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This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased in three steps. After each playing session, the players’ experiences of sociality and engagement were assessed using questionnaires. The results showed that distributing game control among the players increased the level of experienced sociality and reduced the level of experienced control. The game in which the controls were partly distributed led to the highest levels of experienced engagement, because the game allowed social play while still giving the players a sense of autonomy. The implications for interaction design are discussed.  相似文献   
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Tangible products: redressing the balance between appearance and action   总被引:1,自引:0,他引:1  
Over the past decade, our group has approached interaction design from an industrial design point of view. In doing so, we focus on a branch of design called formgiving. Traditionally, formgiving has been concerned with such aspects of objects as form, colour, texture and material. In the context of interaction design, we have come to see formgiving as the way in which objects appeal to our senses and motor skills. In this paper, we first describe our approach to interaction design of electronic products. We start with how we have been first inspired and then disappointed by the Gibsonian perception movement [1], how we have come to see both appearance and actions as carriers of meaning, and how we see usability and aesthetics as inextricably linked. We then show a number of interaction concepts for consumer electronics with both our initial thinking and what we learnt from them. Finally, we discuss the relevance of all this for tangible interaction. We argue that, in addition to a data-centred view, it is also possible to take a perceptual-motor-centred view on tangible interaction. In this view, it is the rich opportunities for differentiation in appearance and action possibilities that make physical objects open up new avenues to meaning and aesthetics in interaction design.  相似文献   
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Recent advances in fully three-dimensional reconstruction for multi-ring PET scanners have led us to explore the potential of a prototype scanner based on the rotation of two opposing arrays of BGO block detectors. The prototype contains only one-third of the number of detectors in the equivalent full ring scanner, resulting in reduced cost. With a lower energy threshold at 250 keV, the absolute efficiency of the scanner is 0.5% and the scatter fraction is 35% for a 20-cm cylinder. Transaxial and axial spatial resolution is about 6 mm. The maximum noise equivalent count rate estimated for a 15-cm diameter cylinder is 36,000 cps at a concentration of 26 kBq/ml. The minimum scan time for a 18F-fluoro-2-deoxyglucose (FDG) brain study is 55 sec. The camera has been validated for clinical applications using both FDG and 82Rb.  相似文献   
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A designerly critique on enchantment   总被引:1,自引:0,他引:1  
To develop the concept of user experience in HCI, McCarthy et al. introduce the notion of enchantment in interaction design. They describe five sensibilities that support exploration and evaluation in design for enchantment. In this paper, we discuss design for enchantment in light of our approach to design for interaction, called design for meaningful mediation. Based on our experiences from case studies, we argue that ‘considering the whole person with feelings, desires and anxieties’, one of the sensibilities McCarthy et al. formulate, influences the desirability and realisation of the other four sensibilities. By way of case studies, we show how we explored the link between ‘the whole person’ and desired interaction experience in a designerly way. We place enchantment in a context of other interaction experiences and demonstrate possible design techniques relevant to design for interaction experiences, including enchantment.  相似文献   
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The insulation resistance and interference rejection of several prototype thermal noise sensors were measured. It was found that twisting the connecting wires as a pair optimizes the magnetic interference rejection. High-temperature-resistant wire insulation was developed by vapor depositing a few micrometer thick ceramic coating. The best insulation was obtained with a coating of 1.25μm SiO2 + 1.5μm TiO2 + 0.25μm ZrO2. The insulation of four such coated pairs reached stable levels of 18 ± 3kΩ during a testing period of 1 week at 950°C under atmospheric conditions.  相似文献   
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PURPOSE: In normal vision, stereoscopic cues are combined with perspective cues to provide veridical depth perception. The relative strengths of these depth cues, however, may be dependent upon context effects. We investigated the role of stimulus context on the interactions of binocular disparity, contrast, and size. METHODS: The subjects, four observers with normal stereoacuity and one stereo-amblyope, discriminated far vs. near perceived depth of Gabor patches; feedback was based on the sign of binocular disparity. Depth discrimination functions were measured under conditions in which depth cues were consonant or in conflict. Three stimulus contexts were used: (1) variable disparity with fixed spatial frequency and contrast; (2) variable contrast with fixed spatial frequency and disparity; and (3) variable spatial frequency with fixed contrast and disparity. The effects of stimulus context were derived from comparisons of discrimination rates for identical stimuli across the three sets of conditions. RESULTS: In subjects with normal stereopsis, for disparities less than 2 arcmin, depth perception was dominated by contrast in contrast-varying sessions, or by size in spatial frequency-varying sessions. With larger disparities, depth perception became dependent on disparity, regardless of the contrast or spatial frequency of the test stimulus. The results for the stereo-amblyope showed much greater dependence on perspective cues and, in most cases, the transition from perspective- to disparity-based depth perception did not occur. CONCLUSIONS: These investigations demonstrate strong stimulus context effects and have important implications for the combination rules of stereoscopic and perspective cues in depth perception of normal and stereo-deficient subjects.  相似文献   
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