was applied to the graphical user interface of fatigue modelling software used in industry. The task analysis procedure allowed areas of usability improvement to be identified and then addressed with alternate interface prototypes. The present method of task analysis illustrates a practical and efficient way for software designers to improve software usability, user effectiveness and satisfaction, by involving users in the design process.  相似文献   

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Abstract

The use of an interactive computer system to aid the doctor with history taking and diagnosis is described. The system is developed for dyspepsia cases and is designed to be flexible enough to give the doctor considerable choice in the way it is used in the consulting room. We have observed and analysed its use by doctors in two very different settings; registrars and SHOs in an outpatient clinic, and GP trainers in a simulation exercise. All the doctors found individual ways of using the computer in the consultation, some chose to use it ‘conversationally’, alternating their attention between patient and computer, whilst others attempted to minimize its use while the patient was present. Patients’ reactions to the use of computers in general, and to their experience of this system specifically are described. The ways in which the computer imposes structure on the consultation and seems to influence the doctors’ decision processes are discussed. The complex dynamics of the interaction between patient, doctor and computer are outlined and are related to the cognitive load imposed. We raise ‘human factors’ issues, specific to the medical consultation environment, which need consideration in the design of future systems.  相似文献   

5.
Gaining a better understanding of human–computer interaction in multiple-goal environments, such as driving, is critical as people increasingly use information technology to accomplish multiple tasks simultaneously. Extensive research shows that decision biases can be utilized as effective cues to guide user interaction in single-goal environments. This article is a first step toward understanding the effect of decision biases in multiple-goal environments. This study analyzed data from a field experiment during which a comparison was made between drivers’ decisions on parking lots in a single-goal environment and drivers’ decisions in a multiple-goal environment when being exposed to the default option bias. The article shows that the default option bias is effective in multiple-goal environments. The results have important implications for the design of human–computer interaction in multiple-goal environments.  相似文献   

6.
The interactive use of visual interface tools has diversified the use of visualisations. This article reviews the relevant aspects of interaction and challenges the sufficiency of traditional evaluation criteria developed for static graphs. Traditionally, the problem for statisticians has been to maintain perceptual discriminability of details, when quantities of data increase. Currently, however, even non-professional users need to integrate qualitatively different kinds of information. The review of task requirements indicates the use of a visual outline: (1) visual tools can facilitate parallel separation of individual data entities and integration of their features and (2) more focused comparisons require visual memory due to eye movements. The article reports psychophysical experiments that measure performance accuracy and response latency conditioned by the above task requirements. The impact of shape and colour on performance interacted with display times; the times were shorter (100 ms) or longer (1 s) than the duration of typical gaze fixation. The features of graphs in the experiments were derived from a popular internet service. Thus, we describe methods for evaluating visual components of real services and provide general guidelines for visual design of human–computer interaction.  相似文献   

7.
The project summarized in this article aims at developing techniques to support access control in Real-Time Distributed Collaborative Editors (RCE). The ever-increasing role of RCE in academic, industry and society comforts the expansion of data sharing and raises growing concerns about controlling access to this data. Indeed, RCE allow for a human–computer–human interaction in a decentralized fashion. Thus, access control for RCE requires a careful design since they need dynamic access changes and low latency access to shared document while maintaining its consistency.In this article, we propose a flexible access control model where the shared document and its authorization policy are replicated in the local memory of each user. To deal with latency and dynamic access changes, we use an optimistic access control technique in such a way that enforcement of authorizations is retroactive. Our model is generic enough to be deployed on the top of the most of existing logging-based collaborative systems. Indeed, it does not entail overheads and it does not affect the convergence of the shared document. We show that naive coordination between updates of both copies can create security holes on the shared document, by permitting illegal modifications or rejecting legal modifications and present our solutions to avoid these problems. Finally, we present a prototype for managing authorizations in collaborative editing work in a decentralized fashion. Thus our model may be deployed easily on mobile devices over P2P networks.  相似文献   

8.
There has been a lot of interest in ethnography within human–computer interaction over the last two decades, and its relevance within systems development is today beyond question. However, one of the challenges reported is that ethnography generates findings and knowledge with such contextual richness that it can be hard to transfer into system design. In the light of recent years' push for the use of ethnography within the area of mobile human–computer interaction, this challenge has resurfaced and is of renewed importance to the research field. In this article we describe an interdisciplinary combination of ethnography with a structured software engineering method supporting the transition from collected data to design and implementation. We explore this combination through two case studies of mobile system development for supporting distributed work activities within industrial process control. We show that when developing mobile systems ethnographic data is a highly valuable source of input for developing object-oriented models by providing contextual richness, and that in turn, objected-oriented analysis is a highly valuable method for working with ethnographic field data in systems development by supporting the creation of abstract models. Combining the two, we have a method where ethnographic field studies inform core system design.  相似文献   

9.
双向卫星实时远程教学系统的研究与设计   总被引:1,自引:0,他引:1  
肖任重  申瑞民  江济 《计算机工程》2004,30(11):143-145
介绍了一种基于双向卫星的多媒体远程实时教学系统AstroTrainer。通过教学现场的师生视音频数据、屏幕数据和白板数据的采集和基于双向卫星的网络传输。实现了教学现场的多媒体直播。克服了双向卫星回传带宽过窄的缺陷。提供了师生间的实时交互和课堂管理监控的功能。利用双向卫星高速接入技术,解决了传统课堂教学在时问和空间上的制约问题,大大扩展了教学规模,实现名师授课、教育资源的共享以及师生的协同交互。  相似文献   

10.
Adding usability improving solutions during late stage development is to some extent restricted by the software architecture. However, few software engineers and human–computer interaction engineers are aware of this important constraint and as a result avoidable rework is frequently necessary. In this paper we present a new type of pattern called a bridging pattern. Bridging patterns extend interaction design patterns by adding information on how to generally implement this pattern. Bridging patterns can be used for architectural analysis: when the generic implementation is known, software architects can assess what it means in their context and can decide whether they need to modify the software architecture to support these patterns. This may prevent part of the high costs incurred by adaptive maintenance activities once the system has been implemented and leads to architectures with better support for usability.  相似文献   

11.
Considering the increase in need of skilled human capital, the vocational training and education through e-learning has widely been adopted all over the world. It serves as a major alternative for training and teaching professionals, technicians, skilled workers, amateurs and students who cannot manage regular college education due to time, cost and distance factors. Prior research focuses on learning enhancement from several perspectives like computer mediated methods, learning games, personalized learning environments and web based instructional design. The proposed work contributes to this debate by investigating the role of collaboration i.e. student–student and student–instructor interaction, support material, instructor's feedback and evaluating their effects on learning outcome and students' learning experience. The investigation is performed through a case study presenting four vocational courses offered in three consecutive sessions. The findings revealed that collaborative practices i.e. group work, team effort, in time instructor's feedback and consolidated support material enhances learning experience of student and contributes positively to the learning outcome.  相似文献   

12.
This editorial paper introduces an emerging area for human–computer interaction research, which concerns interaction design and children. To avoid treating children as a homogeneous user group, it discusses some perspectives on their development, their use of technology for entertainment and education and, finally, how to involve children in the various stages of the design process.  相似文献   

13.
《Computers & Education》2001,37(1):27-40
Most educational software is designed to foster students' learning outcomes but with little consideration of the teaching framework in which it will be used. This paper presents a significantly different model of educational software that was derived from a case study of two teachers participating in a software design process. It shows the relationship between particular elements of the teachers' pedagogy and the characteristics of the software design. In this model, the ‘classroom atmosphere’ is embedded in the human–computer interface scenarios and elements, the ‘teaching strategy’ in the design of the browsing strategies of the software, and the ‘learning strategy’ in the particular forms of interaction with the software. The model demonstrates significant links between the study of Pedagogy and the study of Information Technology in Education and has implications for the relationship between these two areas of research and consequently for teacher training. The model proposes a perspective on educational software design that takes into consideration not only learning theories, but also teaching theories and practice.  相似文献   

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This commentary discusses Noam Tractinsky’s article “The Usability Construct: A Dead End?” (Human–Computer Interaction, 2017). That article debates the conceptual qualities of “usability” as a key concept in human–computer interaction. It provides two main conclusions: (a) the usefulness of the concept of “usability” to human–computer interaction theories has been limited and (b) a notion of “construct” is useful for identifying weaknesses of the concept of “usability” and thereby provides reasons for its limited usefulness. The article is interesting and provides an in-depth analysis of the concept of usability. Unfortunately, the use of this analysis is not convincing. Instead, redefinition of “usability” should be based on a constructive approach.  相似文献   

16.
The task of this article is to focus on aspects of design from a theoretical perspective that works out a general framework of techno-social design that is grounded in the notion of the participatory, cooperative, sustainable information society. The approach is normative in that it is based on the judgment that not just any information society is needed, but one that has specific qualities that this article tries to identify. Methodologically, the article works out a conceptual framework that synthesizes general social theory and human–computer interaction. Design is seen as a social process that shapes society and techno-social systems. First, a model of society that is based on the dialectical interaction of economic, political, and cultural subsystems is introduced. Then, the notion of the the participatory, cooperative, sustainable information society is introduced. This theoretical definition is then used for classifying design principles of techno-social information systems from a social theory perspective.  相似文献   

17.
Affective computing, which is the topic concerned with the design of emotionally intelligent machines, has been a growing area of interest in the field of human–computer interaction. Many of the current questions in the field will need to be answered in order for progress to be made toward a truly affective computing platform. The current article seeks to summarize much of the existing research in affective computing focused in three primary areas: affective generation, affective understanding, and application. A taxonomy of affective computing applications is then proposed in an effort to help organize the efforts of researchers and designers alike. This taxonomy contains a hierarchy of five tiers: the purpose or goal of the system, the level of integration, the method of affective understanding, the method of affective generation, and the platform of use. The article concludes by highlighting several key issues that the field of affective computing faces moving forward.  相似文献   

18.
The design and selection of 3D modeled hand gestures for human–computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human–computer input.  相似文献   

19.
This paper explores the roots of human–computer interaction as a discipline, the various trends which have marked its development, and some of the current and future challenges for research. Human–computer interaction, like any vocational discipline, sits upon three broad foundations: theoretical principles, professional practice and a community of people. As an interdisciplinary field the theoretical roots of HCI encompass a number of other disciplines including psychology, computing, ergonomics, and social sciences; however, it also has theoretical and practical challenges of its own. The evolving internal and external context of HCI, computers, have become smaller and less costly; this has led to changes in nature of the users and uses of computers, with corresponding impact on society. The paper explores the current challenges of computers from the cloud to digital fabrication and the need to design for solitude. It suggests that HCI should not just react to the changes around it, but also shape those changes.  相似文献   

20.
Coolness has recently started to be explored as a design goal for interactive products from practitioners as well as researchers within human–computer interaction (HCI), but there is still a need to further operationalise the concept and explore how we can measure it. Our contribution in this paper is the COOL questionnaire. We based the creation of the questionnaire on literature suggesting that perceived coolness is decomposed to outer cool (the style of a product) and inner cool (the personality characteristics assigned to it). In this paper, we focused on inner cool, and we identified 11 inner cool characteristics. These were used to create an initial pool of question items and 2236 participants were asked to assess 16 mobile devices. By performing exploratory and confirmatory factor analyses, we identified three factors that can measure the perceived inner coolness of interactive products: desirability, rebelliousness and usability. These factors and their underlying 16 question items comprise the COOL questionnaire. The whole process of creating the questionnaire is presented in detail in this paper and we conclude by discussing our work against related work on coolness and HCI.  相似文献   

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