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Sample records for computing user experience

  1. Perspectives on distributed computing : thirty people, four user types, and the distributed computing user experience.

    Energy Technology Data Exchange (ETDEWEB)

    Childers, L.; Liming, L.; Foster, I.; Mathematics and Computer Science; Univ. of Chicago

    2008-10-15

    This report summarizes the methodology and results of a user perspectives study conducted by the Community Driven Improvement of Globus Software (CDIGS) project. The purpose of the study was to document the work-related goals and challenges facing today's scientific technology users, to record their perspectives on Globus software and the distributed-computing ecosystem, and to provide recommendations to the Globus community based on the observations. Globus is a set of open source software components intended to provide a framework for collaborative computational science activities. Rather than attempting to characterize all users or potential users of Globus software, our strategy has been to speak in detail with a small group of individuals in the scientific community whose work appears to be the kind that could benefit from Globus software, learn as much as possible about their work goals and the challenges they face, and describe what we found. The result is a set of statements about specific individuals experiences. We do not claim that these are representative of a potential user community, but we do claim to have found commonalities and differences among the interviewees that may be reflected in the user community as a whole. We present these as a series of hypotheses that can be tested by subsequent studies, and we offer recommendations to Globus developers based on the assumption that these hypotheses are representative. Specifically, we conducted interviews with thirty technology users in the scientific community. We included both people who have used Globus software and those who have not. We made a point of including individuals who represent a variety of roles in scientific projects, for example, scientists, software developers, engineers, and infrastructure providers. The following material is included in this report: (1) A summary of the reported work-related goals, significant issues, and points of satisfaction with the use of Globus software

  2. Game user experience evaluation

    CERN Document Server

    Bernhaupt, Regina

    2015-01-01

    Evaluating interactive systems for their user experience (UX) is a standard approach in industry and research today. This book explores the areas of game design and development and Human Computer Interaction (HCI) as ways to understand the various contributing aspects of the overall gaming experience. Fully updated, extended and revised this book is based upon the original publication Evaluating User Experience in Games, and provides updated methods and approaches ranging from user- orientated methods to game specific approaches. New and emerging methods and areas explored include physiologi

  3. Measuring the User Experience

    Directory of Open Access Journals (Sweden)

    Harry B. Santoso

    2016-01-01

    Full Text Available The aim of the current study is to develop an adapted version of User Experience Questionnaire (UEQ and evaluate a learning management system. Although there is a growing interest on User Experience, there are still limited resources (i.e. measurement tools or questionnaires available to measure user experience of any products, especially learning management systems. Two hundreds and thirteen computer science students participated and completed the adapted version of UEQ. In the study, the researchers used a learning management system named Student Centered e-Learning Environment (SCELE. Several types of learning materials are posted in SCELE such as audio files, simulations, PowerPoint slides, multimedia contents, and webpage links. Most of the lecturers use discussion forums in their courses to encourage students to participate in active learning setting. Staff and lecturers sometimes post academic-related announcements on the SCELE homepage. Two hundred thirteen students enrolled in Computer Science program were invited to evaluate the SCELE. This study will benefit UX practitioners, HCI educators, program and center of learning resources administrators, and learning management system developers. Findings of the present study may also be valuable for universities and high schools which are using computer-based learning environments.

  4. Cross-cultural human-computer interaction and user experience design a semiotic perspective

    CERN Document Server

    Brejcha, Jan

    2015-01-01

    This book describes patterns of language and culture in human-computer interaction (HCI). Through numerous examples, it shows why these patterns matter and how to exploit them to design a better user experience (UX) with computer systems. It provides scientific information on the theoretical and practical areas of the interaction and communication design for research experts and industry practitioners and covers the latest research in semiotics and cultural studies, bringing a set of tools and methods to benefit the process of designing with the cultural background in mind.

  5. Frustration: A common user experience

    DEFF Research Database (Denmark)

    Hertzum, Morten

    2010-01-01

    % of their time redoing lost work. Thus, the frustrating experiences accounted for a total of 27% of the time, This main finding is exacerbated by several supplementary findings. For example, the users were unable to fix 26% of the experienced problems, and they rated that the problems recurred with a median....... In the present study, 21 users self-reported their frustrating experiences during an average of 1.72 hours of computer use. As in the previous studies the amount of time lost due to frustrating experiences was disturbing. The users spent 16% of their time trying to fix encountered problems and another 11...

  6. Evaluating user experience with respect to user expectations in brain-computer interface games

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Hakvoort, G.; Poel, Mannes; Müller-Putz, G.R.; Scherer, R.; Billinger, M.; Kreilinger, A.; Kaiser, V.; Neuper, C.

    Evaluating user experience (UX) with respect to previous experiences can provide insight into whether a product can positively aect a user's opinion about a technology. If it can, then we can say that the product provides a positive UX. In this paper we propose a method to assess the UX in BCI

  7. A distributed, graphical user interface based, computer control system for atomic physics experiments.

    Science.gov (United States)

    Keshet, Aviv; Ketterle, Wolfgang

    2013-01-01

    Atomic physics experiments often require a complex sequence of precisely timed computer controlled events. This paper describes a distributed graphical user interface-based control system designed with such experiments in mind, which makes use of off-the-shelf output hardware from National Instruments. The software makes use of a client-server separation between a user interface for sequence design and a set of output hardware servers. Output hardware servers are designed to use standard National Instruments output cards, but the client-server nature should allow this to be extended to other output hardware. Output sequences running on multiple servers and output cards can be synchronized using a shared clock. By using a field programmable gate array-generated variable frequency clock, redundant buffers can be dramatically shortened, and a time resolution of 100 ns achieved over effectively arbitrary sequence lengths.

  8. A distributed, graphical user interface based, computer control system for atomic physics experiments

    Science.gov (United States)

    Keshet, Aviv; Ketterle, Wolfgang

    2013-01-01

    Atomic physics experiments often require a complex sequence of precisely timed computer controlled events. This paper describes a distributed graphical user interface-based control system designed with such experiments in mind, which makes use of off-the-shelf output hardware from National Instruments. The software makes use of a client-server separation between a user interface for sequence design and a set of output hardware servers. Output hardware servers are designed to use standard National Instruments output cards, but the client-server nature should allow this to be extended to other output hardware. Output sequences running on multiple servers and output cards can be synchronized using a shared clock. By using a field programmable gate array-generated variable frequency clock, redundant buffers can be dramatically shortened, and a time resolution of 100 ns achieved over effectively arbitrary sequence lengths.

  9. An Empirical Study of User Experience on Touch Mice

    Science.gov (United States)

    Chou, Jyh Rong

    2016-01-01

    The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…

  10. Modeling Users' Experiences with Interactive Systems

    CERN Document Server

    Karapanos, Evangelos

    2013-01-01

    Over the past decade the field of Human-Computer Interaction has evolved from the study of the usability of interactive products towards a more holistic understanding of how they may mediate desired human experiences.  This book identifies the notion of diversity in usersʼ experiences with interactive products and proposes methods and tools for modeling this along two levels: (a) interpersonal diversity in usersʽ responses to early conceptual designs, and (b) the dynamics of usersʼ experiences over time. The Repertory Grid Technique is proposed as an alternative to standardized psychometric scales for modeling interpersonal diversity in usersʼ responses to early concepts in the design process, and new Multi-Dimensional Scaling procedures are introduced for modeling such complex quantitative data. iScale, a tool for the retrospective assessment of usersʼ experiences over time is proposed as an alternative to longitudinal field studies, and a semi-automated technique for the analysis of the elicited exper...

  11. Computer mapping software and geographic data base development: Oak Ridge National Laboratory user experience

    International Nuclear Information System (INIS)

    Honea, B.; Johnson, P.

    1978-01-01

    As users of computer display tools, our opinion is that the researcher's needs should guide and direct the computer scientist's development of mapping software and data bases. Computer graphic techniques developed for the sake of the computer graphics community tend to be esoteric and rarely suitable for user problems. Two types of users exist for computer graphic tools: the researcher who is generally satisfied with abstract but accurate displays for analysis purposes and the decision maker who requires synoptic and easily comprehended displays relevant to the issues he or she must address. Computer mapping software and data bases should be developed for the user in a generalized and standardized format for ease in transferring and to facilitate the linking or merging with larger analysis systems. Maximum utility of computer mapping tools is accomplished when linked to geographic information and analysis systems. Computer graphic techniques have varying degrees of utility depending upon whether they are used for data validation, analysis procedures or presenting research results

  12. Individualized computer-aided education in mammography based on user modeling: concept and preliminary experiments.

    Science.gov (United States)

    Mazurowski, Maciej A; Baker, Jay A; Barnhart, Huiman X; Tourassi, Georgia D

    2010-03-01

    The authors propose the framework for an individualized adaptive computer-aided educational system in mammography that is based on user modeling. The underlying hypothesis is that user models can be developed to capture the individual error making patterns of radiologists-in-training. In this pilot study, the authors test the above hypothesis for the task of breast cancer diagnosis in mammograms. The concept of a user model was formalized as the function that relates image features to the likelihood/extent of the diagnostic error made by a radiologist-in-training and therefore to the level of difficulty that a case will pose to the radiologist-in-training (or "user"). Then, machine learning algorithms were implemented to build such user models. Specifically, the authors explored k-nearest neighbor, artificial neural networks, and multiple regression for the task of building the model using observer data collected from ten Radiology residents at Duke University Medical Center for the problem of breast mass diagnosis in mammograms. For each resident, a user-specific model was constructed that predicts the user's expected level of difficulty for each presented case based on two BI-RADS image features. In the experiments, leave-one-out data handling scheme was applied to assign each case to a low-predicted-difficulty or a high-predicted-difficulty group for each resident based on each of the three user models. To evaluate whether the user model is useful in predicting difficulty, the authors performed statistical tests using the generalized estimating equations approach to determine whether the mean actual error is the same or not between the low-predicted-difficulty group and the high-predicted-difficulty group. When the results for all observers were pulled together, the actual errors made by residents were statistically significantly higher for cases in the high-predicted-difficulty group than for cases in the low-predicted-difficulty group for all modeling

  13. Guidelines for the integration of audio cues into computer user interfaces

    Energy Technology Data Exchange (ETDEWEB)

    Sumikawa, D.A.

    1985-06-01

    Throughout the history of computers, vision has been the main channel through which information is conveyed to the computer user. As the complexities of man-machine interactions increase, more and more information must be transferred from the computer to the user and then successfully interpreted by the user. A logical next step in the evolution of the computer-user interface is the incorporation of sound and thereby using the sense of ''hearing'' in the computer experience. This allows our visual and auditory capabilities to work naturally together in unison leading to more effective and efficient interpretation of all information received by the user from the computer. This thesis presents an initial set of guidelines to assist interface developers in designing an effective sight and sound user interface. This study is a synthesis of various aspects of sound, human communication, computer-user interfaces, and psychoacoustics. We introduce the notion of an earcon. Earcons are audio cues used in the computer-user interface to provide information and feedback to the user about some computer object, operation, or interaction. A possible construction technique for earcons, the use of earcons in the interface, how earcons are learned and remembered, and the affects of earcons on their users are investigated. This study takes the point of view that earcons are a language and human/computer communication issue and are therefore analyzed according to the three dimensions of linguistics; syntactics, semantics, and pragmatics.

  14. Integrating user studies into computer graphics-related courses.

    Science.gov (United States)

    Santos, B S; Dias, P; Silva, S; Ferreira, C; Madeira, J

    2011-01-01

    This paper presents computer graphics. Computer graphics and visualization are essentially about producing images for a target audience, be it the millions watching a new CG-animated movie or the small group of researchers trying to gain insight into the large amount of numerical data resulting from a scientific experiment. To ascertain the final images' effectiveness for their intended audience or the designed visualizations' accuracy and expressiveness, formal user studies are often essential. In human-computer interaction (HCI), such user studies play a similar fundamental role in evaluating the usability and applicability of interaction methods and metaphors for the various devices and software systems we use.

  15. Evaluation of Musculoskeletal Disorders among computer Users in Isfahan

    Directory of Open Access Journals (Sweden)

    Ayoub Ghanbary

    2015-08-01

    Full Text Available Along with widespread use of computers, work-related musculoskeletal disorders (MSDs have become the most prevalent ergonomic problems in computer users. With evaluating musculoskeletal disorders among Computer Users can intervent a action to reduce musculoskeletal disorders carried out. The aim of the present study was to Assessment of Musculoskeletal Disorders among Computer Users in Isfahan University with Rapid Office Strain Assessment (ROSA method and Nordic questionnaire. This cross-sectional study was conducted on 96 computer users in Isfahan university. The data were analyzed using correlation and line regression by test spss 20. and descriptive statistics and Anova test. Data collection tool was Nordic questionnaire and Rapid Office Strain Assessment method checklist. The results of Nordic questionnaire showed that prevalence of musculoskeletal disorders in computer users were in the shoulder (62.1%, neck (54.9% and back (53.1% respectively more than in other parts of the body. Based on the level of risk of ROSA were 19 individuals in an area of low risk, 50 individual area of notification and 27 individual in the area hazard and need for ergonomics interventions. Musculoskeletal disorders prevalence were in women more than men. Also Anova test showed that there is a direct and significant correlation between age and work experience with a final score ROSA (p<0.001. The study result showed that the prevalence of MSDs among computer users of Isfahan universities is pretty high and must ergonomic interventions such as computer workstation redesign, users educate about ergonomic principles computer with work, reduced working hours in computers with work, and elbows should be kept close to the body with the angle between 90 and 120 degrees to reduce musculoskeletal disorders carried out.

  16. Programming the iPhone User Experience

    CERN Document Server

    Boudreaux, Toby

    2009-01-01

    Apple's iPhone and iPod Touch not only feature the world's most powerful mobile operating system, they also usher in a new standard of human-computer interaction through gestural interfaces and multi-touch navigation. This book provides you with a hands-on, example-driven tour of UIKit, Apple's user interface toolkit, and includes common design patterns to help you create new iPhone and iPod Touch user experiences. Using Apple's Cocoa Touch framework, you'll learn how to build applications that respond in unique ways when users tap, slide, swipe, tilt, shake, or pinch the screen. Programmin

  17. Using Noninvasive Brain Measurement to Explore the Psychological Effects of Computer Malfunctions on Users during Human-Computer Interactions

    Directory of Open Access Journals (Sweden)

    Leanne M. Hirshfield

    2014-01-01

    Full Text Available In today’s technologically driven world, there is a need to better understand the ways that common computer malfunctions affect computer users. These malfunctions may have measurable influences on computer user’s cognitive, emotional, and behavioral responses. An experiment was conducted where participants conducted a series of web search tasks while wearing functional near-infrared spectroscopy (fNIRS and galvanic skin response sensors. Two computer malfunctions were introduced during the sessions which had the potential to influence correlates of user trust and suspicion. Surveys were given after each session to measure user’s perceived emotional state, cognitive load, and perceived trust. Results suggest that fNIRS can be used to measure the different cognitive and emotional responses associated with computer malfunctions. These cognitive and emotional changes were correlated with users’ self-report levels of suspicion and trust, and they in turn suggest future work that further explores the capability of fNIRS for the measurement of user experience during human-computer interactions.

  18. Building the Realtime User Experience

    CERN Document Server

    Roden, Ted

    2010-01-01

    The Web is increasingly happening in realtime. With websites such as Facebook and Twitter leading the way, users are coming to expect that all sites should serve content as it occurs -- on smartphones as well as computers. This book shows you how to build realtime user experiences by adding chat, streaming content, and including more features on your site one piece at a time, without making big changes to the existing infrastructure. You'll also learn how to serve realtime content beyond the browser. Throughout the book are many practical JavaScript and Python examples that you can use on yo

  19. Peak experiences of psilocybin users and non-users.

    Science.gov (United States)

    Cummins, Christina; Lyke, Jennifer

    2013-01-01

    Maslow (1970) defined peak experiences as the most wonderful experiences of a person's life, which may include a sense of awe, well-being, or transcendence. Furthermore, recent research has suggested that psilocybin can produce experiences subjectively rated as uniquely meaningful and significant (Griffiths et al. 2006). It is therefore possible that psilocybin may facilitate or change the nature of peak experiences in users compared to non-users. This study was designed to compare the peak experiences of psilocybin users and non-users, to evaluate the frequency of peak experiences while under the influence of psilocybin, and to assess the perceived degree of alteration of consciousness during these experiences. Participants were recruited through convenience and snowball sampling from undergraduate classes and at a musical event. Participants were divided into three groups, those who reported a peak experience while under the influence of psilocybin (psilocybin peak experience: PPE), participants who had used psilocybin but reported their peak experiences did not occur while they were under the influence of psilocybin (non-psilocybin peak experience: NPPE), and participants who had never used psilocybin (non-user: NU). A total of 101 participants were asked to think about their peak experiences and complete a measure evaluating the degree of alteration of consciousness during that experience. Results indicated that 47% of psilocybin users reported their peak experience occurred while using psilocybin. In addition, there were significant differences among the three groups on all dimensions of alteration of consciousness. Future research is necessary to identify factors that influence the peak experiences of psilocybin users in naturalistic settings and contribute to the different characteristics of peak experiences of psilocybin users and non-users.

  20. Spectrometer user interface to computer systems

    International Nuclear Information System (INIS)

    Salmon, L.; Davies, M.; Fry, F.A.; Venn, J.B.

    1979-01-01

    A computer system for use in radiation spectrometry should be designed around the needs and comprehension of the user and his operating environment. To this end, the functions of the system should be built in a modular and independent fashion such that they can be joined to the back end of an appropriate user interface. The point that this interface should be designed rather than just allowed to evolve is illustrated by reference to four related computer systems of differing complexity and function. The physical user interfaces in all cases are keyboard terminals, and the virtues and otherwise of these devices are discussed and compared with others. The language interface needs to satisfy a number of requirements, often conflicting. Among these, simplicity and speed of operation compete with flexibility and scope. Both experienced and novice users need to be considered, and any individual's needs may vary from naive to complex. To be efficient and resilient, the implementation must use an operating system, but the user needs to be protected from its complex and unfamiliar syntax. At the same time the interface must allow the user access to all services appropriate to his needs. The user must also receive an image of privacy in a multi-user system. The interface itself must be stable and exhibit continuity between implementations. Some of these conflicting needs have been overcome by the SABRE interface with languages operating at several levels. The foundation is a simple semimnemonic command language that activates indididual and independent functions. The commands can be used with positional parameters or in an interactive dialogue the precise nature of which depends upon the operating environment and the user's experience. A command procedure or macrolanguage allows combinations of commands with conditional branching and arithmetic features. Thus complex but repetitive operations are easily performed

  1. Computer systems experiences of users with and without disabilities an evaluation guide for professionals

    CERN Document Server

    Borsci, Simone; Federici, Stefano; Mele, Maria Laura

    2013-01-01

    This book provides the necessary tools for the evaluation of the interaction between the user who is disabled and the computer system that was designed to assist that person. The book creates an evaluation process that is able to assess the user's satisfaction with a developed system. Presenting a new theoretical perspective in the human computer interaction evaluation of disabled persons, it takes into account all of the individuals involved in the evaluation process.

  2. Designing for experience : arousing boredom to evoke predefined user behaviour

    NARCIS (Netherlands)

    van Aart, J.; Salem, B.I.; Bartneck, C.; Hu, J.; Rauterberg, G.W.M.; Desmet, P.; Tzvetanov, S.; Hekkert, P.; Justice, L.

    2008-01-01

    In the light of Cultural Computing, this study influences user affect and behaviour by touching upon core values of Western culture. We created an augmented reality environment in which users experience a predefined sequence of emotional states and events. This study concerns two typically Western

  3. Remote participation at JET Task Force work: users' experience

    International Nuclear Information System (INIS)

    Suttrop, W.; Kinna, D.; Farthing, J.; Hemming, O.; How, J.; Schmidt, V.

    2002-01-01

    The Joint European Torus (JET) fusion experiment is now operated with strong involvement of physicists from outside research laboratories, which often requires remote participation in JET physics experiments. Users' experience with tools for remote collaborative work is reported, including remote computer and data access, remote meetings, shared documentation and various other communication channels

  4. Sharing experience and knowledge with wearable computers

    OpenAIRE

    Nilsson, Marcus; Drugge, Mikael; Parnes, Peter

    2004-01-01

    Wearable computer have mostly been looked on when used in isolation. But the wearable computer with Internet connection is a good tool for communication and for sharing knowledge and experience with other people. The unobtrusiveness of this type of equipment makes it easy to communicate at most type of locations and contexts. The wearable computer makes it easy to be a mediator of other people knowledge and becoming a knowledgeable user. This paper describes the experience gained from testing...

  5. The Information Science Experiment System - The computer for science experiments in space

    Science.gov (United States)

    Foudriat, Edwin C.; Husson, Charles

    1989-01-01

    The concept of the Information Science Experiment System (ISES), potential experiments, and system requirements are reviewed. The ISES is conceived as a computer resource in space whose aim is to assist computer, earth, and space science experiments, to develop and demonstrate new information processing concepts, and to provide an experiment base for developing new information technology for use in space systems. The discussion covers system hardware and architecture, operating system software, the user interface, and the ground communication link.

  6. User experience and compatibility in documentation standards. Summary

    International Nuclear Information System (INIS)

    Maskewitz, B.F.

    1982-01-01

    Existing guidelines for documentation of scientific computer programs or data libraries are reviewed, and the essential elements for facilitating exchange of the software are outlined. Selected case studies are made in which accepted standards were followed from the programming stage through documentation, and an analysis of user experience

  7. Personal computer wallpaper user segmentation based on Sasang typology.

    Science.gov (United States)

    Lee, Joung-Youn

    2015-03-01

    As human-computer interaction (HCI) is becoming a significant part of all human life, the user's emotional satisfaction is an important factor to consider. These changes have been pointed out by several researchers who claim that a user's personality may become the most important factor in the design. The objective of this study is to examine Sasang typology as a user segmentation method in the area of HCI design. To test HCI usage patterns in terms of the user's personality and temperament, this study focuses on personal computer (PC) or lap-top wallpaper settings. One hundred and four Facebook friends completed a QSCC II survey assessing Sasang typology type and sent a captured image of their personal PC or lap-top wallpaper. To classify the computer usage pattern, folder organization and wallpaper setting were investigated. The research showed that So-Yang type organized folders and icons in an orderly manner, whereas So-Eum type did not organize folders and icons at all. With regard to wallpaper settings, So-Yang type used the default wallpaper provided by the PC but So-Eum type used landscape images. Because So-Yang type was reported to be emotionally stable and extrovert, they tended to be highly concerned with online privacy compared with So-Eum type. So-Eum type use a lot of images of landscapes as the background image, which demonstrates So-Eum's low emotional stability, anxiety, and the desire to obtain analogy throughout the computer screen. Also, So-Yang's wallpapers display family or peripheral figures and this is due to the sociability that extrovert So-Yang types possess. By proposing the Sasang typology as a factor in influencing an HCI usage pattern in this study, it can be used to predict the user's HCI experience, or suggest a native design methodology that can actively cope with the user's psychological environment.

  8. The Impact of User Interface on Young Children’s Computational Thinking

    Directory of Open Access Journals (Sweden)

    Amanda Sullivan

    2017-07-01

    Full Text Available Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children’s mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching computational thinking at a young age. This study explores the affordances of two very different programming interfaces for teaching computational thinking: a graphical coding application on the iPad (ScratchJr and tangible programmable robotics kit (KIBO. Methodology\t: This study used a mixed-method approach to explore the learning experiences that young children have with tangible and graphical coding interfaces. A sample of children ages four to seven (N = 28 participated. Findings: Results suggest that type of user interface does have an impact on children’s learning, but is only one of many factors that affect positive academic and socio-emotional experiences. Tangible and graphical interfaces each have qualities that foster different types of learning

  9. CAPTCHA – Security affecting User Experience

    Directory of Open Access Journals (Sweden)

    Ruti Gafni

    2016-05-01

    Full Text Available CAPTCHA - Completely Automated Public Turing test to tell Computers and Humans Apart - is a test with the aim to distinguish between malicious automatic software and real users in the era of Cyber security threats. Various types of CAPTCHA tests were developed, in order to address accessibility while implementing security. This research focuses on the users’ attitudes and experiences related to use of the different kinds of tests. A questionnaire accompanied by experiencing five different CAPTCHA tests was performed among 212 users. Response times for each test and rate of success were collected automatically. The findings demonstrate that none of the existing tests are ideal. Although the participants were familiar with the Text-based test, they found it the most frustrating and non-enjoyable. Half of the participants failed in the Arithmetic-based test. While most of the participants found the picture and game based test enjoyable, their response time for those tests was the largest. The age factor was encountered as influencing both the attitude of the user and the performance, while younger users are more tolerant, have a better success rate, and are faster, the elder users found the tests annoying and time-consuming.

  10. The phenomenological experience of dementia and user interface development

    DEFF Research Database (Denmark)

    Peterson, Carrie Beth; Mitseva, Anelia; Mihovska, Albena D.

    2009-01-01

    This study follows the project ISISEMD through a phenomenological approach of investigating the experience of the Human Computer Interaction (HCI) for someone with dementia. The aim is to accentuate the Assistive Technology (AT) from the end user perspective. It proposes that older adults and those...... with dementia should no longer be an overlooked population, and how the HCI community can learn from their experiences to develop methods and design interfaces which truly benefit these individuals. Guidelines from previous research are incorporated along with eclectic, user-centered strategies as the interface...... designers for ISISEMD develop an appropriate and effective modality. The paper outlines the interconnected difficulties associated with the characteristics of older adults with mild dementia, which are important to be considered when introducing AT to that group of end users. It further presents clear...

  11. Observing the user experience a practitioner's guide to user research

    CERN Document Server

    Kuniavsky, Mike; Goodman, Elizabeth

    2012-01-01

    The gap between who designers and developers imagine their users are, and who those users really are can be the biggest problem with product development. Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created. Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research techniques

  12. Graphical User Interface Programming in Introductory Computer Science.

    Science.gov (United States)

    Skolnick, Michael M.; Spooner, David L.

    Modern computing systems exploit graphical user interfaces for interaction with users; as a result, introductory computer science courses must begin to teach the principles underlying such interfaces. This paper presents an approach to graphical user interface (GUI) implementation that is simple enough for beginning students to understand, yet…

  13. Prevalance of neck pain in computer users

    International Nuclear Information System (INIS)

    Sabeen, F.; Bashir, M.S.; Hussain, S.I.

    2013-01-01

    Prolonged use of computers during daily work activities and recreation is often cited as a cause of neck pain. Neck pain and computer users are clearly connected due to extended periods of sitting in a certain position with no breaks to stretch the neck muscles. Pro-longed computer use with neck bent forward, will cause the anterior neck muscles to gradually get shorter and tighter, while the muscles in the back of neck will grow longer and weaker. These changes will lead to development of neck pain. Objectives: To find incidence of neck pain in computer users, association between neck pain and prolong sitting in wrong posture, association between effects of break during prolong work, association between types of chair in use in prolong sitting and occurrence of neck pain. Methodology: For this observational study data was collected through Questionnaires from office workers (computer users), and students. Results: Out of 50 persons 72% of computer users had neck pain. Strong association was found between neck pain and prolonged computer use (p = 0.001). Those who took break during their work had less neck pain. No significant association was found between type of chair in use and neck pain. Neck pain and type of system in use also had no significant association. Conclusion: So duration of computer use and frequency of breaks are associated with neck pain at work. Severe Neck pain was found in people who use computer for more than 5 hours a day. (author)

  14. Performing quantum computing experiments in the cloud

    Science.gov (United States)

    Devitt, Simon J.

    2016-09-01

    Quantum computing technology has reached a second renaissance in the past five years. Increased interest from both the private and public sector combined with extraordinary theoretical and experimental progress has solidified this technology as a major advancement in the 21st century. As anticipated my many, some of the first realizations of quantum computing technology has occured over the cloud, with users logging onto dedicated hardware over the classical internet. Recently, IBM has released the Quantum Experience, which allows users to access a five-qubit quantum processor. In this paper we take advantage of this online availability of actual quantum hardware and present four quantum information experiments. We utilize the IBM chip to realize protocols in quantum error correction, quantum arithmetic, quantum graph theory, and fault-tolerant quantum computation by accessing the device remotely through the cloud. While the results are subject to significant noise, the correct results are returned from the chip. This demonstrates the power of experimental groups opening up their technology to a wider audience and will hopefully allow for the next stage of development in quantum information technology.

  15. QUEST Hanford Site Computer Users - What do they do?

    Energy Technology Data Exchange (ETDEWEB)

    WITHERSPOON, T.T.

    2000-03-02

    The Fluor Hanford Chief Information Office requested that a computer-user survey be conducted to determine the user's dependence on the computer and its importance to their ability to accomplish their work. Daily use trends and future needs of Hanford Site personal computer (PC) users was also to be defined. A primary objective was to use the data to determine how budgets should be focused toward providing those services that are truly needed by the users.

  16. User Experience May be Producing Greater Heart Rate Variability than Motor Imagery Related Control Tasks during the User-System Adaptation in Brain-Computer Interfaces

    Science.gov (United States)

    Alonso-Valerdi, Luz M.; Gutiérrez-Begovich, David A.; Argüello-García, Janet; Sepulveda, Francisco; Ramírez-Mendoza, Ricardo A.

    2016-01-01

    Brain-computer interface (BCI) is technology that is developing fast, but it remains inaccurate, unreliable and slow due to the difficulty to obtain precise information from the brain. Consequently, the involvement of other biosignals to decode the user control tasks has risen in importance. A traditional way to operate a BCI system is via motor imagery (MI) tasks. As imaginary movements activate similar cortical structures and vegetative mechanisms as a voluntary movement does, heart rate variability (HRV) has been proposed as a parameter to improve the detection of MI related control tasks. However, HR is very susceptible to body needs and environmental demands, and as BCI systems require high levels of attention, perceptual processing and mental workload, it is important to assess the practical effectiveness of HRV. The present study aimed to determine if brain and heart electrical signals (HRV) are modulated by MI activity used to control a BCI system, or if HRV is modulated by the user perceptions and responses that result from the operation of a BCI system (i.e., user experience). For this purpose, a database of 11 participants who were exposed to eight different situations was used. The sensory-cognitive load (intake and rejection tasks) was controlled in those situations. Two electrophysiological signals were utilized: electroencephalography and electrocardiography. From those biosignals, event-related (de-)synchronization maps and event-related HR changes were respectively estimated. The maps and the HR changes were cross-correlated in order to verify if both biosignals were modulated due to MI activity. The results suggest that HR varies according to the experience undergone by the user in a BCI working environment, and not because of the MI activity used to operate the system. PMID:27458384

  17. An outlook of the user support model to educate the users community at the CMS Experiment

    CERN Document Server

    Malik, Sudhir

    2011-01-01

    The CMS (Compact Muon Solenoid) experiment is one of the two large general-purpose particle physics detectors built at the LHC (Large Hadron Collider) at CERN in Geneva, Switzerland. The diverse collaboration combined with a highly distributed computing environment and Petabytes/year of data being collected makes CMS unlike any other High Energy Physics collaborations before. This presents new challenges to educate and bring users, coming from different cultural, linguistics and social backgrounds, up to speed to contribute to the physics analysis. CMS has been able to deal with this new paradigm by deploying a user support structure model that uses collaborative tools to educate about software, computing an physics tools specific to CMS. To carry out the user support mission worldwide, an LHC Physics Centre (LPC) was created few years back at Fermilab as a hub for US physicists. The LPC serves as a "brick and mortar" location for physics excellence for the CMS physicists where graduate and postgraduate scien...

  18. TRANSFORMING RURAL SECONDARY SCHOOLS IN ZIMBABWE THROUGH TECHNOLOGY: LIVED EXPERIENCES OF STUDENT COMPUTER USERS

    Directory of Open Access Journals (Sweden)

    Gomba Clifford

    2016-04-01

    Full Text Available A technological divide exists in Zimbabwe between urban and rural schools that puts rural based students at a disadvantage. In Zimbabwe, the government, through the president donated computers to most rural schools in a bid to bridge the digital divide between rural and urban schools. The purpose of this phenomenological study was to understand the experiences of Advanced Level students using computers at two rural boarding Catholic High Schools in Zimbabwe. The study was guided by two research questions: (1 How do Advanced level students in the rural areas use computers at their school? and (2 What is the experience of using computers for Advanced Level students in the rural areas of Zimbabwe? By performing this study, it was possible to understand from the students’ experiences whether computer usage was for educational learning or not. The results of the phenomenological study showed that students’ experiences can be broadly classified into five themes, namely worthwhile (interesting experience, accessibility issues, teachers’ monopoly, research and social use, and Internet availability. The participants proposed teachers use computers, but not monopolize computer usage. The solution to the computer shortage may be solved by having donors and government help in the acquisitioning of more computers.

  19. Eye tracking in user experience design

    CERN Document Server

    Romano Bergstorm, Jennifer

    2014-01-01

    Eye Tracking for User Experience Design explores the many applications of eye tracking to better understand how users view and interact with technology. Ten leading experts in eye tracking discuss how they have taken advantage of this new technology to understand, design, and evaluate user experience. Real-world stories are included from these experts who have used eye tracking during the design and development of products ranging from information websites to immersive games. They also explore recent advances in the technology which tracks how users interact with mobile devices, large-screen displays and video game consoles. Methods for combining eye tracking with other research techniques for a more holistic understanding of the user experience are discussed. This is an invaluable resource to those who want to learn how eye tracking can be used to better understand and design for their users. * Includes highly relevant examples and information for those who perform user research and design interactive experi...

  20. Extracting Insights from Experience Designers to Enhance User Experience Design

    OpenAIRE

    Kremer, Simon; Lindemann, Udo

    2016-01-01

    User Experience (UX) summarizes how a user expects, perceives and assesses an encounter with a product. User Experience Design (UXD) aims at creating meaningful experiences. While UXD is a rather young discipline with-in product development and traditional processes predominate, other disciplines traditionally focus on creating experiences. We engaged with experience de-signers from the fields of arts, movies, sports, music and event management. By analyzing their working processes via interv...

  1. Distributed user interfaces for clinical ubiquitous computing applications.

    Science.gov (United States)

    Bång, Magnus; Larsson, Anders; Berglund, Erik; Eriksson, Henrik

    2005-08-01

    Ubiquitous computing with multiple interaction devices requires new interface models that support user-specific modifications to applications and facilitate the fast development of active workspaces. We have developed NOSTOS, a computer-augmented work environment for clinical personnel to explore new user interface paradigms for ubiquitous computing. NOSTOS uses several devices such as digital pens, an active desk, and walk-up displays that allow the system to track documents and activities in the workplace. We present the distributed user interface (DUI) model that allows standalone applications to distribute their user interface components to several devices dynamically at run-time. This mechanism permit clinicians to develop their own user interfaces and forms to clinical information systems to match their specific needs. We discuss the underlying technical concepts of DUIs and show how service discovery, component distribution, events and layout management are dealt with in the NOSTOS system. Our results suggest that DUIs--and similar network-based user interfaces--will be a prerequisite of future mobile user interfaces and essential to develop clinical multi-device environments.

  2. HEPLIB '91: International users meeting on the support and environments of high energy physics computing

    International Nuclear Information System (INIS)

    Johnstad, H.

    1991-01-01

    The purpose of this meeting is to discuss the current and future HEP computing support and environments from the perspective of new horizons in accelerator, physics, and computing technologies. Topics of interest to the Meeting include (but are limited to): the forming of the HEPLIB world user group for High Energy Physic computing; mandate, desirables, coordination, organization, funding; user experience, international collaboration; the roles of national labs, universities, and industry; range of software, Monte Carlo, mathematics, physics, interactive analysis, text processors, editors, graphics, data base systems, code management tools; program libraries, frequency of updates, distribution; distributed and interactive computing, data base systems, user interface, UNIX operating systems, networking, compilers, Xlib, X-Graphics; documentation, updates, availability, distribution; code management in large collaborations, keeping track of program versions; and quality assurance, testing, conventions, standards

  3. Multiple-User, Multitasking, Virtual-Memory Computer System

    Science.gov (United States)

    Generazio, Edward R.; Roth, Don J.; Stang, David B.

    1993-01-01

    Computer system designed and programmed to serve multiple users in research laboratory. Provides for computer control and monitoring of laboratory instruments, acquisition and anlaysis of data from those instruments, and interaction with users via remote terminals. System provides fast access to shared central processing units and associated large (from megabytes to gigabytes) memories. Underlying concept of system also applicable to monitoring and control of industrial processes.

  4. Experiment on a novel user input for computer interface utilizing tongue input for the severely disabled.

    Science.gov (United States)

    Kencana, Andy Prima; Heng, John

    2008-11-01

    This paper introduces a novel passive tongue control and tracking device. The device is intended to be used by the severely disabled or quadriplegic person. The main focus of this device when compared to the other existing tongue tracking devices is that the sensor employed is passive which means it requires no powered electrical sensor to be inserted into the user's mouth and hence no trailing wires. This haptic interface device employs the use of inductive sensors to track the position of the user's tongue. The device is able perform two main PC functions that of the keyboard and mouse function. The results show that this device allows the severely disabled person to have some control in his environment, such as to turn on and off or control daily electrical devices or appliances; or to be used as a viable PC Human Computer Interface (HCI) by tongue control. The operating principle and set-up of such a novel passive tongue HCI has been established with successful laboratory trials and experiments. Further clinical trials will be required to test out the device on disabled persons before it is ready for future commercial development.

  5. DISTRIBUTED COMPUTING SUPPORT CONTRACT USER SURVEY

    CERN Multimedia

    2001-01-01

    IT Division operates a Distributed Computing Support Service, which offers support to owners and users of all variety of desktops throughout CERN as well as more dedicated services for certain groups, divisions and experiments. It also provides the staff who operate the central and satellite Computing Helpdesks, it supports printers throughout the site and it provides the installation activities of the IT Division PC Service. We have published a questionnaire which seeks to gather your feedback on how the services are seen, how they are progressing and how they can be improved. Please take a few minutes to fill in this questionnaire. Replies will be treated in confidence if desired although you may also request an opportunity to be contacted by CERN's service management directly. Please tell us if you met problems but also if you had a successful conclusion to your request for assistance. You will find the questionnaire at the web site http://wwwinfo/support/survey/desktop-contract There will also be a link ...

  6. DISTRIBUTED COMPUTING SUPPORT SERVICE USER SURVEY

    CERN Multimedia

    2001-01-01

    IT Division operates a Distributed Computing Support Service, which offers support to owners and users of all variety of desktops throughout CERN as well as more dedicated services for certain groups, divisions and experiments. It also provides the staff who operate the central and satellite Computing Helpdesks, it supports printers throughout the site and it provides the installation activities of the IT Division PC Service. We have published a questionnaire, which seeks to gather your feedback on how the services are seen, how they are progressing and how they can be improved. Please take a few minutes to fill in this questionnaire. Replies will be treated in confidence if desired although you may also request an opportunity to be contacted by CERN's service management directly. Please tell us if you met problems but also if you had a successful conclusion to your request for assistance. You will find the questionnaire at the web site http://wwwinfo/support/survey/desktop-contract There will also be a link...

  7. Designing User-Computer Dialogues: Basic Principles and Guidelines.

    Science.gov (United States)

    Harrell, Thomas H.

    This discussion of the design of computerized psychological assessment or testing instruments stresses the importance of the well-designed computer-user interface. The principles underlying the three main functional elements of computer-user dialogue--data entry, data display, and sequential control--are discussed, and basic guidelines derived…

  8. A User-Centric View of Intelligent Environments: User Expectations, User Experience and User Role in Building Intelligent Environments

    Directory of Open Access Journals (Sweden)

    Eija Kaasinen

    2012-12-01

    Full Text Available Our everyday environments are gradually becoming intelligent, facilitated both by technological development and user activities. Although large-scale intelligent environments are still rare in actual everyday use, they have been studied for quite a long time, and several user studies have been carried out. In this paper, we present a user-centric view of intelligent environments based on published research results and our own experiences from user studies with concepts and prototypes. We analyze user acceptance and users’ expectations that affect users’ willingness to start using intelligent environments and to continue using them. We discuss user experience of interacting with intelligent environments where physical and virtual elements are intertwined. Finally, we touch on the role of users in shaping their own intelligent environments instead of just using ready-made environments. People are not merely “using” the intelligent environments but they live in them, and they experience the environments via embedded services and new interaction tools as well as the physical and social environment. Intelligent environments should provide emotional as well as instrumental value to the people who live in them, and the environments should be trustworthy and controllable both by regular users and occasional visitors. Understanding user expectations and user experience in intelligent environments, and providing users with tools to influence the environments can help to shape the vision of intelligent environments into meaningful, acceptable and appealing service entities for all those who live and act in them.

  9. End of paper registration forms for new computer users

    CERN Multimedia

    2007-01-01

    As of 3rd December 2007 it will be possible for new users to sign the Computer Centre User Registration Form electronically. As before, new users will still need to go to their computing group administrator, who will make the electronic request for account creation using CRA and give the new user his or her initial password. The difference is that the requested accounts will be created and usable almost immediately. Users will then have 3 days within which they must go to the web page http://cern.ch/cernaccount and click on ‘New User’. They will be required to follow a short computer security awareness training course, read the CERN Computing Rules and then confirm that they accept the rules. If this is not completed within 3 days all their computer accounts will be blocked and they will have to contact the Helpdesk to unblock their accounts and get a second chance to complete the registration. During the introductory phase the existing paper forms will also be accepted ...

  10. Evaluation Methods for Assessing Users' Psychological Experiences of Web-Based Psychosocial Interventions: A Systematic Review.

    Science.gov (United States)

    Feather, Jacqueline Susan; Howson, Moira; Ritchie, Linda; Carter, Philip D; Parry, David Tudor; Koziol-McLain, Jane

    2016-06-30

    The use of Web-based interventions to deliver mental health and behavior change programs is increasingly popular. They are cost-effective, accessible, and generally effective. Often these interventions concern psychologically sensitive and challenging issues, such as depression or anxiety. The process by which a person receives and experiences therapy is important to understanding therapeutic process and outcomes. While the experience of the patient or client in traditional face-to-face therapy has been evaluated in a number of ways, there appeared to be a gap in the evaluation of patient experiences of therapeutic interventions delivered online. Evaluation of Web-based artifacts has focused either on evaluation of experience from a computer Web-design perspective through usability testing or on evaluation of treatment effectiveness. Neither of these methods focuses on the psychological experience of the person while engaged in the therapeutic process. This study aimed to investigate what methods, if any, have been used to evaluate the in situ psychological experience of users of Web-based self-help psychosocial interventions. A systematic literature review was undertaken of interdisciplinary databases with a focus on health and computer sciences. Studies that met a predetermined search protocol were included. Among 21 studies identified that examined psychological experience of the user, only 1 study collected user experience in situ. The most common method of understanding users' experience was through semistructured interviews conducted posttreatment or questionnaires administrated at the end of an intervention session. The questionnaires were usually based on standardized tools used to assess user experience with traditional face-to-face treatment. There is a lack of methods specified in the literature to evaluate the interface between Web-based mental health or behavior change artifacts and users. Main limitations in the research were the nascency of the topic

  11. Designing the user experience of game development tools

    CERN Document Server

    Lightbown, David

    2015-01-01

    The Big Green Button My Story Who Should Read this Book? Companion Website and Twitter Account Before we BeginWelcome to Designing the User Experience of Game Development ToolsWhat Will We Learn in This Chapter?What Is This Book About?Defining User ExperienceThe Value of Improving the User Experience of Our ToolsParallels Between User Experience and Game DesignHow Do People Benefit From an Improved User Experience?Finding the Right BalanceWrapping UpThe User-Centered Design ProcessWhat Will We

  12. Touch in Computer-Mediated Environments: An Analysis of Online Shoppers' Touch-Interface User Experiences

    Science.gov (United States)

    Chung, Sorim

    2016-01-01

    Over the past few years, one of the most fundamental changes in current computer-mediated environments has been input devices, moving from mouse devices to touch interfaces. However, most studies of online retailing have not considered device environments as retail cues that could influence users' shopping behavior. In this research, I examine the…

  13. Recommended documentation for computer users at ANL

    Energy Technology Data Exchange (ETDEWEB)

    Heiberger, A.A.

    1992-04-01

    Recommended Documentation for Computer Users at ANL is for all users of the services available from the Argonne National Laboratory (ANL) Computing and Telecommunications Division (CTD). This document will guide you in selecting available documentation that will best fill your particular needs. Chapter 1 explains how to use this document to select documents and how to obtain them from the CTD Document Distribution Counter. Chapter 2 contains a table that categorizes available publications. Chapter 3 gives descriptions of the online DOCUMENT command for CMS, and VAX, and the Sun workstation. DOCUMENT allows you to scan for and order documentation that interests you. Chapter 4 lists publications by subject. Categories I and IX cover publications of a general nature and publications on telecommunications and networks respectively. Categories II, III, IV, V, VI, VII, VIII, and X cover publications on specific computer systems. Category XI covers publications on advanced scientific computing at Argonne. Chapter 5 contains abstracts for each publication, all arranged alphabetically. Chapter 6 describes additional publications containing bibliographies and master indexes that the user may find useful. The appendix identifies available computer systems, applications, languages, and libraries.

  14. Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

    Directory of Open Access Journals (Sweden)

    Yingjie Victor Chen

    2016-06-01

    Full Text Available User experience remains a crucial consideration when assessing the successfulness of information visualization systems. The theory of affordances provides a robust framework for user experience design. In this article, we demonstrate a design case that employs an affordance-based framework and evaluate the information visualization display design. SolarWheels is an interactive information visualization designed for large display walls in computer network control rooms to help cybersecurity analysts become aware of network status and emerging issues. Given the critical nature of this context, the status and performance of a computer network must be precisely monitored and remedied in real time. In this study, we consider various aspects of affordances in order to amplify the user experience via visualization and interaction design. SolarWheels visualizes the multilayer multidimensional computer network issues with a series of integrated circular visualizations inspired by the metaphor of the solar system. To amplify user interaction and experience, the system provides a three-zone physical interaction that allows multiple users to interact with the system. Users can read details at different levels depending on their distance from the display. An expert evaluation study, based on a four-layer affordance framework, was conducted to assess and improve the interactive visualization design.

  15. ANALISIS USER EXPERIENCE UNTUK TINGKAT KETERPILIHAN SMARTPHONE ANDROID

    Directory of Open Access Journals (Sweden)

    Fhadilla Muhammad

    2016-04-01

    Full Text Available Smartphone is the daily needs of each person. because of this, the company's competing smartphone to follow the needs of users. The high use of the Android operating system and a decrease in selling power one of branded company to speculate that users try the same operating system on smartphones that better understand the user's convenience. The research goal is to determine the effect the user experience of users in choosing a smartphone better. the results of questionnaires that smartphone deficiencies found on weaknesses in aspects of innovation. the results of the questionnaire clarified with usability tests, the results are not based on the user selects the smartphone user experience factor. By adding features in the modeling of the expected change in the electability of the smartphone. After testing That knowing users choose not based user experience factor, but the hardware specifications and price of the smartphone itself Keywords: Smartphone,User Experience, Operation System, Android Smartphone menjadi kebutuhan sehari- hari setiap orang. Dengan menjadi kebutuhan inilah maka perusahaan smartphone berlomba- lomba untuk mengikuti kebutuhan pengguna. Tingginya penggunaaan sistem operasi Android dan penurunan daya jual salah satu smartphone ternama menimbulkan spekulasi bahwa pengguna mencoba sistem operasi yang sama pada smartphone yang lebih memahami kenyamanan pengguna. Penelitian bertujuan untuk mengetahui pengaruh user experience pengguna dalam memilih smartphone. Dari hasil penelitian kuesioner bahwa kekurangan smartphone ini terdapat pada kekurangan inovasi. Kekurangan hasil kuesioner diperjelas dengan tes kegunaan, hasilnya pengguna memilih smartphone tidak berdasarkan faktor user experience. Dengan menambahkan fitur pada pemodelan diharapkan ada perubahan dalam tingkat keterpilihan. Setelah dilakukan pengujian diketahui bahwa pengguna memilih tidak berdasarkan faktor user experience melainkan spesifikasi hardware dan harga

  16. The Computer as Rorschach: Implications for Management and User Acceptance

    OpenAIRE

    Kaplan, Bonnie

    1983-01-01

    Different views of the computer held by different participants in a medical computing project make it difficult to gain wide acceptance of an application. Researchers', programmers', and clinicians' views illustrate how users project their views onto the computer. Effects of these different views on user acceptance and implications for the management of computer projects are presented.

  17. Sketching user experiences the workbook

    CERN Document Server

    Greenberg, Saul; Marquardt, Nicolai; Buxton, Bill

    2012-01-01

    In Sketching User Experiences: The Workbook, you will learn, through step-by-step instructions and exercises, various sketching methods that will let you express your design ideas about user experiences across time. Collectively, these methods will be your sketching repertoire: a toolkit where you can choose the method most appropriate for developing your ideas, which will help you cultivate a culture of experience-based design and critique in your workplace. Features standalone modules detailing methods and exercises for practitioners who want to learn and develop their sketching skills E

  18. Successful user experience strategy and roadmaps

    CERN Document Server

    Rosenzweig, Elizabeth

    2015-01-01

    Successful User Experience: Strategy and Roadmaps provides you with a hands-on guide for pulling all of the User Experience (UX) pieces together to create a strategy that includes tactics, tools, and methodologies. Leveraging material honed in user experience courses and over 25 years in the field, the author explains the value of strategic models to refine goals against available data and resources. You will learn how to think about UX from a high level, design the UX while setting goals for a product or project, and how to turn that into concrete actionable steps. After reading this book, y

  19. Computer-Based Tools for Evaluating Graphical User Interfaces

    Science.gov (United States)

    Moore, Loretta A.

    1997-01-01

    The user interface is the component of a software system that connects two very complex system: humans and computers. Each of these two systems impose certain requirements on the final product. The user is the judge of the usability and utility of the system; the computer software and hardware are the tools with which the interface is constructed. Mistakes are sometimes made in designing and developing user interfaces because the designers and developers have limited knowledge about human performance (e.g., problem solving, decision making, planning, and reasoning). Even those trained in user interface design make mistakes because they are unable to address all of the known requirements and constraints on design. Evaluation of the user inter-face is therefore a critical phase of the user interface development process. Evaluation should not be considered the final phase of design; but it should be part of an iterative design cycle with the output of evaluation being feed back into design. The goal of this research was to develop a set of computer-based tools for objectively evaluating graphical user interfaces. The research was organized into three phases. The first phase resulted in the development of an embedded evaluation tool which evaluates the usability of a graphical user interface based on a user's performance. An expert system to assist in the design and evaluation of user interfaces based upon rules and guidelines was developed during the second phase. During the final phase of the research an automatic layout tool to be used in the initial design of graphical inter- faces was developed. The research was coordinated with NASA Marshall Space Flight Center's Mission Operations Laboratory's efforts in developing onboard payload display specifications for the Space Station.

  20. Methods of physical experiment and installation automation on the base of computers

    International Nuclear Information System (INIS)

    Stupin, Yu.V.

    1983-01-01

    Peculiarities of using computers for physical experiment and installation automation are considered. Systems for data acquisition and processing on the base of microprocessors, micro- and mini-computers, CAMAC equipment and real time operational systems as well as systems intended for automation of physical experiments on accelerators and installations of laser thermonuclear fusion and installations for plasma investigation are dpscribed. The problems of multimachine complex and multi-user system, arrangement, development of automated systems for collective use, arrangement of intermachine data exchange and control of experimental data base are discussed. Data on software systems used for complex experimental data processing are presented. It is concluded that application of new computers in combination with new possibilities provided for users by universal operational systems essentially exceeds efficiency of a scientist work

  1. Haptic feedback improves surgeons' user experience and fracture reduction in facial trauma simulation.

    Science.gov (United States)

    Girod, Sabine; Schvartzman, Sara C; Gaudilliere, Dyani; Salisbury, Kenneth; Silva, Rebeka

    2016-01-01

    Computer-assisted surgical (CAS) planning tools are available for craniofacial surgery, but are usually based on computer-aided design (CAD) tools that lack the ability to detect the collision of virtual objects (i.e., fractured bone segments). We developed a CAS system featuring a sense of touch (haptic) that enables surgeons to physically interact with individual, patient-specific anatomy and immerse in a three-dimensional virtual environment. In this study, we evaluated initial user experience with our novel system compared to an existing CAD system. Ten surgery resident trainees received a brief verbal introduction to both the haptic and CAD systems. Users simulated mandibular fracture reduction in three clinical cases within a 15 min time limit for each system and completed a questionnaire to assess their subjective experience. We compared standard landmarks and linear and angular measurements between the simulated results and the actual surgical outcome and found that haptic simulation results were not significantly different from actual postoperative outcomes. In contrast, CAD results significantly differed from both the haptic simulation and actual postoperative results. In addition to enabling a more accurate fracture repair, the haptic system provided a better user experience than the CAD system in terms of intuitiveness and self-reported quality of repair.

  2. The PANTHER User Experience

    Energy Technology Data Exchange (ETDEWEB)

    Coram, Jamie L. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Morrow, James D. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Perkins, David Nikolaus [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2015-09-01

    This document describes the PANTHER R&D Application, a proof-of-concept user interface application developed under the PANTHER Grand Challenge LDRD. The purpose of the application is to explore interaction models for graph analytics, drive algorithmic improvements from an end-user point of view, and support demonstration of PANTHER technologies to potential customers. The R&D Application implements a graph-centric interaction model that exposes analysts to the algorithms contained within the GeoGraphy graph analytics library. Users define geospatial-temporal semantic graph queries by constructing search templates based on nodes, edges, and the constraints among them. Users then analyze the results of the queries using both geo-spatial and temporal visualizations. Development of this application has made user experience an explicit driver for project and algorithmic level decisions that will affect how analysts one day make use of PANTHER technologies.

  3. User Experience Evaluation in the Mobile Context

    Science.gov (United States)

    Obrist, Marianna; Meschtscherjakov, Alexander; Tscheligi, Manfred

    Multimedia services on mobile devices are becoming increasingly popular. Whereas the mobile phone is the most likely platform for mobile TV, PDAs, portable game consoles, and music players are attractive alternatives. Mobile TV consumption on mobile phones allows new kinds of user experiences, but it also puts designers and researchers in front of new challenges. On the one hand, designers have to take these novel experience potentials into account. On the other hand, the right methods to collect user feedback to further improve services for the mobile context have to be applied. In this chapter the importance of user experience research for mobile TV within the mobile context is highlighted. We present how different experience levels can be evaluated taking different mobile context categories into account. In particular, we discuss the Experience Sampling Method (ESM), which seems to be a fruitful approach for investigating user TV experiences.

  4. Cultural computing - how to investigate a form of unconscious user experiences in mixed realities

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Hu, J.; Langereis, G.R.; Nakatsu, R.; et al., xx

    2010-01-01

    This paper presents a new direction of research in user experiences and cognitive science. The problem addressed is drawing on results from different disciplines: psychology, brain and cognitive sciences, physics, and interaction design. As main objective we plan the empirical validation of the

  5. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  6. Defining and Measuring User Experience

    DEFF Research Database (Denmark)

    Stage, Jan

    2006-01-01

    User experience is being used to denote what a user goes through while using a computerized system. The concept has gained momentum as a means to distinguish new types of applications such as games and entertainment software from more traditional work-related applications. This paper focuses on t...

  7. Seamless user experiences in a brand new library

    KAUST Repository

    Vijayakumar, J.K.

    2012-10-30

    In order to provide seamless user experiences, the brand new libraries are far better positioned. They do not have to manage much in print, at least for the journal section, but huge electronic collection accessible via Internet. They do not worry about migrating to new systems or technology; they just start with whatever the latest available in the market, whether it is new generation ILMS, discovery tools, content management systems, mobile technologies, cloud computing etc. Patrons\\' expectations for seamless experience are met - regardless of their location, device and service they opted for. The story of the two and half years old, Saudi Arabia\\'s brand new King Abdullah University of Science and Technology\\'s Library is not different. Huge amount of electronic resources also provide ever increasing challenges to the new generation libraries in collecting, organizing and delivering the right information, to the right person at the right time. Implementation of a good ILMS supported with better electronic resource management features will help in setting the house right. Well-designed user interfaces, supported with the web scale discovery tools will help the users to have a better search experience. Availability of library collection through the campus mobile applications, latest proxy technologies for out-campus access and integrating the resources to the campus e-learning platform are the main features of the library’s seamless experiences. Libguide platform is used for the first time in Saudi Arabia, to create online research guides by subject librarians. An institutional repository, based on D-Space platform is about to release. Ninety percent of our collection is online; they are purchased, organized and accessed online, like any other brand new academic research libraries. Analysis of usage statistics of different resources show that they are highly used and usage is increased over two years, as the technology improved and implemented.

  8. Computing activities for the P-bar ANDA experiment at FAIR

    International Nuclear Information System (INIS)

    Messchendorp, Johan

    2010-01-01

    The P-bar ANDA experiment at the future facility FAIR will provide valuable data for our present understanding of the strong interaction. In preparation for the experiments, large-scale simulations for design and feasibility studies are performed exploiting a new software framework, P-bar ANDAROOT, which is based on FairROOT and the Virtual Monte Carlo interface, and which runs on a large-scale computing GRID environment exploiting the AliEn 2 middleware. In this paper, an overview is given of the P-bar ANDA experiment with the emphasis on the various developments which are pursuit to provide a user and developer friendly computing environment for the P-bar ANDA collaboration.

  9. Security for small computer systems a practical guide for users

    CERN Document Server

    Saddington, Tricia

    1988-01-01

    Security for Small Computer Systems: A Practical Guide for Users is a guidebook for security concerns for small computers. The book provides security advice for the end-users of small computers in different aspects of computing security. Chapter 1 discusses the security and threats, and Chapter 2 covers the physical aspect of computer security. The text also talks about the protection of data, and then deals with the defenses against fraud. Survival planning and risk assessment are also encompassed. The last chapter tackles security management from an organizational perspective. The bo

  10. Multimodal Challenge: Analytics Beyond User-computer Interaction Data

    NARCIS (Netherlands)

    Di Mitri, Daniele; Schneider, Jan; Specht, Marcus; Drachsler, Hendrik

    2018-01-01

    This contribution describes one the challenges explored in the Fourth LAK Hackathon. This challenge aims at shifting the focus from learning situations which can be easily traced through user-computer interactions data and concentrate more on user-world interactions events, typical of co-located and

  11. The TESS [Tandem Experiment Simulation Studies] computer code user's manual

    International Nuclear Information System (INIS)

    Procassini, R.J.

    1990-01-01

    TESS (Tandem Experiment Simulation Studies) is a one-dimensional, bounded particle-in-cell (PIC) simulation code designed to investigate the confinement and transport of plasma in a magnetic mirror device, including tandem mirror configurations. Mirror plasmas may be modeled in a system which includes an applied magnetic field and/or a self-consistent or applied electrostatic potential. The PIC code TESS is similar to the PIC code DIPSI (Direct Implicit Plasma Surface Interactions) which is designed to study plasma transport to and interaction with a solid surface. The codes TESS and DIPSI are direct descendants of the PIC code ES1 that was created by A. B. Langdon. This document provides the user with a brief description of the methods used in the code and a tutorial on the use of the code. 10 refs., 2 tabs

  12. Homomorphic encryption experiments on IBM's cloud quantum computing platform

    Science.gov (United States)

    Huang, He-Liang; Zhao, You-Wei; Li, Tan; Li, Feng-Guang; Du, Yu-Tao; Fu, Xiang-Qun; Zhang, Shuo; Wang, Xiang; Bao, Wan-Su

    2017-02-01

    Quantum computing has undergone rapid development in recent years. Owing to limitations on scalability, personal quantum computers still seem slightly unrealistic in the near future. The first practical quantum computer for ordinary users is likely to be on the cloud. However, the adoption of cloud computing is possible only if security is ensured. Homomorphic encryption is a cryptographic protocol that allows computation to be performed on encrypted data without decrypting them, so it is well suited to cloud computing. Here, we first applied homomorphic encryption on IBM's cloud quantum computer platform. In our experiments, we successfully implemented a quantum algorithm for linear equations while protecting our privacy. This demonstration opens a feasible path to the next stage of development of cloud quantum information technology.

  13. Impact of Gamification of Vision Tests on the User Experience.

    Science.gov (United States)

    Bodduluri, Lakshmi; Boon, Mei Ying; Ryan, Malcolm; Dain, Stephen J

    2017-08-01

    Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity). Three tablet computer-based games were developed with three levels of gaming elements. Game 1 was designed to be a simple clinical test (no gaming elements), game 2 was similar to game 1 but with added gaming elements (i.e., feedback, scores, and sounds), and game 3 was a complete game. Participants (N = 144, age: 9.9-42 years) played three games in random order. The user experience for each game was assessed using a Short Feedback Questionnaire. The median (interquartile range) fun level for the three games was 2.5 (1.6), 3.9 (1.7), and 2.5 (2.8), respectively. Overall, participants reported greater fun level and higher preparedness to play the game again for game 2 than games 1 and 3 (P < 0.05). There were significant positive correlations observed between fun level and preparedness to play the game again for all the games (p < 0.05). Engagement (assessed as completion rates) did not differ between the games. Gamified version (game 2) was preferred to the other two versions. Over the short term, the careful application of gaming elements to vision tests was found to increase the fun level of users, without affecting engagement with the vision test.

  14. Localized Ambient Solidity Separation Algorithm Based Computer User Segmentation

    Science.gov (United States)

    Sun, Xiao; Zhang, Tongda; Chai, Yueting; Liu, Yi

    2015-01-01

    Most of popular clustering methods typically have some strong assumptions of the dataset. For example, the k-means implicitly assumes that all clusters come from spherical Gaussian distributions which have different means but the same covariance. However, when dealing with datasets that have diverse distribution shapes or high dimensionality, these assumptions might not be valid anymore. In order to overcome this weakness, we proposed a new clustering algorithm named localized ambient solidity separation (LASS) algorithm, using a new isolation criterion called centroid distance. Compared with other density based isolation criteria, our proposed centroid distance isolation criterion addresses the problem caused by high dimensionality and varying density. The experiment on a designed two-dimensional benchmark dataset shows that our proposed LASS algorithm not only inherits the advantage of the original dissimilarity increments clustering method to separate naturally isolated clusters but also can identify the clusters which are adjacent, overlapping, and under background noise. Finally, we compared our LASS algorithm with the dissimilarity increments clustering method on a massive computer user dataset with over two million records that contains demographic and behaviors information. The results show that LASS algorithm works extremely well on this computer user dataset and can gain more knowledge from it. PMID:26221133

  15. Designing for User Engagment Aesthetic and Attractive User Interfaces

    CERN Document Server

    Sutcliffe, Alistair

    2009-01-01

    This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expande

  16. Technology Acceptance and User Experience: A Review of the Experiential Component in HCI

    DEFF Research Database (Denmark)

    Hornbæk, Kasper; Hertzum, Morten

    2017-01-01

    Understanding the mechanisms that shape the adoption and use of information technology is central to human-computer interaction. Two accounts are particularly vocal about these mechanisms, namely the technology acceptance model (TAM) and work on user experience (UX) models. In this study we review...... 37 papers in the overlap between TAM and UX models to explore the experiential component of human-computer interactions. The models provide rich insights about what constructs influence the experiential component of human-computer interactions and about how these constructs are related. For example...

  17. POBE: A Computer Program for Optimal Design of Multi-Subject Blocked fMRI Experiments

    Directory of Open Access Journals (Sweden)

    Bärbel Maus

    2014-01-01

    Full Text Available For functional magnetic resonance imaging (fMRI studies, researchers can use multi-subject blocked designs to identify active brain regions for a certain stimulus type of interest. Before performing such an experiment, careful planning is necessary to obtain efficient stimulus effect estimators within the available financial resources. The optimal number of subjects and the optimal scanning time for a multi-subject blocked design with fixed experimental costs can be determined using optimal design methods. In this paper, the user-friendly computer program POBE 1.2 (program for optimal design of blocked experiments, version 1.2 is presented. POBE provides a graphical user interface for fMRI researchers to easily and efficiently design their experiments. The computer program POBE calculates the optimal number of subjects and the optimal scanning time for user specified experimental factors and model parameters so that the statistical efficiency is maximised for a given study budget. POBE can also be used to determine the minimum budget for a given power. Furthermore, a maximin design can be determined as efficient design for a possible range of values for the unknown model parameters. In this paper, the computer program is described and illustrated with typical experimental factors for a blocked fMRI experiment.

  18. User Experience for Disabled Users in Open Educational Resources Websites

    Directory of Open Access Journals (Sweden)

    Rosa Navarrete

    2015-11-01

    Full Text Available Open Educational Resources (OER are digital materials for teaching-learning purpose released under an open license that are available through websites. In the last decade, some governments have encouraged the development and using of OER in order to contribute to the achievement of the right to education for everyone, a fundamental right included in The Universal Declaration of Human Rights. Besides, inclusion of people with disabilities is a global concern that need to be addressed in all living aspects including education.In this research we address the user experience in OER websites —considering the perspective of users with disabilities— in order to recognize possible barriers in web design. The conformance criteria considered for this reviewing are mandatory aspects of user experience in relation to Web accessibility and Web usability.

  19. User Experience for Disabled Users in Open Educational Resources Websites

    Directory of Open Access Journals (Sweden)

    Rosa Navarrete

    2015-11-01

    Full Text Available Open Educational Resources (OER are digital materials for teaching-learning purpose released under an open license that are available through websites. In the last decade, some governments have encouraged the development and using of OER in order to contribute to the achievement of the right to education for everyone, a fundamental right included in The Universal Declaration of Human Rights. Besides, inclusion of people with disabilities is a global concern that need to be addressed in all living aspects including education. In this research we address the user experience in OER websites —considering the perspective of users with disabilities— in order to recognize possible barriers in web design. The conformance criteria considered for this reviewing are mandatory aspects of user experience in relation to Web accessibility and Web usability.

  20. Managing the Risks Associated with End-User Computing.

    Science.gov (United States)

    Alavi, Maryam; Weiss, Ira R.

    1986-01-01

    Identifies organizational risks of end-user computing (EUC) associated with different stages of the end-user applications life cycle (analysis, design, implementation). Generic controls are identified that address each of the risks enumerated in a manner that allows EUC management to select those most appropriate to their EUC environment. (5…

  1. Pattern of Ocular Diseases among Computer users in Enugu, Nigeria

    African Journals Online (AJOL)

    7 subjects (1.3%) had monocular blindness with VA<3/60. 37 (3.3%) subjects had low vision with VA < 6/18-3/60. Conclusion: Most of the subjects were young people. Ocular disorders were encountered in computer users. Ocular health status of computer users can be improved through periodic ocular examination and ...

  2. Evaluating biomechanics of user-selected sitting and standing computer workstation.

    Science.gov (United States)

    Lin, Michael Y; Barbir, Ana; Dennerlein, Jack T

    2017-11-01

    A standing computer workstation has now become a popular modern work place intervention to reduce sedentary behavior at work. However, user's interaction related to a standing computer workstation and its differences with a sitting workstation need to be understood to assist in developing recommendations for use and set up. The study compared the differences in upper extremity posture and muscle activity between user-selected sitting and standing workstation setups. Twenty participants (10 females, 10 males) volunteered for the study. 3-D posture, surface electromyography, and user-reported discomfort were measured while completing simulated tasks with each participant's self-selected workstation setups. Sitting computer workstation associated with more non-neutral shoulder postures and greater shoulder muscle activity, while standing computer workstation induced greater wrist adduction angle and greater extensor carpi radialis muscle activity. Sitting computer workstation also associated with greater shoulder abduction postural variation (90th-10th percentile) while standing computer workstation associated with greater variation for should rotation and wrist extension. Users reported similar overall discomfort levels within the first 10 min of work but had more than twice as much discomfort while standing than sitting after 45 min; with most discomfort reported in the low back for standing and shoulder for sitting. These different measures provide understanding in users' different interactions with sitting and standing and by alternating between the two configurations in short bouts may be a way of changing the loading pattern on the upper extremity. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. Recommended documentation for computer users at ANL. Revision 3

    Energy Technology Data Exchange (ETDEWEB)

    Heiberger, A.A.

    1992-04-01

    Recommended Documentation for Computer Users at ANL is for all users of the services available from the Argonne National Laboratory (ANL) Computing and Telecommunications Division (CTD). This document will guide you in selecting available documentation that will best fill your particular needs. Chapter 1 explains how to use this document to select documents and how to obtain them from the CTD Document Distribution Counter. Chapter 2 contains a table that categorizes available publications. Chapter 3 gives descriptions of the online DOCUMENT command for CMS, and VAX, and the Sun workstation. DOCUMENT allows you to scan for and order documentation that interests you. Chapter 4 lists publications by subject. Categories I and IX cover publications of a general nature and publications on telecommunications and networks respectively. Categories II, III, IV, V, VI, VII, VIII, and X cover publications on specific computer systems. Category XI covers publications on advanced scientific computing at Argonne. Chapter 5 contains abstracts for each publication, all arranged alphabetically. Chapter 6 describes additional publications containing bibliographies and master indexes that the user may find useful. The appendix identifies available computer systems, applications, languages, and libraries.

  4. Depressive symptoms and web user experience.

    Science.gov (United States)

    Thielsch, Meinald T; Thielsch, Carolin

    2018-01-01

    Depression, as one of the most prevalent mental disorders, is expected to become a leading cause of disability. While evidence-based treatments are not always easily accessible, Internet-based information and self-help appears as a promising approach to improve the strained supply situation by avoiding barriers of traditional offline treatment. User experience in the domain of mental problems therefore emerges as an important research topic. The aim of our study is to investigate the impact of depressive symptoms on subjective and objective measures of web user experience. In this two-part online study ( N total  = 721) we investigate the relationship between depressive symptoms of web users and basic website characteristics (i.e., content, subjective and objective usability, aesthetics). Participants completed search and memory tasks on different fully-functional websites. In addition, they were asked to evaluate the given websites with standardized measures and were screened for symptoms of depression using the PHQ-9. We used structural equation modeling (SEM) to determine whether depression severity affects users' perception of and performance in using information websites. We found significant associations between depressive symptoms and subjective user experience, specifically of website content, usability, and aesthetics, as well as an effect of content perception on the overall appraisal of a website in terms of the intention to visit it again. Small yet significant negative effects of depression severity on all named subjective website evaluations were revealed, leading to an indirect negative effect on the intention to revisit a website via impaired content perceptions. However, objective task performance was not influenced by depressiveness of users. Depression emerges as capable of altering the subjective perception of a website to some extend with respect to the main features content, usability, and aesthetics. The user experience of a website is

  5. Improving the Drupal User Experience

    Directory of Open Access Journals (Sweden)

    Rachel Vacek

    2010-12-01

    Full Text Available Drupal is a powerful, but complex, Web Content Management System, being adopted by many libraries. Installing Drupal typically involves adding additional modules for flexibility and increased functionality. Although installing additional modules does increase functionality, it inevitably complicates usability. At the University of Houston Libraries, the Web Services department researched what modules work well together to accomplish a simpler interface while simultaneously providing the flexibility and advanced tools needed to create a successful user experience within Drupal. This article explains why particular modules were chosen or developed, how the design enhanced the user experience, how the CMS architecture was created, and how other library systems were integrated into Drupal.

  6. Differences in prevalence of self-reported musculoskeletal symptoms among computer and non-computer users in a Nigerian population: a cross-sectional study

    Directory of Open Access Journals (Sweden)

    Ayanniyi O

    2010-08-01

    Full Text Available Abstract Background Literature abounds on the prevalent nature of Self Reported Musculoskeletal Symptoms (SRMS among computer users, but studies that actually compared this with non computer users are meagre thereby reducing the strength of the evidence. This study compared the prevalence of SRMS between computer and non computer users and assessed the risk factors associated with SRMS. Methods A total of 472 participants comprising equal numbers of age and sex matched computer and non computer users were assessed for the presence of SRMS. Information concerning musculoskeletal symptoms and discomforts from the neck, shoulders, upper back, elbows, wrists/hands, low back, hips/thighs, knees and ankles/feet were obtained using the Standardized Nordic questionnaire. Results The prevalence of SRMS was significantly higher in the computer users than the non computer users both over the past 7 days (χ2 = 39.11, p = 0.001 and during the past 12 month durations (χ2 = 53.56, p = 0.001. The odds of reporting musculoskeletal symptoms was least for participants above the age of 40 years (OR = 0.42, 95% CI = 0.31-0.64 over the past 7 days and OR = 0.61; 95% CI = 0.47-0.77 during the past 12 months and also reduced in female participants. Increasing daily hours and accumulated years of computer use and tasks of data processing and designs/graphics significantly (p Conclusion The prevalence of SRMS was significantly higher in the computer users than the non computer users and younger age, being male, working longer hours daily, increasing years of computer use, data entry tasks and computer designs/graphics were the significant risk factors for reporting musculoskeletal symptoms among the computer users. Computer use may explain the increase in prevalence of SRMS among the computer users.

  7. Computer loss experience and predictions

    Science.gov (United States)

    Parker, Donn B.

    1996-03-01

    The types of losses organizations must anticipate have become more difficult to predict because of the eclectic nature of computers and the data communications and the decrease in news media reporting of computer-related losses as they become commonplace. Total business crime is conjectured to be decreasing in frequency and increasing in loss per case as a result of increasing computer use. Computer crimes are probably increasing, however, as their share of the decreasing business crime rate grows. Ultimately all business crime will involve computers in some way, and we could see a decline of both together. The important information security measures in high-loss business crime generally concern controls over authorized people engaged in unauthorized activities. Such controls include authentication of users, analysis of detailed audit records, unannounced audits, segregation of development and production systems and duties, shielding the viewing of screens, and security awareness and motivation controls in high-value transaction areas. Computer crimes that involve highly publicized intriguing computer misuse methods, such as privacy violations, radio frequency emanations eavesdropping, and computer viruses, have been reported in waves that periodically have saturated the news media during the past 20 years. We must be able to anticipate such highly publicized crimes and reduce the impact and embarrassment they cause. On the basis of our most recent experience, I propose nine new types of computer crime to be aware of: computer larceny (theft and burglary of small computers), automated hacking (use of computer programs to intrude), electronic data interchange fraud (business transaction fraud), Trojan bomb extortion and sabotage (code security inserted into others' systems that can be triggered to cause damage), LANarchy (unknown equipment in use), desktop forgery (computerized forgery and counterfeiting of documents), information anarchy (indiscriminate use of

  8. Usability and User Experience Information in Reviews

    DEFF Research Database (Denmark)

    Hedegaard, Steffen

    future versions of the prod- uct? The results show that users write about product use in terms related to standard and popularly researched aspects of usability and user experience, e.g. effiiency, effectiveness, enjoyment, frustration. The frequency with which different aspects are depicted in reviews...... differs significantly between product domains. We also find that reviews contain descriptions of more persistent usability issues. I devise automatic methods for classifying sentences with regard to dimensions of both usability and user experience and usability problems and perform a linguistic analysis...

  9. Steerability Analysis of Tracked Vehicles: Theory and User’s Guide for Computer Program TVSTEER

    Science.gov (United States)

    1986-08-01

    Baladi , Donald E. Barnes, Rebecca P. BergerC oStructures Laboratory NDEPARTMENT OF THE ARMY ___ Waterways Experiment Station, Corps of Engineers . U P0 Box...Analysis of Tracked Vehicles: Theory and User’s Guide for Computer Program TVSTEER - 12 PERSONAL AUTHOR(S) Baladi , George Y., Barnes, Donald E...mathematical model was formulated by Drs. George Y. Baladi and Behzad Rohani. The logic and computer programming were accomplished by Dr. Baladi and

  10. User's Self-Prediction of Performance in Motor Imagery Brain-Computer Interface.

    Science.gov (United States)

    Ahn, Minkyu; Cho, Hohyun; Ahn, Sangtae; Jun, Sung C

    2018-01-01

    Performance variation is a critical issue in motor imagery brain-computer interface (MI-BCI), and various neurophysiological, psychological, and anatomical correlates have been reported in the literature. Although the main aim of such studies is to predict MI-BCI performance for the prescreening of poor performers, studies which focus on the user's sense of the motor imagery process and directly estimate MI-BCI performance through the user's self-prediction are lacking. In this study, we first test each user's self-prediction idea regarding motor imagery experimental datasets. Fifty-two subjects participated in a classical, two-class motor imagery experiment and were asked to evaluate their easiness with motor imagery and to predict their own MI-BCI performance. During the motor imagery experiment, an electroencephalogram (EEG) was recorded; however, no feedback on motor imagery was given to subjects. From EEG recordings, the offline classification accuracy was estimated and compared with several questionnaire scores of subjects, as well as with each subject's self-prediction of MI-BCI performance. The subjects' performance predictions during motor imagery task showed a high positive correlation ( r = 0.64, p performance even without feedback information. This implies that the human brain is an active learning system and, by self-experiencing the endogenous motor imagery process, it can sense and adopt the quality of the process. Thus, it is believed that users may be able to predict MI-BCI performance and results may contribute to a better understanding of low performance and advancing BCI.

  11. Supporting Shared Resource Usage for a Diverse User Community: the OSG Experience and Lessons Learned

    International Nuclear Information System (INIS)

    Garzoglio, Gabriele; Levshina, Tanya; Sehgal, Chander; Slyz, Marko; Rynge, Mats

    2012-01-01

    The Open Science Grid (OSG) supports a diverse community of new and existing users in adopting and making effective use of the Distributed High Throughput Computing (DHTC) model. The LHC user community has deep local support within the experiments. For other smaller communities and individual users the OSG provides consulting and technical services through the User Support area. We describe these sometimes successful and sometimes not so successful experiences and analyze lessons learned that are helping us improve our services. The services offered include forums to enable shared learning and mutual support, tutorials and documentation for new technology, and troubleshooting of problematic or systemic failure modes. For new communities and users, we bootstrap their use of the distributed high throughput computing technologies and resources available on the OSG by following a phased approach. We first adapt the application and run a small production campaign on a subset of “friendly” sites. Only then do we move the user to run full production campaigns across the many remote sites on the OSG, adding to the community resources up to hundreds of thousands of CPU hours per day. This scaling up generates new challenges – like no determinism in the time to job completion, and diverse errors due to the heterogeneity of the configurations and environments – so some attention is needed to get good results. We cover recent experiences with image simulation for the Large Synoptic Survey Telescope (LSST), small-file large volume data movement for the Dark Energy Survey (DES), civil engineering simulation with the Network for Earthquake Engineering Simulation (NEES), and accelerator modeling with the Electron Ion Collider group at BNL. We will categorize and analyze the use cases and describe how our processes are evolving based on lessons learned.

  12. Distributed computing grid experiences in CMS

    CERN Document Server

    Andreeva, Julia; Barrass, T; Bonacorsi, D; Bunn, Julian; Capiluppi, P; Corvo, M; Darmenov, N; De Filippis, N; Donno, F; Donvito, G; Eulisse, G; Fanfani, A; Fanzago, F; Filine, A; Grandi, C; Hernández, J M; Innocente, V; Jan, A; Lacaprara, S; Legrand, I; Metson, S; Newbold, D; Newman, H; Pierro, A; Silvestris, L; Steenberg, C; Stockinger, H; Taylor, Lucas; Thomas, M; Tuura, L; Van Lingen, F; Wildish, Tony

    2005-01-01

    The CMS experiment is currently developing a computing system capable of serving, processing and archiving the large number of events that will be generated when the CMS detector starts taking data. During 2004 CMS undertook a large scale data challenge to demonstrate the ability of the CMS computing system to cope with a sustained data- taking rate equivalent to 25% of startup rate. Its goals were: to run CMS event reconstruction at CERN for a sustained period at 25 Hz input rate; to distribute the data to several regional centers; and enable data access at those centers for analysis. Grid middleware was utilized to help complete all aspects of the challenge. To continue to provide scalable access from anywhere in the world to the data, CMS is developing a layer of software that uses Grid tools to gain access to data and resources, and that aims to provide physicists with a user friendly interface for submitting their analysis jobs. This paper describes the data challenge experience with Grid infrastructure ...

  13. Productivity associated with visual status of computer users.

    Science.gov (United States)

    Daum, Kent M; Clore, Katherine A; Simms, Suzanne S; Vesely, Jon W; Wilczek, Dawn D; Spittle, Brian M; Good, Greg W

    2004-01-01

    The aim of this project is to examine the potential connection between the astigmatic refractive corrections of subjects using computers and their productivity and comfort. We hypothesize that improving the visual status of subjects using computers results in greater productivity, as well as improved visual comfort. Inclusion criteria required subjects 19 to 30 years of age with complete vision examinations before being enrolled. Using a double-masked, placebo-controlled, randomized design, subjects completed three experimental tasks calculated to assess the effects of refractive error on productivity (time to completion and the number of errors) at a computer. The tasks resembled those commonly undertaken by computer users and involved visual search tasks of: (1) counties and populations; (2) nonsense word search; and (3) a modified text-editing task. Estimates of productivity for time to completion varied from a minimum of 2.5% upwards to 28.7% with 2 D cylinder miscorrection. Assuming a conservative estimate of an overall 2.5% increase in productivity with appropriate astigmatic refractive correction, our data suggest a favorable cost-benefit ratio of at least 2.3 for the visual correction of an employee (total cost 268 dollars) with a salary of 25,000 dollars per year. We conclude that astigmatic refractive error affected both productivity and visual comfort under the conditions of this experiment. These data also suggest a favorable cost-benefit ratio for employers who provide computer-specific eyewear to their employees.

  14. Users' Personal Conceptions of Usability and User Experience of Electronic and Software Products

    NARCIS (Netherlands)

    Haaksma, Tim R.; de Jong, Menno D.T.; Karreman, Joyce

    2018-01-01

    Research problem: Despite the abundance of research into usability and user experience (UX), there is still debate about the relationship between both concepts. The user perspective is underrepresented in all discussions. This study examines the personal conceptions that users of electronic and

  15. A User Assessment of Workspaces in Selected Music Education Computer Laboratories.

    Science.gov (United States)

    Badolato, Michael Jeremy

    A study of 120 students selected from the user populations of four music education computer laboratories was conducted to determine the applicability of current ergonomic and environmental design guidelines in satisfying the needs of users of educational computing workspaces. Eleven categories of workspace factors were organized into a…

  16. Designing the User Experience for Different User Needs for B2B E-Commerce

    OpenAIRE

    Conde, Mark

    2013-01-01

    In today’s world, more and more companies are doing business with one another electronically; this has lead many of these companies to build online web stores for their customers to make business transactions with. Many of these online stores are out of date and/or lack good user research on how to design a web store to meet the demands of their users while creating a good user experience. This thesis provides several conceptual design ideas on how to create a better  user experience that tak...

  17. Automated Generation of User Guidance by Combining Computation and Deduction

    Directory of Open Access Journals (Sweden)

    Walther Neuper

    2012-02-01

    Full Text Available Herewith, a fairly old concept is published for the first time and named "Lucas Interpretation". This has been implemented in a prototype, which has been proved useful in educational practice and has gained academic relevance with an emerging generation of educational mathematics assistants (EMA based on Computer Theorem Proving (CTP. Automated Theorem Proving (ATP, i.e. deduction, is the most reliable technology used to check user input. However ATP is inherently weak in automatically generating solutions for arbitrary problems in applied mathematics. This weakness is crucial for EMAs: when ATP checks user input as incorrect and the learner gets stuck then the system should be able to suggest possible next steps. The key idea of Lucas Interpretation is to compute the steps of a calculation following a program written in a novel CTP-based programming language, i.e. computation provides the next steps. User guidance is generated by combining deduction and computation: the latter is performed by a specific language interpreter, which works like a debugger and hands over control to the learner at breakpoints, i.e. tactics generating the steps of calculation. The interpreter also builds up logical contexts providing ATP with the data required for checking user input, thus combining computation and deduction. The paper describes the concepts underlying Lucas Interpretation so that open questions can adequately be addressed, and prerequisites for further work are provided.

  18. Identifying User Experience Goals for Interactive Climate Management Business Systems

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Barlow, Stephanie

    2013-01-01

    This paper presents findings from interpretative phenomenological interviews about the user experience of interactive climate management with six growers and crop consultants. The focus of user experience research has been on quantitative studies of consumers’ initial usage experiences, for example...... of mobile phones or e-commerce websites. In contrast, this empirical paper provides an example of how to capture user experience in work contexts and with a qualitative methodology. We present a model of the essence of the emotional user experience of interactive climate management. Then we suggest...... of interactive climate management in this and other domains. The overall aim with the paper is to take the concept of user experience into the IS community and to describe and understand what are individual workers’ positive emotional use experiences when interacting with workplace systems....

  19. Depressive symptoms and web user experience

    Science.gov (United States)

    Thielsch, Carolin

    2018-01-01

    Background Depression, as one of the most prevalent mental disorders, is expected to become a leading cause of disability. While evidence-based treatments are not always easily accessible, Internet-based information and self-help appears as a promising approach to improve the strained supply situation by avoiding barriers of traditional offline treatment. User experience in the domain of mental problems therefore emerges as an important research topic. The aim of our study is to investigate the impact of depressive symptoms on subjective and objective measures of web user experience. Method In this two-part online study (Ntotal = 721) we investigate the relationship between depressive symptoms of web users and basic website characteristics (i.e., content, subjective and objective usability, aesthetics). Participants completed search and memory tasks on different fully-functional websites. In addition, they were asked to evaluate the given websites with standardized measures and were screened for symptoms of depression using the PHQ-9. We used structural equation modeling (SEM) to determine whether depression severity affects users’ perception of and performance in using information websites. Results We found significant associations between depressive symptoms and subjective user experience, specifically of website content, usability, and aesthetics, as well as an effect of content perception on the overall appraisal of a website in terms of the intention to visit it again. Small yet significant negative effects of depression severity on all named subjective website evaluations were revealed, leading to an indirect negative effect on the intention to revisit a website via impaired content perceptions. However, objective task performance was not influenced by depressiveness of users. Discussion Depression emerges as capable of altering the subjective perception of a website to some extend with respect to the main features content, usability, and aesthetics. The

  20. Depressive symptoms and web user experience

    Directory of Open Access Journals (Sweden)

    Meinald T. Thielsch

    2018-02-01

    Full Text Available Background Depression, as one of the most prevalent mental disorders, is expected to become a leading cause of disability. While evidence-based treatments are not always easily accessible, Internet-based information and self-help appears as a promising approach to improve the strained supply situation by avoiding barriers of traditional offline treatment. User experience in the domain of mental problems therefore emerges as an important research topic. The aim of our study is to investigate the impact of depressive symptoms on subjective and objective measures of web user experience. Method In this two-part online study (Ntotal = 721 we investigate the relationship between depressive symptoms of web users and basic website characteristics (i.e., content, subjective and objective usability, aesthetics. Participants completed search and memory tasks on different fully-functional websites. In addition, they were asked to evaluate the given websites with standardized measures and were screened for symptoms of depression using the PHQ-9. We used structural equation modeling (SEM to determine whether depression severity affects users’ perception of and performance in using information websites. Results We found significant associations between depressive symptoms and subjective user experience, specifically of website content, usability, and aesthetics, as well as an effect of content perception on the overall appraisal of a website in terms of the intention to visit it again. Small yet significant negative effects of depression severity on all named subjective website evaluations were revealed, leading to an indirect negative effect on the intention to revisit a website via impaired content perceptions. However, objective task performance was not influenced by depressiveness of users. Discussion Depression emerges as capable of altering the subjective perception of a website to some extend with respect to the main features content, usability, and

  1. Understanding the role of social context and user factors in video quality of experience

    NARCIS (Netherlands)

    Zhu, Y.; Heynderickx, I.E.J.; Redi, J.A.

    2015-01-01

    Quality of Experience is a concept to reflect the level of satisfaction of a user with a multimedia content, service or system. So far, the objective (i.e., computational) approaches to measure QoE have been mostly based on the analysis of the media technical properties. However, recent studies have

  2. Storytelling tools in support of user experience design

    NARCIS (Netherlands)

    Peng, Qiong

    2017-01-01

    Storytelling has been proposed as an intuitive way to support communication in user experience design. With story-based thinking, designers can gain a better understanding of the potential user experience, developing and discussing design ideas within an (imagined) context. This proposal introduces

  3. User Experience Evaluation in BCI: Mind the Gap!

    NARCIS (Netherlands)

    Plass - Oude Bos, D.; Gürkök, Hayrettin; van de Laar, B.L.A.; Nijboer, Femke; Nijholt, Antinus

    2011-01-01

    Generally brain-computer interface (BCI) systems are evaluated based on the assumption that the user is trying to perform a specific task in the most efficient way. BCI for entertainment yields interesting applications for both patients and healthy users. Then the purpose is to create positive

  4. The Radiological Safety Analysis Computer Program (RSAC-5) user's manual

    International Nuclear Information System (INIS)

    Wenzel, D.R.

    1994-02-01

    The Radiological Safety Analysis Computer Program (RSAC-5) calculates the consequences of the release of radionuclides to the atmosphere. Using a personal computer, a user can generate a fission product inventory from either reactor operating history or nuclear criticalities. RSAC-5 models the effects of high-efficiency particulate air filters or other cleanup systems and calculates decay and ingrowth during transport through processes, facilities, and the environment. Doses are calculated through the inhalation, immersion, ground surface, and ingestion pathways. RSAC+, a menu-driven companion program to RSAC-5, assists users in creating and running RSAC-5 input files. This user's manual contains the mathematical models and operating instructions for RSAC-5 and RSAC+. Instructions, screens, and examples are provided to guide the user through the functions provided by RSAC-5 and RSAC+. These programs are designed for users who are familiar with radiological dose assessment methods

  5. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems

    Science.gov (United States)

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A.; Duro, Richard

    2016-01-01

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location. PMID:27399711

  6. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems

    Directory of Open Access Journals (Sweden)

    Gervasio Varela

    2016-07-01

    Full Text Available This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC and Ambient Intelligence (AmI systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location.

  7. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems.

    Science.gov (United States)

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A; Duro, Richard

    2016-07-07

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location.

  8. Towards a holistic assessment of the user experience with hybrid BCIs.

    Science.gov (United States)

    Lorenz, Romy; Pascual, Javier; Blankertz, Benjamin; Vidaurre, Carmen

    2014-06-01

    In recent years, brain-computer interfaces (BCIs) have become mature enough to immensely benefit from the expertise and tools established in the field of human-computer interaction (HCI). One of the core objectives in HCI research is the design of systems that provide a pleasurable user experience (UX). While the majority of BCI studies exclusively evaluate common efficiency measures such as classification accuracy and speed, single research groups have begun to look at further usability aspects such as ease of use, workload and learnability. However, these evaluation metrics only cover pragmatic aspects of UX while still not considering the hedonic quality of UX. In order to gain a holistic perspective on UX, hedonic quality aspects such as motivation and frustration were also taken into account for our evaluation of three BCI-driven interfaces, which were proposed to be used as a two-stage neuroprosthetic control within the EU project MUNDUS. At the first stage, one of six possible actions was selected and either confirmed or cancelled at the second stage. For the experiment, a solely event-related-potential-based interface (ERP-ERP) and two hybrid solutions were tested that were controlled by ERP and motor imagery (MI)--resulting in the two possible combinations: ERP selection/MI confirmation (ERP-MI) or MI selection/ERP confirmation (MI-ERP). Behavioural, subjective and encephalographic (EEG) data of 12 healthy subjects were collected during an online experiment with the three graphical user interfaces (GUIs). Results showed a significantly greater pragmatic quality (in terms of accuracy, efficiency, workload, use quality and learnability) for the ERP-ERP and ERP-MI GUIs in contrast to the MI-ERP GUI. Consequently, the MI-ERP GUI is least suited for use as a neuroprosthetic control. With respect to the comparison of the ERP-ERP and ERP-MI GUIs, no significant differences in pragmatic and hedonic quality of UX were found. Since throughout better results were

  9. Factors shaping the user experience on utiliterian websites

    NARCIS (Netherlands)

    Hompe, T.; Leker, J.; Mast, C. van der; Neerincx, M.A.

    2007-01-01

    This paper explores factors that influence the user experience when using utilitarian websites. A theoretical model for the user experience of utilitarian websites is proposed and investigated. This model is an extension of the Technology Acceptance Model (TAM). The effects of perceived ease of use,

  10. Experiments in computing: a survey.

    Science.gov (United States)

    Tedre, Matti; Moisseinen, Nella

    2014-01-01

    Experiments play a central role in science. The role of experiments in computing is, however, unclear. Questions about the relevance of experiments in computing attracted little attention until the 1980s. As the discipline then saw a push towards experimental computer science, a variety of technically, theoretically, and empirically oriented views on experiments emerged. As a consequence of those debates, today's computing fields use experiments and experiment terminology in a variety of ways. This paper analyzes experimentation debates in computing. It presents five ways in which debaters have conceptualized experiments in computing: feasibility experiment, trial experiment, field experiment, comparison experiment, and controlled experiment. This paper has three aims: to clarify experiment terminology in computing; to contribute to disciplinary self-understanding of computing; and, due to computing's centrality in other fields, to promote understanding of experiments in modern science in general.

  11. Smashing UX design foundations for designing online user experiences

    CERN Document Server

    Allen, Jesmond

    2012-01-01

    The ultimate guide to UX from the world's most popular resource for web designers and developers Smashing Magazine is the world's most popular resource for web designers and developers and with this book, the authors provide the pinnacle resource to becoming savvy with User Experience Design (UX). The authors first provide an overview of UX and chart its rise to becoming a valuable and necessary practice for narrowing the gap between Web sites, applications, and users in order to make a user's experience a happy, easy, and successful one.Examines the essential aspects of User Experience Design

  12. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    Design has in recent years been an increasing area in focus when developing digital interactive systems and services (Kolko 2010). Given the specific nature of material involved in designing digital media as ‘the material without qualities’ (Lowgreen & Stolterman 2007), and namely its total lack...... that the chosen point-of-view corresponds with the users, and thus ensures that the designed user experience actually is preferable for the user (Schauer & Merholz 2009). However, there has been a lack of discussions surrounding the ethical dimension of creating and maintaining an empathic point......-centered design process. Exemplifying the differences and ethical implications for the designer in the interaction with the user through the design of interactive digital systems. Finally the article discusses the need to understand design as a development of empathy for a given user or group of users by giving...

  13. The Ethics of User Experience Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    2013-01-01

    Design has in recent years been an increasing area in focus when developing digital interactive systems and services (Kolko 2010). Given the specific nature of material involved in designing digital media as ‘the material without qualities’ (Lowgreen & Stolterman 2007), and namely its total lack...... that the chosen point-of-view corresponds with the users, and thus ensures that the designed user experience actually is preferable for the user (Schauer & Merholz 2009). However, there has been a lack of discussions surrounding the ethical dimension of creating and maintaining an empathic point......-centered design process. Exemplifying the differences and ethical implications for the designer in the interaction with the user through the design of interactive digital systems. Finally the article discusses the need to understand design as a development of empathy for a given user or group of users by giving...

  14. Efficient and anonymous two-factor user authentication in wireless sensor networks: achieving user anonymity with lightweight sensor computation.

    Science.gov (United States)

    Nam, Junghyun; Choo, Kim-Kwang Raymond; Han, Sangchul; Kim, Moonseong; Paik, Juryon; Won, Dongho

    2015-01-01

    A smart-card-based user authentication scheme for wireless sensor networks (hereafter referred to as a SCA-WSN scheme) is designed to ensure that only users who possess both a smart card and the corresponding password are allowed to gain access to sensor data and their transmissions. Despite many research efforts in recent years, it remains a challenging task to design an efficient SCA-WSN scheme that achieves user anonymity. The majority of published SCA-WSN schemes use only lightweight cryptographic techniques (rather than public-key cryptographic techniques) for the sake of efficiency, and have been demonstrated to suffer from the inability to provide user anonymity. Some schemes employ elliptic curve cryptography for better security but require sensors with strict resource constraints to perform computationally expensive scalar-point multiplications; despite the increased computational requirements, these schemes do not provide user anonymity. In this paper, we present a new SCA-WSN scheme that not only achieves user anonymity but also is efficient in terms of the computation loads for sensors. Our scheme employs elliptic curve cryptography but restricts its use only to anonymous user-to-gateway authentication, thereby allowing sensors to perform only lightweight cryptographic operations. Our scheme also enjoys provable security in a formal model extended from the widely accepted Bellare-Pointcheval-Rogaway (2000) model to capture the user anonymity property and various SCA-WSN specific attacks (e.g., stolen smart card attacks, node capture attacks, privileged insider attacks, and stolen verifier attacks).

  15. Efficient and anonymous two-factor user authentication in wireless sensor networks: achieving user anonymity with lightweight sensor computation.

    Directory of Open Access Journals (Sweden)

    Junghyun Nam

    Full Text Available A smart-card-based user authentication scheme for wireless sensor networks (hereafter referred to as a SCA-WSN scheme is designed to ensure that only users who possess both a smart card and the corresponding password are allowed to gain access to sensor data and their transmissions. Despite many research efforts in recent years, it remains a challenging task to design an efficient SCA-WSN scheme that achieves user anonymity. The majority of published SCA-WSN schemes use only lightweight cryptographic techniques (rather than public-key cryptographic techniques for the sake of efficiency, and have been demonstrated to suffer from the inability to provide user anonymity. Some schemes employ elliptic curve cryptography for better security but require sensors with strict resource constraints to perform computationally expensive scalar-point multiplications; despite the increased computational requirements, these schemes do not provide user anonymity. In this paper, we present a new SCA-WSN scheme that not only achieves user anonymity but also is efficient in terms of the computation loads for sensors. Our scheme employs elliptic curve cryptography but restricts its use only to anonymous user-to-gateway authentication, thereby allowing sensors to perform only lightweight cryptographic operations. Our scheme also enjoys provable security in a formal model extended from the widely accepted Bellare-Pointcheval-Rogaway (2000 model to capture the user anonymity property and various SCA-WSN specific attacks (e.g., stolen smart card attacks, node capture attacks, privileged insider attacks, and stolen verifier attacks.

  16. Use of VME computers for the data acquisition system of the PHOENICS experiment

    International Nuclear Information System (INIS)

    Zucht, B.

    1989-10-01

    The data acquisition program PHON (PHOENICS ONLINE) for the PHOENICS-experiment at the stretcher ring ELSA in Bonn is described. PHON is based on a fast parallel CAMAC readout with special VME-front-end-processors (VIP) and a VAX computer, allowing comfortable control and programming. Special tools have been developed to facilitate the implementation of user programs. The PHON-compiler allows to specify the arrangement of the CAMAC-modules to be read out for each event (camaclist) using a simple language. The camaclist is translated in 68000 Assembly and runs on the front-end-processors, making high data rates possible. User programs for monitoring and control of the experiment normally require low data rates and therefore run on the VAX computer. CAMAC operations are supported by the PHON CAMAC-Library. For graphic representation of the data the CERN standard program libraries HBOOK and PAW are used. The data acquisition system is very flexible and can be easily adapted to different experiments. (orig.)

  17. Measuring the user experience collecting, analyzing, and presenting usability metrics

    CERN Document Server

    Tullis, Thomas

    2013-01-01

    Measuring the User Experience was the first book that focused on how to quantify the user experience. Now in the second edition, the authors include new material on how recent technologies have made it easier and more effective to collect a broader range of data about the user experience. As more UX and web professionals need to justify their design decisions with solid, reliable data, Measuring the User Experience provides the quantitative analysis training that these professionals need. The second edition presents new metrics such as emotional engagement, personas, k

  18. The effect of ergonomic training and intervention on reducing occupational stress among computer users

    Directory of Open Access Journals (Sweden)

    T. Yektaee

    2014-05-01

    Result: According to covariance analysis, ergonomic training and interventions lead to reduction of occupational stress of computer users. .Conclusion: Training computer users and informing them of the ergonomic principals and also providing interventions such as correction of posture, reducing duration of work time, using armrest and footrest would have significant implication in reducing occupational stress among computer users.

  19. Directory of computer users in nuclear medicine

    International Nuclear Information System (INIS)

    Henne, R.L.; Erickson, J.J.; McClain, W.J.; Kirch, D.L.

    1977-01-01

    The directory is composed of two major divisions, a Users' section and a Vendors' section. The Users' section consists of detailed installation descriptions and indexes to these descriptions. A typical description contains the name, address, type, and size of the institution as well as names of persons to contact. Following the hardware descriptions are listed the type of studies for which the computers are utilized, including the languages used, the method of output and an estimate of how often the study is performed. The Vendors' section contains short descriptions of current commercially available nuclear medicine systems as supplied by the vendors themselves. In order to reduce the amount of obsolete data and to include new institutions in future updates of the directory, a user questionnaire is included

  20. National Fusion Collaboratory: Grid Computing for Simulations and Experiments

    Science.gov (United States)

    Greenwald, Martin

    2004-05-01

    The National Fusion Collaboratory Project is creating a computational grid designed to advance scientific understanding and innovation in magnetic fusion research by facilitating collaborations, enabling more effective integration of experiments, theory and modeling and allowing more efficient use of experimental facilities. The philosophy of FusionGrid is that data, codes, analysis routines, visualization tools, and communication tools should be thought of as network available services, easily used by the fusion scientist. In such an environment, access to services is stressed rather than portability. By building on a foundation of established computer science toolkits, deployment time can be minimized. These services all share the same basic infrastructure that allows for secure authentication and resource authorization which allows stakeholders to control their own resources such as computers, data and experiments. Code developers can control intellectual property, and fair use of shared resources can be demonstrated and controlled. A key goal is to shield scientific users from the implementation details such that transparency and ease-of-use are maximized. The first FusionGrid service deployed was the TRANSP code, a widely used tool for transport analysis. Tools for run preparation, submission, monitoring and management have been developed and shared among a wide user base. This approach saves user sites from the laborious effort of maintaining such a large and complex code while at the same time reducing the burden on the development team by avoiding the need to support a large number of heterogeneous installations. Shared visualization and A/V tools are being developed and deployed to enhance long-distance collaborations. These include desktop versions of the Access Grid, a highly capable multi-point remote conferencing tool and capabilities for sharing displays and analysis tools over local and wide-area networks.

  1. Explaining the user experience of recommender systems

    NARCIS (Netherlands)

    Knijnenburg, B.P.; Willemsen, M.C.; Gantner, Z.; Soncu, H.; Newell, C.

    2012-01-01

    Research on recommender systems typically focuses on the accuracy of prediction algorithms. Because accuracy only partially constitutes the user experience of a recommender system, this paper proposes a framework that takes a user-centric approach to recommender system evaluation. The framework

  2. Documentation and user's guide for DOSTOMAN: a pathways computer model of radionuclide movement

    International Nuclear Information System (INIS)

    Root, R.W. Jr.

    1980-01-01

    This report documents the mathematical development and the computer implementation of the Savannah River Laboratory computer code used to simulate radonuclide movement in the environment. The user's guide provides all the necessary information for the prospective user to input the required data, execute the computer program, and display the results

  3. Evaluation Of User Experience And Its Economics In E-Commerce

    Directory of Open Access Journals (Sweden)

    Praneeth Kumar Baru

    2017-10-01

    Full Text Available User Experience pertains to designing studying and evaluating experiences that users have while using or interacting with the system with a specific context. UX is seen as a field of study a phenomenon and as a practice as well. To understand it with an analogy justice as a phenomenon law as a field of study and a lawyers work as a practice. Evaluating the users experience can help quantify or measure to the extent to which the system is being understood or perceived the way it is supposed to be. Evaluation methods can take various forms and are categorized in this paper. Essentials of the user experience are elaborated and furthermore some quantified data is presented that discusses the role user experience in e-commerce website and also the future prospects of the e-commerce domain are briefly described.

  4. User Participation and Participatory Design: Topics in Computing Education.

    Science.gov (United States)

    Kautz, Karlheinz

    1996-01-01

    Discusses user participation and participatory design in the context of formal education for computing professionals. Topics include the current curriculum debate; mathematical- and engineering-based education; traditional system-development training; and an example of a course program that includes computers and society, and prototyping. (53…

  5. Evaluating a multi-player brain-computer interface game: challenge versus co-experience

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Volpe, G; Reidsma, Dennis; Poel, Mannes; Camurri, A.; Obbink, Michel; Nijholt, Antinus

    2013-01-01

    Brain–computer interfaces (BCIs) have started to be considered as game controllers. The low level of control they provide prevents them from providing perfect control but allows the design of challenging games which can be enjoyed by players. Evaluation of enjoyment, or user experience (UX), is

  6. Directory of computer users in nuclear medicine

    Energy Technology Data Exchange (ETDEWEB)

    Henne, R.L.; Erickson, J.J.; McClain, W.J.; Kirch, D.L.

    1977-01-01

    The directory is composed of two major divisions, a Users' section and a Vendors' section. The Users' section consists of detailed installation descriptions and indexes to these descriptions. A typical description contains the name, address, type, and size of the institution as well as names of persons to contact. Following the hardware descriptions are listed the type of studies for which the computers are utilized, including the languages used, the method of output and an estimate of how often the study is performed. The Vendors' section contains short descriptions of current commercially available nuclear medicine systems as supplied by the vendors themselves. In order to reduce the amount of obsolete data and to include new institutions in future updates of the directory, a user questionnaire is included. (HLW)

  7. Towards a holistic assessment of the user experience with hybrid BCIs

    Science.gov (United States)

    Lorenz, Romy; Pascual, Javier; Blankertz, Benjamin; Vidaurre, Carmen

    2014-06-01

    Objective. In recent years, brain-computer interfaces (BCIs) have become mature enough to immensely benefit from the expertise and tools established in the field of human-computer interaction (HCI). One of the core objectives in HCI research is the design of systems that provide a pleasurable user experience (UX). While the majority of BCI studies exclusively evaluate common efficiency measures such as classification accuracy and speed, single research groups have begun to look at further usability aspects such as ease of use, workload and learnability. However, these evaluation metrics only cover pragmatic aspects of UX while still not considering the hedonic quality of UX. In order to gain a holistic perspective on UX, hedonic quality aspects such as motivation and frustration were also taken into account for our evaluation of three BCI-driven interfaces, which were proposed to be used as a two-stage neuroprosthetic control within the EU project MUNDUS. Approach. At the first stage, one of six possible actions was selected and either confirmed or cancelled at the second stage. For the experiment, a solely event-related-potential-based interface (ERP-ERP) and two hybrid solutions were tested that were controlled by ERP and motor imagery (MI)—resulting in the two possible combinations: ERP selection/MI confirmation (ERP-MI) or MI selection/ERP confirmation (MI-ERP). Behavioural, subjective and encephalographic (EEG) data of 12 healthy subjects were collected during an online experiment with the three graphical user interfaces (GUIs). Main results. Results showed a significantly greater pragmatic quality (in terms of accuracy, efficiency, workload, use quality and learnability) for the ERP-ERP and ERP-MI GUIs in contrast to the MI-ERP GUI. Consequently, the MI-ERP GUI is least suited for use as a neuroprosthetic control. With respect to the comparison of the ERP-ERP and ERP-MI GUIs, no significant differences in pragmatic and hedonic quality of UX were found

  8. Conectividade: da user experience à usabilidade

    Directory of Open Access Journals (Sweden)

    Antonio Mendes Silva Filho

    2010-03-01

    Full Text Available

    A concepção e projeto de qualquer produto requer do projetista a habilidade de examinar fatores que determinam o tipo (de produto, a informação a ser exibida, o perfil de usuário, o padrão de uso (do produto e a interação do usuário com o produto. Perceba que esses fatores compreendem a base do que é denominado “user experience”. Mas, o que é user experience? Trata-se da experiência do usuário quando interage com produtos ou serviços. Aqui, produto pode ser qualquer coisa como, por exemplo, um fogão, uma maçaneta de porta, um painel de automóvel, um iPod, um iPad ou software. Qualquer desses produtos ou até serviços (como oferecidos em web sites, têm a usabilidade como atributo determinante da qualidade perceptível aos usuários. Tudo isso nos remete a uma característica importante a qualquer produto ou serviço: simplicidade. Nesse sentido, este artigo trata de user experience (experiência do usuário pode ser considerada para prover maior usabilidade a produtos na era da conectividade.

  9. A Framework for Mobile User Experiences in Theme Parks

    DEFF Research Database (Denmark)

    Østergaard, Claus Møller

    2013-01-01

    This paper proposes a framework, which contributes to a better theoretical understanding of mobile user experience in theme parks that is not limited to (a) personal smartphones, (b) a specific theme park, or (c) specific mobile content. Thus, the paper contributes to the field of mobile user...... experience in theme parks within HCI. The identified aspects constituting the mobile user experience in theme parks are the environmental context, the social context, the functional context, the mobile interface, and of course the mobile content. The framework is developed based on five diverse case studies...

  10. A Foundation for Mobile User Experiences in Theme Parks

    DEFF Research Database (Denmark)

    Østergaard, Claus Møller

    2013-01-01

    Based on case studies, this paper proposes a theoretical understanding of three essential aspects, which affect mobile user experiences in theme parks. The aspect are (a) the controllability of the mobile content, (b) the balance in the hybrid space of proximate physical place and remote digital...... space, and (c) the social space. Furthermore, the social space is exceptionally important in understanding mobile user experiences in theme parks. Thus, this paper proposes to extract the social space from the physical place. This means, that mobile user experiences in theme parks can be understood...

  11. Data processing with PC-9801 micro-computer for HCN laser scattering experiments

    International Nuclear Information System (INIS)

    Iwasaki, T.; Okajima, S.; Kawahata, K.; Tetsuka, T.; Fujita, J.

    1986-09-01

    In order to process the data of HCN laser scattering experiments, a micro-computer software has been developed and applied to the measurements of density fluctuations in the JIPP T-IIU tokamak plasma. The data processing system consists of a spectrum analyzer, SM-2100A Signal Analyzer (IWATSU ELECTRIC CO., LTD.), PC-9801m3 micro-computer, a CRT-display and a dot-printer. The output signals from the spectrum analyzer are A/D converted, and stored on a mini-floppy-disk equipped to the signal analyzer. The software to process the data is composed of system-programs and several user-programs. The real time data processing is carried out for every shot of plasma at 4 minutes interval by the micro-computer connected with the signal analyzer through a GP-IB interface. The time evolutions of the frequency spectrum of the density fluctuations are displayed on the CRT attached to the micro-computer and printed out on a printer-sheet. In the case of the data processing after experiments, the data stored on the floppy-disk of the signal analyzer are read out by using a floppy-disk unit attached to the micro-computer. After computation with the user-programs, the results, such as monitored signal, frequency spectra, wave number spectra and the time evolutions of the spectrum, are displayed and printed out. In this technical report, the system, the software and the directions for use are described. (author)

  12. Doctors' experience with handheld computers in clinical practice: qualitative study.

    Science.gov (United States)

    McAlearney, Ann Scheck; Schweikhart, Sharon B; Medow, Mitchell A

    2004-05-15

    To examine doctors' perspectives about their experiences with handheld computers in clinical practice. Qualitative study of eight focus groups consisting of doctors with diverse training and practice patterns. Six practice settings across the United States and two additional focus group sessions held at a national meeting of general internists. 54 doctors who did or did not use handheld computers. Doctors who used handheld computers in clinical practice seemed generally satisfied with them and reported diverse patterns of use. Users perceived that the devices helped them increase productivity and improve patient care. Barriers to use concerned the device itself and personal and perceptual constraints, with perceptual factors such as comfort with technology, preference for paper, and the impression that the devices are not easy to use somewhat difficult to overcome. Participants suggested that organisations can help promote handheld computers by providing advice on purchase, usage, training, and user support. Participants expressed concern about reliability and security of the device but were particularly concerned about dependency on the device and over-reliance as a substitute for clinical thinking. Doctors expect handheld computers to become more useful, and most seem interested in leveraging (getting the most value from) their use. Key opportunities with handheld computers included their use as a stepping stone to build doctors' comfort with other information technology and ehealth initiatives and providing point of care support that helps improve patient care.

  13. HCIDL: Human-computer interface description language for multi-target, multimodal, plastic user interfaces

    Directory of Open Access Journals (Sweden)

    Lamia Gaouar

    2018-06-01

    Full Text Available From the human-computer interface perspectives, the challenges to be faced are related to the consideration of new, multiple interactions, and the diversity of devices. The large panel of interactions (touching, shaking, voice dictation, positioning … and the diversification of interaction devices can be seen as a factor of flexibility albeit introducing incidental complexity. Our work is part of the field of user interface description languages. After an analysis of the scientific context of our work, this paper introduces HCIDL, a modelling language staged in a model-driven engineering approach. Among the properties related to human-computer interface, our proposition is intended for modelling multi-target, multimodal, plastic interaction interfaces using user interface description languages. By combining plasticity and multimodality, HCIDL improves usability of user interfaces through adaptive behaviour by providing end-users with an interaction-set adapted to input/output of terminals and, an optimum layout. Keywords: Model driven engineering, Human-computer interface, User interface description languages, Multimodal applications, Plastic user interfaces

  14. UX, XD & UXD. User Experience, Experience Design og User Experience Design. 8 paradokser - og 8 forsøg på (op)løsninger. Mod fælles forståelser og definitioner

    DEFF Research Database (Denmark)

    Jensen, Jens F.

    experience, experience design og user experience design. Disse begreber er beslægtede og i nogle sammenhænge tæt sammenvævede, men har dog også separate betydninger. I denne publikations sammenhæng vil vi både tale om user experience, experience design og user experience design som et samlet felt og om de...

  15. User Experience Design in Professional Map-Based Geo-Portals

    Directory of Open Access Journals (Sweden)

    Bastian Zimmer

    2013-10-01

    Full Text Available We have recently been witnessing the growing establishment of map-centered web-based geo-portals on national, regional and local levels. However, a particular issue with these geo-portals is that each instance has been implemented in different ways in terms of design, usability, functionality, interaction possibilities, map size and symbologies. In this paper, we try to tackle these shortcomings by analyzing and formalizing the requirements for map-based geo-portals in a user experience based approach. First, we propose a holistic definition the term of a “geo-portal”. Then, we present our approach to user experience design for map-based geo-portals by defining the functional requirements of a geo-portal, by analyzing previous geo-portal developments, by distilling the results of our empirical user study to perform practically-oriented user requirements, and finally by establishing a set of user experience design guidelines for the creation of map-based geo-portals. These design guidelines have been extracted for each of the main components of a geo-portal, i.e., the map, the search dialogue, the presentation of the search results, symbologies, and other aspects. These guidelines shall constitute the basis for future geo-portal developments to achieve standardization in the user-experience design of map-based geo-portals.

  16. BPACK -- A computer model package for boiler reburning/co-firing performance evaluations. User`s manual, Volume 1

    Energy Technology Data Exchange (ETDEWEB)

    Wu, K.T.; Li, B.; Payne, R.

    1992-06-01

    This manual presents and describes a package of computer models uniquely developed for boiler thermal performance and emissions evaluations by the Energy and Environmental Research Corporation. The model package permits boiler heat transfer, fuels combustion, and pollutant emissions predictions related to a number of practical boiler operations such as fuel-switching, fuels co-firing, and reburning NO{sub x} reductions. The models are adaptable to most boiler/combustor designs and can handle burner fuels in solid, liquid, gaseous, and slurried forms. The models are also capable of performing predictions for combustion applications involving gaseous-fuel reburning, and co-firing of solid/gas, liquid/gas, gas/gas, slurry/gas fuels. The model package is conveniently named as BPACK (Boiler Package) and consists of six computer codes, of which three of them are main computational codes and the other three are input codes. The three main codes are: (a) a two-dimensional furnace heat-transfer and combustion code: (b) a detailed chemical-kinetics code; and (c) a boiler convective passage code. This user`s manual presents the computer model package in two volumes. Volume 1 describes in detail a number of topics which are of general users` interest, including the physical and chemical basis of the models, a complete description of the model applicability, options, input/output, and the default inputs. Volume 2 contains a detailed record of the worked examples to assist users in applying the models, and to illustrate the versatility of the codes.

  17. Advanced display object selection methods for enhancing user-computer productivity

    Science.gov (United States)

    Osga, Glenn A.

    1993-01-01

    The User-Interface Technology Branch at NCCOSC RDT&E Division has been conducting a series of studies to address the suitability of commercial off-the-shelf (COTS) graphic user-interface (GUI) methods for efficiency and performance in critical naval combat systems. This paper presents an advanced selection algorithm and method developed to increase user performance when making selections on tactical displays. The method has also been applied with considerable success to a variety of cursor and pointing tasks. Typical GUI's allow user selection by: (1) moving a cursor with a pointing device such as a mouse, trackball, joystick, touchscreen; and (2) placing the cursor on the object. Examples of GUI objects are the buttons, icons, folders, scroll bars, etc. used in many personal computer and workstation applications. This paper presents an improved method of selection and the theoretical basis for the significant performance gains achieved with various input devices tested. The method is applicable to all GUI styles and display sizes, and is particularly useful for selections on small screens such as notebook computers. Considering the amount of work-hours spent pointing and clicking across all styles of available graphic user-interfaces, the cost/benefit in applying this method to graphic user-interfaces is substantial, with the potential for increasing productivity across thousands of users and applications.

  18. Food Enterprise Web Design Based on User Experience

    OpenAIRE

    Fei Wang

    2015-01-01

    Excellent auxiliary food enterprise web design conveyed good visual transmission effect through user experience. This study was based on the food enterprise managers and customers as the main operating object to get the performance of the web page creation, web page design not only focused on the function and work efficiency, the most important thing was that the user experience in the process of web page interaction.

  19. CAPTCHA: Impact on User Experience of Users with Learning Disabilities

    Directory of Open Access Journals (Sweden)

    Ruti Gafni

    2016-12-01

    Full Text Available CAPTCHA is one of the most common solutions to check if the user trying to enter a Website is a real person or an automated piece of software. This challenge-response test, implemented in many Internet Websites, emphasizes the gaps between accessibility and security on the Internet, as it poses an obstacle for the learning-impaired in the reading and comprehension of what is presented in the test. Various types of CAPTCHA tests have been developed in order to address accessibility and security issues. The objective of this study is to investigate how the differences between various CAPTCHA tests affect user experience among populations with and without learning disabilities. A questionnaire accompanied by experiencing five different tests was administered to 212 users, 60 of them with learning disabilities. Response rates for each test and levels of success were collected automatically. Findings suggest that users with learning disabilities have more difficulties in solving the tests, especially those with distorted texts, have more negative attitudes towards the CAPTCHA tests, but the response time has no statistical difference from users without learning disabilities. These insights can help to develop and implement solutions suitable for many users and especially for population with learning disabilities.

  20. Sensing the News: User Experiences when Reading Locative News

    Directory of Open Access Journals (Sweden)

    Kjetil Vaage Øie

    2012-02-01

    Full Text Available This article focuses on user experiences on reading location-aware news on the mobile platform and aims to explore what experiences this kind of locative journalism generates and how such experiences change the users’ social interaction with news. We produced a specially designed mobile application and tailored news stories specific to this project called LocaNews in order to explore participants’ relation to the content in this journalistic format. The result is generated through a field study and a questionnaire of 32 people to find out how they experience the news presented in this format. The user participants’ responses are analyzed based on their news experiences, contextualizing places and their social interaction with the news within this form of journalism. Results showed that the local, semi-local and non-local user approaches the locative news in a different manner, but that the average user found this kind of news more interesting and more informative than ordinary news. The participants also have a problem identifying this as journalism, rather than an information service.

  1. Experiences of marijuana-vaporizer users.

    Science.gov (United States)

    Malouff, John M; Rooke, Sally E; Copeland, Jan

    2014-01-01

    Using a marijuana vaporizer may have potential harm-reduction advantages on smoking marijuana, in that the user does not inhale smoke. Little research has been published on use of vaporizers. In the first study of individuals using a vaporizer on their own initiative, 96 adults anonymously answered questions about their experiences with a vaporizer and their use of marijuana with tobacco. Users identified 4 advantages to using a vaporizer over smoking marijuana: perceived health benefits, better taste, no smoke smell, and more effect from the same amount of marijuana. Users identified 2 disadvantages: inconvenience of setup and cleaning and the time it takes to get the device operating for each use. Only 2 individuals combined tobacco in the vaporizer mix, whereas 15 combined tobacco with marijuana when they smoked marijuana. Almost all participants intended to continue using a vaporizer. Vaporizers seem to have appeal to marijuana users, who perceive them as having harm-reduction and other benefits. Vaporizers are worthy of experimental research evaluating health-related effects of using them.

  2. Assessing users' experience of shared sanitation facilities: A case ...

    African Journals Online (AJOL)

    In the academic literature, users' feedback and experiences of technologies in the post-implementation phase have received scarce attention. The purpose of this study is to investigate users' experience of sanitation technologies in the early post-implementation phase, when opportunities for remedial intervention are still ...

  3. Beyond the Usability Lab Conducting Large-scale Online User Experience Studies

    CERN Document Server

    Albert, William; Tullis, Thomas

    2010-01-01

    Usability testing and user experience research typically take place in a controlled lab with small groups. While this type of testing is essential to user experience design, more companies are also looking to test large sample sizes to be able compare data according to specific user populations and see how their experiences differ across user groups. But few usability professionals have experience in setting up these studies, analyzing the data, and presenting it in effective ways.  Online usability testing offers the solution by allowing testers to elicit feedback simultaneously from 1,0

  4. MINTEQ user's manual

    International Nuclear Information System (INIS)

    Peterson, S.R.; Hostetler, C.J.; Deutsch, W.J.; Cowan, C.E.

    1987-02-01

    This manual will aid the user in applying the MINTEQ geochemical computer code to model aqueous solutions and the interactions of aqueous solutions with hypothesized assemblages of solid phases. The manual will provide a basic understanding of how the MINTEQ computer code operates and the important principles that are incorporated into the code and instruct a user of the MINTEQ code on how to create input files to simulate a variety of geochemical problems. Chapters 2 through 8 are for the user who has some experience with or wishes to review the principles important to geochemical computer codes. These chapters include information on the methodology MINTEQ uses to incorporate these principles into the code. Chapters 9 through 11 are for the user who wants to know how to create input data files to model various types of problems. 35 refs., 2 figs., 5 tabs

  5. Computer use changes generalization of movement learning.

    Science.gov (United States)

    Wei, Kunlin; Yan, Xiang; Kong, Gaiqing; Yin, Cong; Zhang, Fan; Wang, Qining; Kording, Konrad Paul

    2014-01-06

    Over the past few decades, one of the most salient lifestyle changes for us has been the use of computers. For many of us, manual interaction with a computer occupies a large portion of our working time. Through neural plasticity, this extensive movement training should change our representation of movements (e.g., [1-3]), just like search engines affect memory [4]. However, how computer use affects motor learning is largely understudied. Additionally, as virtually all participants in studies of perception and actions are computer users, a legitimate question is whether insights from these studies bear the signature of computer-use experience. We compared non-computer users with age- and education-matched computer users in standard motor learning experiments. We found that people learned equally fast but that non-computer users generalized significantly less across space, a difference negated by two weeks of intensive computer training. Our findings suggest that computer-use experience shaped our basic sensorimotor behaviors, and this influence should be considered whenever computer users are recruited as study participants. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. Ten heuristics to evaluate the user experience of serious games

    Directory of Open Access Journals (Sweden)

    L. Fitchat

    2016-07-01

    Full Text Available The potential of serious games to promote effective learning has been establishedin the literature. However, designing effective serious games that strike a balancebetween being entertaining and at the same time instructional, remains elusive.This research turns to the field of human-computer interaction (HCI toinvestigate the aspects that are most influential to the player’s experiences withserious games. From this, HCI principles to evaluate the user experience ofserious games are identified and described. User experience (UX refers to howindividuals perceive and respond to using interactive systems such as seriousgames. Since UX is regarded as subjective in nature, this study was conductedusing interpretative phenomenological analysis, which focuses on idiographicinquiry. Semi-structured interviews were conducted with five participants afterthey were given time to play a serious game. The serious game, titledStoryTimes,aims to teach the user the multiplication tables by employing memory associationtechniques in a fun and innovative way.StoryTimeswas developed as part of thisresearch to investigate how HCI principles are applied during the developmentcycle of a serious game. The data from the interviews were analysed qualitativelyto determine which aspects of the serious game were regarded as the mostimportant from the participants’ point of view. The findings indicate that playersof serious games prefer mobile gaming platforms and have certain expectationsregarding how subject content is integrated into video games. It also reveals thedesign challenges associated with the attention spans and very diverse natures of individual players. These aspects were recast in the form of ten heuristics thatcould be applied when evaluating the UX of serious games. Designers of seriousgames can use these heuristics during the development process to create a learningenvironment that is both effective and fun.

  7. Privacy and User Experience in 21st Century Library Discovery

    Directory of Open Access Journals (Sweden)

    Shayna Pekala

    2017-06-01

    Full Text Available Over the last decade, libraries have taken advantage of emerging technologies to provide new discovery tools to help users find information and resources more efficiently. In the wake of this technological shift in discovery, privacy has become an increasingly prominent and complex issue for libraries. The nature of the web, over which users interact with discovery tools, has substantially diminished the library’s ability to control patron privacy. The emergence of a data economy has led to a new wave of online tracking and surveillance, in which multiple third parties collect and share user data during the discovery process, making it much more difficult, if not impossible, for libraries to protect patron privacy. In addition, users are increasingly starting their searches with web search engines, diminishing the library’s control over privacy even further. While libraries have a legal and ethical responsibility to protect patron privacy, they are simultaneously challenged to meet evolving user needs for discovery. In a world where “search” is synonymous with Google, users increasingly expect their library discovery experience to mimic their experience using web search engines. However, web search engines rely on a drastically different set of privacy standards, as they strive to create tailored, personalized search results based on user data. Libraries are seemingly forced to make a choice between delivering the discovery experience users expect and protecting user privacy. This paper explores the competing interests of privacy and user experience, and proposes possible strategies to address them in the future design of library discovery tools.

  8. Examining the Security Awareness, Information Privacy, and the Security Behaviors of Home Computer Users

    Science.gov (United States)

    Edwards, Keith

    2015-01-01

    Attacks on computer systems continue to be a problem. The majority of the attacks target home computer users. To help mitigate the attacks some companies provide security awareness training to their employees. However, not all people work for a company that provides security awareness training and typically, home computer users do not have the…

  9. Randomized Trial of Desktop Humidifier for Dry Eye Relief in Computer Users.

    Science.gov (United States)

    Wang, Michael T M; Chan, Evon; Ea, Linda; Kam, Clifford; Lu, Yvonne; Misra, Stuti L; Craig, Jennifer P

    2017-11-01

    Dry eye is a frequently reported problem among computer users. Low relative humidity environments are recognized to exacerbate signs and symptoms of dry eye, yet are common in offices of computer operators. Desktop USB-powered humidifiers are available commercially, but their efficacy for dry eye relief has not been established. This study aims to evaluate the potential for a desktop USB-powered humidifier to improve tear-film parameters, ocular surface characteristics, and subjective comfort of computer users. Forty-four computer users were enrolled in a prospective, masked, randomized crossover study. On separate days, participants were randomized to 1 hour of continuous computer use, with and without exposure to a desktop humidifier. Lipid-layer grade, noninvasive tear-film breakup time, and tear meniscus height were measured before and after computer use. Following the 1-hour period, participants reported whether ocular comfort was greater, equal, or lesser than that at baseline. The desktop humidifier effected a relative difference in humidity between the two environments of +5.4 ± 5.0% (P .05). However, a relative increase in the median noninvasive tear-film breakup time of +4.0 seconds was observed in the humidified environment (P computer use.Trial registration no: ACTRN12617000326392.

  10. User experience over time: an initial framework

    NARCIS (Netherlands)

    Karapanos, E.; Zimmerman, J.; Forlizzi, J.; Martens, J.B.O.S.; Greenberg, S.; Hudson, S.E.

    2009-01-01

    A recent trend in Human-Computer Interaction (HCI) research addresses human needs that go beyond the instrumental, resulting in an increasing body of knowledge about how users form overall evaluative judgments on the quality of interactive products. An aspect largely neglected so far is that of

  11. Personal computer wallpaper user segmentation based on Sasang typology

    Directory of Open Access Journals (Sweden)

    Joung-Youn Lee

    2015-03-01

    Conclusion: By proposing the Sasang typology as a factor in influencing an HCI usage pattern in this study, it can be used to predict the user's HCI experience, or suggest a native design methodology that can actively cope with the user's psychological environment.

  12. The Impact of User Interface on Young Children's Computational Thinking

    Science.gov (United States)

    Pugnali, Alex; Sullivan, Amanda; Bers, Marina Umaschi

    2017-01-01

    Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children's mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching…

  13. A LabVIEW based template for user created experiment automation.

    Science.gov (United States)

    Kim, D J; Fisk, Z

    2012-12-01

    We have developed an expandable software template to automate user created experiments. The LabVIEW based template is easily modifiable to add together user created measurements, controls, and data logging with virtually any type of laboratory equipment. We use reentrant sequential selection to implement sequence script making it possible to wrap a long series of the user created experiments and execute them in sequence. Details of software structure and application examples for scanning probe microscope and automated transport experiments using custom built laboratory electronics and a cryostat are described.

  14. Motivating Contributions for Home Computer Security

    Science.gov (United States)

    Wash, Richard L.

    2009-01-01

    Recently, malicious computer users have been compromising computers en masse and combining them to form coordinated botnets. The rise of botnets has brought the problem of home computers to the forefront of security. Home computer users commonly have insecure systems; these users do not have the knowledge, experience, and skills necessary to…

  15. Critical success factors for positive user experience in hotel websites:applying Herzberg’s two factor theory for user experience modeling

    OpenAIRE

    Sambhanthan, Arunasalam; Good, Alice

    2013-01-01

    This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg’s motivation theory has been applied to the user rating and the critical succ...

  16. System and method for controlling power consumption in a computer system based on user satisfaction

    Science.gov (United States)

    Yang, Lei; Dick, Robert P; Chen, Xi; Memik, Gokhan; Dinda, Peter A; Shy, Alex; Ozisikyilmaz, Berkin; Mallik, Arindam; Choudhary, Alok

    2014-04-22

    Systems and methods for controlling power consumption in a computer system. For each of a plurality of interactive applications, the method changes a frequency at which a processor of the computer system runs, receives an indication of user satisfaction, determines a relationship between the changed frequency and the user satisfaction of the interactive application, and stores the determined relationship information. The determined relationship can distinguish between different users and different interactive applications. A frequency may be selected from the discrete frequencies at which the processor of the computer system runs based on the determined relationship information for a particular user and a particular interactive application running on the processor of the computer system. The processor may be adapted to run at the selected frequency.

  17. DIRAC distributed computing services

    International Nuclear Information System (INIS)

    Tsaregorodtsev, A

    2014-01-01

    DIRAC Project provides a general-purpose framework for building distributed computing systems. It is used now in several HEP and astrophysics experiments as well as for user communities in other scientific domains. There is a large interest from smaller user communities to have a simple tool like DIRAC for accessing grid and other types of distributed computing resources. However, small experiments cannot afford to install and maintain dedicated services. Therefore, several grid infrastructure projects are providing DIRAC services for their respective user communities. These services are used for user tutorials as well as to help porting the applications to the grid for a practical day-to-day work. The services are giving access typically to several grid infrastructures as well as to standalone computing clusters accessible by the target user communities. In the paper we will present the experience of running DIRAC services provided by the France-Grilles NGI and other national grid infrastructure projects.

  18. Application of a personal computer in a high energy physics experiment

    International Nuclear Information System (INIS)

    Petta, P.

    1987-04-01

    UA1 is a detector block at the CERN Super Synchrotron Collider, MacVEE is Micro computer applied to the Control of VME Electronic Equipment, a software development system for the data readout system and for the implementation of the user interface of the experiment control. A commercial personal computer is used. Examples of applications are the Data Acquisition Console, the Scanner Desc equipment and the AMERICA Ram Disks codes. Further topics are the MacUA1 development system for M68K-VME codes and an outline of the future MacVEE System Supervisor. 23 refs., 10 figs., 3 tabs. (qui)

  19. DABIE: a data banking system of integral experiments for reactor core characteristics computer codes

    International Nuclear Information System (INIS)

    Matsumoto, Kiyoshi; Naito, Yoshitaka; Ohkubo, Shuji; Aoyanagi, Hideo.

    1987-05-01

    A data banking system of integral experiments for reactor core characteristics computer codes, DABIE, has been developed to lighten the burden on searching so many documents to obtain experiment data required for verification of reactor core characteristics computer code. This data banking system, DABIE, has capabilities of systematic classification, registration and easy retrieval of experiment data. DABIE consists of data bank and supporting programs. Supporting programs are data registration program, data reference program and maintenance program. The system is designed so that user can easily register information of experiment systems including figures as well as geometry data and measured data or obtain those data through TSS terminal interactively. This manual describes the system structure, how-to-use and sample uses of this code system. (author)

  20. A survey of common habits of computer users as indicators of ...

    African Journals Online (AJOL)

    Other unhealthy practices found among computer users included eating (52.1), drinking (56), coughing, sneezing and scratching of head (48.2%). Since microorganisms can be transferred through contact, droplets or airborne routes, it follows that these habits exhibited by users may act as sources of bacteria on keyboards ...

  1. Qualification Users' Perceptions and Experiences of Assessment Reliability

    Science.gov (United States)

    Chamberlain, Suzanne

    2013-01-01

    This paper presents the findings of a study designed to explore qualification users' perceptions and experiences of reliability in the context of national assessment outcomes in England. The study consisted of 17 focus groups conducted across six sectors of qualification users: students, teachers, trainee teachers, job-seekers, employers and…

  2. 'Surfing the Silk Road': a study of users' experiences.

    Science.gov (United States)

    Van Hout, Marie Claire; Bingham, Tim

    2013-11-01

    The online drug marketplace called 'Silk Road' has operated anonymously on the 'Deep Web' since 2011. It is accessible through computer encrypting software (Tor) and is supported by online transactions using peer to peer anonymous and untraceable crypto-currency (Bit Coins). The study aimed to describe user motives and realities of accessing, navigating and purchasing on the 'Silk Road' marketplace. Systematic online observations, monitoring of discussion threads on the site during four months of fieldwork and analysis of anonymous online interviews (n=20) with a convenience sample of adult 'Silk Road' users was conducted. The majority of participants were male, in professional employment or in tertiary education. Drug trajectories ranged from 18 months to 25 years, with favourite drugs including MDMA, 2C-B, mephedrone, nitrous oxide, ketamine, cannabis and cocaine. Few reported prior experience of online drug sourcing. Reasons for utilizing 'Silk Road' included curiosity, concerns for street drug quality and personal safety, variety of products, anonymous transactioning, and ease of product delivery. Vendor selection appeared to be based on trust, speed of transaction, stealth modes and quality of product. Forums on the site provided user advice, trip reports, product and transaction reviews. Some users reported solitary drug use for psychonautic and introspective purposes. A minority reported customs seizures, and in general a displacement away from traditional drug sourcing (street and closed markets) was described. Several reported intentions to commence vending on the site. The study provides an insight into 'Silk Road' purchasing motives and processes, the interplay between traditional and 'Silk Road' drug markets, the 'Silk Road' online community and its communication networks. Copyright © 2013 Elsevier B.V. All rights reserved.

  3. Prevalence of Asthenopia among computer users in Enugu ...

    African Journals Online (AJOL)

    Majority of the subjects (96%) had good vision (VA of 6/6- 6/18). Conclusion: Presence of ametropia is related to occurrence of asthenopia. Correction of existing ametropia would contribute to visual comfort of computer (vdt) users. Pre- employment and regular ocular examination should be made accessible to those who ...

  4. So what really is user experience? An experimental study of user needs and emotional responses as underlying constructs.

    Science.gov (United States)

    Jung, Tirza; Kaß, Christina; Schramm, Thomas; Zapf, Dieter

    2017-12-01

    This driving simulator study extended knowledge on user experience using a strategy to mitigate distraction resulting from the use of in-vehicle information systems (IVISs). It examined the impact of system restrictions on users' needs, emotions and consequences of users' experience in terms of psychological reactance. In a repeated measures design, we asked 53 participants to perform secondary tasks with an IVIS while driving. Three versions of the system varied with respect to the number of operable functionalities. The more functionalities that were disabled while driving, the more negatively users rated the systems. Multilevel regression analyses of at least n = 155 data points revealed that drivers' need fulfilment predicted their emotions. Reactance depended on users' need fulfilment and emotions. Experienced autonomy mediated the relation between functional limitations and reactance. When developing interactive systems, one should focus on needs and be aware of potential unwanted consequences such as psychological reactance. Practitioner Summary: This driving simulator study highlights the importance of considering need fulfilment and users' emotions when developing an interactive system that provides high user experience. System restrictions could have negative consequences as users might show psychological reactance.

  5. User experience analysis of e-TB Manager, a nationwide electronic tuberculosis recording and reporting system in Ukraine

    Directory of Open Access Journals (Sweden)

    Niranjan Konduri

    2017-05-01

    Full Text Available Ukraine has successfully implemented e-TB Manager nationwide as its mandatory national tuberculosis registry after first introducing it in 2009. Our objective was to perform an end-of-programme evaluation after formal handover of the registry administration to Ukraine's Centre for Disease Control in 2015. We conducted a nationwide, cross-sectional, anonymous, 18-point user experience survey, and stratified the registry's transaction statistics to demonstrate usability. Contrary to initial implementation experience, older users (aged >50 years, often with limited or no computer proficiency prior to using the registry, had significantly better user experience scores for at least six of the 12 measures compared to younger users (aged 18–29 years. Using the registry for >3 years was associated with significantly higher scores for having capacity, adequacy of training received and satisfaction with the registry. Of the 5.9 million transactions over a 4-year period, nine out of 24 oblasts (regions and Kiev city accounted for 62.5% of all transactions, and corresponded to 59% of Ukraine's tuberculosis burden. There were 437 unique active users in 486 rayons (districts of Ukraine, demonstrating extensive reach. Our key findings complement the World Health Organization and European Respiratory Society's agenda for action on digital health to help implement the End TB Strategy.

  6. Reproducible computational biology experiments with SED-ML--the Simulation Experiment Description Markup Language.

    Science.gov (United States)

    Waltemath, Dagmar; Adams, Richard; Bergmann, Frank T; Hucka, Michael; Kolpakov, Fedor; Miller, Andrew K; Moraru, Ion I; Nickerson, David; Sahle, Sven; Snoep, Jacky L; Le Novère, Nicolas

    2011-12-15

    The increasing use of computational simulation experiments to inform modern biological research creates new challenges to annotate, archive, share and reproduce such experiments. The recently published Minimum Information About a Simulation Experiment (MIASE) proposes a minimal set of information that should be provided to allow the reproduction of simulation experiments among users and software tools. In this article, we present the Simulation Experiment Description Markup Language (SED-ML). SED-ML encodes in a computer-readable exchange format the information required by MIASE to enable reproduction of simulation experiments. It has been developed as a community project and it is defined in a detailed technical specification and additionally provides an XML schema. The version of SED-ML described in this publication is Level 1 Version 1. It covers the description of the most frequent type of simulation experiments in the area, namely time course simulations. SED-ML documents specify which models to use in an experiment, modifications to apply on the models before using them, which simulation procedures to run on each model, what analysis results to output, and how the results should be presented. These descriptions are independent of the underlying model implementation. SED-ML is a software-independent format for encoding the description of simulation experiments; it is not specific to particular simulation tools. Here, we demonstrate that with the growing software support for SED-ML we can effectively exchange executable simulation descriptions. With SED-ML, software can exchange simulation experiment descriptions, enabling the validation and reuse of simulation experiments in different tools. Authors of papers reporting simulation experiments can make their simulation protocols available for other scientists to reproduce the results. Because SED-ML is agnostic about exact modeling language(s) used, experiments covering models from different fields of research

  7. Reproducible computational biology experiments with SED-ML - The Simulation Experiment Description Markup Language

    Science.gov (United States)

    2011-01-01

    Background The increasing use of computational simulation experiments to inform modern biological research creates new challenges to annotate, archive, share and reproduce such experiments. The recently published Minimum Information About a Simulation Experiment (MIASE) proposes a minimal set of information that should be provided to allow the reproduction of simulation experiments among users and software tools. Results In this article, we present the Simulation Experiment Description Markup Language (SED-ML). SED-ML encodes in a computer-readable exchange format the information required by MIASE to enable reproduction of simulation experiments. It has been developed as a community project and it is defined in a detailed technical specification and additionally provides an XML schema. The version of SED-ML described in this publication is Level 1 Version 1. It covers the description of the most frequent type of simulation experiments in the area, namely time course simulations. SED-ML documents specify which models to use in an experiment, modifications to apply on the models before using them, which simulation procedures to run on each model, what analysis results to output, and how the results should be presented. These descriptions are independent of the underlying model implementation. SED-ML is a software-independent format for encoding the description of simulation experiments; it is not specific to particular simulation tools. Here, we demonstrate that with the growing software support for SED-ML we can effectively exchange executable simulation descriptions. Conclusions With SED-ML, software can exchange simulation experiment descriptions, enabling the validation and reuse of simulation experiments in different tools. Authors of papers reporting simulation experiments can make their simulation protocols available for other scientists to reproduce the results. Because SED-ML is agnostic about exact modeling language(s) used, experiments covering models from

  8. Technology for the Next-Generation-Mobile User Experience

    Science.gov (United States)

    Delagi, Greg

    The current mobile-handset market is a vital and growing one, being driven by technology advances, including increased bandwidth and processing performance, as well as reduced power consumption and improved screen technologies. The 3G/4G handsets of today are multimedia internet devices with increased screen size, HD video and gaming, interactive touch screens, HD camera and camcorders, as well as incredible social, entertainment, and productivity applications. While mobile-technology advancements to date have made us more social in many ways, new advancements over the next decade will bring us to the next level, allowing mobile users to experience new types of "virtual" social interactions with all the senses. The mobile handsets of the future will be smart autonomous-lifestyle devices with a multitude of incorporated sensors, applications and display options, all designed to make your life easier and more productive! With future display media, including 3D imaging, virtual interaction and conferencing will be possible, making every call feel like you are in the same room, providing an experience far beyond today's video conferencing technology. 3D touch-screen with integrated image-projection technologies will work in conjunction with gesturing to bring a new era of intuitive mobile device applications, interaction, and information sharing. Looking to the future, there are many challenges to be faced in delivering a smart mobile companion device that will meet the user demands. One demand will be for the availability of new and compelling services, and features on the "mobile companion". These mobile companions will be more than just Internet devices, and will function as on-the-go workstations, allowing users to function as if they were sitting in front of their computer in the office or at home. The massive amounts of data that will be transmitted through, to and from these mobile companions will require immense improvements in system performance, including

  9. Determining the frequency of dry eye in computer users and comparing with control group

    Directory of Open Access Journals (Sweden)

    Mohammad Hossein Davari

    2017-08-01

    Full Text Available AIM: To determine the frequency of dry eye in computer users and to compare them with control group. METHODS: This study was a case control research conducted in 2015 in the city of Birjand. Sample size of study was estimated to be 304 subjects(152 subjects in each group, computer user group and control group. Non-randomized method of sampling was used in both groups. Schirmer test was used to evaluate dry eye of subjects. Then, subjects completed questionnaire. This questionnaire was developed based on objectives and reviewing the literature. After collecting the data, they were entered to SPSS Software and they were analyzed using Chi-square test or Fisher's test at the alpha level of 0.05.RESULTS: In total, 304 subjects(152 subjects in each groupwere included in the study. Frequency of dry eyes in the control group was 3.3%(5 subjectsand it was 61.8% in computer users group(94 subjects. Significant difference was observed between two groups in this regard(Pn=12, and it was 34.2% in computer users group(n=52, which significant difference was observed between two groups in this regard(PP=0.8. The mean working hour with computer per day in patients with dry eye was 6.65±3.52h, while it was 1.62±2.54h in healthy group(T=13.25, PCONCLUSION: This study showed a significant relationship between using computer and dry eye and ocular symptoms. Thus, it is necessary that officials need to pay particular attention to working hours with computer by employees. They should also develop appropriate plans to divide the working hours with computer among computer users. However, due to various confounding factors, it is recommended that these factors to be controlled in future studies.

  10. User perspectives on computer applications

    International Nuclear Information System (INIS)

    Trammell, H.E.

    1979-04-01

    Experiences of a technical group that uses the services of computer centers are recounted. An orientation on the ORNL Engineering Technology Division and its missions is given to provide background on the diversified efforts undertaken by the Division and its opportunities to benefit from computer technology. Specific ways in which computers are used within the Division are described; these include facility control, data acquisition, data analysis, theory applications, code development, information processing, cost control, management of purchase requisitions, maintenance of personnel information, and control of technical publications. Problem areas found to need improvement are the overloading of computers during normal working hours, lack of code transportability, delay in obtaining routine programming, delay in key punching services, bewilderment in the use of large computer centers, complexity of job control language, and uncertain quality of software. 20 figures

  11. Being in the Users' Shoes: Anticipating Experience while Designing Online Courses

    Science.gov (United States)

    Rapanta, Chrysi; Cantoni, Lorenzo

    2014-01-01

    While user-centred design and user experience are given much attention in the e-learning design field, no research has been found on how users are actually represented in the discussions during the design of online courses. In this paper we identify how and when end-users' experience--be they students or tutors--emerges in designers'…

  12. An Approach for Indoor Path Computation among Obstacles that Considers User Dimension

    Directory of Open Access Journals (Sweden)

    Liu Liu

    2015-12-01

    Full Text Available People often transport objects within indoor environments, who need enough space for the motion. In such cases, the accessibility of indoor spaces relies on the dimensions, which includes a person and her/his operated objects. This paper proposes a new approach to avoid obstacles and compute indoor paths with respect to the user dimension. The approach excludes inaccessible spaces for a user in five steps: (1 compute the minimum distance between obstacles and find the inaccessible gaps; (2 group obstacles according to the inaccessible gaps; (3 identify groups of obstacles that influence the path between two locations; (4 compute boundaries for the selected groups; and (5 build a network in the accessible area around the obstacles in the room. Compared to the Minkowski sum method for outlining inaccessible spaces, the proposed approach generates simpler polygons for groups of obstacles that do not contain inner rings. The creation of a navigation network becomes easier based on these simple polygons. By using this approach, we can create user- and task-specific networks in advance. Alternatively, the accessible path can be generated on the fly before the user enters a room.

  13. Training leads to increased auditory brain-computer interface performance of end-users with motor impairments.

    Science.gov (United States)

    Halder, S; Käthner, I; Kübler, A

    2016-02-01

    Auditory brain-computer interfaces are an assistive technology that can restore communication for motor impaired end-users. Such non-visual brain-computer interface paradigms are of particular importance for end-users that may lose or have lost gaze control. We attempted to show that motor impaired end-users can learn to control an auditory speller on the basis of event-related potentials. Five end-users with motor impairments, two of whom with additional visual impairments, participated in five sessions. We applied a newly developed auditory brain-computer interface paradigm with natural sounds and directional cues. Three of five end-users learned to select symbols using this method. Averaged over all five end-users the information transfer rate increased by more than 1800% from the first session (0.17 bits/min) to the last session (3.08 bits/min). The two best end-users achieved information transfer rates of 5.78 bits/min and accuracies of 92%. Our results show that an auditory BCI with a combination of natural sounds and directional cues, can be controlled by end-users with motor impairment. Training improves the performance of end-users to the level of healthy controls. To our knowledge, this is the first time end-users with motor impairments controlled an auditory brain-computer interface speller with such high accuracy and information transfer rates. Further, our results demonstrate that operating a BCI with event-related potentials benefits from training and specifically end-users may require more than one session to develop their full potential. Copyright © 2015 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  14. User-centered design in brain-computer interfaces-a case study.

    Science.gov (United States)

    Schreuder, Martijn; Riccio, Angela; Risetti, Monica; Dähne, Sven; Ramsay, Andrew; Williamson, John; Mattia, Donatella; Tangermann, Michael

    2013-10-01

    The array of available brain-computer interface (BCI) paradigms has continued to grow, and so has the corresponding set of machine learning methods which are at the core of BCI systems. The latter have evolved to provide more robust data analysis solutions, and as a consequence the proportion of healthy BCI users who can use a BCI successfully is growing. With this development the chances have increased that the needs and abilities of specific patients, the end-users, can be covered by an existing BCI approach. However, most end-users who have experienced the use of a BCI system at all have encountered a single paradigm only. This paradigm is typically the one that is being tested in the study that the end-user happens to be enrolled in, along with other end-users. Though this corresponds to the preferred study arrangement for basic research, it does not ensure that the end-user experiences a working BCI. In this study, a different approach was taken; that of a user-centered design. It is the prevailing process in traditional assistive technology. Given an individual user with a particular clinical profile, several available BCI approaches are tested and - if necessary - adapted to him/her until a suitable BCI system is found. Described is the case of a 48-year-old woman who suffered from an ischemic brain stem stroke, leading to a severe motor- and communication deficit. She was enrolled in studies with two different BCI systems before a suitable system was found. The first was an auditory event-related potential (ERP) paradigm and the second a visual ERP paradigm, both of which are established in literature. The auditory paradigm did not work successfully, despite favorable preconditions. The visual paradigm worked flawlessly, as found over several sessions. This discrepancy in performance can possibly be explained by the user's clinical deficit in several key neuropsychological indicators, such as attention and working memory. While the auditory paradigm relies

  15. Dry eye syndrome among computer users

    Science.gov (United States)

    Gajta, Aurora; Turkoanje, Daniela; Malaescu, Iosif; Marin, Catalin-Nicolae; Koos, Marie-Jeanne; Jelicic, Biljana; Milutinovic, Vuk

    2015-12-01

    Dry eye syndrome is characterized by eye irritation due to changes of the tear film. Symptoms include itching, foreign body sensations, mucous discharge and transitory vision blurring. Less occurring symptoms include photophobia and eye tiredness. Aim of the work was to determine the quality of the tear film and ocular dryness potential risk in persons who spend more than 8 hours using computers and possible correlations between severity of symptoms (dry eyes symptoms anamnesis) and clinical signs assessed by: Schirmer test I, TBUT (Tears break-up time), TFT (Tear ferning test). The results show that subjects using computer have significantly shorter TBUT (less than 5 s for 56 % of subjects and less than 10 s for 37 % of subjects), TFT type II/III in 50 % of subjects and type III 31% of subjects was found when compared to computer non users (TFT type I and II was present in 85,71% of subjects). Visual display terminal use, more than 8 hours daily, has been identified as a significant risk factor for dry eye. It's been advised to all persons who spend substantial time using computers to use artificial tears drops in order to minimize the symptoms of dry eyes syndrome and prevents serious complications.

  16. Assessing the User Experience of E-Books in Academic Libraries

    Science.gov (United States)

    Zhang, Tao; Niu, Xi; Promann, Marlen

    2017-01-01

    We report findings from an assessment of e-book user experience (search and information seeking) from usage data and user tests. The usage data showed that most reading sessions were brief and focused on certain pages, suggesting that users mainly use e-books to find specific information. The user tests found that participants tended to use…

  17. An assessment of future computer system needs for large-scale computation

    Science.gov (United States)

    Lykos, P.; White, J.

    1980-01-01

    Data ranging from specific computer capability requirements to opinions about the desirability of a national computer facility are summarized. It is concluded that considerable attention should be given to improving the user-machine interface. Otherwise, increased computer power may not improve the overall effectiveness of the machine user. Significant improvement in throughput requires highly concurrent systems plus the willingness of the user community to develop problem solutions for that kind of architecture. An unanticipated result was the expression of need for an on-going cross-disciplinary users group/forum in order to share experiences and to more effectively communicate needs to the manufacturers.

  18. User Experience Re-Mastered Your Guide to Getting the Right Design

    CERN Document Server

    Wilson, Chauncey

    2009-01-01

    Good user interface design isn’t just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process. User Experience Re-Mastered takes tried and tested material from best-selling books in Morgan Kaufmann’s Series in Interactive Technologies and presents it in typical project framework. Chauncey Wilson guides the reader through each chapter, introducing each stag

  19. Online public health preparedness training programs: an evaluation of user experience with the technological environment.

    Science.gov (United States)

    Nambisan, Priya

    2010-01-01

    Several public health education programs and government agencies across the country have started offering virtual or online training programs in emergency preparedness for people who are likely to be involved in managing or responding to different types of emergency situations such as natural disasters, epidemics, bioterrorism, etc. While such online training programs are more convenient and cost-effective than traditional classroom-based programs, their success depends to a great extent on the underlying technological environment. Specifically, in an online technological environment, different types of user experiences come in to play-users' utilitarian or pragmatic experience, their fun or hedonic experience, their social experience, and most importantly, their usability experience-and these different user experiences critically shape the program outcomes, including course completion rates. This study adopts a multi-disciplinary approach and draws on theories in human computer interaction, distance learning theories, usability research, and online consumer behavior to evaluate users' experience with the technological environment of an online emergency preparedness training program and discusses its implications for the design of effective online training programs. . Data was collected using a questionnaire from 377 subjects who had registered for and participated in online public health preparedness training courses offered by a large public university in the Northeast. Analysis of the data indicates that as predicted, participants had higher levels of pragmatic and usability experiences compared to their hedonic and sociability experiences. Results also indicate that people who experienced higher levels of pragmatic, hedonic, sociability and usability experiences were more likely to complete the course(s) they registered for compared to those who reported lower levels. The study findings hold important implications for the design of effective online emergency

  20. Internet Shop Users: Computer Practices and Its Relationship to E-Learning Readiness

    OpenAIRE

    Jasper Vincent Q. Alontaga

    2018-01-01

    Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness. This study examined the profile, computer practices and e-learning readiness of seventy one (71) internet shop users. A researcher-made internet sh...

  1. Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies.

    Science.gov (United States)

    Kulshreshth, Arun; Pfeil, Kevin; LaViola, Joseph J

    2017-01-01

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay experience.

  2. Use of Tablet Computers to Promote Physical Therapy Students' Engagement in Knowledge Translation During Clinical Experiences

    Science.gov (United States)

    Loeb, Kathryn; Barbosa, Sabrina; Jiang, Fei; Lee, Karin T.

    2016-01-01

    Background and Purpose: Physical therapists strive to integrate research into daily practice. The tablet computer is a potentially transformational tool for accessing information within the clinical practice environment. The purpose of this study was to measure and describe patterns of tablet computer use among physical therapy students during clinical rotation experiences. Methods: Doctor of physical therapy students (n = 13 users) tracked their use of tablet computers (iPad), loaded with commercially available apps, during 16 clinical experiences (6-16 weeks in duration). Results: The tablets were used on 70% of 691 clinic days, averaging 1.3 uses per day. Information seeking represented 48% of uses; 33% of those were foreground searches for research articles and syntheses and 66% were for background medical information. Other common uses included patient education (19%), medical record documentation (13%), and professional communication (9%). The most frequently used app was Safari, the preloaded web browser (representing 281 [36.5%] incidents of use). Users accessed 56 total apps to support clinical practice. Discussion and Conclusions: Physical therapy students successfully integrated use of a tablet computer into their clinical experiences including regular activities of information seeking. Our findings suggest that the tablet computer represents a potentially transformational tool for promoting knowledge translation in the clinical practice environment. Video Abstract available for more insights from the authors (see Supplemental Digital Content 1, http://links.lww.com/JNPT/A127). PMID:26945431

  3. A Graphical User Interface for the Computational Fluid Dynamics Software OpenFOAM

    OpenAIRE

    Melbø, Henrik Kaald

    2014-01-01

    A graphical user interface for the computational fluid dynamics software OpenFOAM has been constructed. OpenFOAM is a open source and powerful numerical software, but has much to be wanted in the field of user friendliness. In this thesis the basic operation of OpenFOAM will be introduced and the thesis will emerge in a graphical user interface written in PyQt. The graphical user interface will make the use of OpenFOAM simpler, and hopefully make this powerful tool more available for the gene...

  4. Practical web analytics for user experience how analytics can help you understand your users

    CERN Document Server

    Beasley, Michael

    2013-01-01

    Practical Web Analytics for User Experience teaches you how to use web analytics to help answer the complicated questions facing UX professionals. Within this book, you'll find a quantitative approach for measuring a website's effectiveness and the methods for posing and answering specific questions about how users navigate a website. The book is organized according to the concerns UX practitioners face. Chapters are devoted to traffic, clickpath, and content use analysis, measuring the effectiveness of design changes, including A/B testing, building user profiles based on search hab

  5. Microgravity computing codes. User's guide

    Science.gov (United States)

    1982-01-01

    Codes used in microgravity experiments to compute fluid parameters and to obtain data graphically are introduced. The computer programs are stored on two diskettes, compatible with the floppy disk drives of the Apple 2. Two versions of both disks are available (DOS-2 and DOS-3). The codes are written in BASIC and are structured as interactive programs. Interaction takes place through the keyboard of any Apple 2-48K standard system with single floppy disk drive. The programs are protected against wrong commands given by the operator. The programs are described step by step in the same order as the instructions displayed on the monitor. Most of these instructions are shown, with samples of computation and of graphics.

  6. User Defined Data in the New Analysis Model of the BaBar Experiment

    Energy Technology Data Exchange (ETDEWEB)

    De Nardo, G.

    2005-04-06

    The BaBar experiment has recently revised its Analysis Model. One of the key ingredient of BaBar new Analysis Model is the support of the capability to add to the Event Store user defined data, which can be the output of complex computations performed at an advanced stage of a physics analysis, and are associated to analysis objects. In order to provide flexibility and extensibility with respect to object types, template generic programming has been adopted. In this way the model is non-intrusive with respect to reconstruction and analysis objects it manages, not requiring changes in their interfaces and implementations. Technological details are hidden as much as possible to the user, providing a simple interface. In this paper we present some of the limitations of the old model and how they are addressed by the new Analysis Model.

  7. Directory of computer users in nuclear medicine

    Energy Technology Data Exchange (ETDEWEB)

    Erickson, J.J.; Gurney, J.; McClain, W.J. (eds.)

    1979-09-01

    The Directory of Computer Users in Nuclear Medicine consists primarily of detailed descriptions and indexes to these descriptions. A typical Installation Description contains the name, address, type, and size of the institution and the names of persons within the institution who can be contacted for further information. If the department has access to a central computer facility for data analysis or timesharing, the type of equipment available and the method of access to that central computer is included. The dedicated data processing equipment used by the department in its nuclear medicine studies is described, including the peripherals, languages used, modes of data collection, and other pertinent information. Following the hardware descriptions are listed the types of studies for which the data processing equipment is used, including the language(s) used, the method of output, and an estimate of the frequency of the particular study. An Installation Index and an Organ Studies Index are also included. (PCS)

  8. Directory of computer users in nuclear medicine

    International Nuclear Information System (INIS)

    Erickson, J.J.; Gurney, J.; McClain, W.J.

    1979-09-01

    The Directory of Computer Users in Nuclear Medicine consists primarily of detailed descriptions and indexes to these descriptions. A typical Installation Description contains the name, address, type, and size of the institution and the names of persons within the institution who can be contacted for further information. If the department has access to a central computer facility for data analysis or timesharing, the type of equipment available and the method of access to that central computer is included. The dedicated data processing equipment used by the department in its nuclear medicine studies is described, including the peripherals, languages used, modes of data collection, and other pertinent information. Following the hardware descriptions are listed the types of studies for which the data processing equipment is used, including the language(s) used, the method of output, and an estimate of the frequency of the particular study. An Installation Index and an Organ Studies Index are also included

  9. CMS distributed computing workflow experience

    Science.gov (United States)

    Adelman-McCarthy, Jennifer; Gutsche, Oliver; Haas, Jeffrey D.; Prosper, Harrison B.; Dutta, Valentina; Gomez-Ceballos, Guillelmo; Hahn, Kristian; Klute, Markus; Mohapatra, Ajit; Spinoso, Vincenzo; Kcira, Dorian; Caudron, Julien; Liao, Junhui; Pin, Arnaud; Schul, Nicolas; De Lentdecker, Gilles; McCartin, Joseph; Vanelderen, Lukas; Janssen, Xavier; Tsyganov, Andrey; Barge, Derek; Lahiff, Andrew

    2011-12-01

    The vast majority of the CMS Computing capacity, which is organized in a tiered hierarchy, is located away from CERN. The 7 Tier-1 sites archive the LHC proton-proton collision data that is initially processed at CERN. These sites provide access to all recorded and simulated data for the Tier-2 sites, via wide-area network (WAN) transfers. All central data processing workflows are executed at the Tier-1 level, which contain re-reconstruction and skimming workflows of collision data as well as reprocessing of simulated data to adapt to changing detector conditions. This paper describes the operation of the CMS processing infrastructure at the Tier-1 level. The Tier-1 workflows are described in detail. The operational optimization of resource usage is described. In particular, the variation of different workflows during the data taking period of 2010, their efficiencies and latencies as well as their impact on the delivery of physics results is discussed and lessons are drawn from this experience. The simulation of proton-proton collisions for the CMS experiment is primarily carried out at the second tier of the CMS computing infrastructure. Half of the Tier-2 sites of CMS are reserved for central Monte Carlo (MC) production while the other half is available for user analysis. This paper summarizes the large throughput of the MC production operation during the data taking period of 2010 and discusses the latencies and efficiencies of the various types of MC production workflows. We present the operational procedures to optimize the usage of available resources and we the operational model of CMS for including opportunistic resources, such as the larger Tier-3 sites, into the central production operation.

  10. CMS distributed computing workflow experience

    International Nuclear Information System (INIS)

    Adelman-McCarthy, Jennifer; Gutsche, Oliver; Haas, Jeffrey D; Prosper, Harrison B; Dutta, Valentina; Gomez-Ceballos, Guillelmo; Hahn, Kristian; Klute, Markus; Mohapatra, Ajit; Spinoso, Vincenzo; Kcira, Dorian; Caudron, Julien; Liao Junhui; Pin, Arnaud; Schul, Nicolas; Lentdecker, Gilles De; McCartin, Joseph; Vanelderen, Lukas; Janssen, Xavier; Tsyganov, Andrey

    2011-01-01

    The vast majority of the CMS Computing capacity, which is organized in a tiered hierarchy, is located away from CERN. The 7 Tier-1 sites archive the LHC proton-proton collision data that is initially processed at CERN. These sites provide access to all recorded and simulated data for the Tier-2 sites, via wide-area network (WAN) transfers. All central data processing workflows are executed at the Tier-1 level, which contain re-reconstruction and skimming workflows of collision data as well as reprocessing of simulated data to adapt to changing detector conditions. This paper describes the operation of the CMS processing infrastructure at the Tier-1 level. The Tier-1 workflows are described in detail. The operational optimization of resource usage is described. In particular, the variation of different workflows during the data taking period of 2010, their efficiencies and latencies as well as their impact on the delivery of physics results is discussed and lessons are drawn from this experience. The simulation of proton-proton collisions for the CMS experiment is primarily carried out at the second tier of the CMS computing infrastructure. Half of the Tier-2 sites of CMS are reserved for central Monte Carlo (MC) production while the other half is available for user analysis. This paper summarizes the large throughput of the MC production operation during the data taking period of 2010 and discusses the latencies and efficiencies of the various types of MC production workflows. We present the operational procedures to optimize the usage of available resources and we the operational model of CMS for including opportunistic resources, such as the larger Tier-3 sites, into the central production operation.

  11. MPSalsa a finite element computer program for reacting flow problems. Part 2 - user`s guide

    Energy Technology Data Exchange (ETDEWEB)

    Salinger, A.; Devine, K.; Hennigan, G.; Moffat, H. [and others

    1996-09-01

    This manual describes the use of MPSalsa, an unstructured finite element (FE) code for solving chemically reacting flow problems on massively parallel computers. MPSalsa has been written to enable the rigorous modeling of the complex geometry and physics found in engineering systems that exhibit coupled fluid flow, heat transfer, mass transfer, and detailed reactions. In addition, considerable effort has been made to ensure that the code makes efficient use of the computational resources of massively parallel (MP), distributed memory architectures in a way that is nearly transparent to the user. The result is the ability to simultaneously model both three-dimensional geometries and flow as well as detailed reaction chemistry in a timely manner on MT computers, an ability we believe to be unique. MPSalsa has been designed to allow the experienced researcher considerable flexibility in modeling a system. Any combination of the momentum equations, energy balance, and an arbitrary number of species mass balances can be solved. The physical and transport properties can be specified as constants, as functions, or taken from the Chemkin library and associated database. Any of the standard set of boundary conditions and source terms can be adapted by writing user functions, for which templates and examples exist.

  12. COMPUTER CONTROL OF BEHAVIORAL EXPERIMENTS.

    Science.gov (United States)

    SIEGEL, LOUIS

    THE LINC COMPUTER PROVIDES A PARTICULAR SCHEDULE OF REINFORCEMENT FOR BEHAVIORAL EXPERIMENTS BY EXECUTING A SEQUENCE OF COMPUTER OPERATIONS IN CONJUNCTION WITH A SPECIALLY DESIGNED INTERFACE. THE INTERFACE IS THE MEANS OF COMMUNICATION BETWEEN THE EXPERIMENTAL CHAMBER AND THE COMPUTER. THE PROGRAM AND INTERFACE OF AN EXPERIMENT INVOLVING A PIGEON…

  13. Measuring the Subjective User eXperience

    Science.gov (United States)

    Kaptein, Maurits

    Measuring the subjective user experience is a challenging task. In this tutorial we will demonstrate how psychological constructs can be divided in separate variables, each measured by its individual questionnaire items. The tutorial will address the analysis of the questionnaire data to estimate its validity and reliability. Analysis will be demonstrated using SPSS.

  14. L2TTMON Monitoring Program for L2 Topological Trigger in H1 Experiment - User's Guide

    International Nuclear Information System (INIS)

    Banas, E.; Ducorps, A.

    1999-01-01

    Monitoring software for the L2 Topological Trigger in H1 experiment consists of two parts working on two different computers. The hardware read-out and data processing is done on a fast FIC 8234 computer working with the OS9 real time operating system. The Macintosh Quadra is used as a Graphic User Interface for accessing the OS9 trigger monitoring software. The communication between both computers is based on the parallel connection between the Macintosh and the VME crate, where the FIC computer is placed. The special designed protocol (client-server) is used to communicate between both nodes. The general scheme of monitoring for the L2 Topological Trigger and detailed description of using of the monitoring software in both nodes are given in this guide. (author)

  15. A TOOL FOR EMOTIONAL USER EXPERIENCE ASSESSMENT OF WEB-BASED MEDICAL SERVICES

    OpenAIRE

    Alexander Nikov; Tramaine Alaina Gumaia

    2016-01-01

    Emotional User Experience Design (eUXD) has become increasingly important for web-based services. The primary objective of this study is to enable users to use websites that are easy to understand and operate and pleasing to use. A checklist tool for an emotional user experience (eUX) assessment that supports web-based medical services is proposed. This tool measures user moods while using medical services’ websites. The tool allocates emotive design-oriented problems and thus defines relevan...

  16. Mind the Sheep! User Experience Evaluation & Brain-Computer Interface Games

    NARCIS (Netherlands)

    Gürkök, Hayrettin

    2012-01-01

    A brain-computer interface (BCI) infers our actions (e.g. a movement), intentions (e.g. preparation for a movement) and psychological states (e.g. emotion, attention) by interpreting our brain signals. It uses the inferences it makes to manipulate a computer. Although BCIs have long been used

  17. Enhancing User Experiences of Mobile-Based Augmented Reality via Spatial Augmented Reality: Designs and Architectures of Projector-Camera Devices

    Directory of Open Access Journals (Sweden)

    Thitirat Siriborvornratanakul

    2018-01-01

    Full Text Available As smartphones, tablet computers, and other mobile devices have continued to dominate our digital world ecosystem, there are many industries using mobile or wearable devices to perform Augmented Reality (AR functions in their workplaces in order to increase productivity and decrease unnecessary workloads. Mobile-based AR can basically be divided into three main types: phone-based AR, wearable AR, and projector-based AR. Among these, projector-based AR or Spatial Augmented Reality (SAR is the most immature and least recognized type of AR for end users. This is because there are a small number of commercial products providing projector-based AR functionalities in a mobile manner. Also, prices of mobile projectors are still relatively high. Moreover, there are still many technical problems regarding projector-based AR that have been left unsolved. Nevertheless, it is projector-based AR that has potential to solve a fundamental problem shared by most mobile-based AR systems. Also the always-visible nature of projector-based AR is one good answer for solving current user experience issues of phone-based AR and wearable AR systems. Hence, in this paper, we analyze what are the user experience issues and technical issues regarding common mobile-based AR systems, recently widespread phone-based AR systems, and rising wearable AR systems. Then for each issue, we propose and explain a new solution of how using projector-based AR can solve the problems and/or help enhance its user experiences. Our proposed framework includes hardware designs and architectures as well as a software computing paradigm towards mobile projector-based AR systems. The proposed design is evaluated by three experts using qualitative and semiquantitative research approaches.

  18. Study on User Authority Management for Safe Data Protection in Cloud Computing Environments

    Directory of Open Access Journals (Sweden)

    Su-Hyun Kim

    2015-03-01

    Full Text Available In cloud computing environments, user data are encrypted using numerous distributed servers before storing such data. Global Internet service companies, such as Google and Yahoo, recognized the importance of Internet service platforms and conducted self-research and development to create and utilize large cluster-based cloud computing platform technology based on low-priced commercial nodes. As diverse data services become possible in distributed computing environments, high-capacity distributed management is emerging as a major issue. Meanwhile, because of the diverse forms of using high-capacity data, security vulnerability and privacy invasion by malicious attackers or internal users can occur. As such, when various sensitive data are stored in cloud servers and used from there, the problem of data spill might occur because of external attackers or the poor management of internal users. Data can be managed through encryption to prevent such problems. However, existing simple encryption methods involve problems associated with the management of access to data stored in cloud environments. Therefore, in the present paper, a technique for data access management by user authority, based on Attribute-Based Encryption (ABE and secret distribution techniques, is proposed.

  19. Rotary engine performance computer program (RCEMAP and RCEMAPPC): User's guide

    Science.gov (United States)

    Bartrand, Timothy A.; Willis, Edward A.

    1993-01-01

    This report is a user's guide for a computer code that simulates the performance of several rotary combustion engine configurations. It is intended to assist prospective users in getting started with RCEMAP and/or RCEMAPPC. RCEMAP (Rotary Combustion Engine performance MAP generating code) is the mainframe version, while RCEMAPPC is a simplified subset designed for the personal computer, or PC, environment. Both versions are based on an open, zero-dimensional combustion system model for the prediction of instantaneous pressures, temperature, chemical composition and other in-chamber thermodynamic properties. Both versions predict overall engine performance and thermal characteristics, including bmep, bsfc, exhaust gas temperature, average material temperatures, and turbocharger operating conditions. Required inputs include engine geometry, materials, constants for use in the combustion heat release model, and turbomachinery maps. Illustrative examples and sample input files for both versions are included.

  20. User Experience of Cognitive Behavioral Therapy Apps for Depression: An Analysis of App Functionality and User Reviews.

    Science.gov (United States)

    Stawarz, Katarzyna; Preist, Chris; Tallon, Debbie; Wiles, Nicola; Coyle, David

    2018-06-06

    Hundreds of mental health apps are available to the general public. With increasing pressures on health care systems, they offer a potential way for people to support their mental health and well-being. However, although many are highly rated by users, few are evidence-based. Equally, our understanding of what makes apps engaging and valuable to users is limited. The aim of this paper was to analyze functionality and user opinions of mobile apps purporting to support cognitive behavioral therapy for depression and to explore key factors that have an impact on user experience and support engagement. We systematically identified apps described as being based on cognitive behavioral therapy for depression. We then conducted 2 studies. In the first, we analyzed the therapeutic functionality of apps. This corroborated existing work on apps' fidelity to cognitive behavioral therapy theory, but we also extended prior work by examining features designed to support user engagement. Engagement features found in cognitive behavioral therapy apps for depression were compared with those found in a larger group of apps that support mental well-being in a more general sense. Our second study involved a more detailed examination of user experience, through a thematic analysis of publicly available user reviews of cognitive behavioral therapy apps for depression. We identified 31 apps that purport to be based on cognitive behavioral therapy for depression. Functionality analysis (study 1) showed that they offered an eclectic mix of features, including many not based on cognitive behavioral therapy practice. Cognitive behavioral therapy apps used less varied engagement features compared with 253 other mental well-being apps. The analysis of 1287 user reviews of cognitive behavioral therapy apps for depression (study 2) showed that apps are used in a wide range of contexts, both replacing and augmenting therapy, and allowing users to play an active role in supporting their mental

  1. User Experience of Mobile Devices

    DEFF Research Database (Denmark)

    Raptis, Dimitrios

    that the overall physical form of a mobile device has a significant effect on the perceived usability of an application: the more attractive the physical form, the higher the perceived usability. The other study validated the effect of a particular physical form element on usability and showed that the screen size......This thesis focuses on mobile devices and it specifically investigates the effect of their physical form on two perceived user experience qualities, usability and coolness. With the term mobile devices, I refer to interactive products that users interact with while being on the move......, and with the term physical form I refer to the physical elements that constitute a mobile device as a whole, such as weight, size and materials. The selected research area was addressed through two research questions, one focusing on effects of physical form on usability and the other on effects on coolness...

  2. Practical experience with graphical user interfaces and object-oriented design in the clinical laboratory.

    Science.gov (United States)

    Wells, I G; Cartwright, R Y; Farnan, L P

    1993-12-15

    The computing strategy in our laboratories evolved from research in Artificial Intelligence, and is based on powerful software tools running on high performance desktop computers with a graphical user interface. This allows most tasks to be regarded as design problems rather than implementation projects, and both rapid prototyping and an object-oriented approach to be employed during the in-house development and enhancement of the laboratory information systems. The practical application of this strategy is discussed, with particular reference to the system designer, the laboratory user and the laboratory customer. Routine operation covers five departments, and the systems are stable, flexible and well accepted by the users. Client-server computing, currently undergoing final trials, is seen as the key to further development, and this approach to Pathology computing has considerable potential for the future.

  3. A User-Centered Framework for Deriving A Conceptual Design From User Experiences: Leveraging Personas and Patterns to Create Usable Designs

    Science.gov (United States)

    Javahery, Homa; Deichman, Alexander; Seffah, Ahmed; Taleb, Mohamed

    Patterns are a design tool to capture best practices, tackling problems that occur in different contexts. A user interface (UI) design pattern spans several levels of design abstraction ranging from high-level navigation to low-level idioms detailing a screen layout. One challenge is to combine a set of patterns to create a conceptual design that reflects user experiences. In this chapter, we detail a user-centered design (UCD) framework that exploits the novel idea of using personas and patterns together. Personas are used initially to collect and model user experiences. UI patterns are selected based on personas pecifications; these patterns are then used as building blocks for constructing conceptual designs. Through the use of a case study, we illustrate how personas and patterns can act as complementary techniques in narrowing the gap between two major steps in UCD: capturing users and their experiences, and building an early design based on that information. As a result of lessons learned from the study and by refining our framework, we define a more systematic process called UX-P (User Experiences to Pattern), with a supporting tool. The process introduces intermediate analytical steps and supports designers in creating usable designs.

  4. Understanding real-life website adaptations by investigating the relations between user behavior and user experience

    NARCIS (Netherlands)

    Graus, M.P.; Willemsen, M.C.; Swelsen, K.J.M.; Ricci, F.; Bontcheva, K.; Conlan, O; Lawless, S

    2015-01-01

    We study how a website adaptation based on segment predictions from click streams affects visitor behavior and user experience. Through statistical analysis we investigate how the adaptation changed actual behavior. Through structural equation modeling of subjective experience we answer why the

  5. e-Learning Continuance Intention: Moderating Effects of User e-Learning Experience

    Science.gov (United States)

    Lin, Kan-Min

    2011-01-01

    This study explores the determinants of the e-learning continuance intention of users with different levels of e-learning experience and examines the moderating effects of e-learning experience on the relationships among the determinants. The research hypotheses are empirically validated using the responses received from a survey of 256 users. The…

  6. [Musculoskeletal disorders among university student computer users].

    Science.gov (United States)

    Lorusso, A; Bruno, S; L'Abbate, N

    2009-01-01

    Musculoskeletal disorders are a common problem among computer users. Many epidemiological studies have shown that ergonomic factors and aspects of work organization play an important role in the development of these disorders. We carried out a cross-sectional survey to estimate the prevalence of musculoskeletal symptoms among university students using personal computers and to investigate the features of occupational exposure and the prevalence of symptoms throughout the study course. Another objective was to assess the students' level of knowledge of computer ergonomics and the relevant health risks. A questionnaire was distributed to 183 students attending the lectures for second and fourth year courses of the Faculty of Architecture. Data concerning personal characteristics, ergonomic and organizational aspects of computer use, and the presence of musculoskeletal symptoms in the neck and upper limbs were collected. Exposure to risk factors such as daily duration of computer use, time spent at the computer without breaks, duration of mouse use and poor workstation ergonomics was significantly higher among students of the fourth year course. Neck pain was the most commonly reported symptom (69%), followed by hand/wrist (53%), shoulder (49%) and arm (8%) pain. The prevalence of symptoms in the neck and hand/wrist area was signifcantly higher in the students of the fourth year course. In our survey we found high prevalence of musculoskeletal symptoms among university students using computers for long time periods on a daily basis. Exposure to computer-related ergonomic and organizational risk factors, and the prevalence ofmusculoskeletal symptoms both seem to increase significantly throughout the study course. Furthermore, we found that the level of perception of computer-related health risks among the students was low. Our findings suggest the need for preventive intervention consisting of education in computer ergonomics.

  7. User's manual for computer program BASEPLOT

    Science.gov (United States)

    Sanders, Curtis L.

    2002-01-01

    The checking and reviewing of daily records of streamflow within the U.S. Geological Survey is traditionally accomplished by hand-plotting and mentally collating tables of data. The process is time consuming, difficult to standardize, and subject to errors in computation, data entry, and logic. In addition, the presentation of flow data on the internet requires more timely and accurate computation of daily flow records. BASEPLOT was developed for checking and review of primary streamflow records within the U.S. Geological Survey. Use of BASEPLOT enables users to (1) provide efficiencies during the record checking and review process, (2) improve quality control, (3) achieve uniformity of checking and review techniques of simple stage-discharge relations, and (4) provide a tool for teaching streamflow computation techniques. The BASEPLOT program produces tables of quality control checks and produces plots of rating curves and discharge measurements; variable shift (V-shift) diagrams; and V-shifts converted to stage-discharge plots, using data stored in the U.S. Geological Survey Automatic Data Processing System database. In addition, the program plots unit-value hydrographs that show unit-value stages, shifts, and datum corrections; input shifts, datum corrections, and effective dates; discharge measurements; effective dates for rating tables; and numeric quality control checks. Checklist/tutorial forms are provided for reviewers to ensure completeness of review and standardize the review process. The program was written for the U.S. Geological Survey SUN computer using the Statistical Analysis System (SAS) software produced by SAS Institute, Incorporated.

  8. Wheelchair users' perceptions of and experiences with power assist wheels.

    Science.gov (United States)

    Giacobbi, Peter R; Levy, Charles E; Dietrich, Frederick D; Winkler, Sandra Hubbard; Tillman, Mark D; Chow, John W

    2010-03-01

    To assess wheelchair users' perceptions of and experiences with power assist wheels using qualitative interview methods. Qualitative evaluations were conducted in a laboratory setting with a focus on users' experiences using power assist wheel in their naturalistic environments. Participants consisted of seven women and 13 men (M(age) = 42.75, SD = 14.68) that included one African American, one Hispanic, 17 whites, and one individual from Zambia. Qualitative interviews were conducted before, during, and after use of a power assist wheel. Main outcome measures included the wheelchair users' evaluations and experiences related to the use of power assist wheels. The primary evaluations included wheeling on challenging terrains, performance of novel activities, social/family aspects, fatigue, and pain. These descriptions indicated that most participants perceived positive experiences with the power assist wheels, including access to new and different activities. Secondary evaluations indicated that the unit was cumbersome and prohibitive for some participants because of difficulties with transport in and out of a vehicle and battery life. Most participants felt that power assist wheels provided more independence and social opportunities. The power assist wheel seems to offer physical and social benefits for most wheelers. Clinicians should consider users' home environment and overall life circumstances before prescribing.

  9. ASSESSING THE USER EXPERIENCE WHEN USING MOBILE AUGMENTED REALITY IN ADVERTISING

    OpenAIRE

    Li, Shanshan

    2014-01-01

    Facing huge profits brought by applying augmented reality (AR) to advertising on mobile devices, this study investigated the user experience from four dimensions as emotional, instrumental, motivational and social experience when using AR as an advertising tool. It aims to help designers understand that how the user experience emerges during the use of AR advertising tool. In addition, providing some design suggestions to AR designer. Eighteen participants were recruited and the data were col...

  10. Viscous wing theory development. Volume 2: GRUMWING computer program user's manual

    Science.gov (United States)

    Chow, R. R.; Ogilvie, P. L.

    1986-01-01

    This report is a user's manual which describes the operation of the computer program, GRUMWING. The program computes the viscous transonic flow over three-dimensional wings using a boundary layer type viscid-inviscid interaction approach. The inviscid solution is obtained by an approximate factorization (AFZ)method for the full potential equation. The boundary layer solution is based on integral entrainment methods.

  11. Multi-user data acquisition environment

    International Nuclear Information System (INIS)

    Storch, N.A.

    1983-01-01

    The typical data acquisition environment involves data collection and monitoring by a single user. However, in order to support experiments on the Mars facility at Lawrence Livermore National Laboratory, we have had to create a multi-user data acquisition environment where any user can control the data acquisition and several users can monitor and analyze data being collected in real time. This paper describes how we accomplished this on an HP A600 computer. It focuses on the overall system description and user communication with the tasks within the system. Our current implementation is one phase of a long-term software development project

  12. Receiving recommendations and providing feedback : the user-experience of a recommender system

    NARCIS (Netherlands)

    Knijnenburg, B.P.; Willemsen, M.C.; Hirtbach, S.; Buccafurri, F.; Semeraro, G.

    2010-01-01

    This paper systematically evaluates the user experience of a recommender system. Using both behavioral data and subjective measures of user experience, we demonstrate that choice satisfaction and system effectiveness increase when a system provides personalized recommendations (compared to the same

  13. The Evolution of Computer Based Learning Software Design: Computer Assisted Teaching Unit Experience.

    Science.gov (United States)

    Blandford, A. E.; Smith, P. R.

    1986-01-01

    Describes the style of design of computer simulations developed by Computer Assisted Teaching Unit at Queen Mary College with reference to user interface, input and initialization, input data vetting, effective display screen use, graphical results presentation, and need for hard copy. Procedures and problems relating to academic involvement are…

  14. A user experience evaluation of Amazon Kindle mobile application

    Science.gov (United States)

    Hussain, Azham; Mkpojiogu, Emmanuel O. C.; Musa, Ja'afaru; Mortada, Salah

    2017-10-01

    There is a dramatic increase in the development of mobile applications in recent years. This makes the usability evaluation of these mobile applications an important aspect in the advancement and application of technology. In this paper, a laboratory-based usability evaluation was carried out on the Amazon Kindle app using 15 users who performed 5 tasks on the Kindle e-book mobile app. A post-test questionnaire was administered to elicit users' perception on the usability of the application. The results demonstrate that almost all the participants were satisfied with services provided by the Amazon Kindle e-book mobile app. On all the four user experience factors examined, namely, perceived ease-of-use, perceived visibility, perceived enjoyabilty, and perceived efficiency, the evaluation outcome shows that the participants had a good and rich mobile experience with the application.

  15. Real time recording system of radioisotopes by local area network (LAN) computer system and user input processing

    International Nuclear Information System (INIS)

    Shinohara, Kunio; Ito, Atsushi; Kawaguchi, Hajime; Yanase, Makoto; Uno, Kiyoshi.

    1991-01-01

    A computer-assisted real time recording system was developed for management of radioisotopes. The system composed of two personal computers forming LAN, identification-card (ID-card) reader, and electricity-operating door-lock. One computer is operated by radiation safety staffs and stores the records of radioisotopes. The users of radioisotopes are registered in this computer. Another computer is installed in front of the storage room for radioisotopes. This computer is ready for operation by a registered ID-card and is input data by the user. After the completion of data input, the door to the storage room is unlocked. The present system enables us the following merits: Radiation safety staffs can easily keep up with the present states of radioisotopes in the storage room and save much labor. Radioactivity is always corrected. The upper limit of radioactivities in use per day is automatically checked and users are regulated when they input the amounts to be used. Users can obtain storage records of radioisotopes any time. In addition, the system is applicable to facilities which have more than two storage rooms. (author)

  16. Users guide for NRC145-2 accident assessment computer code

    International Nuclear Information System (INIS)

    Pendergast, M.M.

    1982-08-01

    An accident assessment computer code has been developed for use at the Savannah River Plant. This computer code is based upon NRC Regulatory Guide 1.145 which provides guidence for accident assessements for power reactors. The code contains many options so that the user may utilize the code for many different assessments. For example the code can be used for non-nuclear assessments such as Sulpher Dioxide which may be required by the EPA. A discription of the code is contained in DP-1646. This document is a compilation of step-by-step instructions on how to use the code on the SRP IBM 3308 computer. This document consists of a number of tables which contain copies of computer listings. Some of the computer listings are copies of input; other listings give examples of computer output

  17. Evaluation of the Factors which Contribute to the Ocular Complaints in Computer Users.

    Science.gov (United States)

    Agarwal, Smita; Goel, Dishanter; Sharma, Anshu

    2013-02-01

    Use of information technology hardware given new heights to professional success rate and saves time but on the other hand its harmful effect has introduced an array of health related complaints causing hazards for our human health. Increased use of computers has led to an increase in the number of patients with ocular complaints which are being grouped together as computer vision syndrome (CVS). In view of that, this study was undertaken to find out the ocular complaints and the factors contributing to occurrence of such problems in computer users. To evaluate the factors contributing to Ocular complaints in computer users in Teerthanker Mahaveer University, Moradabad, U.P. India. Community-based cross-sectional study of 150 subjects who work on computer for varying period of time in Teerthanker Mahaveer University, Moradabad, Uttar Pradesh. Two hundred computer operators working in different institutes offices and bank of were selected randomly in Teerthanker Mahaveer University, Moradabad, and Uttar Pradesh. 16 were non responders 18 did not come for assessment and 16 were excluded due to complaints prior to computer use making no response rate Twenty-one did not participate in the study, making the no response rate 25%. Rest of the subjects (n = 150) were asked to fill a pre-tested questionnaire, after obtaining their verbal consent Depending on the average hours of usage in a day, they were categorized into three categories viz. 6 hrs of usage. All the responders were asked to come to the Ophthalmic OPD for further interview and assessment. Simple proportions and Chi-square test. Among the 150 subjects studied major ocular complaint reported in descending order were eyestrain. (53%). Occurrence of eye strain, ( 53.8%), itching ( 47.6%) and burning (66.7%) in subjects using computer for more than 6 hours. distance from computer screen with respect to eyes, use of antiglare screen, taking frequent breaks, use of LCD monitor and adjustment of brightness of

  18. Musculoskeletal Problems Associated with University Students Computer Users: A Cross-Sectional Study

    Directory of Open Access Journals (Sweden)

    Rakhadani PB

    2017-07-01

    Full Text Available While several studies have examined the prevalence and correlates of musculoskeletal problems among university students, scanty information exists in South African context. The objective of this study was to determine the prevalence, causes and consequences of musculoskeletal problems among University of Venda students’ computer users. This cross-sectional study involved 694 university students at the University of Venda. A self-designed questionnaire was used to collect information on the sociodemographic characteristics, problems associated with computer users, and causes of musculoskeletal problems associated with computer users. The majority (84.6% of the participants use computer for internet, wording processing (20.3%, and games (18.7%. The students reported neck pain when using computer (52.3%; shoulder (47.0%, finger (45.0%, lower back (43.1%, general body pain (42.9%, elbow (36.2%, wrist (33.7%, hip and foot (29.1% and knee (26.2%. Reported causes of musculoskeletal pains associated with computer usage were: sitting position, low chair, a lot of time spent on computer, uncomfortable laboratory chairs, and stressfulness. Eye problems (51.9%, muscle cramp (344.0%, headache (45.3%, blurred vision (38.0%, feeling of illness (39.9% and missed lectures (29.1% were consequences of musculoskeletal problems linked to computer use. The majority of students reported having mild pain (43.7%, moderate (24.2%, and severe (8.4% pains. Years of computer use were significantly associated with neck, shoulder and wrist pain. Using computer for internet was significantly associated with neck pain (OR=0.60; 95% CI 0.40-0.93; games: neck (OR=0.60; 95% CI 0.40-0.85 and hip/foot (OR=0.60; CI 95% 0.40-0.92, programming for elbow (OR= 1.78; CI 95% 1.10-2.94 and wrist (OR=2.25; CI 95% 1.36-3.73, while word processing was significantly associated with lower back (OR=1.45; CI 95% 1.03-2.04. Undergraduate study had a significant association with elbow pain (OR=2

  19. USER FRUSTRATION IN HIT INTERFACES: EXPLORING PAST HCI RESEARCH FOR A BETTER UNDERSTANDING OF CLINICIANS' EXPERIENCES.

    Science.gov (United States)

    Opoku-Boateng, Gloria A

    2015-01-01

    User frustration research has been one way of looking into clinicians' experience with health information technology use and interaction. In order to understand how clinician frustration with Health Information Technology (HIT) use occurs, there is the need to explore Human-Computer Interaction (HCI) literature that addresses both frustration and HIT use. In the past three decades, HCI frustration research has increased and expanded. Researchers have done a lot of work to understand emotions, end-user frustration and affect. This paper uses a historical literature review approach to review the origins of emotion and frustration research and explore the research question; Does HCI research on frustration provide insights on clinicians' frustration with HIT interfaces? From the literature review HCI research on emotion and frustration provides additional insights that can indeed help explain user frustration in HIT. Different approaches and HCI perspectives also help frame HIT user frustration research as well as inform HIT system design. The paper concludes with a suggested directions on how future design and research may take.

  20. Drawing as a user experience research tool

    DEFF Research Database (Denmark)

    Fleury, Alexandre

    2011-01-01

    such previous work, two case studies are presented, in which drawings helped investigate the relationship between media technology users and two specific devices, namely television and mobile phones. The experiment generated useful data and opened for further consideration of the method as an appropriate HCI...... research tool....

  1. The Influence of Natural User Experience on Information Laws

    Directory of Open Access Journals (Sweden)

    Eglė Švedaitė

    2012-04-01

    Full Text Available This article reviews the main cause of user experience on development methods and laws, including Fitt’s Law, Hick-Hyman Law, Accot’s Law, Gestalt Law, proximity, similarity, closure, continuity, figure and ground, simplicity, symmetry and experience.Article in Lithuanian

  2. The Muon Ionization Cooling Experiment User Software

    Science.gov (United States)

    Dobbs, A.; Rajaram, D.; MICE Collaboration

    2017-10-01

    The Muon Ionization Cooling Experiment (MICE) is a proof-of-principle experiment designed to demonstrate muon ionization cooling for the first time. MICE is currently on Step IV of its data taking programme, where transverse emittance reduction will be demonstrated. The MICE Analysis User Software (MAUS) is the reconstruction, simulation and analysis framework for the MICE experiment. MAUS is used for both offline data analysis and fast online data reconstruction and visualization to serve MICE data taking. This paper provides an introduction to MAUS, describing the central Python and C++ based framework, the data structure and and the code management and testing procedures.

  3. Experience with technology dynamics of user experience with mobile media devices

    CERN Document Server

    al-Azzawi, Ali

    2013-01-01

    With a focus on gaining an empirically derived understanding of the underlying psychological dimensions and processes behind people’s experiences with technology, this book contributes to the debate of user experience (UX) within several disciplines, including HCI, design and marketing. It analyses UX dynamics at various time scales, and explores the very nature of time and meaning in the context of UX.Experience with Technology uses personal construct theory (PCT) as a theoretical and methodological starting point to this project. Major case-studies are described that examine people’s exp

  4. Facebook and user experience: Evaluating brand equity of Purdue University residences

    OpenAIRE

    Perkins, Jackelyn

    2016-01-01

    This study investigated how brand equity was perceived on the Purdue University Residences’ Facebook page by applying a user experience method. From a review of previous literature, Website Experience Analysis was identified and performed to evaluate brand equity. This study addressed and explored various themes throughout the data. The results showed how page content and user interactions within a Facebook page influence participants’ perceptions of brand equity.

  5. User experience integrated life-style cloud-based medical application.

    Science.gov (United States)

    Serban, Alexandru; Lupşe, Oana Sorina; Stoicu-Tivadar, Lăcrămioara

    2015-01-01

    Having a modern application capable to automatically collect and process data from users, based on information and lifestyle answers is one of current challenges for researchers and medical science. The purpose of the current study is to integrate user experience design (UXD) in a cloud-based medical application to improve patient safety, quality of care and organizational efficiency. The process consists of collecting traditional and new data from patients and users using online questionnaires. A questionnaire dynamically asks questions about the user's current diet and lifestyle. After the user will introduce the data, the application will formulate a presumptive nutritional plan and will suggest different medical recommendations regarding a healthy lifestyle, and calculates a risk factor for diseases. This software application, by design and usability will be an efficient tool dedicated for fitness, nutrition and health professionals.

  6. ATLAS distributed computing: experience and evolution

    International Nuclear Information System (INIS)

    Nairz, A

    2014-01-01

    The ATLAS experiment has just concluded its first running period which commenced in 2010. After two years of remarkable performance from the LHC and ATLAS, the experiment has accumulated more than 25 fb −1 of data. The total volume of beam and simulated data products exceeds 100 PB distributed across more than 150 computing centres around the world, managed by the experiment's distributed data management system. These sites have provided up to 150,000 computing cores to ATLAS's global production and analysis processing system, enabling a rich physics programme including the discovery of the Higgs-like boson in 2012. The wealth of accumulated experience in global data-intensive computing at this massive scale, and the considerably more challenging requirements of LHC computing from 2015 when the LHC resumes operation, are driving a comprehensive design and development cycle to prepare a revised computing model together with data processing and management systems able to meet the demands of higher trigger rates, energies and event complexities. An essential requirement will be the efficient utilisation of current and future processor technologies as well as a broad range of computing platforms, including supercomputing and cloud resources. We will report on experience gained thus far and our progress in preparing ATLAS computing for the future

  7. Basic user guide for the radwaste treatment plant computer system

    International Nuclear Information System (INIS)

    Keel, A.

    1990-07-01

    This guide has been produced as an aid to using the Radwaste Treatment Plant computer system. It is designed to help new users to use the database menu system. Some of the forms can be used in ways different from those explained and more complex queries can be performed. (UK)

  8. Relative User Ratings of MMPI-2 Computer-Based Test Interpretations

    Science.gov (United States)

    Williams, John E.; Weed, Nathan C.

    2004-01-01

    There are eight commercially available computer-based test interpretations (CBTIs) for the Minnesota Multiphasic Personality Inventory-2 (MMPI-2), of which few have been empirically evaluated. Prospective users of these programs have little scientific data to guide choice of a program. This study compared ratings of these eight CBTIs. Test users…

  9. Mining Emerging Patterns for Recognizing Activities of Multiple Users in Pervasive Computing

    DEFF Research Database (Denmark)

    Gu, Tao; Wu, Zhanqing; Wang, Liang

    2009-01-01

    Understanding and recognizing human activities from sensor readings is an important task in pervasive computing. Existing work on activity recognition mainly focuses on recognizing activities for a single user in a smart home environment. However, in real life, there are often multiple inhabitants...... activity models, and propose an Emerging Pattern based Multi-user Activity Recognizer (epMAR) to recognize both single-user and multiuser activities. We conduct our empirical studies by collecting real-world activity traces done by two volunteers over a period of two weeks in a smart home environment...... sensor readings in a home environment, and propose a novel pattern mining approach to recognize both single-user and multi-user activities in a unified solution. We exploit Emerging Pattern – a type of knowledge pattern that describes significant changes between classes of data – for constructing our...

  10. Computer users' ergonomics and quality of life - evidence from a developing country.

    Science.gov (United States)

    Ahmed, Ishfaq; Shaukat, Muhammad Zeeshan

    2018-06-01

    This study is aimed at investigating the quality of workplace ergonomics at various Pakistani organizations and quality of life of computer users working in these organizations. Two hundred and thirty-five computer users (only those employees who have to do most of their job tasks on computer or laptop, and at their office) responded by filling the questionnaire covering questions on workplace ergonomics and quality of life. Findings of the study revealed the ergonomics at those organizations was poor and unfavourable. The quality of life (both physical and mental health of the employees) of respondents was poor for employees who had unfavourable ergonomic environment. The findings thus highlight an important issue prevalent at Pakistani work settings.

  11. Transferring brain-computer interfaces beyond the laboratory: successful application control for motor-disabled users.

    Science.gov (United States)

    Leeb, Robert; Perdikis, Serafeim; Tonin, Luca; Biasiucci, Andrea; Tavella, Michele; Creatura, Marco; Molina, Alberto; Al-Khodairy, Abdul; Carlson, Tom; Millán, José D R

    2013-10-01

    Brain-computer interfaces (BCIs) are no longer only used by healthy participants under controlled conditions in laboratory environments, but also by patients and end-users, controlling applications in their homes or clinics, without the BCI experts around. But are the technology and the field mature enough for this? Especially the successful operation of applications - like text entry systems or assistive mobility devices such as tele-presence robots - requires a good level of BCI control. How much training is needed to achieve such a level? Is it possible to train naïve end-users in 10 days to successfully control such applications? In this work, we report our experiences of training 24 motor-disabled participants at rehabilitation clinics or at the end-users' homes, without BCI experts present. We also share the lessons that we have learned through transferring BCI technologies from the lab to the user's home or clinics. The most important outcome is that 50% of the participants achieved good BCI performance and could successfully control the applications (tele-presence robot and text-entry system). In the case of the tele-presence robot the participants achieved an average performance ratio of 0.87 (max. 0.97) and for the text entry application a mean of 0.93 (max. 1.0). The lessons learned and the gathered user feedback range from pure BCI problems (technical and handling), to common communication issues among the different people involved, and issues encountered while controlling the applications. The points raised in this paper are very widely applicable and we anticipate that they might be faced similarly by other groups, if they move on to bringing the BCI technology to the end-user, to home environments and towards application prototype control. Copyright © 2013 Elsevier B.V. All rights reserved.

  12. ATLAS Distributed Computing: Experience and Evolution

    CERN Document Server

    Nairz, A; The ATLAS collaboration

    2013-01-01

    The ATLAS experiment has just concluded its first running period which commenced in 2010. After two years of remarkable performance from the LHC and ATLAS, the experiment has accumulated more than 25 fb-1 of data. The total volume of beam and simulated data products exceeds 100 PB distributed across more than 150 computing centers around the world, managed by the experiment's distributed data management system. These sites have provided up to 150,000 computing cores to ATLAS's global production and analysis processing system, enabling a rich physics program including the discovery of the Higgs-like boson in 2012. The wealth of accumulated experience in global data-intensive computing at this massive scale, and the considerably more challenging requirements of LHC computing from 2014 when the LHC resumes operation, are driving a comprehensive design and development cycle to prepare a revised computing model together with data processing and management systems able to meet the demands of higher trigger rates, e...

  13. ATLAS distributed computing: experience and evolution

    CERN Document Server

    Nairz, A; The ATLAS collaboration

    2014-01-01

    The ATLAS experiment has just concluded its first running period which commenced in 2010. After two years of remarkable performance from the LHC and ATLAS, the experiment has accumulated more than 25/fb of data. The total volume of beam and simulated data products exceeds 100~PB distributed across more than 150 computing centres around the world, managed by the experiment's distributed data management system. These sites have provided up to 150,000 computing cores to ATLAS's global production and analysis processing system, enabling a rich physics programme including the discovery of the Higgs-like boson in 2012. The wealth of accumulated experience in global data-intensive computing at this massive scale, and the considerably more challenging requirements of LHC computing from 2015 when the LHC resumes operation, are driving a comprehensive design and development cycle to prepare a revised computing model together with data processing and management systems able to meet the demands of higher trigger rates, e...

  14. Seamless user experiences in a brand new library

    KAUST Repository

    Vijayakumar, J.K.

    2012-01-01

    In order to provide seamless user experiences, the brand new libraries are far better positioned. They do not have to manage much in print, at least for the journal section, but huge electronic collection accessible via Internet. They do not worry

  15. Analyzing User Awareness of Privacy Data Leak in Mobile Applications

    Directory of Open Access Journals (Sweden)

    Youngho Kim

    2015-01-01

    Full Text Available To overcome the resource and computing power limitation of mobile devices in Internet of Things (IoT era, a cloud computing provides an effective platform without human intervention to build a resource-oriented security solution. However, existing malware detection methods are constrained by a vague situation of information leaks. The main goal of this paper is to measure a degree of hiding intention for the mobile application (app to keep its leaking activity invisible to the user. For real-world application test, we target Android applications, which unleash user privacy data. With the TaintDroid-ported emulator, we make experiments about the timing distance between user events and privacy leaks. Our experiments with Android apps downloaded from the Google Play show that most of leak cases are driven by user explicit events or implicit user involvement which make the user aware of the leakage. Those findings can assist a malware detection system in reducing the rate of false positive by considering malicious intentions. From the experiment, we understand better about app’s internal operations as well. As a case study, we also presents a cloud-based dynamic analysis framework to perform a traffic monitor.

  16. SED-ED, a workflow editor for computational biology experiments written in SED-ML.

    Science.gov (United States)

    Adams, Richard R

    2012-04-15

    The simulation experiment description markup language (SED-ML) is a new community data standard to encode computational biology experiments in a computer-readable XML format. Its widespread adoption will require the development of software support to work with SED-ML files. Here, we describe a software tool, SED-ED, to view, edit, validate and annotate SED-ML documents while shielding end-users from the underlying XML representation. SED-ED supports modellers who wish to create, understand and further develop a simulation description provided in SED-ML format. SED-ED is available as a standalone Java application, as an Eclipse plug-in and as an SBSI (www.sbsi.ed.ac.uk) plug-in, all under an MIT open-source license. Source code is at https://sed-ed-sedmleditor.googlecode.com/svn. The application itself is available from https://sourceforge.net/projects/jlibsedml/files/SED-ED/.

  17. MOLNs: A CLOUD PLATFORM FOR INTERACTIVE, REPRODUCIBLE, AND SCALABLE SPATIAL STOCHASTIC COMPUTATIONAL EXPERIMENTS IN SYSTEMS BIOLOGY USING PyURDME.

    Science.gov (United States)

    Drawert, Brian; Trogdon, Michael; Toor, Salman; Petzold, Linda; Hellander, Andreas

    2016-01-01

    Computational experiments using spatial stochastic simulations have led to important new biological insights, but they require specialized tools and a complex software stack, as well as large and scalable compute and data analysis resources due to the large computational cost associated with Monte Carlo computational workflows. The complexity of setting up and managing a large-scale distributed computation environment to support productive and reproducible modeling can be prohibitive for practitioners in systems biology. This results in a barrier to the adoption of spatial stochastic simulation tools, effectively limiting the type of biological questions addressed by quantitative modeling. In this paper, we present PyURDME, a new, user-friendly spatial modeling and simulation package, and MOLNs, a cloud computing appliance for distributed simulation of stochastic reaction-diffusion models. MOLNs is based on IPython and provides an interactive programming platform for development of sharable and reproducible distributed parallel computational experiments.

  18. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    Science.gov (United States)

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  19. Signage by Design: A Design-Thinking Approach to Library User Experience

    Directory of Open Access Journals (Sweden)

    Edward Luca

    2016-01-01

    Full Text Available Signage is a powerful visual tool for communication and a crucial component of the library user experience. Signage can welcome, guide, instruct, and delight users, helping them navigate the complex information world of any library. In practice, however, signage can be problematic, revealing tensions between various stakeholders, and contributing to visual noise through information overload; this often leads to signage blindness, library anxiety, and confusion. This article explores how libraries can use a design-thinking approach to improve the user experience in physical library spaces, particularly with respect to signage, based on our experience at the UTS Library, a university library in Australia that serves the University of Technology Sydney (UTS. We found that a design-thinking approach that uses the processes of empathy, problem definition, solution ideation, prototyping, and testing, can help libraries make significant and meaningful changes that can be adopted at relatively low cost.

  20. User Experience – Essencial para Usabilidade de Produtos

    Directory of Open Access Journals (Sweden)

    Antonio Mendes Silva Filho

    2011-07-01

    Full Text Available Usabilidade tem sido um dos fatores utilizados por empresas para conquistar novos usuários (consumidores. De acordo com a Norma 9241-11 da ISO (International Organization for Standardization, a usabilidade é definida como “The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use”. Esses objetivos compreendem a base do que é denominado “user experience”. Mas, o que é user experience? Trata-se da experiência do usuário quando interage com produtos ou serviços. Um produto pode ser qualquer coisa como, por exemplo, um notebook, um aparelho celular ou smartphone, um painel de automóvel ou software. Qualquer desses produtos ou até serviços (como oferecidos em web sites, têm a usabilidade como atributo determinante da qualidade perceptível aos usuários. Nesse sentido, o objetivo deste artigo é discutir e explorar experiência e percepção do usuário no uso e adoção de novas tecnologias. O artigo destaca como a Apple tem inovado em seus produtos provendo usabilidade levando em consideração a experiência do usuário.

  1. Construction of a Benchmark for the User Experience Questionnaire (UEQ

    Directory of Open Access Journals (Sweden)

    Martin Schrepp

    2017-08-01

    Full Text Available Questionnaires are a cheap and highly efficient tool for achieving a quantitative measure of a product’s user experience (UX. However, it is not always easy to decide, if a questionnaire result can really show whether a product satisfies this quality aspect. So a benchmark is useful. It allows comparing the results of one product to a large set of other products. In this paper we describe a benchmark for the User Experience Questionnaire (UEQ, a widely used evaluation tool for interactive products. We also describe how the benchmark can be applied to the quality assurance process for concrete projects.

  2. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website.

    Science.gov (United States)

    Williams, Anne; Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-05-08

    Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included "being inspired," "knowing I'm not alone," and "believing recovery is possible." Experiences of watching the videos were influenced by the participants' intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users' recovery

  3. Improving computer security for authentication of users: influence of proactive password restrictions.

    Science.gov (United States)

    Proctor, Robert W; Lien, Mei-Ching; Vu, Kim-Phuong L; Schultz, E Eugene; Salvendy, Gavriel

    2002-05-01

    Entering a username-password combination is a widely used procedure for identification and authentication in computer systems. However, it is a notoriously weak method, in that the passwords adopted by many users are easy to crack. In an attempt to improve security, proactive password checking may be used, in which passwords must meet several criteria to be more resistant to cracking. In two experiments, we examined the influence of proactive password restrictions on the time that it took to generate an acceptable password and to use it subsequently to long in. The required length was a minimum of five characters in Experiment 1 and eight characters in Experiment 2. In both experiments, one condition had only the length restriction, and the other had additional restrictions. The additional restrictions greatly increased the time it took to generate the password but had only a small effect on the time it took to use it subsequently to long in. For the five-character passwords, 75% were cracked when no other restrictions were imposed, and this was reduced to 33% with the additional restrictions. For the eight-character passwords, 17% were cracked with no other restrictions, and 12.5% with restrictions. The results indicate that increasing the minimum character length reduces crackability and increases security, regardless of whether additional restrictions are imposed.

  4. Service users' experiences of participation in decision making in mental health services.

    Science.gov (United States)

    Dahlqvist Jönsson, P; Schön, U-K; Rosenberg, D; Sandlund, M; Svedberg, P

    2015-11-01

    Despite the potential positive impact of shared decision making on service users knowledge and experience of decisional conflict, there is a lack of qualitative research on how participation in decision making is promoted from the perspective of psychiatric service users. This study highlights the desire of users to participate more actively in decision making and demonstrates that persons with SMI struggle to be seen as competent and equal partners in decision-making situations. Those interviewed did not feel that their strengths, abilities and needs were being recognized, which resulted in a feeling of being omitted from involvement in decision-making situations. The service users describe some essential conditions that could work to promote participation in decision making. These included having personal support, having access to knowledge, being involved in a dialogue and clarity about responsibilities. Mental health nurses can play an essential role for developing and implementing shared decision making as a tool to promote recovery-oriented mental health services. Service user participation in decision making is considered an essential component of recovery-oriented mental health services. Despite the potential of shared decision making to impact service users knowledge and positively influence their experience of decisional conflict, there is a lack of qualitative research on how participation in decision making is promoted from the perspective of psychiatric service users. In order to develop concrete methods that facilitate shared decision making, there is a need for increased knowledge regarding the users' own perspective. The aim of this study was to explore users' experiences of participation in decisions in mental health services in Sweden, and the kinds of support that may promote participation. Constructivist Grounded Theory (CGT) was utilized to analyse group and individual interviews with 20 users with experience of serious mental illness. The core

  5. Radiological Safety Analysis Computer (RSAC) Program Version 7.0 Users Manual

    International Nuclear Information System (INIS)

    Schrader, Bradley J.

    2009-01-01

    The Radiological Safety Analysis Computer (RSAC) Program Version 7.0 (RSAC-7) is the newest version of the RSAC legacy code. It calculates the consequences of a release of radionuclides to the atmosphere. A user can generate a fission product inventory from either reactor operating history or a nuclear criticality event. RSAC-7 models the effects of high-efficiency particulate air filters or other cleanup systems and calculates the decay and ingrowth during transport through processes, facilities, and the environment. Doses are calculated for inhalation, air immersion, ground surface, ingestion, and cloud gamma pathways. RSAC-7 can be used as a tool to evaluate accident conditions in emergency response scenarios, radiological sabotage events and to evaluate safety basis accident consequences. This users manual contains the mathematical models and operating instructions for RSAC-7. Instructions, screens, and examples are provided to guide the user through the functions provided by RSAC-7. This program was designed for users who are familiar with radiological dose assessment methods

  6. User's manual for the NEFTRAN II computer code

    International Nuclear Information System (INIS)

    Olague, N.E.; Campbell, J.E.; Leigh, C.D.; Longsine, D.E.

    1991-02-01

    This document describes the NEFTRAN II (NEtwork Flow and TRANsport in Time-Dependent Velocity Fields) computer code and is intended to provide the reader with sufficient information to use the code. NEFTRAN II was developed as part of a performance assessment methodology for storage of high-level nuclear waste in unsaturated, welded tuff. NEFTRAN II is a successor to the NEFTRAN and NWFT/DVM computer codes and contains several new capabilities. These capabilities include: (1) the ability to input pore velocities directly to the transport model and bypass the network fluid flow model, (2) the ability to transport radionuclides in time-dependent velocity fields, (3) the ability to account for the effect of time-dependent saturation changes on the retardation factor, and (4) the ability to account for time-dependent flow rates through the source regime. In addition to these changes, the input to NEFTRAN II has been modified to be more convenient for the user. This document is divided into four main sections consisting of (1) a description of all the models contained in the code, (2) a description of the program and subprograms in the code, (3) a data input guide and (4) verification and sample problems. Although NEFTRAN II is the fourth generation code, this document is a complete description of the code and reference to past user's manuals should not be necessary. 19 refs., 33 figs., 25 tabs

  7. Test and control computer user's guide for a digital beam former test system

    Science.gov (United States)

    Alexovich, Robert E.; Mallasch, Paul G.

    1992-01-01

    A Digital Beam Former Test System was developed to determine the effects of noise, interferers and distortions, and digital implementations of beam forming as applied to the Tracking and Data Relay Satellite 2 (TDRS 2) architectures. The investigation of digital beam forming with application to TDRS 2 architectures, as described in TDRS 2 advanced concept design studies, was conducted by the NASA/Lewis Research Center for NASA/Goddard Space Flight Center. A Test and Control Computer (TCC) was used as the main controlling element of the digital Beam Former Test System. The Test and Control Computer User's Guide for a Digital Beam Former Test System provides an organized description of the Digital Beam Former Test System commands. It is written for users who wish to conduct tests of the Digital Beam forming Test processor using the TCC. The document describes the function, use, and syntax of the TCC commands available to the user while summarizing and demonstrating the use of the commands wtihin DOS batch files.

  8. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays.

    Science.gov (United States)

    Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A; Wetzstein, Gordon

    2017-02-28

    From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.

  9. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays

    Science.gov (United States)

    Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A.; Wetzstein, Gordon

    2017-02-01

    From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.

  10. Experiences using DAKOTA stochastic expansion methods in computational simulations.

    Energy Technology Data Exchange (ETDEWEB)

    Templeton, Jeremy Alan; Ruthruff, Joseph R.

    2012-01-01

    Uncertainty quantification (UQ) methods bring rigorous statistical connections to the analysis of computational and experiment data, and provide a basis for probabilistically assessing margins associated with safety and reliability. The DAKOTA toolkit developed at Sandia National Laboratories implements a number of UQ methods, which are being increasingly adopted by modeling and simulation teams to facilitate these analyses. This report disseminates results as to the performance of DAKOTA's stochastic expansion methods for UQ on a representative application. Our results provide a number of insights that may be of interest to future users of these methods, including the behavior of the methods in estimating responses at varying probability levels, and the expansion levels for the methodologies that may be needed to achieve convergence.

  11. The diagnostic value and accuracy of conjunctival impression cytology, dry eye symptomatology, and routine tear function tests in computer users.

    Science.gov (United States)

    Bhargava, Rahul; Kumar, Prachi; Kaur, Avinash; Kumar, Manjushri; Mishra, Anurag

    2014-07-01

    To compare the diagnostic value and accuracy of dry eye scoring system (DESS), conjunctival impression cytology (CIC), tear film breakup time (TBUT), and Schirmer's test in computer users. A case-control study was done at two referral eye centers. Eyes of 344 computer users were compared to 371 eyes of age and sex matched controls. Dry eye questionnaire (DESS) was administered to both groups and they further underwent measurement of TBUT, Schirmer's, and CIC. Correlation analysis was performed between DESS, CIC, TBUT, and Schirmer's test scores. A Pearson's coefficient of the linear expression (R (2)) of 0.5 or more was statistically significant. The mean age in cases (26.05 ± 4.06 years) was comparable to controls (25.67 ± 3.65 years) (P = 0.465). The mean symptom score in computer users was significantly higher as compared to controls (P computer users (P computer users respectively as compared to 8%, 6.7%, and 7.3% symptomatic controls respectively. On correlation analysis, there was a significant (inverse) association of dry eye symptoms (DESS) with TBUT and CIC scores (R (2) > 0.5), in contrast to Schirmer's scores (R(2) computer usage had a significant effect on dry eye symptoms severity, TBUT, and CIC scores as compared to Schirmer's test. DESS should be used in combination with TBUT and CIC for dry eye evaluation in computer users.

  12. User Experience Design (UX Design) in a Website Development : Website redesign

    OpenAIRE

    Orlova, Mariia

    2016-01-01

    The purpose of the study was to implement an approach of user experience for a website design. Mostly, I concentrated on revealing and understanding the concepts of UX design which include usability, visual design and human factors affecting the user experience. Another aim of the study was to investigate people’s behaviour related to web design. The thesis based on a project. The project was to redesign an existing web design for a company called Positive Communications. They provide differe...

  13. Effective UI The Art of Building Great User Experience in Software

    CERN Document Server

    Anderson, Jonathan; Wilson, Robb

    2010-01-01

    People expect effortless, engaging interaction with desktop and web applications, but producing software that generates enjoyable user experiences is much harder than many companies anticipate. With Effective UI, you'll learn proven user-experience strategies that will satisfy your clients and customers, drive business value, and increase brand strength. This book shows you how to capture the collaborative and cooperative spirit among designers, engineers, and management required for building engaging software. You'll also learn valuable methods for maintaining focus throughout the process -

  14. Work related perceived stress and muscle activity during standardized computer work among female computer users

    DEFF Research Database (Denmark)

    Larsman, P; Thorn, S; Søgaard, K

    2009-01-01

    The current study investigated the associations between work-related perceived stress and surface electromyographic (sEMG) parameters (muscle activity and muscle rest) during standardized simulated computer work (typing, editing, precision, and Stroop tasks). It was part of the European case......-control study, NEW (Neuromuscular assessment in the Elderly Worker). The present cross-sectional study was based on a questionnaire survey and sEMG measurements among Danish and Swedish female computer users aged 45 or older (n=49). The results show associations between work-related perceived stress...... and trapezius muscle activity and rest during standardized simulated computer work, and provide partial empirical support for the hypothesized pathway of stress induced muscle activity in the association between an adverse psychosocial work environment and musculoskeletal symptoms in the neck and shoulder....

  15. User Experience Evaluation Methods in Product Development (UXEM'09)

    Science.gov (United States)

    Roto, Virpi; Väänänen-Vainio-Mattila, Kaisa; Law, Effie; Vermeeren, Arnold

    High quality user experience (UX) has become a central competitive factor of product development in mature consumer markets [1]. Although the term UX originated from industry and is a widely used term also in academia, the tools for managing UX in product development are still inadequate. A prerequisite for designing delightful UX in an industrial setting is to understand both the requirements tied to the pragmatic level of functionality and interaction and the requirements pertaining to the hedonic level of personal human needs, which motivate product use [2]. Understanding these requirements helps managers set UX targets for product development. The next phase in a good user-centered design process is to iteratively design and evaluate prototypes [3]. Evaluation is critical for systematically improving UX. In many approaches to UX, evaluation basically needs to be postponed until the product is fully or at least almost fully functional. However, in an industrial setting, it is very expensive to find the UX failures only at this phase of product development. Thus, product development managers and developers have a strong need to conduct UX evaluation as early as possible, well before all the parts affecting the holistic experience are available. Different types of products require evaluation on different granularity and maturity levels of a prototype. For example, due to its multi-user characteristic, a community service or an enterprise resource planning system requires a broader scope of UX evaluation than a microwave oven or a word processor that is meant for a single user at a time. Before systematic UX evaluation can be taken into practice, practical, lightweight UX evaluation methods suitable for different types of products and different phases of product readiness are needed. A considerable amount of UX research is still about the conceptual frameworks and models for user experience [4]. Besides, applying existing usability evaluation methods (UEMs) without

  16. Personal computer versus personal computer/mobile device combination users' preclinical laboratory e-learning activity.

    Science.gov (United States)

    Kon, Haruka; Kobayashi, Hiroshi; Sakurai, Naoki; Watanabe, Kiyoshi; Yamaga, Yoshiro; Ono, Takahiro

    2017-11-01

    The aim of the present study was to clarify differences between personal computer (PC)/mobile device combination and PC-only user patterns. We analyzed access frequency and time spent on a complete denture preclinical website in order to maximize website effectiveness. Fourth-year undergraduate students (N=41) in the preclinical complete denture laboratory course were invited to participate in this survey during the final week of the course to track login data. Students accessed video demonstrations and quizzes via our e-learning site/course program, and were instructed to view online demonstrations before classes. When the course concluded, participating students filled out a questionnaire about the program, their opinions, and devices they had used to access the site. Combination user access was significantly more frequent than PC-only during supplementary learning time, indicating that students with mobile devices studied during lunch breaks and before morning classes. Most students had favorable opinions of the e-learning site, but a few combination users commented that some videos were too long and that descriptive answers were difficult on smartphones. These results imply that mobile devices' increased accessibility encouraged learning by enabling more efficient time use between classes. They also suggest that e-learning system improvements should cater to mobile device users by reducing video length and including more short-answer questions. © 2016 John Wiley & Sons Australia, Ltd.

  17. Aplikace principů user experience v procesu tvorby webové služby

    OpenAIRE

    Immerová, Kristýna

    2015-01-01

    The aim of this paper is to analyse and describe the process of designing web services and means of implementations of User Experience principles in its course. The first part defines the terms of User Experience and Web services. The second part describes the actual process of designing web services and methodologies for applying the principles of User Experience in this process. Practical part introduces usage of these methods on real projects of the company LMC, s.r.o. The work was able to...

  18. Assessing seniors' user experience (UX) of exergames for balance training

    DEFF Research Database (Denmark)

    Nawaz, Ather; Skjæret, Nina; Ystmark, Kristine

    2014-01-01

    Exergames technologies are increasingly used to help people achieve their exercise requirements including balance training. However, little is known about seniors' user experience of exergame technology for balance training and what factors they consider most important for using the exergames....... This study aims to evaluate user experience and preferences of exergame technologies to train balance and to identify different factors that affect seniors' intention to use exergames. Fourteen healthy senior citizens played three different stepping exergames in a laboratory setting. Seniors' experience...... of the exergames and their preference to use exergames was assessed using a semi-structured interview, the system usability scale (SUS), and card ranking. The results of the study showed that in order for seniors to use exergames to train their balance, the exergames should particularly focus on challenging tasks...

  19. Exposing the Strategies that Can Reduce the Obstacles: Improving the Science User Experience

    Science.gov (United States)

    Lindsay, Francis E.; Brennan, Jennifer; Behnke, Jeanne; Lynnes, Chris

    2017-01-01

    It is now well established that pursuing generic solutions to what seem are common problems in Earth science data access and use can often lead to disappointing results for both system developers and the intended users. This presentation focuses on real-world experience of managing a large and complex data system, NASAs Earth Science Data and Information Science System (EOSDIS), whose mission is to serve both broad user communities and those in smaller niche applications of Earth science data and services. In the talk, we focus on our experiences with known data user obstacles characterizing EOSDIS approaches, including various technological techniques, for engaging and bolstering, where possible, user experiences with EOSDIS. For improving how existing and prospective users discover and access NASA data from EOSDIS we introduce our cross-archive tool: Earthdata Search. This new search and order tool further empowers users to quickly access data sets using clever and intuitive features. The Worldview data visualization tool is also discussed highlighting how many users are now performing extensive data exploration without necessarily downloading data. Also, we explore our EOSDIS data discovery and access webinars, data recipes and short tutorials, targeted technical and data publications, user profiles and social media as additional tools and methods used for improving our outreach and communications to a diverse user community. These efforts have paid substantial dividends for our user communities by allowing us to target discipline specific community needs. The desired take-away from this presentation will be an improved understanding of how EOSDIS has approached, and in several instances achieved, removing or lowering the barriers to data access and use. As we look ahead to more complex Earth science missions, EOSDIS will continue to focus on our user communities, both broad and specialized, so that our overall data system can continue to serve the needs of

  20. Exposing the Strategies that can Reduce the Obstacles: Improving the Science User Experience

    Science.gov (United States)

    Lindsay, F. E.; Brennan, J.; Behnke, J.; Lynnes, C.

    2017-12-01

    It is now well established that pursuing generic solutions to what seem are common problems in Earth science data access and use can often lead to disappointing results for both system developers and the intended users. This presentation focuses on real-world experience of managing a large and complex data system, NASA's Earth Science Data and Information Science System (EOSDIS), whose mission is to serve both broad user communities and those in smaller niche applications of Earth science data and services. In the talk, we focus on our experiences with known data user obstacles characterizing EOSDIS approaches, including various technological techniques, for engaging and bolstering, where possible, user experiences with EOSDIS. For improving how existing and prospective users discover and access NASA data from EOSDIS we introduce our cross-archive tool: Earthdata Search. This new search and order tool further empowers users to quickly access data sets using clever and intuitive features. The Worldview data visualization tool is also discussed highlighting how many users are now performing extensive data exploration without necessarily downloading data. Also, we explore our EOSDIS data discovery and access webinars, data recipes and short tutorials, targeted technical and data publications, user profiles and and social media as additional tools and methods used for improving our outreach and communications to a diverse user community. These efforts have paid substantial dividends for our user communities by allowing us to target discipline specific community needs. The desired take-away from this presentation will be an improved understanding of how EOSDIS has approached, and in several instances achieved, removing or lowering the barriers to data access and use. As we look ahead to more complex Earth science missions, EOSDIS will continue to focus on our user communities, both broad and specialized, so that our overall data system can continue to serve the needs of

  1. Designing Effective Web Forms for Older Web Users

    Science.gov (United States)

    Li, Hui; Rau, Pei-Luen Patrick; Fujimura, Kaori; Gao, Qin; Wang, Lin

    2012-01-01

    This research aims to provide insight for web form design for older users. The effects of task complexity and information structure of web forms on older users' performance were examined. Forty-eight older participants with abundant computer and web experience were recruited. The results showed significant differences in task time and error rate…

  2. Design of Computer Experiments

    DEFF Research Database (Denmark)

    Dehlendorff, Christian

    The main topic of this thesis is design and analysis of computer and simulation experiments and is dealt with in six papers and a summary report. Simulation and computer models have in recent years received increasingly more attention due to their increasing complexity and usability. Software...... packages make the development of rather complicated computer models using predefined building blocks possible. This implies that the range of phenomenas that are analyzed by means of a computer model has expanded significantly. As the complexity grows so does the need for efficient experimental designs...... and analysis methods, since the complex computer models often are expensive to use in terms of computer time. The choice of performance parameter is an important part of the analysis of computer and simulation models and Paper A introduces a new statistic for waiting times in health care units. The statistic...

  3. User interfaces for computational science: A domain specific language for OOMMF embedded in Python

    Science.gov (United States)

    Beg, Marijan; Pepper, Ryan A.; Fangohr, Hans

    2017-05-01

    Computer simulations are used widely across the engineering and science disciplines, including in the research and development of magnetic devices using computational micromagnetics. In this work, we identify and review different approaches to configuring simulation runs: (i) the re-compilation of source code, (ii) the use of configuration files, (iii) the graphical user interface, and (iv) embedding the simulation specification in an existing programming language to express the computational problem. We identify the advantages and disadvantages of different approaches and discuss their implications on effectiveness and reproducibility of computational studies and results. Following on from this, we design and describe a domain specific language for micromagnetics that is embedded in the Python language, and allows users to define the micromagnetic simulations they want to carry out in a flexible way. We have implemented this micromagnetic simulation description language together with a computational backend that executes the simulation task using the Object Oriented MicroMagnetic Framework (OOMMF). We illustrate the use of this Python interface for OOMMF by solving the micromagnetic standard problem 4. All the code is publicly available and is open source.

  4. Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation

    OpenAIRE

    Haxhixhemajli, Denis

    2012-01-01

    Visibility aspects of User Interfaces are important; they deal with the crucial phase of human-computer interaction. They allow users to perform and at the same time hide the complexity of the system. Acceptance of new systems depends on how visibility aspects of the User Interfaces are presented. Human eyes make the first contact with the appearance of any system by so it generates the very beginning of the human – application interaction. In this study it is enforced that visibility aspects...

  5. Converging coolness and investigating its relation to user experience

    DEFF Research Database (Denmark)

    Raptis, Dimitrios; Bruun, Anders; Kjeldskov, Jesper

    2017-01-01

    Recently a number of studies appeared that operationalised coolness and explored its relation to digital products. Literature suggests that perceived coolness is another factor of user experience, and this adds to an existing explosion of dimensions related to aesthetics, hedonic quality, pragmatic...... quality, attractiveness, etc. A critical challenge highlighted in prior research is to study the relationships among those factors and so far, no studies have empirically examined the relationship between coolness and other established user experience factors. In this paper, we address this challenge...... cool and UX factors converge into 5 for the case of mobile devices. Our findings are important for researchers, as we demonstrate through a validated model that coolness is part of UX research, as well as for practitioners, by developing a questionnaire that can reliably measure both perceived inner...

  6. Enhancing User Experience in Next Generation Mobile Devices Using Eye Tracking as a Biometric Sensor

    DEFF Research Database (Denmark)

    Bækgaard, Per

    A good User Experience is not about just “getting the job done” in the most efficient way. It is also about the subjective elements, providing a positive experience to the user while doing so; emotionally and affectively, having the user engage with the service or product. Knowing when this takes...

  7. Effects of galvanic skin response feedback on user experience in gaze-controlled gaming: A pilot study.

    Science.gov (United States)

    Larradet, Fanny; Barresi, Giacinto; Mattos, Leonardo S

    2017-07-01

    Eye-tracking (ET) is one of the most intuitive solutions for enabling people with severe motor impairments to control devices. Nevertheless, even such an effective assistive solution can detrimentally affect user experience during demanding tasks because of, for instance, the user's mental workload - using gaze-based controls for an extensive period of time can generate fatigue and cause frustration. Thus, it is necessary to design novel solutions for ET contexts able to improve the user experience, with particular attention to its aspects related to workload. In this paper, a pilot study evaluates the effects of a relaxation biofeedback system on the user experience in the context of a gaze-controlled task that is mentally and temporally demanding: ET-based gaming. Different aspects of the subjects' experience were investigated under two conditions of a gaze-controlled game. In the Biofeedback group (BF), the user triggered a command by means of voluntary relaxation, monitored through Galvanic Skin Response (GSR) and represented by visual feedback. In the No Biofeedback group (NBF), the same feedback was timed according to the average frequency of commands in BF. After the experiment, each subject filled out a user experience questionnaire. The results showed a general appreciation for BF, with a significant between-group difference in the perceived session time duration, with the latter being shorter for subjects in BF than for the ones in NBF. This result implies a lower mental workload for BF than for NBF subjects. Other results point toward a potential role of user's engagement in the improvement of user experience in BF. Such an effect highlights the value of relaxation biofeedback for improving the user experience in a demanding gaze-controlled task.

  8. Experiences of Playscan: Interviews with users of a responsible gambling tool

    Directory of Open Access Journals (Sweden)

    David Forsström

    2017-06-01

    Full Text Available Online gambling, encompassing a wide variety of activities and around-the-clock access, can be a potential risk factor for gamblers who tend to gamble excessively. Yet, the advent of online gambling has enabled responsible gambling (RG features that may help individuals to limit their gambling behaviour. One of these features is RG tools that track gamblers' behaviour, performs risk assessments and provides advice to gamblers. This study investigated users' views and experiences of the RG tool Playscan from a qualitative perspective using a semi-structured interview. The tool performs a risk assessment on a three-step scale (low, medium and high risk. Users from every risk category were included. Twenty interviews were carried out and analysed using thematic analysis. Two main themes with associated sub-themes were identified: “Usage of Playscan and the gambling site” and “Experiences of Playscan”. Important experiences in the sub-themes were lack of feedback from the tool and confusion when signing up to use Playscan. These experiences counteracted positive attitudes that should have promoted usage of the tool. Providing more feedback directly to users is a suggested solution to increase usage of the RG tool.

  9. User experience in libraries applying ethnography and human-centred design

    CERN Document Server

    Borg, Matt

    2016-01-01

    Modern library services can be incredibly complex. Much more so than their forebears, modern librarians must grapple daily with questions of how best to implement innovative new services, while also maintaining and updating the old. The efforts undertaken are immense, but how best to evaluate their success? In this groundbreaking new book from Routledge, library practitioners, anthropologists, and design experts combine to advocate a new focus on User Experience (or UX ) research methods. Through a combination of theoretical discussion and applied case studies, they argue that this ethnographic and human-centred design approach enables library professionals to gather rich evidence-based insights into what is really going on in their libraries, allowing them to look beyond what library users say they do to what they actually do. Edited by the team behind the international UX in Libraries conference, "User Experience in Libraries" will ignite new interest in a rapidly emerging and game-changing area of resear...

  10. A user's guide to the POPFOOD computer code for evaluating ingestion collective doses

    International Nuclear Information System (INIS)

    Nair, S.; Palamountain, J.

    1980-09-01

    A complete description is given of the wide range of user options available for running the POPFOOD computer code, which was developed for the calculation of annual ingestion collective doses from routine atmospheric discharges of radioactivity in the UK. The various options have been depicted pictorially to allow the prospective user to obtain a rapid appreciation of their scope. Facilities for modifying temporarily the library and input data are also described. In addition, input and output data for a sample test case, covering broad range of the various available options, are provided to facilitate programme testing. POPFOOD is written in Fortran IV (level H). The programme is compiled under release 20.6, OPT=2 on the IBM 370/165 computer. (author)

  11. User Experience Design of History Game: An Analysis Review and Evaluation Study for Malaysia Context

    Science.gov (United States)

    Wong, Seng Yue; Ghavifekr, Simin

    2018-01-01

    User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…

  12. Security and health protection while working with a computer. Survey into the knowledge of users about legal and other requirements.

    OpenAIRE

    Šmejkalová, Petra

    2005-01-01

    This bachelor thesis is aimed at the knowledge of general computer users with regards to work security and health protection. It summarizes the relevant legislation and recommendations of ergonomic specialists. The practical part analyses results of a survey, which examined the computer workplaces and user habits when working with a computer.

  13. Comparison of tests of accommodation for computer users.

    Science.gov (United States)

    Kolker, David; Hutchinson, Robert; Nilsen, Erik

    2002-04-01

    With the increased use of computers in the workplace and at home, optometrists are finding more patients presenting with symptoms of Computer Vision Syndrome. Among these symptomatic individuals, research supports that accommodative disorders are the most common vision finding. A prepresbyopic group (N= 30) and a presbyopic group (N = 30) were selected from a private practice. Assignment to a group was determined by age, accommodative amplitude, and near visual acuity with their distance prescription. Each subject was given a thorough vision and ocular health examination, then administered several nearpoint tests of accommodation at a computer working distance. All the tests produced similar results in the presbyopic group. For the prepresbyopic group, the tests yielded very different results. To effectively treat symptomatic VDT users, optometrists must assess the accommodative system along with the binocular and refractive status. For presbyopic patients, all nearpoint tests studied will yield virtually the same result. However, the method of testing accommodation, as well as the test stimulus presented, will yield significantly different responses for prepresbyopic patients. Previous research indicates that a majority of patients prefer the higher plus prescription yielded by the Gaussian image test.

  14. Creating science simulations through Computational Thinking Patterns

    Science.gov (United States)

    Basawapatna, Ashok Ram

    Computational thinking aims to outline fundamental skills from computer science that everyone should learn. As currently defined, with help from the National Science Foundation (NSF), these skills include problem formulation, logically organizing data, automating solutions through algorithmic thinking, and representing data through abstraction. One aim of the NSF is to integrate these and other computational thinking concepts into the classroom. End-user programming tools offer a unique opportunity to accomplish this goal. An end-user programming tool that allows students with little or no prior experience the ability to create simulations based on phenomena they see in-class could be a first step towards meeting most, if not all, of the above computational thinking goals. This thesis describes the creation, implementation and initial testing of a programming tool, called the Simulation Creation Toolkit, with which users apply high-level agent interactions called Computational Thinking Patterns (CTPs) to create simulations. Employing Computational Thinking Patterns obviates lower behavior-level programming and allows users to directly create agent interactions in a simulation by making an analogy with real world phenomena they are trying to represent. Data collected from 21 sixth grade students with no prior programming experience and 45 seventh grade students with minimal programming experience indicates that this is an effective first step towards enabling students to create simulations in the classroom environment. Furthermore, an analogical reasoning study that looked at how users might apply patterns to create simulations from high- level descriptions with little guidance shows promising results. These initial results indicate that the high level strategy employed by the Simulation Creation Toolkit is a promising strategy towards incorporating Computational Thinking concepts in the classroom environment.

  15. A user`s guide to LUGSAN II. A computer program to calculate and archive lug and sway brace loads for aircraft-carried stores

    Energy Technology Data Exchange (ETDEWEB)

    Dunn, W.N. [Sandia National Labs., Albuquerque, NM (United States). Mechanical and Thermal Environments Dept.

    1998-03-01

    LUG and Sway brace ANalysis (LUGSAN) II is an analysis and database computer program that is designed to calculate store lug and sway brace loads for aircraft captive carriage. LUGSAN II combines the rigid body dynamics code, SWAY85, with a Macintosh Hypercard database to function both as an analysis and archival system. This report describes the LUGSAN II application program, which operates on the Macintosh System (Hypercard 2.2 or later) and includes function descriptions, layout examples, and sample sessions. Although this report is primarily a user`s manual, a brief overview of the LUGSAN II computer code is included with suggested resources for programmers.

  16. User-driven sampling strategies in image exploitation

    Science.gov (United States)

    Harvey, Neal; Porter, Reid

    2013-12-01

    Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-driven sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. User-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. In preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.

  17. Improving the User Experience of Finding and Visualizing Oceanographic Data

    Science.gov (United States)

    Rauch, S.; Allison, M. D.; Groman, R. C.; Chandler, C. L.; Galvarino, C.; Gegg, S. R.; Kinkade, D.; Shepherd, A.; Wiebe, P. H.; Glover, D. M.

    2013-12-01

    Searching for and locating data of interest can be a challenge to researchers as increasing volumes of data are made available online through various data centers, repositories, and archives. The Biological and Chemical Oceanography Data Management Office (BCO-DMO) is keenly aware of this challenge and, as a result, has implemented features and technologies aimed at improving data discovery and enhancing the user experience. BCO-DMO was created in 2006 to manage and publish data from research projects funded by the Division of Ocean Sciences (OCE) Biological and Chemical Oceanography Sections and the Division of Polar Programs (PLR) Antarctic Sciences Organisms and Ecosystems Program (ANT) of the US National Science Foundation (NSF). The BCO-DMO text-based and geospatial-based data access systems provide users with tools to search, filter, and visualize data in order to efficiently find data of interest. The geospatial interface, developed using a suite of open-source software (including MapServer [1], OpenLayers [2], ExtJS [3], and MySQL [4]), allows users to search and filter/subset metadata based on program, project, or deployment, or by using a simple word search. The map responds based on user selections, presents options that allow the user to choose specific data parameters (e.g., a species or an individual drifter), and presents further options for visualizing those data on the map or in "quick-view" plots. The data managed and made available by BCO-DMO are very heterogeneous in nature, from in-situ biogeochemical, ecological, and physical data, to controlled laboratory experiments. Due to the heterogeneity of the data types, a 'one size fits all' approach to visualization cannot be applied. Datasets are visualized in a way that will best allow users to assess fitness for purpose. An advanced geospatial interface, which contains a semantically-enabled faceted search [5], is also available. These search facets are highly interactive and responsive, allowing

  18. A user's manual of Tools for Error Estimation of Complex Number Matrix Computation (Ver.1.0)

    International Nuclear Information System (INIS)

    Ichihara, Kiyoshi.

    1997-03-01

    'Tools for Error Estimation of Complex Number Matrix Computation' is a subroutine library which aids the users in obtaining the error ranges of the complex number linear system's solutions or the Hermitian matrices' eigen values. This library contains routines for both sequential computers and parallel computers. The subroutines for linear system error estimation calulate norms of residual vectors, matrices's condition numbers, error bounds of solutions and so on. The error estimation subroutines for Hermitian matrix eigen values' derive the error ranges of the eigen values according to the Korn-Kato's formula. This user's manual contains a brief mathematical background of error analysis on linear algebra and usage of the subroutines. (author)

  19. User Experience-Take Multimedia Registration Panel as an Example.

    Science.gov (United States)

    Lee, Pei-Fen

    2016-01-01

    Follow the transfer method that the popular technology products users share new item online, to encourage nursing staffs express their real experience, attract them involve the clinical IT development. Help the Technology Products more useful to improve clinical provider quality.

  20. User involvement in the design of human-computer interactions: some similarities and differences between design approaches

    NARCIS (Netherlands)

    Bekker, M.M.; Long, J.B.

    1998-01-01

    This paper presents a general review of user involvement in the design of human-computer interactions, as advocated by a selection of different approaches to design. The selection comprises User-Centred Design, Participatory Design, Socio-Technical Design, Soft Systems Methodology, and Joint

  1. Muscle fatigue in relation to forearm pain and tenderness among professional computer users

    DEFF Research Database (Denmark)

    Thomsen, GF; Johnson, PW; Svendsen, Susanne Wulff

    2007-01-01

    ABSTRACT: BACKGROUND: To examine the hypothesis that forearm pain with palpation tenderness in computer users is associated with increased extensor muscle fatigue. METHODS: Eighteen persons with pain and moderate to severe palpation tenderness in the extensor muscle group of the right forearm...... response was not explained by differences in the MVC or body mass index. CONCLUSION: Computer users with forearm pain and moderate to severe palpation tenderness had diminished forearm extensor muscle fatigue response. Additional studies are necessary to determine whether this result reflects an adaptive...... and twenty gender and age matched referents without such complaints were enrolled from the Danish NUDATA study of neck and upper extremity disorders among technical assistants and machine technicians. Fatigue of the right forearm extensor muscles was assessed by muscle twitch forces in response to low...

  2. User interfaces for computational science: A domain specific language for OOMMF embedded in Python

    Directory of Open Access Journals (Sweden)

    Marijan Beg

    2017-05-01

    Full Text Available Computer simulations are used widely across the engineering and science disciplines, including in the research and development of magnetic devices using computational micromagnetics. In this work, we identify and review different approaches to configuring simulation runs: (i the re-compilation of source code, (ii the use of configuration files, (iii the graphical user interface, and (iv embedding the simulation specification in an existing programming language to express the computational problem. We identify the advantages and disadvantages of different approaches and discuss their implications on effectiveness and reproducibility of computational studies and results. Following on from this, we design and describe a domain specific language for micromagnetics that is embedded in the Python language, and allows users to define the micromagnetic simulations they want to carry out in a flexible way. We have implemented this micromagnetic simulation description language together with a computational backend that executes the simulation task using the Object Oriented MicroMagnetic Framework (OOMMF. We illustrate the use of this Python interface for OOMMF by solving the micromagnetic standard problem 4. All the code is publicly available and is open source.

  3. Individual and work-related risk factors for musculoskeletal pain: a cross-sectional study among Estonian computer users.

    Science.gov (United States)

    Oha, Kristel; Animägi, Liina; Pääsuke, Mati; Coggon, David; Merisalu, Eda

    2014-05-28

    Occupational use of computers has increased rapidly over recent decades, and has been linked with various musculoskeletal disorders, which are now the most commonly diagnosed occupational diseases in Estonia. The aim of this study was to assess the prevalence of musculoskeletal pain (MSP) by anatomical region during the past 12 months and to investigate its association with personal characteristics and work-related risk factors among Estonian office workers using computers. In a cross-sectional survey, the questionnaires were sent to the 415 computer users. Data were collected by self-administered questionnaire from 202 computer users at two universities in Estonia. The questionnaire asked about MSP at different anatomical sites, and potential individual and work related risk factors. Associations with risk factors were assessed by logistic regression. Most respondents (77%) reported MSP in at least one anatomical region during the past 12 months. Most prevalent was pain in the neck (51%), followed by low back pain (42%), wrist/hand pain (35%) and shoulder pain (30%). Older age, right-handedness, not currently smoking, emotional exhaustion, belief that musculoskeletal problems are commonly caused by work, and low job security were the statistically significant risk factors for MSP in different anatomical sites. A high prevalence of MSP in the neck, low back, wrist/arm and shoulder was observed among Estonian computer users. Psychosocial risk factors were broadly consistent with those reported from elsewhere. While computer users should be aware of ergonomic techniques that can make their work easier and more comfortable, presenting computer use as a serious health hazard may modify health beliefs in a way that is unhelpful.

  4. Using Puppet to contextualize computing resources for ATLAS analysis on Google Compute Engine

    International Nuclear Information System (INIS)

    Öhman, Henrik; Panitkin, Sergey; Hendrix, Valerie

    2014-01-01

    With the advent of commercial as well as institutional and national clouds, new opportunities for on-demand computing resources for the HEP community become available. The new cloud technologies also come with new challenges, and one such is the contextualization of computing resources with regard to requirements of the user and his experiment. In particular on Google's new cloud platform Google Compute Engine (GCE) upload of user's virtual machine images is not possible. This precludes application of ready to use technologies like CernVM and forces users to build and contextualize their own VM images from scratch. We investigate the use of Puppet to facilitate contextualization of cloud resources on GCE, with particular regard to ease of configuration and dynamic resource scaling.

  5. Some computer graphical user interfaces in radiation therapy.

    Science.gov (United States)

    Chow, James C L

    2016-03-28

    In this review, five graphical user interfaces (GUIs) used in radiation therapy practices and researches are introduced. They are: (1) the treatment time calculator, superficial X-ray treatment time calculator (SUPCALC) used in the superficial X-ray radiation therapy; (2) the monitor unit calculator, electron monitor unit calculator (EMUC) used in the electron radiation therapy; (3) the multileaf collimator machine file creator, sliding window intensity modulated radiotherapy (SWIMRT) used in generating fluence map for research and quality assurance in intensity modulated radiation therapy; (4) the treatment planning system, DOSCTP used in the calculation of 3D dose distribution using Monte Carlo simulation; and (5) the monitor unit calculator, photon beam monitor unit calculator (PMUC) used in photon beam radiation therapy. One common issue of these GUIs is that all user-friendly interfaces are linked to complex formulas and algorithms based on various theories, which do not have to be understood and noted by the user. In that case, user only needs to input the required information with help from graphical elements in order to produce desired results. SUPCALC is a superficial radiation treatment time calculator using the GUI technique to provide a convenient way for radiation therapist to calculate the treatment time, and keep a record for the skin cancer patient. EMUC is an electron monitor unit calculator for electron radiation therapy. Instead of doing hand calculation according to pre-determined dosimetric tables, clinical user needs only to input the required drawing of electron field in computer graphical file format, prescription dose, and beam parameters to EMUC to calculate the required monitor unit for the electron beam treatment. EMUC is based on a semi-experimental theory of sector-integration algorithm. SWIMRT is a multileaf collimator machine file creator to generate a fluence map produced by a medical linear accelerator. This machine file controls

  6. Usage and User Experience of Communication before and during Rendezvous

    Science.gov (United States)

    Colbert, Martin

    2005-01-01

    This paper reports a field evaluation of the mobile phone as a "package" of device and services. The evaluation compares 44 university students' usage and user experience of communication before and during rendezvous. During a rendezvous (en route), students rated many aspects of the experience of phone use less favourably than before a rendezvous…

  7. ISPyB for BioSAXS, the gateway to user autonomy in solution scattering experiments.

    Science.gov (United States)

    De Maria Antolinos, Alejandro; Pernot, Petra; Brennich, Martha E; Kieffer, Jérôme; Bowler, Matthew W; Delageniere, Solange; Ohlsson, Staffan; Malbet Monaco, Stephanie; Ashton, Alun; Franke, Daniel; Svergun, Dmitri; McSweeney, Sean; Gordon, Elspeth; Round, Adam

    2015-01-01

    Logging experiments with the laboratory-information management system ISPyB (Information System for Protein crystallography Beamlines) enhances the automation of small-angle X-ray scattering of biological macromolecules in solution (BioSAXS) experiments. The ISPyB interface provides immediate user-oriented online feedback and enables data cross-checking and downstream analysis. To optimize data quality and completeness, ISPyBB (ISPyB for BioSAXS) makes it simple for users to compare the results from new measurements with previous acquisitions from the same day or earlier experiments in order to maximize the ability to collect all data required in a single synchrotron visit. The graphical user interface (GUI) of ISPyBB has been designed to guide users in the preparation of an experiment. The input of sample information and the ability to outline the experimental aims in advance provides feedback on the number of measurements required, calculation of expected sample volumes and time needed to collect the data: all of this information aids the users to better prepare for their trip to the synchrotron. A prototype version of the ISPyBB database is now available at the European Synchrotron Radiation Facility (ESRF) beamline BM29 and is already greatly appreciated by academic users and industrial clients. It will soon be available at the PETRA III beamline P12 and the Diamond Light Source beamlines I22 and B21.

  8. USER'S GUIDE TO THE PERSONAL COMPUTER VERSION OF THE BIOGENIC EMISSIONS INVENTORY SYSTEM (PC-BEIS2)

    Science.gov (United States)

    The document is a user's guide for an updated Personal Computer version of the Biogenic Emissions Inventory System (PC-BEIS2), allowing users to estimate hourly emissions of biogenic volatile organic compounds (BVOCs) and soil nitrogen oxide emissions for any county in the contig...

  9. TME (Task Mapping Editor): tool for executing distributed parallel computing. TME user's manual

    International Nuclear Information System (INIS)

    Takemiya, Hiroshi; Yamagishi, Nobuhiro; Imamura, Toshiyuki

    2000-03-01

    At the Center for Promotion of Computational Science and Engineering, a software environment PPExe has been developed to support scientific computing on a parallel computer cluster (distributed parallel scientific computing). TME (Task Mapping Editor) is one of components of the PPExe and provides a visual programming environment for distributed parallel scientific computing. Users can specify data dependence among tasks (programs) visually as a data flow diagram and map these tasks onto computers interactively through GUI of TME. The specified tasks are processed by other components of PPExe such as Meta-scheduler, RIM (Resource Information Monitor), and EMS (Execution Management System) according to the execution order of these tasks determined by TME. In this report, we describe the usage of TME. (author)

  10. Locative media and data-driven computing experiments

    Directory of Open Access Journals (Sweden)

    Sung-Yueh Perng

    2016-06-01

    Full Text Available Over the past two decades urban social life has undergone a rapid and pervasive geocoding, becoming mediated, augmented and anticipated by location-sensitive technologies and services that generate and utilise big, personal, locative data. The production of these data has prompted the development of exploratory data-driven computing experiments that seek to find ways to extract value and insight from them. These projects often start from the data, rather than from a question or theory, and try to imagine and identify their potential utility. In this paper, we explore the desires and mechanics of data-driven computing experiments. We demonstrate how both locative media data and computing experiments are ‘staged’ to create new values and computing techniques, which in turn are used to try and derive possible futures that are ridden with unintended consequences. We argue that using computing experiments to imagine potential urban futures produces effects that often have little to do with creating new urban practices. Instead, these experiments promote Big Data science and the prospect that data produced for one purpose can be recast for another and act as alternative mechanisms of envisioning urban futures.

  11. PHREEQCI; a graphical user interface for the geochemical computer program PHREEQC

    Science.gov (United States)

    Charlton, Scott R.; Macklin, Clifford L.; Parkhurst, David L.

    1997-01-01

    PhreeqcI is a Windows-based graphical user interface for the geochemical computer program PHREEQC. PhreeqcI provides the capability to generate and edit input data files, run simulations, and view text files containing simulation results, all within the framework of a single interface. PHREEQC is a multipurpose geochemical program that can perform speciation, inverse, reaction-path, and 1D advective reaction-transport modeling. Interactive access to all of the capabilities of PHREEQC is available with PhreeqcI. The interface is written in Visual Basic and will run on personal computers under the Windows(3.1), Windows95, and WindowsNT operating systems.

  12. The impact of distraction in natural environments on user experience research

    DEFF Research Database (Denmark)

    Greifeneder, Elke

    2012-01-01

    Laboratories have long been seen as reasonable proxies for user experience research. Yet, this assumption may have become unreliable. The trend toward multiple activities in the users' natural environment, where people simultaneously use a digital library, join a chat or read an incoming Facebook....... The existence and impact of distraction is measured in a standard laboratory setting and in a remote setting that explicitly allows users to work in their own natural environment. The data indicates that there are significant differences between results from the laboratory and natural environment setting...

  13. Computer facilities for ISABELLE data handling

    International Nuclear Information System (INIS)

    Kramer, M.A.; Love, W.A.; Miller, R.J.; Zeller, M.

    1977-01-01

    The analysis of data produced by ISABELLE experiments will need a large system of computers. An official group of prospective users and operators of that system should begin planning now. Included in the array will be a substantial computer system at each ISABELLE intersection in use. These systems must include enough computer power to keep experimenters aware of the health of the experiment. This will require at least one very fast sophisticated processor in the system, the size depending on the experiment. Other features of the intersection systems must be a good, high speed graphic display, ability to record data on magnetic tape at 500 to 1000 KB, and a high speed link to a central computer. The operating system software must support multiple interactive users. A substantially larger capacity computer system, shared by the six intersection region experiments, must be available with good turnaround for experimenters while ISABELLE is running. A computer support group will be required to maintain the computer system and to provide and maintain software common to all experiments. Special superfast computing hardware or special function processors constructed with microprocessor circuitry may be necessary both in the data gathering and data processing work. Thus both the local and central processors should be chosen with the possibility of interfacing such devices in mind

  14. Playing in or out of character: User role differences in the experience of Interactive Storytelling

    OpenAIRE

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.; Pizzi, D.; Lugrin, J-L.; Cavazza, M.

    2012-01-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subjec...

  15. ISPyB for BioSAXS, the gateway to user autonomy in solution scattering experiments

    International Nuclear Information System (INIS)

    De Maria Antolinos, Alejandro; Pernot, Petra; Brennich, Martha E.; Kieffer, Jérôme; Bowler, Matthew W.; Delageniere, Solange; Ohlsson, Staffan; Malbet Monaco, Stephanie; Ashton, Alun; Franke, Daniel; Svergun, Dmitri; McSweeney, Sean; Gordon, Elspeth; Round, Adam

    2015-01-01

    The ISPyB information-management system for crystallography has been adapted to include data from small-angle X-ray scattering of macromolecules in solution experiments. Logging experiments with the laboratory-information management system ISPyB (Information System for Protein crystallography Beamlines) enhances the automation of small-angle X-ray scattering of biological macromolecules in solution (BioSAXS) experiments. The ISPyB interface provides immediate user-oriented online feedback and enables data cross-checking and downstream analysis. To optimize data quality and completeness, ISPyBB (ISPyB for BioSAXS) makes it simple for users to compare the results from new measurements with previous acquisitions from the same day or earlier experiments in order to maximize the ability to collect all data required in a single synchrotron visit. The graphical user interface (GUI) of ISPyBB has been designed to guide users in the preparation of an experiment. The input of sample information and the ability to outline the experimental aims in advance provides feedback on the number of measurements required, calculation of expected sample volumes and time needed to collect the data: all of this information aids the users to better prepare for their trip to the synchrotron. A prototype version of the ISPyBB database is now available at the European Synchrotron Radiation Facility (ESRF) beamline BM29 and is already greatly appreciated by academic users and industrial clients. It will soon be available at the PETRA III beamline P12 and the Diamond Light Source beamlines I22 and B21

  16. ISPyB for BioSAXS, the gateway to user autonomy in solution scattering experiments

    Energy Technology Data Exchange (ETDEWEB)

    De Maria Antolinos, Alejandro; Pernot, Petra; Brennich, Martha E.; Kieffer, Jérôme [European Synchrotron Radiation Facility, 71 avenue des Martyrs, CS 40220, 38042 Grenoble (France); Bowler, Matthew W. [European Molecular Biology Laboratory, Grenoble Outstation, 71 avenue des Martyrs, CS 90181, 38042 Grenoble (France); Université Grenoble Alpes–EMBL–CNRS, 71 avenue des Martyrs, CS 90181, 38042 Grenoble (France); Delageniere, Solange; Ohlsson, Staffan; Malbet Monaco, Stephanie [European Synchrotron Radiation Facility, 71 avenue des Martyrs, CS 40220, 38042 Grenoble (France); Ashton, Alun [DLS, Diamond House, Harwell Science and Innovation Campus, Fermi Avenue, Didcot OX11 0QX (United Kingdom); Franke, Daniel; Svergun, Dmitri [European Molecular Biology Laboratory, Hamburg Outstation, c/o DESY, Building 25A, Notkestrasse 85, 22603 Hamburg (Germany); McSweeney, Sean; Gordon, Elspeth [European Synchrotron Radiation Facility, 71 avenue des Martyrs, CS 40220, 38042 Grenoble (France); Round, Adam, E-mail: around@embl.fr [European Molecular Biology Laboratory, Grenoble Outstation, 71 avenue des Martyrs, CS 90181, 38042 Grenoble (France); Université Grenoble Alpes–EMBL–CNRS, 71 avenue des Martyrs, CS 90181, 38042 Grenoble (France); European Synchrotron Radiation Facility, 71 avenue des Martyrs, CS 40220, 38042 Grenoble (France)

    2015-01-01

    The ISPyB information-management system for crystallography has been adapted to include data from small-angle X-ray scattering of macromolecules in solution experiments. Logging experiments with the laboratory-information management system ISPyB (Information System for Protein crystallography Beamlines) enhances the automation of small-angle X-ray scattering of biological macromolecules in solution (BioSAXS) experiments. The ISPyB interface provides immediate user-oriented online feedback and enables data cross-checking and downstream analysis. To optimize data quality and completeness, ISPyBB (ISPyB for BioSAXS) makes it simple for users to compare the results from new measurements with previous acquisitions from the same day or earlier experiments in order to maximize the ability to collect all data required in a single synchrotron visit. The graphical user interface (GUI) of ISPyBB has been designed to guide users in the preparation of an experiment. The input of sample information and the ability to outline the experimental aims in advance provides feedback on the number of measurements required, calculation of expected sample volumes and time needed to collect the data: all of this information aids the users to better prepare for their trip to the synchrotron. A prototype version of the ISPyBB database is now available at the European Synchrotron Radiation Facility (ESRF) beamline BM29 and is already greatly appreciated by academic users and industrial clients. It will soon be available at the PETRA III beamline P12 and the Diamond Light Source beamlines I22 and B21.

  17. Ergonomic assessment of musculoskeletal disorders risk among the computer users by Rapid Upper Limb Assessment method

    Directory of Open Access Journals (Sweden)

    Ehsanollah Habibi

    2016-01-01

    Conclusion: This study result showed that frequency of musculoskeletal problems in the neck, back, elbow, and wrist was generally high among our subjects, and ergonomic interventions such as computer workstation redesign, users educate about ergonomic principles computer with work, reduced working hours in computers with work must be carried out.

  18. Multiple-user data acquisition and analysis system

    International Nuclear Information System (INIS)

    Manzella, V.; Chrien, R.E.; Gill, R.L.; Liou, H.I.; Stelts, M.L.

    1981-01-01

    The nuclear physics program at the Brookhaven National Laboratory High Flux Beam Reactor (HFBR) employs a pair of PDP-11 computers for the dual functions of data acquisition and analysis. The data acquisition is accomplished through CAMAC and features a microprogrammed branch driver to accommodate various experimental inputs. The acquisition computer performs the functions of multi-channel analyzers, multiscaling and time-sequenced multichannel analyzers and gamma-ray coincidence analyzers. The data analysis computer is available for rapid processing of data tapes written by the acquisition computer. The ability to accommodate many users is facilitated by separating the data acquisition and analysis functions, and allowing each user to tailor the analysis to the specific requirements of his own experiment. The system is to be upgraded soon by the introduction of a dual port disk to allow a data base to be available to each computer

  19. Formalizing the potential of stereoscopic 3D user experience in interactive entertainment

    Science.gov (United States)

    Schild, Jonas; Masuch, Maic

    2015-03-01

    The use of stereoscopic 3D vision affects how interactive entertainment has to be developed as well as how it is experienced by the audience. The large amount of possibly impacting factors and variety as well as a certain subtlety of measured effects on user experience make it difficult to grasp the overall potential of using S3D vision. In a comprehensive approach, we (a) present a development framework which summarizes possible variables in display technology, content creation and human factors, and (b) list a scheme of S3D user experience effects concerning initial fascination, emotions, performance, and behavior as well as negative feelings of discomfort and complexity. As a major contribution we propose a qualitative formalization which derives dependencies between development factors and user effects. The argumentation is based on several previously published user studies. We further show how to apply this formula to identify possible opportunities and threats in content creation as well as how to pursue future steps for a possible quantification.

  20. Mobile user experience for voice services: A theoretical framework

    CSIR Research Space (South Africa)

    Botha, Adèle

    2012-02-01

    Full Text Available The purpose of this paper is to provide a “Mobile User Experience Framework for Voice services.” The rapid spread of mobile cellular technology within Africa has made it a prime vehicle for accessing services and content. The challenge remains...

  1. Enhancing user experience design with an integrated storytelling method

    NARCIS (Netherlands)

    Peng, Qiong; Matterns, Jean Bernard; Marcus, A.

    2016-01-01

    Storytelling has been known as a service design method and been used broadly not only in service design but also in the context of user experience design. However, practitioners cannot yet fully appreciate the benefits of storytelling, and often confuse storytelling with storyboarding and scenarios.

  2. mGrid: A load-balanced distributed computing environment for the remote execution of the user-defined Matlab code

    Directory of Open Access Journals (Sweden)

    Almeida Jonas S

    2006-03-01

    Full Text Available Abstract Background Matlab, a powerful and productive language that allows for rapid prototyping, modeling and simulation, is widely used in computational biology. Modeling and simulation of large biological systems often require more computational resources then are available on a single computer. Existing distributed computing environments like the Distributed Computing Toolbox, MatlabMPI, Matlab*G and others allow for the remote (and possibly parallel execution of Matlab commands with varying support for features like an easy-to-use application programming interface, load-balanced utilization of resources, extensibility over the wide area network, and minimal system administration skill requirements. However, all of these environments require some level of access to participating machines to manually distribute the user-defined libraries that the remote call may invoke. Results mGrid augments the usual process distribution seen in other similar distributed systems by adding facilities for user code distribution. mGrid's client-side interface is an easy-to-use native Matlab toolbox that transparently executes user-defined code on remote machines (i.e. the user is unaware that the code is executing somewhere else. Run-time variables are automatically packed and distributed with the user-defined code and automated load-balancing of remote resources enables smooth concurrent execution. mGrid is an open source environment. Apart from the programming language itself, all other components are also open source, freely available tools: light-weight PHP scripts and the Apache web server. Conclusion Transparent, load-balanced distribution of user-defined Matlab toolboxes and rapid prototyping of many simple parallel applications can now be done with a single easy-to-use Matlab command. Because mGrid utilizes only Matlab, light-weight PHP scripts and the Apache web server, installation and configuration are very simple. Moreover, the web

  3. mGrid: a load-balanced distributed computing environment for the remote execution of the user-defined Matlab code.

    Science.gov (United States)

    Karpievitch, Yuliya V; Almeida, Jonas S

    2006-03-15

    Matlab, a powerful and productive language that allows for rapid prototyping, modeling and simulation, is widely used in computational biology. Modeling and simulation of large biological systems often require more computational resources then are available on a single computer. Existing distributed computing environments like the Distributed Computing Toolbox, MatlabMPI, Matlab*G and others allow for the remote (and possibly parallel) execution of Matlab commands with varying support for features like an easy-to-use application programming interface, load-balanced utilization of resources, extensibility over the wide area network, and minimal system administration skill requirements. However, all of these environments require some level of access to participating machines to manually distribute the user-defined libraries that the remote call may invoke. mGrid augments the usual process distribution seen in other similar distributed systems by adding facilities for user code distribution. mGrid's client-side interface is an easy-to-use native Matlab toolbox that transparently executes user-defined code on remote machines (i.e. the user is unaware that the code is executing somewhere else). Run-time variables are automatically packed and distributed with the user-defined code and automated load-balancing of remote resources enables smooth concurrent execution. mGrid is an open source environment. Apart from the programming language itself, all other components are also open source, freely available tools: light-weight PHP scripts and the Apache web server. Transparent, load-balanced distribution of user-defined Matlab toolboxes and rapid prototyping of many simple parallel applications can now be done with a single easy-to-use Matlab command. Because mGrid utilizes only Matlab, light-weight PHP scripts and the Apache web server, installation and configuration are very simple. Moreover, the web-based infrastructure of mGrid allows for it to be easily extensible over

  4. Computer Agent's Role in Modeling an Online Math Help User

    OpenAIRE

    Dragana Martinovic

    2007-01-01

    This paper investigates perspectives of deployments of open learner model on mathematics online help sites. It proposes enhancing a regular human-to-human interaction with an involvement of a computer agent suitable for tracking users, checking their input and making useful suggestions. Such a design would provide the most support for the interlocutors while keeping the nature of existing environment intact. Special considerations are given to peer-to-peer and expert-to-student mathematics on...

  5. Essential UX metrics to be considered when designing m-health applications in order to provide positive user experiences

    CSIR Research Space (South Africa)

    Ouma, S

    2010-07-01

    Full Text Available into positive user experiences. More complications arise in that there is no agreed standard of measuring the user experience of a particular product. In this working paper, the authors propose core user experience metrics that are essential and should...

  6. What Do IT-People Know About the (Nordic) History of Computers and User Interfaces?

    DEFF Research Database (Denmark)

    Jørgensen, Anker Helms

    2009-01-01

    :  This paper reports a preliminary, empirical exploration of what IT-people know about the history of computers and user interfaces.  The principal motivation for the study is that the younger generations such as students in IT seem to know very little about these topics.  The study employed...... to become the designation or even the icon for the computer.  In other words, one of the key focal points in the area of human-computer interaction: to make the computer as such invisible seems to have been successful...

  7. COMPUTING

    CERN Multimedia

    M. Kasemann

    Overview During the past three months activities were focused on data operations, testing and re-enforcing shift and operational procedures for data production and transfer, MC production and on user support. Planning of the computing resources in view of the new LHC calendar in ongoing. Two new task forces were created for supporting the integration work: Site Commissioning, which develops tools helping distributed sites to monitor job and data workflows, and Analysis Support, collecting the user experience and feedback during analysis activities and developing tools to increase efficiency. The development plan for DMWM for 2009/2011 was developed at the beginning of the year, based on the requirements from the Physics, Computing and Offline groups (see Offline section). The Computing management meeting at FermiLab on February 19th and 20th was an excellent opportunity discussing the impact and for addressing issues and solutions to the main challenges facing CMS computing. The lack of manpower is particul...

  8. Finding Waldo: Learning about Users from their Interactions.

    Science.gov (United States)

    Brown, Eli T; Ottley, Alvitta; Zhao, Helen; Quan Lin; Souvenir, Richard; Endert, Alex; Chang, Remco

    2014-12-01

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.

  9. Evaluation of the user experience of "astronaut training device": an immersive, vr-based, motion-training system

    Science.gov (United States)

    Yue, Kang; Wang, Danli; Yang, Xinpan; Hu, Haichen; Liu, Yuqing; Zhu, Xiuqing

    2016-10-01

    To date, as the different application fields, most VR-based training systems have been different. Therefore, we should take the characteristics of application field into consideration and adopt different evaluation methods when evaluate the user experience of these training systems. In this paper, we propose a method to evaluate the user experience of virtual astronauts training system. Also, we design an experiment based on the proposed method. The proposed method takes learning performance as one of the evaluation dimensions, also combines with other evaluation dimensions such as: presence, immersion, pleasure, satisfaction and fatigue to evaluation user experience of the System. We collect subjective and objective data, the subjective data are mainly from questionnaire designed based on the evaluation dimensions and user interview conducted before and after the experiment. While the objective data are consisted of Electrocardiogram (ECG), reaction time, numbers of reaction error and the video data recorded during the experiment. For the analysis of data, we calculate the integrated score of each evaluation dimension by using factor analysis. In order to improve the credibility of the assessment, we use the ECG signal and reaction test data before and after experiment to validate the changes of fatigue during the experiment, and the typical behavioral features extracted from the experiment video to explain the result of subjective questionnaire. Experimental results show that the System has a better user experience and learning performance, but slight visual fatigue exists after experiment.

  10. Pharmacology Experiments on the Computer.

    Science.gov (United States)

    Keller, Daniel

    1990-01-01

    A computer program that replaces a set of pharmacology and physiology laboratory experiments on live animals or isolated organs is described and illustrated. Five experiments are simulated: dose-effect relationships on smooth muscle, blood pressure and catecholamines, neuromuscular signal transmission, acetylcholine and the circulation, and…

  11. COLETTE users' guide

    International Nuclear Information System (INIS)

    Heenan, R.W.; King, S.M.; Osborn, R.; Stanley, H.B.

    1989-12-01

    This guide describes the computer program COLETTE. It has been purposely designed to reduce the small-angle data collected on the ISIS small-angle neutron camera LOQ in an interactive and user-friendly manner. This not only gives the LOQ user an opportunity to inspect data rapidly and comprehensively during the course of an experiment but also provides the instrument scientists with a flexible diagnostic tool with which they can monitor the performance of the instrument. After the experiment is completed, COLETTE may be used to provide the final I(Q) versus Q following subtraction of a sample background run and normalisation to a scattering standard. By limiting the range of azimuthal angles included in the analysis the program may take sections through an anisotropic scattering pattern from an ordered system. A completely two dimensional I(Q x ,Q y ) map may also be generated. (author)

  12. Complication with Intraosseous Access: Scandinavian Users' Experience

    Directory of Open Access Journals (Sweden)

    Peter Hallas

    2013-09-01

    Full Text Available Introduction: Intraosseous access (IO is indicated if vascular access cannot be quickly established during resuscitation. Complication rates are estimated to be low, based on small patient series, model or cadaver studies, and case reports. However, user experience with IO use in real-life emergency situations might differ from the results in the controlled environment of model studies and small patient series. We performed a survey of IO use in real-life emergency situations to assess users’ experiences of complications.Methods: An online questionnaire was sent to Scandinavian emergency physicians, anesthesiologists and pediatricians.Results: 1,802 clinical cases of IO use was reported by n=386 responders. Commonly reported complications with establishing IO access were patient discomfort/pain (7.1%, difficulties with penetration of periosteum with IO needle (10.3%, difficulties with aspiration of bone marrow (12.3%, and bended/broken needle (4.0%. When using an established IO access the reported complications were difficulties with injection fluid and drugs after IO insertion (7.4%, slow infusion (despite use of pressure bag (8.8%, displacement after insertion (8.5%, and extravasation (3.7%. Compartment syndrome and osteomyelitis occurred in 0.6% and 0.4% of cases respectively.Conclusion: In users’ recollection of real-life IO use, perceived complications were more frequent than usually reported from model studies. The perceived difficulties with using IO could affect the willingness of medical staff to use IO. Therefore, user experience should be addressed both in education of how to use, and research and development of IOs. [West J Emerg Med. 2013;14(5:440–443.

  13. The Fermilab computing farms in 2000

    International Nuclear Information System (INIS)

    Troy Dawson

    2001-01-01

    The year 2000 was a year of evolutionary change for the Fermilab computer farms. Additional compute capacity was acquired by the addition of PCs for the CDF, D0 and CMS farms. This was done in preparation for Run 2 production and for CMS Monte Carlo production. Additional I/O capacity was added for all the farms. This continues the trend to standardize the I/O systems on the SGI O2x00 architecture. Strong authentication was installed on the CDF and D0 farms. The farms continue to provide large CPU resources for experiments and those users whose calculations benefit from large CPU/low IO resources. The user community will change in 2001 now that the 1999 fixed-target experiments have almost finished processing and Run 2, SDSS, miniBooNE, MINOS, BTeV, and other future experiments and projects will be the major users in the future

  14. Cielo Computational Environment Usage Model With Mappings to ACE Requirements for the General Availability User Environment Capabilities Release Version 1.1

    Energy Technology Data Exchange (ETDEWEB)

    Vigil,Benny Manuel [Los Alamos National Laboratory; Ballance, Robert [SNL; Haskell, Karen [SNL

    2012-08-09

    Cielo is a massively parallel supercomputer funded by the DOE/NNSA Advanced Simulation and Computing (ASC) program, and operated by the Alliance for Computing at Extreme Scale (ACES), a partnership between Los Alamos National Laboratory (LANL) and Sandia National Laboratories (SNL). The primary Cielo compute platform is physically located at Los Alamos National Laboratory. This Cielo Computational Environment Usage Model documents the capabilities and the environment to be provided for the Q1 FY12 Level 2 Cielo Capability Computing (CCC) Platform Production Readiness Milestone. This document describes specific capabilities, tools, and procedures to support both local and remote users. The model is focused on the needs of the ASC user working in the secure computing environments at Lawrence Livermore National Laboratory (LLNL), Los Alamos National Laboratory, or Sandia National Laboratories, but also addresses the needs of users working in the unclassified environment. The Cielo Computational Environment Usage Model maps the provided capabilities to the tri-Lab ASC Computing Environment (ACE) Version 8.0 requirements. The ACE requirements reflect the high performance computing requirements for the Production Readiness Milestone user environment capabilities of the ASC community. A description of ACE requirements met, and those requirements that are not met, are included in each section of this document. The Cielo Computing Environment, along with the ACE mappings, has been issued and reviewed throughout the tri-Lab community.

  15. Prevalence of ocular symptoms and signs among professional computer users in Isfahan, Iran

    Directory of Open Access Journals (Sweden)

    Alireza Dehghani

    2008-12-01

    Full Text Available

    • BACKGROUND: This study was undertaken to detect the prevalence of ocular symptoms and signs in professional video display users (VDUs and non-users in Isfahan.
    • METHODS: This is a cross-sectional descriptive case-control study. The VDUs group was selected from among employees working with computer and the control group was selected from among employees not working with computer. Fifty seven VDUs (34 male & 23 female with mean age of 30.7 ± 6.8 and 56 employees in the control group (25 male & 31 female, mean age of 27.6 ± 7.2 were evaluated. Complete ocular examination was done for both groups.
    • RESULTS: Among VDUs, 45 cases (79% had burning eyes and tearing, 38 cases (66% had dry eye, 37 cases (65% had asthenopia, and 47 cases (82.5% had musculoskeletal pain but these values for the control group were 24 (42.8%, 18 (32.2%, 22(39.3% and 15 (26.8% respectively and the difference was statistically significant (p = 0.037, p = 0.023, p = 0.044, p = 0.013. Schirmer's test was positive in 22 VDUs (38.5% vs. 6 (10.7% of control group (p = 0.012. There was heterophoria in 19 VDUs (33.3% vs. 3 controls (5.4% (p = 0.032.
    • CONCLUSION: Eye burning and tearing, dry eye, asthenopia and musculoskeletal problems were obviously more common in VDUs. Considering the extensive use of computers at home and work, a plan is required to detect dangers and provide appropriate solutions.
    • KEY WORDS: Video Display Terminal, Video Display Users, Computer Vision Syndrome, Dry Eye, Schirmer test, Asthenopia.

  16. User-friendly interfaces for control of crystallographic experiments at CHESS

    International Nuclear Information System (INIS)

    Szebenyi, D. M. E.; Deacon, A.; Ealick, S. E.; LaIuppa, J. M.; Thiel, D. J.

    1997-01-01

    In designing a system to collect high quality diffraction data in an efficient manner, both hardware and software must be considered. This work focuses on the data collection software used at CHESS, the Cornell High Energy Synchrotron source, with emphasis on the interface between the user and the experimental components. For each type of detector used at CHESS, there is a graphical user interface (GUI) enabling the user to easily set up and run an experiment. For the CCD detector from Area Detector Systems Corp., this is a commercial product from ADSC, customized for CHESS. For the Princeton CCD detectors, a GUI has recently been developed to streamline communication between the user and the TV6 program which controls the detector. For Fuji imaging plates, a new GUI controls operation of the oscillation camera, including the imaging plate carousel; scanning of plates is done using the software provided by Fuji. Although these GUI's are not identical, they have numerous similarities, making it easier for users to learn operation of a new detector. They also incorporate error-checking to avoid problems such as overwriting data files or collecting data with no x-rays. Common to experiments with all detectors is a GUI used for operations such as alignment of the optical table on which the oscillation camera is mounted. Integral to a good data collection system is the capability to process diffraction images, for evaluation of crystal quality, determination of data collection strategy, screening of potential derivatives, and so forth. The mccview graphical front-end has been developed to conveniently initiate processing programs, including preliminary routines (correct, getbeam), main analysis routines (xdisp, denzo, scalepack), and the strategy routine m.simulate

  17. Effect of yoga on self-rated visual discomfort in computer users.

    Science.gov (United States)

    Telles, Shirley; Naveen, K V; Dash, Manoj; Deginal, Rajendra; Manjunath, N K

    2006-12-03

    'Dry eye' appears to be the main contributor to the symptoms of computer vision syndrome. Regular breaks and the use of artificial tears or certain eye drops are some of the options to reduce visual discomfort. A combination of yoga practices have been shown to reduce visual strain in persons with progressive myopia. The present randomized controlled trial was planned to evaluate the effect of a combination of yoga practices on self-rated symptoms of visual discomfort in professional computer users in Bangalore. Two hundred and ninety one professional computer users were randomly assigned to two groups, yoga (YG, n = 146) and wait list control (WL, n = 145). Both groups were assessed at baseline and after sixty days for self-rated visual discomfort using a standard questionnaire. During these 60 days the YG group practiced an hour of yoga daily for five days in a week and the WL group did their usual recreational activities also for an hour daily for the same duration. At 60 days there were 62 in the YG group and 55 in the WL group. While the scores for visual discomfort of both groups were comparable at baseline, after 60 days there was a significantly decreased score in the YG group, whereas the WL group showed significantly increased scores. The results suggest that the yoga practice appeared to reduce visual discomfort, while the group who had no yoga intervention (WL) showed an increase in discomfort at the end of sixty days.

  18. Dashboard Task Monitor for Managing ATLAS User Analysis on the Grid

    Science.gov (United States)

    Sargsyan, L.; Andreeva, J.; Jha, M.; Karavakis, E.; Kokoszkiewicz, L.; Saiz, P.; Schovancova, J.; Tuckett, D.; Atlas Collaboration

    2014-06-01

    The organization of the distributed user analysis on the Worldwide LHC Computing Grid (WLCG) infrastructure is one of the most challenging tasks among the computing activities at the Large Hadron Collider. The Experiment Dashboard offers a solution that not only monitors but also manages (kill, resubmit) user tasks and jobs via a web interface. The ATLAS Dashboard Task Monitor provides analysis users with a tool that is independent of the operating system and Grid environment. This contribution describes the functionality of the application and its implementation details, in particular authentication, authorization and audit of the management operations.

  19. Dashboard task monitor for managing ATLAS user analysis on the grid

    International Nuclear Information System (INIS)

    Sargsyan, L; Andreeva, J; Karavakis, E; Saiz, P; Tuckett, D; Jha, M; Kokoszkiewicz, L; Schovancova, J

    2014-01-01

    The organization of the distributed user analysis on the Worldwide LHC Computing Grid (WLCG) infrastructure is one of the most challenging tasks among the computing activities at the Large Hadron Collider. The Experiment Dashboard offers a solution that not only monitors but also manages (kill, resubmit) user tasks and jobs via a web interface. The ATLAS Dashboard Task Monitor provides analysis users with a tool that is independent of the operating system and Grid environment. This contribution describes the functionality of the application and its implementation details, in particular authentication, authorization and audit of the management operations.

  20. The Role of Social Media User Experience as a Mediator for Understanding Social Media User Behavior in Indonesia’s Museum Industry: Literature Review

    Science.gov (United States)

    Sundjaja, A. M.; LumanGaol, F.; Budiarti, T.; Abbas, B. S.; Abdinagoro, S. B.; Ongowarsito, H.

    2017-01-01

    Social media has changed the interaction between the customer and the business, social media has proven to provide new opportunities in facilitating access to information, efficiency and ease of interaction between customers and businesses that are distributed geographically dispersed. Ease of interaction to improve access to information about products, services, and prices have proven to have a positive impact for consumers. The purpose of this article is to develop a conceptual model to test the effect of user motivation, user expectations, and online community involvement to the intention of behavior that is mediated by the use of social media museum experience. This article is a literature study on exploration of social media user experiences museum in Indonesia. Authors searched and examined 85 articles from google scholar with the following keywords: motivation, expectations, online communities, user experience, social media, Technology Acceptance Model, Experiential Marketing, Uses and Gratification Theory. Proposed data collection techniques are literature study, survey and observation. The sample used in this research is 400 respondents of social media users that follow the social media managed by Indonesia’s museum. The sampling technique are systematic sampling. We use Structural Equation Model with AMOS for analyze the data.

  1. User Interface History

    DEFF Research Database (Denmark)

    Jørgensen, Anker Helms; Myers, Brad A

    2008-01-01

    User Interfaces have been around as long as computers have existed, even well before the field of Human-Computer Interaction was established. Over the years, some papers on the history of Human-Computer Interaction and User Interfaces have appeared, primarily focusing on the graphical interface e...

  2. User Throughput-Based Quality of Experience

    DEFF Research Database (Denmark)

    Hiranandani, Bhavesh; Sarkar, Mahasweta; Mihovska, Albena

    of the users Quality of Experience (QoE). Today, most of the airlines have started providing in-flight wi-fi services, which allow their passengers to use Internet services to send and receive e-mails, and stream video from various online service providers while on board the flight. Statistics show that more...... than 50% of the passengers use the provided wi-fi service to stream video, therefore, their perception of the video service will be determining for the service provider’s performance. One easy way to evaluate the perceived video streaming (i.e. QoE) is by estimating the frequency of stalls. In our...

  3. Clinical evaluation of music perception, appraisal and experience in cochlear implant users.

    Science.gov (United States)

    Drennan, Ward R; Oleson, Jacob J; Gfeller, Kate; Crosson, Jillian; Driscoll, Virginia D; Won, Jong Ho; Anderson, Elizabeth S; Rubinstein, Jay T

    2015-02-01

    The objectives were to evaluate the relationships among music perception, appraisal, and experience in cochlear implant users in multiple clinical settings and to examine the viability of two assessments designed for clinical use. Background questionnaires (IMBQ) were administered by audiologists in 14 clinics in the United States and Canada. The CAMP included tests of pitch-direction discrimination, and melody and timbre recognition. The IMBQ queried users on prior musical involvement, music listening habits pre and post implant, and music appraisals. One-hundred forty-five users of Advanced Bionics and Cochlear Ltd cochlear implants. Performance on pitch direction discrimination, melody recognition, and timbre recognition tests were consistent with previous studies with smaller cohorts, as well as with more extensive protocols conducted in other centers. Relationships between perceptual accuracy and music enjoyment were weak, suggesting that perception and appraisal are relatively independent for CI users. Perceptual abilities as measured by the CAMP had little to no relationship with music appraisals and little relationship with musical experience. The CAMP and IMBQ are feasible for routine clinical use, providing results consistent with previous thorough laboratory-based investigations.

  4. Exploring New Potentials in Preventing Unhealthy Computer Habits

    DEFF Research Database (Denmark)

    Sonne, Tobias; Grønbæk, Kaj

    2013-01-01

    Each day millions of computer users experience pains due to unhealthy computer habits. Research in this field mainly focuses on encouraging users to take breaks and correct their posture. This paper shows that unhealthy computer habits calls for new sensing solutions. Based on a design process...... including experts in the field of computer-related injuries, The Habit-Aware Mouse prototype was developed. It provides high-accuracy sensing of whether a user's fingers are hovering above the mouse. This kind of hovering is known to cause pains in the forearm. The integration of trans-parent sensing...... in existing products enables medical researchers to gain new insights on unhealthy habits. The Habit-Aware Mouse is a diagnostic sensing tool to get detailed knowledge about the user's unhealthy computer habits. Sensing is the first step to enable feedback, preventing injuries from finger hovering....

  5. Operational experience with CMS Tier-2 sites

    International Nuclear Information System (INIS)

    Gonzalez Caballero, I

    2010-01-01

    In the CMS computing model, more than one third of the computing resources are located at Tier-2 sites, which are distributed across the countries in the collaboration. These sites are the primary platform for user analyses; they host datasets that are created at Tier-1 sites, and users from all CMS institutes submit analysis jobs that run on those data through grid interfaces. They are also the primary resource for the production of large simulation samples for general use in the experiment. As a result, Tier-2 sites have an interesting mix of organized experiment-controlled activities and chaotic user-controlled activities. CMS currently operates about 40 Tier-2 sites in 22 countries, making the sites a far-flung computational and social network. We describe our operational experience with the sites, touching on our achievements, the lessons learned, and the challenges for the future.

  6. The computer code Eurdyn - 1 M. (Release 1) Part 2: User's Manual

    International Nuclear Information System (INIS)

    Donea, J.; Giuliani, S.

    1979-01-01

    This report is the user's manual for the computer code Eurdyn-1 M developed at the J.R.C. Ispra for use in containment and fuel subassembly analyses for fast reactor safety studies. The input data are defined and a test problem is presented to illustrate both the input and the output of results

  7. User interface user's guide for HYPGEN

    Science.gov (United States)

    Chiu, Ing-Tsau

    1992-01-01

    The user interface (UI) of HYPGEN is developed using Panel Library to shorten the learning curve for new users and provide easier ways to run HYPGEN for casual users as well as for advanced users. Menus, buttons, sliders, and type-in fields are used extensively in UI to allow users to point and click with a mouse to choose various available options or to change values of parameters. On-line help is provided to give users information on using UI without consulting the manual. Default values are set for most parameters and boundary conditions are determined by UI to further reduce the effort needed to run HYPGEN; however, users are free to make any changes and save it in a file for later use. A hook to PLOT3D is built in to allow graphics manipulation. The viewpoint and min/max box for PLOT3D windows are computed by UI and saved in a PLOT3D journal file. For large grids which take a long time to generate on workstations, the grid generator (HYPGEN) can be run on faster computers such as Crays, while UI stays at the workstation.

  8. User experience management essential skills for leading effective UX teams

    CERN Document Server

    Lund, Arnie

    2011-01-01

    The role of UX manager is of vital importance -- it means leading a productive team, influencing businesses to adopt user-centered design, and delivering valuable products customers. Few UX professionals who find themselves in management positions have formal training in management. More often than not they are promoted to a management position after having proven themselves as an effective and successful practitioner.Yet as important as the position of manager is to the advancement of the field there are no books that specifically address the needs of user experience managers. Though informat

  9. ATLAS Distributed Computing experience and performance during the LHC Run-2

    CERN Document Server

    AUTHOR|(INSPIRE)INSPIRE-00081160; The ATLAS collaboration

    2017-01-01

    ATLAS Distributed Computing during LHC Run-1 was challenged by steadily increasing computing, storage and network requirements. In addition, the complexity of processing task workflows and their associated data management requirements led to a new paradigm in the ATLAS computing model for Run-2, accompanied by extensive evolution and redesign of the workflow and data management systems. The new systems were put into production at the end of 2014, and gained robustness and maturity during 2015 data taking. ProdSys2, the new request and task interface; JEDI, the dynamic job execution engine developed as an extension to PanDA; and Rucio, the new data management system, form the core of Run-2 ATLAS distributed computing engine. One of the big changes for Run-2 was the adoption of the Derivation Framework, which moves the chaotic CPU and data intensive part of the user analysis into the centrally organized train production, delivering derived AOD datasets to user groups for final analysis. The effectiveness of the...

  10. ATLAS Distributed Computing experience and performance during the LHC Run-2

    CERN Document Server

    AUTHOR|(INSPIRE)INSPIRE-00081160; The ATLAS collaboration

    2016-01-01

    ATLAS Distributed Computing during LHC Run-1 was challenged by steadily increasing computing, storage and network requirements. In addition, the complexity of processing task workflows and their associated data management requirements led to a new paradigm in the ATLAS computing model for Run-2, accompanied by extensive evolution and redesign of the workflow and data management systems. The new systems were put into production at the end of 2014, and gained robustness and maturity during 2015 data taking. ProdSys2, the new request and task interface; JEDI, the dynamic job execution engine developed as an extension to PanDA; and Rucio, the new data management system, form the core of the Run-2 ATLAS distributed computing engine. One of the big changes for Run-2 was the adoption of the Derivation Framework, which moves the chaotic CPU and data intensive part of the user analysis into the centrally organized train production, delivering derived AOD datasets to user groups for final analysis. The effectiveness of...

  11. The IceCube Computing Infrastructure Model

    CERN Multimedia

    CERN. Geneva

    2012-01-01

    Besides the big LHC experiments a number of mid-size experiments is coming online which need to define new computing models to meet the demands on processing and storage requirements of those experiments. We present the hybrid computing model of IceCube which leverages GRID models with a more flexible direct user model as an example of a possible solution. In IceCube a central datacenter at UW-Madison servers as Tier-0 with a single Tier-1 datacenter at DESY Zeuthen. We describe the setup of the IceCube computing infrastructure and report on our experience in successfully provisioning the IceCube computing needs.

  12. Exploring individual user differences in the 2D/3D interaction with medical image data

    NARCIS (Netherlands)

    Zudilova-Seinstra, E.; van Schooten, B.; Suinesiaputra, A.; van der Geest, R.; van Dijk, B.; Reiber, J.; Sloot, P.

    2010-01-01

    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical

  13. Exploring individual user differences in the 2D/3D interaction with medical image data

    NARCIS (Netherlands)

    Zudilova-Seinstra, Elena; van Schooten, B.W.; Suinesiaputra, Avan; van der Geest, Rob; van Dijk, Elisabeth M.A.G.; Reiber, Johan; Sloot, Peter

    2009-01-01

    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical

  14. User`s guide for the irradiation of experiments in the FTR. Revision 3

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1990-07-01

    This document provides Revision 3 updates the FTR Users Guide. Revision 3 updates Appendix 1 (FFTF Technical Specifications) to include the following: Documentation of the acceptability of handling metal fuel assemblies in the Closed Loop Ex-Vessel Handling Machine (CLEM) and storing them in the Interim Decay Storage (IDS) vessel. Reactivity limit version (utilizing existing FSAR analysis bounds) to allow for the larger beta-effective associated with the addition of enriched uranium metal and oxide experiments to the core. Operational temperature limits for Open Test Assemblies (OTAs) have been expanded to differentiate between 40-foot experiment test articles, 28-foot Post Irradiation Open Test Assemblies (PIOTAs) and the 28-foot Loose Parts Monitor Assemblies (LMPAs) operating under FFTF core Engineering cognizance.

  15. Development of a Tool for Measuring and Analyzing Computer User Satisfaction

    OpenAIRE

    James E. Bailey; Sammy W. Pearson

    1983-01-01

    This paper reports on a technique for measuring and analyzing computer user satisfaction. Starting with the literature and using the critical incident interview technique, 39 factors affecting satisfaction were identified. Adapting the semantic differential scaling technique, a questionnaire for measuring satisfaction was then created. Finally, the instrument was pilot tested to prove its validity and reliability. The results of this effort and suggested uses of the questionnaire are reported...

  16. EMERGING SCOPE OF MEDICAL LABORATORIES SYSTEMS USING CLOUD COMPUTING FROM END-USER PERSPECTIVE

    OpenAIRE

    RAFİ, Zeeshan; DAĞ, Hasan; AYDIN, Mehmet N.

    2016-01-01

    In today’s world the rapid and reliable information extraction has become everybody’s need. Cloud computing is one of the emerging technology solutions to answer this query. This technology is providing many opportunities to the users in different terms to produce rapid and cost effective solution. This study helps in understanding the scope of the cloud computing as a solution in the field of medical laboratory systems. A study has been conducted to determine the need of the services require...

  17. User Interface Aspects of a Human-Hand Simulation System

    Directory of Open Access Journals (Sweden)

    Beifang Yi

    2005-10-01

    Full Text Available This paper describes the user interface design for a human-hand simulation system, a virtual environment that produces ground truth data (life-like human hand gestures and animations and provides visualization support for experiments on computer vision-based hand pose estimation and tracking. The system allows users to save time in data generation and easily create any hand gestures. We have designed and implemented this user interface with the consideration of usability goals and software engineering issues.

  18. Exploring replay value: Shifts and continuities in user experiences between first and second exposure to an interactive story

    OpenAIRE

    Roth, C.; Vermeulen, I.E.; Vorderer, P.A.; Klimmt, C.

    2012-01-01

    While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Façade" was conducted (n=50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and pr...

  19. Computing for an SSC experiment

    International Nuclear Information System (INIS)

    Gaines, I.

    1993-01-01

    The hardware and software problems for SSC experiments are similar to those faced by present day experiments but larger in scale. In particular, the Solenoidal Detector Collaboration (SDC) anticipates the need for close to 10**6 MIPS of off-line computing and will produce several Petabytes (10**15 bytes) of data per year. Software contributions will be made from large numbers of highly geographically dispersed physicists. Hardware and software architectures to meet these needs have been designed. Providing the requisites amount of computing power and providing tools to allow cooperative software development using extensions of existing techniques look achievable. The major challenges will be to provide efficient methods of accessing and manipulating the enormous quantities of data that will be produced at the SSC, and to enforce the use of software engineering tools that will ensure the open-quotes correctnessclose quotes of experiment critical software

  20. SHEAT for PC. A computer code for probabilistic seismic hazard analysis for personal computer, user's manual

    International Nuclear Information System (INIS)

    Yamada, Hiroyuki; Tsutsumi, Hideaki; Ebisawa, Katsumi; Suzuki, Masahide

    2002-03-01

    The SHEAT code developed at Japan Atomic Energy Research Institute is for probabilistic seismic hazard analysis which is one of the tasks needed for seismic Probabilistic Safety Assessment (PSA) of a nuclear power plant. At first, SHEAT was developed as the large sized computer version. In addition, a personal computer version was provided to improve operation efficiency and generality of this code in 2001. It is possible to perform the earthquake hazard analysis, display and the print functions with the Graphical User Interface. With the SHEAT for PC code, seismic hazard which is defined as an annual exceedance frequency of occurrence of earthquake ground motions at various levels of intensity at a given site is calculated by the following two steps as is done with the large sized computer. One is the modeling of earthquake generation around a site. Future earthquake generation (locations, magnitudes and frequencies of postulated earthquake) is modeled based on the historical earthquake records, active fault data and expert judgment. Another is the calculation of probabilistic seismic hazard at the site. An earthquake ground motion is calculated for each postulated earthquake using an attenuation model taking into account its standard deviation. Then the seismic hazard at the site is calculated by summing the frequencies of ground motions by all the earthquakes. This document is the user's manual of the SHEAT for PC code. It includes: (1) Outline of the code, which include overall concept, logical process, code structure, data file used and special characteristics of code, (2) Functions of subprogram and analytical models in them, (3) Guidance of input and output data, (4) Sample run result, and (5) Operational manual. (author)

  1. The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience

    Science.gov (United States)

    Roth, Christian; Vorderer, Peter; Klimmt, Christoph

    A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from 'old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.

  2. Effect of yoga on self-rated visual discomfort in computer users

    Directory of Open Access Journals (Sweden)

    Deginal Rajendra

    2006-12-01

    Full Text Available Abstract Background 'Dry eye' appears to be the main contributor to the symptoms of computer vision syndrome. Regular breaks and the use of artificial tears or certain eye drops are some of the options to reduce visual discomfort. A combination of yoga practices have been shown to reduce visual strain in persons with progressive myopia. The present randomized controlled trial was planned to evaluate the effect of a combination of yoga practices on self-rated symptoms of visual discomfort in professional computer users in Bangalore. Methods Two hundred and ninety one professional computer users were randomly assigned to two groups, yoga (YG, n = 146 and wait list control (WL, n = 145. Both groups were assessed at baseline and after sixty days for self-rated visual discomfort using a standard questionnaire. During these 60 days the YG group practiced an hour of yoga daily for five days in a week and the WL group did their usual recreational activities also for an hour daily for the same duration. At 60 days there were 62 in the YG group and 55 in the WL group. Results While the scores for visual discomfort of both groups were comparable at baseline, after 60 days there was a significantly decreased score in the YG group, whereas the WL group showed significantly increased scores. Conclusion The results suggest that the yoga practice appeared to reduce visual discomfort, while the group who had no yoga intervention (WL showed an increase in discomfort at the end of sixty days.

  3. Motivating and achievement-eliciting pop-ups in online environments: A user experience perspective

    NARCIS (Netherlands)

    Bittner, Jenny; Zondervan, Robin

    2015-01-01

    The aim of the present research was to develop pop-up windows that motivate users and evoke a positive user experience. Several variants of achievement eliciting pop-ups were designed and tested on a real business-website. A pre-test examined the effectiveness of 24 combinations of pictures and

  4. Installing fonts in LaTeX a user's experience

    NARCIS (Netherlands)

    Hanssen, F.T.Y.

    2003-01-01

    This paper presents a user's experience with installing fonts for use in LaTeX. It will be shown that it is not hard to make a standard Type 1 font work, if you use modern font installation software for LaTeX. All the steps necessary to install the example fonts will be shown. The example fonts used

  5. Experience and meaning of user involvement: some explorations from a community mental health project.

    Science.gov (United States)

    Truman, Carole; Raine, Pamela

    2002-05-01

    With an increased interest in and policy commitment to involving service users in the planning and delivery of health service provision, there is a clear need to explore both the rhetoric and realities of what user involvement entails. In the present paper, by drawing upon an evaluation of a community-based exercise facility for people with mental health problems, the authors explore ways in which the reality of user involvement is subject to a range of configurations within health services. The paper describes a piece of qualitative research that was undertaken within a participatory framework to explore the nature of user involvement within the facility. The data have been analysed using a grounded theory approach to provide insights into: the organisational context in which user involvement takes place; factors which encourage meaningful participation on the part of service users; perceived barriers to user involvement; and issues of sustainability and continuity. This research approach has enabled the authors to explore the views and experiences of users, service providers and referral agencies in relation to the nature and potential for user involvement. The findings illustrate ways in which user involvement may take place under both flexible and formal arrangements across a variety of activities. The present paper provides an account of some of the meanings and experiences of what 'successful' user participation may involve and the conditions which underpin 'success'. The authors conclude that successful and meaningful user involvement should enable and support users to recognise their existing skills, and to develop new ones, at a pace that suits their particular circumstances and personal resources. This process may require adaptation not only by organisations, but also by service providers and non-involved users.

  6. PROACT user's guide: how to use the pallet recovery opportunity analysis computer tool

    Science.gov (United States)

    E. Bradley Hager; A.L. Hammett; Philip A. Araman

    2003-01-01

    Pallet recovery projects are environmentally responsible and offer promising business opportunities. The Pallet Recovery Opportunity Analysis Computer Tool (PROACT) assesses the operational and financial feasibility of potential pallet recovery projects. The use of project specific information supplied by the user increases the accuracy and the validity of the...

  7. Sound Descriptions of Haptic Experiences of Art Work by Deafblind Cochlear Implant Users

    Directory of Open Access Journals (Sweden)

    Riitta Lahtinen

    2018-05-01

    Full Text Available Deafblind persons’ perception and experiences are based on their residual auditive and visual senses, and touch. Their haptic exploration, through movements and orientation towards objects give blind persons direct, independent experience. Few studies explore the aesthetic experiences and appreciation of artefacts of deafblind people using cochlear implant (CI technology, and how they interpret and express their perceived aesthetic experience through another sensory modality. While speech recognition is studied extensively in this area, the aspect of auditive descriptions made by CI users are a less-studied domain. This present research intervention describes and analyses five different deafblind people sharing their interpretation of five statues vocally, using sounds and written descriptions based on their haptic explorations. The participants found new and multimodal ways of expressing their experiences, as well as re-experiencing them through technological aids. We also found that the CI users modify technology to better suit their personal needs. We conclude that CI technology in combination with self-made sound descriptions enhance memorization of haptic art experiences that can be re-called by the recording of the sound descriptions. This research expands the idea of auditive descriptions, and encourages user-produced descriptions as artistic supports to traditional linguistic, audio descriptions. These can be used to create personal auditive–haptic memory collections similar to how sighted create photo albums.

  8. ATLAS Distributed Computing Experience and Performance During the LHC Run-2

    Science.gov (United States)

    Filipčič, A.; ATLAS Collaboration

    2017-10-01

    ATLAS Distributed Computing during LHC Run-1 was challenged by steadily increasing computing, storage and network requirements. In addition, the complexity of processing task workflows and their associated data management requirements led to a new paradigm in the ATLAS computing model for Run-2, accompanied by extensive evolution and redesign of the workflow and data management systems. The new systems were put into production at the end of 2014, and gained robustness and maturity during 2015 data taking. ProdSys2, the new request and task interface; JEDI, the dynamic job execution engine developed as an extension to PanDA; and Rucio, the new data management system, form the core of Run-2 ATLAS distributed computing engine. One of the big changes for Run-2 was the adoption of the Derivation Framework, which moves the chaotic CPU and data intensive part of the user analysis into the centrally organized train production, delivering derived AOD datasets to user groups for final analysis. The effectiveness of the new model was demonstrated through the delivery of analysis datasets to users just one week after data taking, by completing the calibration loop, Tier-0 processing and train production steps promptly. The great flexibility of the new system also makes it possible to execute part of the Tier-0 processing on the grid when Tier-0 resources experience a backlog during high data-taking periods. The introduction of the data lifetime model, where each dataset is assigned a finite lifetime (with extensions possible for frequently accessed data), was made possible by Rucio. Thanks to this the storage crises experienced in Run-1 have not reappeared during Run-2. In addition, the distinction between Tier-1 and Tier-2 disk storage, now largely artificial given the quality of Tier-2 resources and their networking, has been removed through the introduction of dynamic ATLAS clouds that group the storage endpoint nucleus and its close-by execution satellite sites. All stable

  9. Data Mining to Capture User-Experience: A Case Study in Notebook Product Appearance Design

    OpenAIRE

    Rhoann Kerh; Chen-Fu Chien; Kuo-Yi Lin

    2014-01-01

    In the era of rapidly increasing notebook market, consumer electronics manufacturers are facing a highly dynamic and competitive environment. In particular, the product appearance is the first part for user to distinguish the product from the product of other brands. Notebook product should differ in its appearance to engage users and contribute to the user experience (UX). The UX evaluates various product concepts to find the design for user needs; in addition, help the designer to further u...

  10. Tactile Radar: experimenting a computer game with visually disabled.

    Science.gov (United States)

    Kastrup, Virgínia; Cassinelli, Alvaro; Quérette, Paulo; Bergstrom, Niklas; Sampaio, Eliana

    2017-09-18

    Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room. The study was conducted with nine congenital blind people including both sexes, aged 20-64 years old. Complementary methods of first and third person were used: the debriefing interview and the quasi-experimental design. The results indicate that the Tactile Radar is suitable for the creation of computer games specifically tailored for visually disabled people. Furthermore, the device seems capable of eliciting a powerful immersive experience. Methodologically speaking, this research contributes to the consolidation and development of first and third person complementary methods, particularly useful in disabled people research field, including the evaluation by users of the Tactile Radar effectiveness in a virtual reality context. Implications for rehabilitation Despite the growing interest in virtual games for visually disabled people, they still find barriers to access such games. Through the development of assistive technologies such as the Tactile Radar, applied in virtual games, we can create new opportunities for leisure, socialization and education for visually disabled people. The results of our study indicate that the Tactile Radar is adapted to the creation of video games for visually disabled people, providing a playful interaction with the players.

  11. Clinical evaluation of music perception, appraisal and experience in cochlear implant users

    Science.gov (United States)

    Drennan, Ward. R.; Oleson, Jacob J.; Gfeller, Kate; Crosson, Jillian; Driscoll, Virginia D.; Won, Jong Ho; Anderson, Elizabeth S.; Rubinstein, Jay T.

    2014-01-01

    Objectives The objectives were to evaluate the relationships among music perception, appraisal, and experience in cochlear implant users in multiple clinical settings and to examine the viability of two assessments designed for clinical use. Design Background questionnaires (IMBQ) were administered by audiologists in 14 clinics in the United States and Canada. The CAMP included tests of pitch-direction discrimination, and melody and timbre recognition. The IMBQ queried users on prior musical involvement, music listening habits pre and post implant, and music appraisals. Study sample One-hundred forty-five users of Advanced Bionics and Cochlear Ltd cochlear implants. Results Performance on pitch direction discrimination, melody recognition, and timbre recognition tests were consistent with previous studies with smaller cohorts, as well as with more extensive protocols conducted in other centers. Relationships between perceptual accuracy and music enjoyment were weak, suggesting that perception and appraisal are relatively independent for CI users. Conclusions Perceptual abilities as measured by the CAMP had little to no relationship with music appraisals and little relationship with musical experience. The CAMP and IMBQ are feasible for routine clinical use, providing results consistent with previous thorough laboratory-based investigations. PMID:25177899

  12. Listening to those on the frontline: service users' experiences of London tuberculosis services

    Directory of Open Access Journals (Sweden)

    Boudioni M

    2011-06-01

    Full Text Available Markella Boudioni, Susan McLaren, Ruth Belling, Leslie WoodsInstitute for Leadership and Service Improvement, Faculty of Health and Social Care, London South Bank University, London, UKAim: To explore tuberculosis (TB service users' experiences and satisfaction with care provision.Background: Thirty-nine percent of all new UK TB cases occur in London. Prevalence varies considerably between and within boroughs. Overall, research suggests inadequate control of London's TB transmission; TB has become a health care priority for all London Primary Care Trusts. Service users' experiences and satisfaction with care provision have not been explored adequately previously.Methods: A qualitative research design, using semi-structured face-to-face interviews was used. Ten service users, purposively selected in key risk groups across London, were interviewed. All interviews were digitally recorded with users' permission, transcribed verbatim, and analyzed thematically.Results: Participants were treated in local hospitals for 6–12 months. Treatment was administered by TB nurses to inpatients and outpatients receiving directly observed therapy in consultation with medical staff and home visits for complex cases. Two participants did not realize the importance of compliance. Overall, they were satisfied with many TB services' aspects, communication, and service organization. Early access, low suspicion index amongst some GPs, and restricted referral routes were identified as service barriers. Other improvement areas were information provision on drug side effects, diet, nutritional status, and a few health professionals' attitudes. The effects on people varied enormously from minimal impact to psychological shock; TB also affected social and personal aspects of their life. With regard to further support facilities, some positive views on managed accommodation by TB-aware professionals for those with accommodation problems were identified.Conclusion: This

  13. Presence and User Experience in a Virtual Environment under the Influence of Ethanol: An Explorative Study.

    Science.gov (United States)

    Lorenz, Mario; Brade, Jennifer; Diamond, Lisa; Sjölie, Daniel; Busch, Marc; Tscheligi, Manfred; Klimant, Philipp; Heyde, Christoph-E; Hammer, Niels

    2018-04-23

    Virtual Reality (VR) is used for a variety of applications ranging from entertainment to psychological medicine. VR has been demonstrated to influence higher order cognitive functions and cortical plasticity, with implications on phobia and stroke treatment. An integral part for successful VR is a high sense of presence - a feeling of 'being there' in the virtual scenario. The underlying cognitive and perceptive functions causing presence in VR scenarios are however not completely known. It is evident that the brain function is influenced by drugs, such as ethanol, potentially confounding cortical plasticity, also in VR. As ethanol is ubiquitous and forms part of daily life, understanding the effects of ethanol on presence and user experience, the attitudes and emotions about using VR applications, is important. This exploratory study aims at contributing towards an understanding of how low-dose ethanol intake influences presence, user experience and their relationship in a validated VR context. It was found that low-level ethanol consumption did influence presence and user experience, but on a minimal level. In contrast, correlations between presence and user experience were strongly influenced by low-dose ethanol. Ethanol consumption may consequently alter cognitive and perceptive functions related to the connections between presence and user experience.

  14. Security of social network credentials for accessing course portal: Users' experience

    Science.gov (United States)

    Katuk, Norliza; Fong, Choo Sok; Chun, Koo Lee

    2015-12-01

    Social login (SL) has recently emerged as a solution for single sign-on (SSO) within the web and mobile environments. It allows users to use their existing social network credentials (SNC) to login to third party web applications without the need to create a new identity in the intended applications' database. Although it has been used by many web application providers, its' applicability in accessing learning materials is not yet fully investigated. Hence, this research aims to explore users' (i.e., instructors' and students') perception and experience on the security of SL for accessing learning contents. A course portal was developed for students at a higher learning institution and it provides two types of user authentications (i) traditional user authentication, and (ii) SL facility. Users comprised instructors and students evaluated the login facility of the course portal through a controlled lab experimental study following the within-subject design. The participants provided their feedback in terms of the security of SL for accessing learning contents. The study revealed that users preferred to use SL over the traditional authentication, however, they concerned on the security of SL and their privacy.

  15. Integrated IoT technology in industrial lasers for the improved user experience

    Science.gov (United States)

    Ding, Jianwu; Liu, Jinhui

    2018-02-01

    The end users' biggest concern for any industrial equipment is the reliability and the service down-time. This is especially true for industrial lasers as they are typically used in fully or semi- automated processes. Here we demonstrate how to use the integrated Internet of Things (IoT) technology in industrial lasers to address the reliability and the service down-time so to improve end users' experience.

  16. Give the people what they want: studying end-user needs for enhancing the web

    Directory of Open Access Journals (Sweden)

    Tak Yeon Lee

    2016-11-01

    Full Text Available End-user programming (EUP is a common approach for helping ordinary people create small programs for their professional or daily tasks. Since end-users may not have programming skills or strong motivation for learning them, tools should provide what end-users want with minimal costs of learning –i.e., they must decrease the barriers to entry. However, it is often hard to address these needs, especially for fast-evolving domains such as the Web. To better understand these existing and ongoing challenges, we conducted two formative studies with Web users –a semi-structured interview study, and a Wizard-of-Oz study. The interview study identifies challenges that participants have with their daily experiences on the Web. The Wizard-of-Oz study investigates how participants would naturally explain three computational tasks to an interviewer acting as a hypothetical computer agent. These studies demonstrate a disconnect between what end-users want and what existing EUP systems support, and thus open the door for a path towards better support for end user needs. In particular, our findings include: (1 analysis of challenges that end-users experience on the Web with solutions; (2 seven core functionalities of EUP for addressing these challenges; (3 characteristics of non-programmers describing three common computation tasks; (4 design implications for future EUP systems.

  17. Development and Design of a User Interface for a Computer Automated Heating, Ventilation, and Air Conditioning System

    International Nuclear Information System (INIS)

    Anderson, B.

    1999-01-01

    A user interface is created to monitor and operate the heating, ventilation, and air conditioning system. The interface is networked to the system's programmable logic controller. The controller maintains automated control of the system. The user through the interface is able to see the status of the system and override or adjust the automatic control features. The interface is programmed to show digital readouts of system equipment as well as visual queues of system operational statuses. It also provides information for system design and component interaction. The interface is made easier to read by simple designs, color coordination, and graphics. Fermi National Accelerator Laboratory (Fermi lab) conducts high energy particle physics research. Part of this research involves collision experiments with protons, and anti-protons. These interactions are contained within one of two massive detectors along Fermilab's largest particle accelerator the Tevatron. The D-Zero Assembly Building houses one of these detectors. At this time detector systems are being upgraded for a second experiment run, titled Run II. Unlike the previous run, systems at D-Zero must be computer automated so operators do not have to continually monitor and adjust these systems during the run. Human intervention should only be necessary for system start up and shut down, and equipment failure. Part of this upgrade includes the heating, ventilation, and air conditioning system (HVAC system). The HVAC system is responsible for controlling two subsystems, the air temperatures of the D-Zero Assembly Building and associated collision hall, as well as six separate water systems used in the heating and cooling of the air and detector components. The BYAC system is automated by a programmable logic controller. In order to provide system monitoring and operator control a user interface is required. This paper will address methods and strategies used to design and implement an effective user interface

  18. A Methodology to Institutionalise User Experience in Provincial Government

    Directory of Open Access Journals (Sweden)

    Marco Cobus Pretorius

    2014-12-01

    Full Text Available Problems experienced with website usability can prevent users from accessing and adopting technology, such as e-Government. At present, a number of guidelines exist for e-Government website user experience (UX design; however, the effectiveness of the implementation of these guidelines depends on the expertise of the website development team and on an organisation’s understanding of UX. Despite the highlighted importance of UX, guidelines are rarely applied in South African e-Government website designs. UX guidelines cannot be implemented if there is a lack of executive support, trained staff, budget and user-centred design processes. The goal of this research is to propose and evaluate a methodology (called the “Institutionalise UX in Government (IUXG methodology” to institutionalise UX in South African Provincial Governments (SAPGs. The Western Cape Government in South Africa was used as a case study to evaluate the proposed IUXG methodology. The results show that the IUXG methodology can assist SAPGs to establish UX as standard practice and improve the UX maturity levels.

  19. An Australian Perspective On The Challenges For Computer And Network Security For Novice End-Users

    Directory of Open Access Journals (Sweden)

    Patryk Szewczyk

    2012-12-01

    Full Text Available It is common for end-users to have difficulty in using computer or network security appropriately and thus have often been ridiculed when misinterpreting instructions or procedures. This discussion paper details the outcomes of research undertaken over the past six years on why security is overly complex for end-users. The results indicate that multiple issues may render end-users vulnerable to security threats and that there is no single solution to address these problems. Studies on a small group of senior citizens has shown that educational seminars can be beneficial in ensuring that simple security aspects are understood and used appropriately.

  20. Concepts of illicit drug quality among darknet market users: Purity, embodied experience, craft and chemical knowledge.

    Science.gov (United States)

    Bancroft, Angus; Scott Reid, Peter

    2016-09-01

    Users of darknet markets refer to product quality as one of the motivations for buying drugs there, and vendors present quality as a selling point. However, what users understand by quality and how they evaluate it is not clear. This article investigates how users established and compared drug quality. We used a two-stage method for investigating users' assessments. The user forum of a darknet market that we called 'Merkat' was analysed to develop emergent themes. Qualitative interviews with darknet users were conducted, then forum data was analysed again. To enhance the applicability of the findings, the forum was sampled for users who presented as dependent as well as recreational. Quality could mean reliability, purity, potency, and predictability of effect. We focused on the different kinds of knowledge users drew on to assess quality. These were: embodied; craft; and chemical. Users' evaluations of quality depended on their experience, the purpose of use, and its context. Market forums are a case of indigenous harm reduction where users share advise and experiences and can be usefully engaged with on these terms. Copyright © 2015 Elsevier B.V. All rights reserved.

  1. Volunteer computing experience with ATLAS@Home

    CERN Document Server

    AUTHOR|(INSPIRE)INSPIRE-00068610; The ATLAS collaboration; Bianchi, Riccardo-Maria; Cameron, David; Filipčič, Andrej; Lançon, Eric; Wu, Wenjing

    2016-01-01

    ATLAS@Home is a volunteer computing project which allows the public to contribute to computing for the ATLAS experiment through their home or office computers. The project has grown continuously since its creation in mid-2014 and now counts almost 100,000 volunteers. The combined volunteers’ resources make up a sizeable fraction of overall resources for ATLAS simulation. This paper takes stock of the experience gained so far and describes the next steps in the evolution of the project. These improvements include running natively on Linux to ease the deployment on for example university clusters, using multiple cores inside one task to reduce the memory requirements and running different types of workload such as event generation. In addition to technical details the success of ATLAS@Home as an outreach tool is evaluated.

  2. Volunteer Computing Experience with ATLAS@Home

    CERN Document Server

    Cameron, David; The ATLAS collaboration; Bourdarios, Claire; Lan\\c con, Eric

    2016-01-01

    ATLAS@Home is a volunteer computing project which allows the public to contribute to computing for the ATLAS experiment through their home or office computers. The project has grown continuously since its creation in mid-2014 and now counts almost 100,000 volunteers. The combined volunteers' resources make up a sizable fraction of overall resources for ATLAS simulation. This paper takes stock of the experience gained so far and describes the next steps in the evolution of the project. These improvements include running natively on Linux to ease the deployment on for example university clusters, using multiple cores inside one job to reduce the memory requirements and running different types of workload such as event generation. In addition to technical details the success of ATLAS@Home as an outreach tool is evaluated.

  3. Volunteer Computing Experience with ATLAS@Home

    Science.gov (United States)

    Adam-Bourdarios, C.; Bianchi, R.; Cameron, D.; Filipčič, A.; Isacchini, G.; Lançon, E.; Wu, W.; ATLAS Collaboration

    2017-10-01

    ATLAS@Home is a volunteer computing project which allows the public to contribute to computing for the ATLAS experiment through their home or office computers. The project has grown continuously since its creation in mid-2014 and now counts almost 100,000 volunteers. The combined volunteers’ resources make up a sizeable fraction of overall resources for ATLAS simulation. This paper takes stock of the experience gained so far and describes the next steps in the evolution of the project. These improvements include running natively on Linux to ease the deployment on for example university clusters, using multiple cores inside one task to reduce the memory requirements and running different types of workload such as event generation. In addition to technical details the success of ATLAS@Home as an outreach tool is evaluated.

  4. Assessing mouse alternatives to access to computer: a case study of a user with cerebral palsy.

    Science.gov (United States)

    Pousada, Thais; Pareira, Javier; Groba, Betania; Nieto, Laura; Pazos, Alejandro

    2014-01-01

    The purpose of this study is to describe the process of assessment of three assistive devices to meet the needs of a woman with cerebral palsy (CP) in order to provide her with computer access and use. The user has quadriplegic CP, with anarthria, using a syllabic keyboard. Devices were evaluated through a three-step approach: (a) use of a questionnaire to preselect potential assistive technologies, (b) use of an eTAO tool to determine the effectiveness of each devised, and (c) a conducting semi-structured interview to obtain qualitative data. Touch screen, joystick, and trackball were the preselected devices. The best device that met the user's needs and priorities was joystick. The finding was corroborated by both the eTAO tool and the semi-structured interview. Computers are a basic form of social participation. It is important to consider the special needs and priorities of users and to try different devices when undertaking a device-selection process. Environmental and personal factors have to be considered, as well. This leads to a need to evaluate new tools in order to provide the appropriate support. The eTAO could be a suitable instrument for this purpose. Additional research is also needed to understand how to better match devices with different user populations and how to comprehensively evaluate emerging technologies relative to users with disabilities.

  5. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user performance in supervised settings. The thesis starts by introducing Augmented Reality to the reader......, followed by a presentation of the technical areas related to the field, and different human factor areas. As a contribution to the research area, this thesis presents five separate, but sequential, papers within the area of Augmented Reality.......In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics. This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic. The main focus of this thesis is investigations...

  6. Graphical User Interface Development for Representing Air Flow Patterns

    Science.gov (United States)

    Chaudhary, Nilika

    2004-01-01

    In the Turbine Branch, scientists carry out experimental and computational work to advance the efficiency and diminish the noise production of jet engine turbines. One way to do this is by decreasing the heat that the turbine blades receive. Most of the experimental work is carried out by taking a single turbine blade and analyzing the air flow patterns around it, because this data indicates the sections of the turbine blade that are getting too hot. Since the cost of doing turbine blade air flow experiments is very high, researchers try to do computational work that fits the experimental data. The goal of computational fluid dynamics is for scientists to find a numerical way to predict the complex flow patterns around different turbine blades without physically having to perform tests or costly experiments. When visualizing flow patterns, scientists need a way to represent the flow conditions around a turbine blade. A researcher will assign specific zones that surround the turbine blade. In a two-dimensional view, the zones are usually quadrilaterals. The next step is to assign boundary conditions which define how the flow enters or exits one side of a zone. way of setting up computational zones and grids, visualizing flow patterns, and storing all the flow conditions in a file on the computer for future computation. Such a program is necessary because the only method for creating flow pattern graphs is by hand, which is tedious and time-consuming. By using a computer program to create the zones and grids, the graph would be faster to make and easier to edit. Basically, the user would run a program that is an editable graph. The user could click and drag with the mouse to form various zones and grids, then edit the locations of these grids, add flow and boundary conditions, and finally save the graph for future use and analysis. My goal this summer is to create a graphical user interface (GUI) that incorporates all of these elements. I am writing the program in

  7. Computing challenges of the CMS experiment

    International Nuclear Information System (INIS)

    Krammer, N.; Liko, D.

    2017-01-01

    The success of the LHC experiments is due to the magnificent performance of the detector systems and the excellent operating computing systems. The CMS offline software and computing system is successfully fulfilling the LHC Run 2 requirements. For the increased data rate of future LHC operation, together with high pileup interactions, improvements of the usage of the current computing facilities and new technologies became necessary. Especially for the challenge of the future HL-LHC a more flexible and sophisticated computing model is needed. In this presentation, I will discuss the current computing system used in the LHC Run 2 and future computing facilities for the HL-LHC runs using flexible computing technologies like commercial and academic computing clouds. The cloud resources are highly virtualized and can be deployed for a variety of computing tasks providing the capacities for the increasing needs of large scale scientific computing.

  8. SYRMEP Tomo Project: a graphical user interface for customizing CT reconstruction workflows.

    Science.gov (United States)

    Brun, Francesco; Massimi, Lorenzo; Fratini, Michela; Dreossi, Diego; Billé, Fulvio; Accardo, Agostino; Pugliese, Roberto; Cedola, Alessia

    2017-01-01

    When considering the acquisition of experimental synchrotron radiation (SR) X-ray CT data, the reconstruction workflow cannot be limited to the essential computational steps of flat fielding and filtered back projection (FBP). More refined image processing is often required, usually to compensate artifacts and enhance the quality of the reconstructed images. In principle, it would be desirable to optimize the reconstruction workflow at the facility during the experiment (beamtime). However, several practical factors affect the image reconstruction part of the experiment and users are likely to conclude the beamtime with sub-optimal reconstructed images. Through an example of application, this article presents SYRMEP Tomo Project (STP), an open-source software tool conceived to let users design custom CT reconstruction workflows. STP has been designed for post-beamtime (off-line use) and for a new reconstruction of past archived data at user's home institution where simple computing resources are available. Releases of the software can be downloaded at the Elettra Scientific Computing group GitHub repository https://github.com/ElettraSciComp/STP-Gui.

  9. Impediments to User Gains: Experiences from a Critical Participatory Design Project

    DEFF Research Database (Denmark)

    Bossen, Claus; Dindler, Christian; Iversen, Ole Sejer

    2012-01-01

    interviews with participants in a project aimed at developing technology that fosters engaging museum experiences, and rethinking cultural heritage communication. Despite the use of established PD techniques by experienced PD practitioners, a significant number of frustrations relating to the PD process were...... prominent in the research study. Based on these findings, we provide an analysis of impediments for users gains in PD projects: Differences between aims were unresolved, absence of a shared set-up for collaboration and different conceptions of technology.......Actual studies of user gains from involvement in design processes are few, although a concern for users’ gains is a core characteristic of participatory design (PD). We explore the question of user gains through a retrospective evaluation of a critical PD project. We conducted ten qualitative...

  10. Assessing the Role of User Computer Self-Efficacy, Cybersecurity Countermeasures Awareness, and Cybersecurity Skills toward Computer Misuse Intention at Government Agencies

    Science.gov (United States)

    Choi, Min Suk

    2013-01-01

    Cybersecurity threats and vulnerabilities are causing substantial financial losses for governments and organizations all over the world. Cybersecurity criminals are stealing more than one billion dollars from banks every year by exploiting vulnerabilities caused by bank users' computer misuse. Cybersecurity breaches are threatening the common…

  11. Job system generation in grid taking into account user preferences

    Directory of Open Access Journals (Sweden)

    D. M. Yemelyanov

    2016-01-01

    Full Text Available Distributed computing environments like Grid are characterized by heterogeneity, low cohesion and dynamic structure of computing nodes. This is why the task of resource scheduling in such environments is complex. Different approaches to job scheduling in grid exist. Some of them use economic principles. Economic approaches to scheduling have shown their efficiency. One of such approaches is cyclic scheduling scheme which is considered in this paper.Cyclic scheduling scheme takes into account the preferences of computing environment users by means of an optimization criterion, which is included in the resource request. Besides, the scheme works cyclically by scheduling a certain job batch at each scheduling step. This is why there is a preliminary scheduling step which is job batch generation.The purpose of this study was to estimate the infl uence of job batch structure by the user criterion on the degree of its satisfaction. In other words we had to find the best way to form the batch with relation to the user optimization criterion. For example if it is more efficient to form the batch with jobs with the same criterion value or with different criterion values. Also we wanted to find the combination of criterion values which would give the most efficient scheduling results.To achieve this purpose an experiment in a simulation environment was conducted. The experiment consisted of scheduling of job batches with different values of the user criterion, other parameters of the resource request and the characteristics of the computing environment being the same. Three job batch generation strategies were considered. In the first strategy the batch consisted of jobs with the same criterion value. In the second strategy the batch consisted of jobs with all the considered criteria equally likely. The third strategy was similar to the second one, but only two certain criteria were considered. The third strategy was considered in order to find the most

  12. Processing models for conflicting user requests in ubiquitous corporate smart spaces

    Directory of Open Access Journals (Sweden)

    Levonevskiy Dmitriy

    2018-01-01

    Full Text Available This paper considers processing of conflicting user requests in ubiquitous corporate smart spaces. The formulated problem consists in the contradiction between the limitation of available smart space resources to perform the conflicting user requests and necessity to provide the proper quality of service in corporate smart spaces. The principles of constructing the simulation model are described. The experiments were carried out basing on a model of the SPIIRAS digital signage service. Several task management strategies are discussed, an assessment of their effectiveness is given. The research is aimed at improving the quality of service and user experience in human-computer interaction within the corporate smart spaces.

  13. Controlling user access to electronic resources without password

    Science.gov (United States)

    Smith, Fred Hewitt

    2015-06-16

    Described herein are devices and techniques for remotely controlling user access to a restricted computer resource. The process includes pre-determining an association of the restricted computer resource and computer-resource-proximal environmental information. Indicia of user-proximal environmental information are received from a user requesting access to the restricted computer resource. Received indicia of user-proximal environmental information are compared to associated computer-resource-proximal environmental information. User access to the restricted computer resource is selectively granted responsive to a favorable comparison in which the user-proximal environmental information is sufficiently similar to the computer-resource proximal environmental information. In at least some embodiments, the process further includes comparing user-supplied biometric measure and comparing it with a predetermined association of at least one biometric measure of an authorized user. Access to the restricted computer resource is granted in response to a favorable comparison.

  14. 'Silk Road', the virtual drug marketplace: a single case study of user experiences.

    Science.gov (United States)

    Van Hout, Marie Claire; Bingham, Tim

    2013-09-01

    The online promotion of 'drug shopping' and user information networks is of increasing public health and law enforcement concern. An online drug marketplace called 'Silk Road' has been operating on the 'Deep Web' since February 2011 and was designed to revolutionise contemporary drug consumerism. A single case study approach explored a 'Silk Road' user's motives for online drug purchasing, experiences of accessing and using the website, drug information sourcing, decision making and purchasing, outcomes and settings for use, and perspectives around security. The participant was recruited following a lengthy relationship building phase on the 'Silk Road' chat forum. The male participant described his motives, experiences of purchasing processes and drugs used from 'Silk Road'. Consumer experiences on 'Silk Road' were described as 'euphoric' due to the wide choice of drugs available, relatively easy once navigating the Tor Browser (encryption software) and using 'Bitcoins' for transactions, and perceived as safer than negotiating illicit drug markets. Online researching of drug outcomes, particularly for new psychoactive substances was reported. Relationships between vendors and consumers were described as based on cyber levels of trust and professionalism, and supported by 'stealth modes', user feedback and resolution modes. The reality of his drug use was described as covert and solitary with psychonautic characteristics, which contrasted with his membership, participation and feelings of safety within the 'Silk Road' community. 'Silk Road' as online drug marketplace presents an interesting displacement away from 'traditional' online and street sources of drug supply. Member support and harm reduction ethos within this virtual community maximises consumer decision-making and positive drug experiences, and minimises potential harms and consumer perceived risks. Future research is necessary to explore experiences and backgrounds of other users. Copyright © 2013

  15. Clinical psychology service users' experiences of confidentiality and informed consent: a qualitative analysis.

    Science.gov (United States)

    Martindale, S J; Chambers, E; Thompson, A R

    2009-12-01

    To explore and describe the experience of clinical psychology service users in relation to the processes associated with confidentiality and the generation of informed consent in individual therapy. A qualitative interview-based study employing interpretative phenomenological analysis was conducted with service users. User researchers were active collaborators in the study. A focus group of four users was convened to explore issues related to confidentiality and consent, which then informed the development of the semi-structured interview schedule. Twelve users of community mental health clinical psychology services were interviewed by user researchers. A user researcher and a clinical psychologist undertook joint analysis of the data. A second clinical psychologist facilitated reflexivity and wider consideration of validity issues. Four main themes were identified from the data: being referred; the participant's feelings, mental health difficulties, and their impact; relationships with workers and carers; and autonomy. The meaningfulness of processes of discussing confidentiality, and generating informed consent, can be improved by psychologists placing a greater emphasis on choice, control, autonomy, individual preferences, and actively involving the user in dialogue on repeated occasions.

  16. WEB based user's applications for NA61/SHINE experiment at CERN

    CERN Document Server

    Piwek, Mateusz

    1. Introduction The Master Thesis titled „Web based users applications for NA61/SHINE experiment at CERN” presents the World Wide Web technologies that has been used during development of the software suite for NA61/SHINE experiment. Presented software was implemented and is use by a group of approximately sixty users 1 . The NA61/SHINE is one of many projects that takes place in the European Organization for Nuclear Research – CERN located near Geneva. 1.1. About CERN CERN (French: Organisation européenne pour la recherche nucléaire 2 ) was established on 29 th of September 1954. Poland is a member state since 1991, however a for a long time before joining CERN Poland as the only country of Communist Block had an observatory status. Nowadays Polish scientists are taking a part in a main CERN's experiments such as ALICE, ATLAS or CMS. CERN's essential scientific facilities are the particle physics accelerators and detectors. The beam provided by the accelerator or collider by interacting w...

  17. Brain-computer interface controlled gaming: evaluation of usability by severely motor restricted end-users.

    Science.gov (United States)

    Holz, Elisa Mira; Höhne, Johannes; Staiger-Sälzer, Pit; Tangermann, Michael; Kübler, Andrea

    2013-10-01

    Connect-Four, a new sensorimotor rhythm (SMR) based brain-computer interface (BCI) gaming application, was evaluated by four severely motor restricted end-users; two were in the locked-in state and had unreliable eye-movement. Following the user-centred approach, usability of the BCI prototype was evaluated in terms of effectiveness (accuracy), efficiency (information transfer rate (ITR) and subjective workload) and users' satisfaction. Online performance varied strongly across users and sessions (median accuracy (%) of end-users: A=.65; B=.60; C=.47; D=.77). Our results thus yielded low to medium effectiveness in three end-users and high effectiveness in one end-user. Consequently, ITR was low (0.05-1.44bits/min). Only two end-users were able to play the game in free-mode. Total workload was moderate but varied strongly across sessions. Main sources of workload were mental and temporal demand. Furthermore, frustration contributed to the subjective workload of two end-users. Nevertheless, most end-users accepted the BCI application well and rated satisfaction medium to high. Sources for dissatisfaction were (1) electrode gel and cap, (2) low effectiveness, (3) time-consuming adjustment and (4) not easy-to-use BCI equipment. All four end-users indicated ease of use as being one of the most important aspect of BCI. Effectiveness and efficiency are lower as compared to applications using the event-related potential as input channel. Nevertheless, the SMR-BCI application was satisfactorily accepted by the end-users and two of four could imagine using the BCI application in their daily life. Thus, despite moderate effectiveness and efficiency BCIs might be an option when controlling an application for entertainment. Copyright © 2013 Elsevier B.V. All rights reserved.

  18. Do You Get Better User Experiences when You Customize Your Smartphone?

    DEFF Research Database (Denmark)

    Wang, Ying; Tan, Chee-Wee; Clemmensen, Torkil

    2016-01-01

    A system can be customized by is owner. The fundamental premise behind designing for customization is that it improves the user experience (UX) of the system. In this study, we contend that the effects of customization on UX of a smartphone can be theoretically modelled as users’ beliefs about....... Each participant was asked to perform customization tasks on a smartphone, and then instructed to complete a comparison task aimed at contrasting customized user interface with a standard one. Our manipulation checks confirmed that the customization task, in particular, the customization of the layout...

  19. Integration of End-User Cloud Storage for CMS Analysis

    CERN Document Server

    Riahi, Hassen; Álvarez Ayllón, Alejandro; Balcas, Justas; Ciangottini, Diego; Hernández, José M; Keeble, Oliver; Magini, Nicolò; Manzi, Andrea; Mascetti, Luca; Mascheroni, Marco; Tanasijczuk, Andres Jorge; Vaandering, Eric Wayne

    2018-01-01

    End-user Cloud storage is increasing rapidly in popularity in research communities thanks to the collaboration capabilities it offers, namely synchronisation and sharing. CERN IT has implemented a model of such storage named, CERNBox, integrated with the CERN AuthN and AuthZ services. To exploit the use of the end-user Cloud storage for the distributed data analysis activity, the CMS experiment has started the integration of CERNBox as a Grid resource. This will allow CMS users to make use of their own storage in the Cloud for their analysis activities as well as to benefit from synchronisation and sharing capabilities to achieve results faster and more effectively. It will provide an integration model of Cloud storages in the Grid, which is implemented and commissioned over the world’s largest computing Grid infrastructure, Worldwide LHC Computing Grid (WLCG). In this paper, we present the integration strategy and infrastructure changes needed in order to transparently integrate end-user Cloud storage with...

  20. Evolution of user analysis on the grid in ATLAS

    CERN Document Server

    AUTHOR|(INSPIRE)INSPIRE-00218990; The ATLAS collaboration; Dewhurst, Alastair

    2017-01-01

    More than one thousand physicists analyse data collected by the ATLAS experiment at the Large Hadron Collider (LHC) at CERN through 150 computing facilities around the world. Efficient distributed analysis requires optimal resource usage and the interplay of several factors: robust grid and software infrastructures, and system capability to adapt to different workloads. The continuous automatic validation of grid sites and the user support provided by a dedicated team of expert shifters have been proven to provide a solid distributed analysis system for ATLAS users. Typical user workflows on the grid, and their associated metrics, are discussed. Measurements of user job performance and typical requirements are also shown.

  1. User Behavior Analytics

    Energy Technology Data Exchange (ETDEWEB)

    Turcotte, Melissa [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Moore, Juston Shane [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)

    2017-02-28

    User Behaviour Analytics is the tracking, collecting and assessing of user data and activities. The goal is to detect misuse of user credentials by developing models for the normal behaviour of user credentials within a computer network and detect outliers with respect to their baseline.

  2. Effects of user experience and method in the inflation of ...

    African Journals Online (AJOL)

    Context: Endotracheal tube cuff pressure (ETCP) is recommended to be maintained between 20.30 cmH2O limits. While insufficient inflation of ETC may cause aspirations, over.inflation of it may lead to damage in tracheal epithelium. Aims: We planned to investigate the effects of user experience and cuff pressure inflation ...

  3. Tradeoff between User Quality-Of-Experience and Service Provider Profit in 5G Cloud Radio Access Network

    Directory of Open Access Journals (Sweden)

    Mahbuba Afrin

    2017-11-01

    Full Text Available In recent years, the Cloud Radio Access Network (CRAN has become a promising solution for increasing network capacity in terms of high data rates and low latencies for fifth-generation (5G cellular networks. In CRAN, the traditional base stations (BSs are decoupled into remote radio heads (RRHs and base band units (BBUs that are respectively responsible for radio and baseband functionalities. The RRHs are geographically proximated whereas the the BBUs are pooled in a centralized cloud named BBU pool. This virtualized architecture facilitates the system to offer high computation and communication loads from the impetuous rise of mobile devices and applications. Heterogeneous service requests from the devices to different RRHs are now sent to the BBUs to process centrally. Meeting the baseband processing of heterogeneous requests while keeping their Quality-of-Service (QoS requirements with the limited computational resources as well as enhancing service provider profit is a challenging multi-constraint problem. In this work, a multi-objective non-linear programming solution to the Quality-of-Experience (QoE and Profit-aware Resource Allocation problem is developed which makes a trade-off in between the two. Two computationally viable scheduling algorithms, named First Fit Satisfaction and First Fit Profit algorithms, are developed to focus on maximization of user QoE and profit, respectively, while keeping the minimum requirement level for the other one. The simulation environment is built on a relevant simulation toolkit. The experimental results demonstrate that the proposed system outperforms state-of-the-art works well across the requests QoS, average waiting time, user QoE, and service provider profit.

  4. LIFEREC: A Framework for Recommending Users from Past Life Experiences

    Directory of Open Access Journals (Sweden)

    MOHSIN ALI MEMON

    2017-07-01

    Full Text Available Life logging has been an eminent topic of concern in recent years with many researchers focusing on capturing daily life activities of human. With the proliferation of IoT (Internet of Things domain, the devices are now able to record human interaction for longer periods as well as transfer this data easily to other computing devices or cloud storage. This article proposes a novel framework named as LIFEREC which acquires information from IoT aware devices and sensors. It maintains activity profiles of various activities performed by the users in their daily lives. Furthermore, the framework provides recommendations when requested by an individual while taking into account the past life history and current context. Recent research on digitizing human life is quite efficient in amassing enormous data but futile in offering assistance for prospect decisions in life. The data gathered by the lifelog devices may be of a great help in taking decisions. The proposed system gives a new direction to existing mechanisms of providing recommendations by exploiting the current context and the past experiences of human life. The recommendations provided by our proposed system may be very helpful while performing those activities which have already been experienced in the past

  5. Introduction to the special section: Designing a better user experience for self-service systems

    NARCIS (Netherlands)

    van der Geest, Thea; Ramey, J.; Rosenbaum, S.; van Velsen, Lex Stefan

    2013-01-01

    June 2013 issue of IEEE Transactions on Professional Communication features a special section on 'Designing a Better User Experience for Self-Service Systems'. Self-service systems offers the users the benefit of 24/7 access to an ever-growing range of services and perhaps also a strong sense of

  6. Living with Computers. Young Danes' Uses of and Thoughts on the Uses of Computers

    DEFF Research Database (Denmark)

    Stald, Gitte Bang

    1998-01-01

    Young Danes, computers,users, super users, non users, computer access, unge danskere, computere,brugere,superbrugere,ikke-brugere......Young Danes, computers,users, super users, non users, computer access, unge danskere, computere,brugere,superbrugere,ikke-brugere...

  7. New Mandatory Computer Security Course

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Just like any other organization, CERN is permanently under attack - even right now. Consequently it's important to be vigilant about security risks, protecting CERN's reputation - and your work. The availability, integrity and confidentiality of CERN's computing services and the unhindered operation of its accelerators and experiments come down to the combined efforts of the CERN Security Team and you. In order to remain par with the attack trends, the Security Team regularly reminds CERN users about the computer security risks, and about the rules for using CERN’s computing facilities. Since 2007, newcomers have to follow a dedicated basic computer security course informing them about the “Do’s” and “Dont’s” when using CERNs computing facilities. This course has recently been redesigned. It is now mandatory for all CERN members (users and staff) owning a CERN computer account and must be followed once every three years. Members who...

  8. Identifying online user reputation of user-object bipartite networks

    Science.gov (United States)

    Liu, Xiao-Lu; Liu, Jian-Guo; Yang, Kai; Guo, Qiang; Han, Jing-Ti

    2017-02-01

    Identifying online user reputation based on the rating information of the user-object bipartite networks is important for understanding online user collective behaviors. Based on the Bayesian analysis, we present a parameter-free algorithm for ranking online user reputation, where the user reputation is calculated based on the probability that their ratings are consistent with the main part of all user opinions. The experimental results show that the AUC values of the presented algorithm could reach 0.8929 and 0.8483 for the MovieLens and Netflix data sets, respectively, which is better than the results generated by the CR and IARR methods. Furthermore, the experimental results for different user groups indicate that the presented algorithm outperforms the iterative ranking methods in both ranking accuracy and computation complexity. Moreover, the results for the synthetic networks show that the computation complexity of the presented algorithm is a linear function of the network size, which suggests that the presented algorithm is very effective and efficient for the large scale dynamic online systems.

  9. TaskMaster: a prototype graphical user interface to a schedule optimization model

    OpenAIRE

    Banham, Stephen R.

    1990-01-01

    Approved for public release, distribution is unlimited This thesis investigates the use of current graphical interface techniques to build more effective computer-user interfaces to Operations Research (OR) schedule optimization models. The design is directed at the scheduling decision maker who possesses limited OR experience. The feasibility and validity of building an interface for this kind of user is demonstrated in the development of a prototype graphical user interface called TaskMa...

  10. Bringing Federated Identity to Grid Computing

    Energy Technology Data Exchange (ETDEWEB)

    Teheran, Jeny [Fermilab

    2016-03-04

    The Fermi National Accelerator Laboratory (FNAL) is facing the challenge of providing scientific data access and grid submission to scientific collaborations that span the globe but are hosted at FNAL. Users in these collaborations are currently required to register as an FNAL user and obtain FNAL credentials to access grid resources to perform their scientific computations. These requirements burden researchers with managing additional authentication credentials, and put additional load on FNAL for managing user identities. Our design integrates the existing InCommon federated identity infrastructure, CILogon Basic CA, and MyProxy with the FNAL grid submission system to provide secure access for users from diverse experiments and collab orations without requiring each user to have authentication credentials from FNAL. The design automates the handling of certificates so users do not need to manage them manually. Although the initial implementation is for FNAL's grid submission system, the design and the core of the implementation are general and could be applied to other distributed computing systems.

  11. Graphical user interfaces and visually disabled users

    NARCIS (Netherlands)

    Poll, L.H.D.; Waterham, R.P.

    1995-01-01

    From February 1992 until the end of 1993, the authors ((IPO) Institute for Perception Research) participated in a European ((TIDE) Technology Initiative for Disabled and Elderly) project which addressed the problem arising for visually disabled computer-users from the growing use of Graphical User

  12. Tactile and bone-conduction auditory brain computer interface for vision and hearing impaired users.

    Science.gov (United States)

    Rutkowski, Tomasz M; Mori, Hiromu

    2015-04-15

    The paper presents a report on the recently developed BCI alternative for users suffering from impaired vision (lack of focus or eye-movements) or from the so-called "ear-blocking-syndrome" (limited hearing). We report on our recent studies of the extents to which vibrotactile stimuli delivered to the head of a user can serve as a platform for a brain computer interface (BCI) paradigm. In the proposed tactile and bone-conduction auditory BCI novel multiple head positions are used to evoke combined somatosensory and auditory (via the bone conduction effect) P300 brain responses, in order to define a multimodal tactile and bone-conduction auditory brain computer interface (tbcaBCI). In order to further remove EEG interferences and to improve P300 response classification synchrosqueezing transform (SST) is applied. SST outperforms the classical time-frequency analysis methods of the non-linear and non-stationary signals such as EEG. The proposed method is also computationally more effective comparing to the empirical mode decomposition. The SST filtering allows for online EEG preprocessing application which is essential in the case of BCI. Experimental results with healthy BCI-naive users performing online tbcaBCI, validate the paradigm, while the feasibility of the concept is illuminated through information transfer rate case studies. We present a comparison of the proposed SST-based preprocessing method, combined with a logistic regression (LR) classifier, together with classical preprocessing and LDA-based classification BCI techniques. The proposed tbcaBCI paradigm together with data-driven preprocessing methods are a step forward in robust BCI applications research. Copyright © 2014 Elsevier B.V. All rights reserved.

  13. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS).

    Science.gov (United States)

    Phan, Mikki H; Keebler, Joseph R; Chaparro, Barbara S

    2016-12-01

    The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players' attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis (N = 629), and confirmatory factor analysis (N = 729) was implemented. A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users. © 2016, Human Factors and Ergonomics Society.

  14. Thematic web portals for different user profiles in a virtual health science library: Bibliosalut's experience

    OpenAIRE

    Páez, Virgili; Font, Mònica; Pastor-Ramon, Elena; Sastre-Suárez, Sílvia; Costa-Marin, Maria

    2016-01-01

    Normally users of a virtual health library have different professional profiles (physicians, nurses, pharmacists...) and/or they are from different specialties (Primary Health Care, Internal Medicine, Oncology...). This poster shows the experience of the Virtual Health Sciences Library of the Balearic Islands (Bibliosalut) of creating thematic web portals, which aims is to improve the experience of our users to browse and query to information resources and services of the virtual library and ...

  15. Experiences of service users involved in recruitment for nursing courses: A phenomenological research study.

    Science.gov (United States)

    Stevens, Katie; Bernal, Cathy; Devis, Kate; Southgate, Andrew

    2017-11-01

    The aim of this study was to gain insight into service users' experiences of participating in recruitment for Adult, Mental Health and Child nursing studies at the authors' university; to establish potential motivations behind such participation; and to make suggestions for improved future practice. The involvement of service users in nurse education and recruitment has for some years been required by the Nursing and Midwifery Council, but there is a dearth of publications on the meaning of that involvement to participating service users. It is hoped that this study will contribute to this body of knowledge. A phenomenological approach was selected, field-specific focus groups of service users being facilitated using a semi-structured interview format; these were audio recorded and transcribed. The data was analysed using thematic analysis. Participation was subject to the service users having been involved in recruitment to nursing studies at the authors' university and the focus groups took place either at the university or at the child participants' school. Themes identified demonstrated largely positive experiences and a sense of meaningful involvement for all concerned. Findings indicated a close link between the values of the participants and those of the wider NHS, benefits to a sense of wellbeing and achievement, as well as the need for greater ownership of the recruitment process by service users. Potential lessons for academics wishing to promote greater service user involvement in student recruitment are articulated. Copyright © 2017 Elsevier Ltd. All rights reserved.

  16. A memory efficient user interface for CLIPS micro-computer applications

    Science.gov (United States)

    Sterle, Mark E.; Mayer, Richard J.; Jordan, Janice A.; Brodale, Howard N.; Lin, Min-Jin

    1990-01-01

    The goal of the Integrated Southern Pine Beetle Expert System (ISPBEX) is to provide expert level knowledge concerning treatment advice that is convenient and easy to use for Forest Service personnel. ISPBEX was developed in CLIPS and delivered on an IBM PC AT class micro-computer, operating with an MS/DOS operating system. This restricted the size of the run time system to 640K. In order to provide a robust expert system, with on-line explanation, help, and alternative actions menus, as well as features that allow the user to back up or execute 'what if' scenarios, a memory efficient menuing system was developed to interface with the CLIPS programs. By robust, we mean an expert system that (1) is user friendly, (2) provides reasonable solutions for a wide variety of domain specific problems, (3) explains why some solutions were suggested but others were not, and (4) provides technical information relating to the problem solution. Several advantages were gained by using this type of user interface (UI). First, by storing the menus on the hard disk (instead of main memory) during program execution, a more robust system could be implemented. Second, since the menus were built rapidly, development time was reduced. Third, the user may try a new scenario by backing up to any of the input screens and revising segments of the original input without having to retype all the information. And fourth, asserting facts from the menus provided for a dynamic and flexible fact base. This UI technology has been applied successfully in expert systems applications in forest management, agriculture, and manufacturing. This paper discusses the architecture of the UI system, human factors considerations, and the menu syntax design.

  17. Experiences of Fast Queue health care users in primary health care facilities in eThekwini district, South AfricaExperiences of Fast Queue health care users in primary health care facilities in eThekwini district, South Africa

    Directory of Open Access Journals (Sweden)

    Dudu G. Sokhela

    2013-07-01

    Full Text Available Background: Comprehensive Primary Health Care (PHC, based on the principles of accessibility, availability, affordability, equity and acceptability, was introduced in South Africa to address inequalities in health service provision. Whilst the Fast Queue was instrumental in the promotion of access to health care, a major goal of the PHC approach, facilities were not prepared for the sudden influx of clients. Increased access resulted in long waiting times and queues contributing to dissatisfaction with the service which could lead to missed appointments and non-compliance with established treatment plans.Objectives: Firstly to describe the experiences of clients using the Fast Queue strategy to access routine healthcare services and secondly, to determine how the clients’ experiences led to satisfaction or dissatisfaction with the Fast Queue service.Method: A descriptive qualitative survey using content analysis explored the experiences of the Fast Queue users in a PHC setting. Setting was first identified based on greatest number using the Fast Queue and geographic diversity and then a convenience sample of health care users of the Fast Queue were sampled individually along with one focus group of users who accessed the Queue monthly for medication refills. The same interview guide questions were used for both individual interviews and the one focus group discussion. Five clinics with the highest number of attendees during a three month period and a total of 83 health care users of the Fast Queue were interviewed. The average participant was female, 31 years old, single and unemployed.Results: Two themes with sub-themes emerged: health care user flow and communication, which highlights both satisfaction and dissatisfaction with the fast queue and queue marshals, could assist in directing users to the respective queues, reduce waiting time and keep users satisfied with the use of sign posts where there is a lack of human resources

  18. Presenting collocates in a dictionary of computing and the Internet according to user needs

    DEFF Research Database (Denmark)

    Leroyer, Patrick; L'Homme, Marie-Claude; Jousse, Anne-Laure

    2011-01-01

    This paper presents a novel method for organizing and presenting collocations in a specialized dictionary of computing and the Internet. This work is undertaken in order to meet a specific user need, i.e. that of searching for a collocate (or a short list of collocates) that expresses a specific...

  19. User-Centered Design, Experience, and Usability of an Electronic Consent User Interface to Facilitate Informed Decision-Making in an HIV Clinic.

    Science.gov (United States)

    Ramos, S Raquel

    2017-11-01

    Health information exchange is the electronic accessibility and transferability of patient medical records across various healthcare settings and providers. In some states, patients have to formally give consent to allow their medical records to be electronically shared. The purpose of this study was to apply a novel user-centered, multistep, multiframework approach to design and test an electronic consent user interface, so patients with HIV can make more informed decisions about electronically sharing their health information. This study consisted of two steps. Step 1 was a cross-sectional, descriptive, qualitative study that used user-centric design interviews to create the user interface. This informed Step 2. Step 2 consisted of a one group posttest to examine perceptions of usefulness, ease of use, preference, and comprehension of a health information exchange electronic consent user interface. More than half of the study population had college experience, but challenges remained with overall comprehension regarding consent. The user interface was not independently successful, suggesting that in addition to an electronic consent user interface, human interaction may also be necessary to address the complexities associated with consenting to electronically share health information. Comprehension is key factor in the ability to make informed decisions.

  20. Computer-based laparoscopic and robotic surgical simulators: performance characteristics and perceptions of new users.

    Science.gov (United States)

    Lin, David W; Romanelli, John R; Kuhn, Jay N; Thompson, Renee E; Bush, Ron W; Seymour, Neal E

    2009-01-01

    This study aimed to define perceptions of the need and the value of new simulation devices for laparoscopic and robot-assisted surgery. The initial experience of surgeons using both robotic and nonrobotic laparoscopic simulators to perform an advanced laparoscopic skill was evaluated. At the 2006 Society of American Gastroesophageal Surgeons (SAGES) meeting, 63 Learning Center attendees used a new virtual reality robotic surgery simulator (SEP Robot) and either a computer-enhanced laparoscopic simulator (ProMIS) or a virtual reality simulator (SurgicalSIM). Demographic and training data were collected by an intake survey. Subjects then were assessed during one iteration of laparoscopic suturing and knot-tying on the SEP Robot and either the ProMIS or the SurgicalSIM. A posttask survey determined users' impressions of task realism, interface quality, and educational value. Performance data were collected and comparisons made between user-defined groups, different simulation platforms, and posttask survey responses. The task completion rate was significantly greater for experts than for nonexperts on the virtual reality platforms (SurgicalSIM: 100% vs 36%; SEP Robot: 93% vs 63%; p platforms, whereas simulator metrics best discriminated expertise for the videoscopic platform. Similar comparisons for the virtual reality platforms were not feasible because of the low task completion rate for nonexperts. The added degrees of freedom associated with the robotic surgical simulator instruments facilitated completion of the task by nonexperts. All platforms were perceived as effective training tools.

  1. Specialized, multi-user computer facility for the high-speed, interactive processing of experimental data

    International Nuclear Information System (INIS)

    Maples, C.C.

    1979-05-01

    A proposal has been made at LBL to develop a specialized computer facility specifically designed to deal with the problems associated with the reduction and analysis of experimental data. Such a facility would provide a highly interactive, graphics-oriented, multi-user environment capable of handling relatively large data bases for each user. By conceptually separating the general problem of data analysis into two parts, cyclic batch calculations and real-time interaction, a multilevel, parallel processing framework may be used to achieve high-speed data processing. In principle such a system should be able to process a mag tape equivalent of data through typical transformations and correlations in under 30 s. The throughput for such a facility, for five users simultaneously reducing data, is estimated to be 2 to 3 times greater than is possible, for example, on a CDC7600. 3 figures

  2. Specialized, multi-user computer facility for the high-speed, interactive processing of experimental data

    International Nuclear Information System (INIS)

    Maples, C.C.

    1979-01-01

    A proposal has been made to develop a specialized computer facility specifically designed to deal with the problems associated with the reduction and analysis of experimental data. Such a facility would provide a highly interactive, graphics-oriented, multi-user environment capable of handling relatively large data bases for each user. By conceptually separating the general problem of data analysis into two parts, cyclic batch calculations and real-time interaction, a multi-level, parallel processing framework may be used to achieve high-speed data processing. In principle such a system should be able to process a mag tape equivalent of data, through typical transformations and correlations, in under 30 sec. The throughput for such a facility, assuming five users simultaneously reducing data, is estimated to be 2 to 3 times greater than is possible, for example, on a CDC7600

  3. A multipurpose computing center with distributed resources

    Science.gov (United States)

    Chudoba, J.; Adam, M.; Adamová, D.; Kouba, T.; Mikula, A.; Říkal, V.; Švec, J.; Uhlířová, J.; Vokáč, P.; Svatoš, M.

    2017-10-01

    The Computing Center of the Institute of Physics (CC IoP) of the Czech Academy of Sciences serves a broad spectrum of users with various computing needs. It runs WLCG Tier-2 center for the ALICE and the ATLAS experiments; the same group of services is used by astroparticle physics projects the Pierre Auger Observatory (PAO) and the Cherenkov Telescope Array (CTA). OSG stack is installed for the NOvA experiment. Other groups of users use directly local batch system. Storage capacity is distributed to several locations. DPM servers used by the ATLAS and the PAO are all in the same server room, but several xrootd servers for the ALICE experiment are operated in the Nuclear Physics Institute in Řež, about 10 km away. The storage capacity for the ATLAS and the PAO is extended by resources of the CESNET - the Czech National Grid Initiative representative. Those resources are in Plzen and Jihlava, more than 100 km away from the CC IoP. Both distant sites use a hierarchical storage solution based on disks and tapes. They installed one common dCache instance, which is published in the CC IoP BDII. ATLAS users can use these resources using the standard ATLAS tools in the same way as the local storage without noticing this geographical distribution. Computing clusters LUNA and EXMAG dedicated to users mostly from the Solid State Physics departments offer resources for parallel computing. They are part of the Czech NGI infrastructure MetaCentrum with distributed batch system based on torque with a custom scheduler. Clusters are installed remotely by the MetaCentrum team and a local contact helps only when needed. Users from IoP have exclusive access only to a part of these two clusters and take advantage of higher priorities on the rest (1500 cores in total), which can also be used by any user of the MetaCentrum. IoP researchers can also use distant resources located in several towns of the Czech Republic with a capacity of more than 12000 cores in total.

  4. 78 FR 18353 - Guidance for Industry: Blood Establishment Computer System Validation in the User's Facility...

    Science.gov (United States)

    2013-03-26

    ... SUPPLEMENTARY INFORMATION section for electronic access to the guidance document. Submit electronic comments on... document entitled ``Guidance for Industry: Blood Establishment Computer System Validation in the User's... document to http://www.regulations.gov or written comments to the Division of Dockets Management (see...

  5. Cooperative Prototyping Experiments

    DEFF Research Database (Denmark)

    Bødker, Susanne; Grønbæk, Kaj

    1989-01-01

    This paper describes experiments with a design technique that we denote cooperative prototyping. The experiments consider design of a patient case record system for municipal dental clinics in which we used HyperCard, an off the shelf programming environment for the Macintosh. In the ecperiments we...... tried to achieve a fluent work-like evaluation of prototypes where users envisioned future work with a computer tool, at the same time as we made on-line modifications of prototypes in cooperation with the users when breakdown occur in their work-like evaluation. The experiments showed...... that it was possible to make a number of direct manipulation changes of prototypes in cooperation with the users, in interplay with their fluent work-like evaluation of these. However, breakdown occurred in the prototyping process when we reached the limits of the direct manipulation support for modification. From...

  6. Interactive Quantum Mechanics Quantum Experiments on the Computer

    CERN Document Server

    Brandt, S; Dahmen, H.D

    2011-01-01

    Extra Materials available on extras.springer.com INTERACTIVE QUANTUM MECHANICS allows students to perform their own quantum-physics experiments on their computer, in vivid 3D color graphics. Topics covered include: •        harmonic waves and wave packets, •        free particles as well as bound states and scattering in various potentials in one and three dimensions (both stationary and time dependent), •        two-particle systems, coupled harmonic oscillators, •        distinguishable and indistinguishable particles, •        coherent and squeezed states in time-dependent motion, •        quantized angular momentum, •        spin and magnetic resonance, •        hybridization. For the present edition the physics scope has been widened appreciably. Moreover, INTERQUANTA can now produce user-defined movies of quantum-mechanical situations. Movies can be viewed directly and also be saved to be shown later in any browser. Sections on spec...

  7. Real-time data-intensive computing

    Energy Technology Data Exchange (ETDEWEB)

    Parkinson, Dilworth Y., E-mail: dyparkinson@lbl.gov; Chen, Xian; Hexemer, Alexander; MacDowell, Alastair A.; Padmore, Howard A.; Shapiro, David; Tamura, Nobumichi [Advanced Light Source, Lawrence Berkeley National Laboratory, Berkeley, CA 94720 (United States); Beattie, Keith; Krishnan, Harinarayan; Patton, Simon J.; Perciano, Talita; Stromsness, Rune; Tull, Craig E.; Ushizima, Daniela [Computational Research Division, Lawrence Berkeley National Laboratory Berkeley CA 94720 (United States); Correa, Joaquin; Deslippe, Jack R. [National Energy Research Scientific Computing Center, Berkeley, CA 94720 (United States); Dart, Eli; Tierney, Brian L. [Energy Sciences Network, Berkeley, CA 94720 (United States); Daurer, Benedikt J.; Maia, Filipe R. N. C. [Uppsala University, Uppsala (Sweden); and others

    2016-07-27

    Today users visit synchrotrons as sources of understanding and discovery—not as sources of just light, and not as sources of data. To achieve this, the synchrotron facilities frequently provide not just light but often the entire end station and increasingly, advanced computational facilities that can reduce terabytes of data into a form that can reveal a new key insight. The Advanced Light Source (ALS) has partnered with high performance computing, fast networking, and applied mathematics groups to create a “super-facility”, giving users simultaneous access to the experimental, computational, and algorithmic resources to make this possible. This combination forms an efficient closed loop, where data—despite its high rate and volume—is transferred and processed immediately and automatically on appropriate computing resources, and results are extracted, visualized, and presented to users or to the experimental control system, both to provide immediate insight and to guide decisions about subsequent experiments during beamtime. We will describe our work at the ALS ptychography, scattering, micro-diffraction, and micro-tomography beamlines.

  8. A Multimodal Deep Log-Based User Experience (UX) Platform for UX Evaluation.

    Science.gov (United States)

    Hussain, Jamil; Khan, Wajahat Ali; Hur, Taeho; Bilal, Hafiz Syed Muhammad; Bang, Jaehun; Hassan, Anees Ul; Afzal, Muhammad; Lee, Sungyoung

    2018-05-18

    The user experience (UX) is an emerging field in user research and design, and the development of UX evaluation methods presents a challenge for both researchers and practitioners. Different UX evaluation methods have been developed to extract accurate UX data. Among UX evaluation methods, the mixed-method approach of triangulation has gained importance. It provides more accurate and precise information about the user while interacting with the product. However, this approach requires skilled UX researchers and developers to integrate multiple devices, synchronize them, analyze the data, and ultimately produce an informed decision. In this paper, a method and system for measuring the overall UX over time using a triangulation method are proposed. The proposed platform incorporates observational and physiological measurements in addition to traditional ones. The platform reduces the subjective bias and validates the user's perceptions, which are measured by different sensors through objectification of the subjective nature of the user in the UX assessment. The platform additionally offers plug-and-play support for different devices and powerful analytics for obtaining insight on the UX in terms of multiple participants.

  9. Neural Correlates of User-initiated Motor Success and Failure - A Brain-Computer Interface Perspective.

    Science.gov (United States)

    Yazmir, Boris; Reiner, Miriam

    2018-05-15

    Any motor action is, by nature, potentially accompanied by human errors. In order to facilitate development of error-tailored Brain-Computer Interface (BCI) correction systems, we focused on internal, human-initiated errors, and investigated EEG correlates of user outcome successes and errors during a continuous 3D virtual tennis game against a computer player. We used a multisensory, 3D, highly immersive environment. Missing and repelling the tennis ball were considered, as 'error' (miss) and 'success' (repel). Unlike most previous studies, where the environment "encouraged" the participant to perform a mistake, here errors happened naturally, resulting from motor-perceptual-cognitive processes of incorrect estimation of the ball kinematics, and can be regarded as user internal, self-initiated errors. Results show distinct and well-defined Event-Related Potentials (ERPs), embedded in the ongoing EEG, that differ across conditions by waveforms, scalp signal distribution maps, source estimation results (sLORETA) and time-frequency patterns, establishing a series of typical features that allow valid discrimination between user internal outcome success and error. The significant delay in latency between positive peaks of error- and success-related ERPs, suggests a cross-talk between top-down and bottom-up processing, represented by an outcome recognition process, in the context of the game world. Success-related ERPs had a central scalp distribution, while error-related ERPs were centro-parietal. The unique characteristics and sharp differences between EEG correlates of error/success provide the crucial components for an improved BCI system. The features of the EEG waveform can be used to detect user action outcome, to be fed into the BCI correction system. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  10. Acquired experience on organizing 3D S.UN.COP: international course to support nuclear license by user training in the areas of scaling, uncertainty, and 3D thermal-hydraulics/neutron-kinetics coupled codes

    Energy Technology Data Exchange (ETDEWEB)

    Petruzzi, Alessandro; D' Auria, Francesco [University of Pisa, San Piero a Grado (Italy). Nuclear Research Group San Piero a Grado (GRNSPG); Galetti, Regina, E-mail: regina@cnen.gov.b [National Commission for Nuclear Energy (CNEN), Rio de Janeiro, RJ (Brazil); Bajs, Tomislav [University of Zagreb (Croatia). Fac. of Electrical Engineering and Computing. Dept. of Power Systems; Reventos, Francesc [Technical University of Catalonia, Barcelona (Spain). Dept. of Physics and Nuclear Engineering

    2011-07-01

    Thermal-hydraulic system computer codes are extensively used worldwide for analysis of nuclear facilities by utilities, regulatory bodies, nuclear power plant designers, vendors, and research organizations. Computer code user represents a source of uncertainty that may significantly affect the results of system code calculations. Code user training and qualification represent an effective means for reducing the variation of results caused by the application of the codes by different users. This paper describes the experience in applying a systematic approach to training code users who, upon completion of the training, should be able to perform calculations making the best possible use of the capabilities of best estimate codes. In addition, this paper presents the organization and the main features of the 3D S.UN.COP (scaling, uncertainty, and 3D coupled code calculations) seminars during which particular emphasis is given to practical applications in connection with the licensing process of best estimate plus uncertainty methodologies, showing the designer, utility and regulatory approaches. (author)

  11. Acquired experience on organizing 3D S.UN.COP: international course to support nuclear license by user training in the areas of scaling, uncertainty, and 3D thermal-hydraulics/neutron-kinetics coupled codes

    International Nuclear Information System (INIS)

    Petruzzi, Alessandro; D'Auria, Francesco; Galetti, Regina; Bajs, Tomislav; Reventos, Francesc

    2011-01-01

    Thermal-hydraulic system computer codes are extensively used worldwide for analysis of nuclear facilities by utilities, regulatory bodies, nuclear power plant designers, vendors, and research organizations. Computer code user represents a source of uncertainty that may significantly affect the results of system code calculations. Code user training and qualification represent an effective means for reducing the variation of results caused by the application of the codes by different users. This paper describes the experience in applying a systematic approach to training code users who, upon completion of the training, should be able to perform calculations making the best possible use of the capabilities of best estimate codes. In addition, this paper presents the organization and the main features of the 3D S.UN.COP (scaling, uncertainty, and 3D coupled code calculations) seminars during which particular emphasis is given to practical applications in connection with the licensing process of best estimate plus uncertainty methodologies, showing the designer, utility and regulatory approaches. (author)

  12. Theoretical background and user's manual for the computer code on groundwater flow and radionuclide transport calculation in porous rock

    International Nuclear Information System (INIS)

    Shirakawa, Toshihiko; Hatanaka, Koichiro

    2001-11-01

    In order to document a basic manual about input data, output data, execution of computer code on groundwater flow and radionuclide transport calculation in heterogeneous porous rock, we investigated the theoretical background about geostatistical computer codes and the user's manual for the computer code on groundwater flow and radionuclide transport which calculates water flow in three dimension, the path of moving radionuclide, and one dimensional radionuclide migration. In this report, based on above investigation we describe the geostatistical background about simulating heterogeneous permeability field. And we describe construction of files, input and output data, a example of calculating of the programs which simulates heterogeneous permeability field, and calculates groundwater flow and radionuclide transport. Therefore, we can document a manual by investigating the theoretical background about geostatistical computer codes and the user's manual for the computer code on groundwater flow and radionuclide transport calculation. And we can model heterogeneous porous rock and analyze groundwater flow and radionuclide transport by utilizing the information from this report. (author)

  13. Users manual for CAFE-3D : a computational fluid dynamics fire code

    International Nuclear Information System (INIS)

    Khalil, Imane; Lopez, Carlos; Suo-Anttila, Ahti Jorma

    2005-01-01

    The Container Analysis Fire Environment (CAFE) computer code has been developed to model all relevant fire physics for predicting the thermal response of massive objects engulfed in large fires. It provides realistic fire thermal boundary conditions for use in design of radioactive material packages and in risk-based transportation studies. The CAFE code can be coupled to commercial finite-element codes such as MSC PATRAN/THERMAL and ANSYS. This coupled system of codes can be used to determine the internal thermal response of finite element models of packages to a range of fire environments. This document is a user manual describing how to use the three-dimensional version of CAFE, as well as a description of CAFE input and output parameters. Since this is a user manual, only a brief theoretical description of the equations and physical models is included

  14. Finding Waldo: Learning about Users from their Interactions

    Energy Technology Data Exchange (ETDEWEB)

    Brown, Eli T.; Ottley, Alvitta; Zhao, Helen; Lin, Quan; Souvenir, Richard; Endert, Alex; Chang, Remco

    2014-12-31

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user’s interactions with a system reflect a large amount of the user’s reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user’s task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task and we apply well-known machine learning algorithms to three encodings of the users interaction data. We achieve, depending on algorithm and encoding, between 62% and 96% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user’s personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time, in some cases, 82% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed- initiative visual analytics systems.

  15. MicroPRIS user's guide

    International Nuclear Information System (INIS)

    1991-01-01

    MicroPRIS is a new service of the IAEA Power Reactor Information System (PRIS) for the Member States of IAEA. MicroPRIS makes the IAEA database on nuclear power plants and their operating experience available to Member States on computer diskettes in a form readily accessible by standard commercially available personal computer packages. The aim of this publication is to provide the users of the PC version of PRIS data with description of the subset of the full PRIS database contained in MicroPRIS (release 1990), description of files and file structures, field descriptions and definitions, extraction and selection guide and with the method of calculation of a number of important performance indicators used by the IAEA

  16. Laboratory Experiments for Network Security Instruction

    Science.gov (United States)

    Brustoloni, Jose Carlos

    2006-01-01

    We describe a sequence of five experiments on network security that cast students successively in the roles of computer user, programmer, and system administrator. Unlike experiments described in several previous papers, these experiments avoid placing students in the role of attacker. Each experiment starts with an in-class demonstration of an…

  17. Reminder: Mandatory Computer Security Course

    CERN Multimedia

    IT Department

    2011-01-01

    Just like any other organization, CERN is permanently under attack – even right now. Consequently it's important to be vigilant about security risks, protecting CERN's reputation - and your work. The availability, integrity and confidentiality of CERN's computing services and the unhindered operation of its accelerators and experiments come down to the combined efforts of the CERN Security Team and you. In order to remain par with the attack trends, the Security Team regularly reminds CERN users about the computer security risks, and about the rules for using CERN’s computing facilities. Therefore, a new dedicated basic computer security course has been designed informing you about the “Do’s” and “Dont’s” when using CERN's computing facilities. This course is mandatory for all person owning a CERN computer account and must be followed once every three years. Users who have never done the course, or whose course needs to be renewe...

  18. Managing Dynamic User Communities in a Grid of Autonomous Resources

    CERN Document Server

    Alfieri, R; Gianoli, A; Spataro, F; Ciaschini, Vincenzo; dell'Agnello, L; Bonnassieux, F; Broadfoot, P; Lowe, G; Cornwall, L; Jensen, J; Kelsey, D; Frohner, A; Groep, DL; Som de Cerff, W; Steenbakkers, M; Venekamp, G; Kouril, D; McNab, A; Mulmo, O; Silander, M; Hahkala, J; Lhorentey, K

    2003-01-01

    One of the fundamental concepts in Grid computing is the creation of Virtual Organizations (VO's): a set of resource consumers and providers that join forces to solve a common problem. Typical examples of Virtual Organizations include collaborations formed around the Large Hadron Collider (LHC) experiments. To date, Grid computing has been applied on a relatively small scale, linking dozens of users to a dozen resources, and management of these VO's was a largely manual operation. With the advance of large collaboration, linking more than 10000 users with a 1000 sites in 150 counties, a comprehensive, automated management system is required. It should be simple enough not to deter users, while at the same time ensuring local site autonomy. The VO Management Service (VOMS), developed by the EU DataGrid and DataTAG projects[1, 2], is a secured system for managing authorization for users and resources in virtual organizations. It extends the existing Grid Security Infrastructure[3] architecture with embedded VO ...

  19. Service user experiences of REFOCUS: a process evaluation of a pro-recovery complex intervention.

    Science.gov (United States)

    Wallace, Genevieve; Bird, Victoria; Leamy, Mary; Bacon, Faye; Le Boutillier, Clair; Janosik, Monika; MacPherson, Rob; Williams, Julie; Slade, Mike

    2016-09-01

    Policy is increasingly focused on implementing a recovery-orientation within mental health services, yet the subjective experience of individuals receiving a pro-recovery intervention is under-studied. The aim of this study was to explore the service user experience of receiving a complex, pro-recovery intervention (REFOCUS), which aimed to encourage the use of recovery-supporting tools and support recovery-promoting relationships. Interviews (n = 24) and two focus groups (n = 13) were conducted as part of a process evaluation and included a purposive sample of service users who received the complex, pro-recovery intervention within the REFOCUS randomised controlled trial (ISRCTN02507940). Thematic analysis was used to analyse the data. Participants reported that the intervention supported the development of an open and collaborative relationship with staff, with new conversations around values, strengths and goals. This was experienced as hope-inspiring and empowering. However, others described how the recovery tools were used without context, meaning participants were unclear of their purpose and did not see their benefit. During the interviews, some individuals struggled to report any new tasks or conversations occurring during the intervention. Recovery-supporting tools can support the development of a recovery-promoting relationship, which can contribute to positive outcomes for individuals. The tools should be used in a collaborative and flexible manner. Information exchanged around values, strengths and goals should be used in care-planning. As some service users struggled to report their experience of the intervention, alternative evaluation approaches need to be considered if the service user experience is to be fully captured.

  20. A content validity approach to creating an end-user computer skill assessment tool

    Directory of Open Access Journals (Sweden)

    Shirley Gibbs

    Full Text Available Practical assessment instruments are commonly used in the workplace and educational environments to assess a person\\'s level of digital literacy and end-user computer skill. However, it is often difficult to find statistical evidence of the actual validity of instruments being used. To ensure that the correct factors are being assessed for a particular purpose it is necessary to undertake some type of psychometric testing, and the first step is to study the content relevance of the measure. The purpose of this paper is to report on the rigorous judgment-quantification process using panels of experts in order to establish inter-rater reliability and agreement in the development of end-user instruments developed to measure workplace skills using spreadsheet and word-processing applications.

  1. 1984 CERN school of computing

    International Nuclear Information System (INIS)

    1985-01-01

    The eighth CERN School of Computing covered subjects mainly related to computing for elementary-particle physics. These proceedings contain written versions of most of the lectures delivered at the School. Notes on the following topics are included: trigger and data-acquisition plans for the LEP experiments; unfolding methods in high-energy physics experiments; Monte Carlo techniques; relational data bases; data networks and open systems; the Newcastle connection; portable operating systems; expert systems; microprocessors - from basic chips to complete systems; algorithms for parallel computers; trends in supercomputers and computational physics; supercomputing and related national projects in Japan; application of VLSI in high-energy physics, and single-user systems. See hints under the relevant topics. (orig./HSI)

  2. Experiment Dashboard for Monitoring of the LHC Distributed Computing Systems

    International Nuclear Information System (INIS)

    Andreeva, J; Campos, M Devesas; Cros, J Tarragon; Gaidioz, B; Karavakis, E; Kokoszkiewicz, L; Lanciotti, E; Maier, G; Ollivier, W; Nowotka, M; Rocha, R; Sadykov, T; Saiz, P; Sargsyan, L; Sidorova, I; Tuckett, D

    2011-01-01

    LHC experiments are currently taking collisions data. A distributed computing model chosen by the four main LHC experiments allows physicists to benefit from resources spread all over the world. The distributed model and the scale of LHC computing activities increase the level of complexity of middleware, and also the chances of possible failures or inefficiencies in involved components. In order to ensure the required performance and functionality of the LHC computing system, monitoring the status of the distributed sites and services as well as monitoring LHC computing activities are among the key factors. Over the last years, the Experiment Dashboard team has been working on a number of applications that facilitate the monitoring of different activities: including following up jobs, transfers, and also site and service availabilities. This presentation describes Experiment Dashboard applications used by the LHC experiments and experience gained during the first months of data taking.

  3. User interface support

    Science.gov (United States)

    Lewis, Clayton; Wilde, Nick

    1989-01-01

    Space construction will require heavy investment in the development of a wide variety of user interfaces for the computer-based tools that will be involved at every stage of construction operations. Using today's technology, user interface development is very expensive for two reasons: (1) specialized and scarce programming skills are required to implement the necessary graphical representations and complex control regimes for high-quality interfaces; (2) iteration on prototypes is required to meet user and task requirements, since these are difficult to anticipate with current (and foreseeable) design knowledge. We are attacking this problem by building a user interface development tool based on extensions to the spreadsheet model of computation. The tool provides high-level support for graphical user interfaces and permits dynamic modification of interfaces, without requiring conventional programming concepts and skills.

  4. Monitoring self-adaptive applications within edge computing frameworks: A state-of-the-art review

    NARCIS (Netherlands)

    Taherizadeh, S.; Jones, A.C.; Taylor, I.; Zhao, Z.; Stankovski, V.

    Recently, a promising trend has evolved from previous centralized computation to decentralized edge computing in the proximity of end-users to provide cloud applications. To ensure the Quality of Service (QoS) of such applications and Quality of Experience (QoE) for the end-users, it is necessary to

  5. First Experiences with LHC Grid Computing and Distributed Analysis

    CERN Document Server

    Fisk, Ian

    2010-01-01

    In this presentation the experiences of the LHC experiments using grid computing were presented with a focus on experience with distributed analysis. After many years of development, preparation, exercises, and validation the LHC (Large Hadron Collider) experiments are in operations. The computing infrastructure has been heavily utilized in the first 6 months of data collection. The general experience of exploiting the grid infrastructure for organized processing and preparation is described, as well as the successes employing the infrastructure for distributed analysis. At the end the expected evolution and future plans are outlined.

  6. Experiments on Auditory-Visual Perception of Sentences by Users of Unilateral, Bimodal, and Bilateral Cochlear Implants

    Science.gov (United States)

    Dorman, Michael F.; Liss, Julie; Wang, Shuai; Berisha, Visar; Ludwig, Cimarron; Natale, Sarah Cook

    2016-01-01

    Purpose: Five experiments probed auditory-visual (AV) understanding of sentences by users of cochlear implants (CIs). Method: Sentence material was presented in auditory (A), visual (V), and AV test conditions to listeners with normal hearing and CI users. Results: (a) Most CI users report that most of the time, they have access to both A and V…

  7. User experiences with different regional health information exchange systems in Finland.

    Science.gov (United States)

    Hyppönen, Hannele; Reponen, Jarmo; Lääveri, Tinja; Kaipio, Johanna

    2014-01-01

    The interest in cross-organizational Health Information Exchange (HIE) is increasing at regional, national and cross-European levels. The purpose of our study was to compare user experiences (usability) of different regional health information exchange system (RHIE) types as well as the factors related to the experienced level of success of different RHIE system types. A web-based questionnaire was sent to 95% of Finnish physicians aged between 25 and 65 years of age. RHIE systems were mainly available in the public sector and only in certain regions. Those 1693 physicians were selected from the 3929 respondents of the original study, who met these criteria. The preferred means (paper/fax vs. electronic) of cross-organizational HIE, and replies to the 11 questions measuring RHIE success were used as the main dependent variables. Two thirds (73%) of the primary care physicians and one third (33%) of the specialized care physicians replied using an electronic RHIE system rather than paper or fax as a primary means of cross-organizational HIE. Respondents from regions where a regional virtual EHR (type 3) RHIE system was employed had used electronic means rather than paper HIE to a larger extend compared to their colleagues in regions where a master patient index-type (type 1) or web distribution model (type 2) RHIE system was used. Users of three local EHR systems preferred electronic HIE to paper to a larger extend than users of other EHR systems. Experiences with an integrated RHIE system (type 3) were more positive than those with other types or RHIE systems. The study revealed User preferences for the integrated virtual RHIE-system (type 3) over the master index model (type 1) or web distribution model (type 2). Success of individual HIE tasks of writing, sending and reading were impacted by the way these functionalities were realized in the EHR systems. To meet the expectations of increased efficiency, continuity, safety and quality of care, designers of HIE

  8. WIFIP: a web-based user interface for automated synchrotron beamlines.

    Science.gov (United States)

    Sallaz-Damaz, Yoann; Ferrer, Jean Luc

    2017-09-01

    The beamline control software, through the associated graphical user interface (GUI), is the user access point to the experiment, interacting with synchrotron beamline components and providing automated routines. FIP, the French beamline for the Investigation of Proteins, is a highly automatized macromolecular crystallography (MX) beamline at the European Synchrotron Radiation Facility. On such a beamline, a significant number of users choose to control their experiment remotely. This is often performed with a limited bandwidth and from a large choice of computers and operating systems. Furthermore, this has to be possible in a rapidly evolving experimental environment, where new developments have to be easily integrated. To face these challenges, a light, platform-independent, control software and associated GUI are required. Here, WIFIP, a web-based user interface developed at FIP, is described. Further than being the present FIP control interface, WIFIP is also a proof of concept for future MX control software.

  9. RAMONA-4B a computer code with three-dimensional neutron kinetics for BWR and SBWR system transient - user`s manual

    Energy Technology Data Exchange (ETDEWEB)

    Rohatgi, U.S.; Cheng, H.S.; Khan, H.J.; Mallen, A.N.; Neymotin, L.Y.

    1998-03-01

    This document is the User`s Manual for the Boiling Water Reactor (BWR), and Simplified Boiling Water Reactor (SBWR) systems transient code RAMONA-4B. The code uses a three-dimensional neutron-kinetics model coupled with a multichannel, nonequilibrium, drift-flux, phase-flow model of the thermal hydraulics of the reactor vessel. The code is designed to analyze a wide spectrum of BWR core and system transients. Chapter 1 gives an overview of the code`s capabilities and limitations; Chapter 2 describes the code`s structure, lists major subroutines, and discusses the computer requirements. Chapter 3 is on code, auxillary codes, and instructions for running RAMONA-4B on Sun SPARC and IBM Workstations. Chapter 4 contains component descriptions and detailed card-by-card input instructions. Chapter 5 provides samples of the tabulated output for the steady-state and transient calculations and discusses the plotting procedures for the steady-state and transient calculations. Three appendices contain important user and programmer information: lists of plot variables (Appendix A) listings of input deck for sample problem (Appendix B), and a description of the plotting program PAD (Appendix C). 24 refs., 18 figs., 11 tabs.

  10. Evolution of User Analysis on the Grid in ATLAS

    CERN Document Server

    Legger, Federica; The ATLAS collaboration

    2016-01-01

    More than one thousand physicists analyse data collected by the ATLAS experiment at the Large Hadron Collider (LHC) at CERN through 150 computing facilities around the world. Efficient distributed analysis requires optimal resource usage and the interplay of several factors: robust grid and software infrastructures, system capability to adapt to different workloads. The continuous automatic validation of grid sites and the user support provided by a dedicated team of expert shifters have been proven to provide a solid distributed analysis system for ATLAS users. Based on the experience from the first run of the LHC, substantial improvements to the ATLAS computing system have been made to optimize both production and analysis workflows. These include the re-design of the production and data management systems, a new analysis data format and event model, and the development of common reduction and analysis frameworks. The impact of such changes on the distributed analysis system is evaluated. More than 100 mill...

  11. Bullying Experiences of Child and Adolescent Mental Health Service-Users: A Pilot Survey

    Science.gov (United States)

    Dyer, Kevin; Teggart, Tom

    2007-01-01

    Victims and perpetrators of bullying experience a variety of psychological problems. The aim of the current pilot study was to explore the bullying experiences of Child and Adolescent Mental Health (CAMHS) service-users. The investigation was conducted as a cross-sectional survey at a community-based specialist CAMH service. A modified version of…

  12. Implementation of internet training on posture reform of computer users in iran.

    Science.gov (United States)

    Keykhaie, Zohreh; Zareban, Iraj; Shahrakipoor, Mahnaz; Hormozi, Maryam; Sharifi-Rad, Javad; Masoudi, Gholamreza; Rahimi, Fatemeh

    2014-12-01

    Musculoskeletal disorders are of common problems among computer (PC) users. Training of posture reform plays a significant role in the prevention of the emergence, progression and complications of these diseases. The present research was performed to study the effect of the Internet training on the posture reform of the Internet users working in two Iranian universities including Sistan and Baluchestan University and Islamic Azad University of Zahedan in 2014. This study was a quasi-experimental intervention with control group and conducted in two Iranian universities including Sistan and Baluchestan University and Islamic Azad University of Zahedan. The study was done on 160 PC users in the two groups of intervention (80 people) and control (80 people). Training PowerPoint was sent to the intervention group through the Internet and a post test was given to them after 45 days. Statistical software of SPSS 19 and statistical tests of Kolmogrov, t-test, Fisher Exact test, and correlation coefficient were used for data analysis. After the training, the mean scores of knowledge, attitude, performance and self-efficacy in the intervention group were 24.21 ± 1.34, 38.36 ± 2.89, 7.59 ± 1.16, and 45.06 ± 4.11, respectively (P Internet had a significant impact on the posture reform of the PC users. According to the findings observed, there was a significant relationship between the scores of self-efficacy-performance after training. Therefore, based on the findings of the study, it is suggested that Internet training to increase self-efficacy approach in the successive periods can be effective to reform the postures of PC users.

  13. Relationship Between Ocular Surface Disease Index, Dry Eye Tests, and Demographic Properties in Computer Users

    Directory of Open Access Journals (Sweden)

    Hüseyin Simavlı

    2014-03-01

    Full Text Available Objectives: The aim of the present study is to evaluate the ocular surface disease index (OSDI in computer users and to investigate the correlations of this index with dry eye tests and demographic properties. Materials and Methods: In this prospective study, 178 subjects with an age range of 20-40 years and who spent most of their daily life in front of the computers were included. All participants underwent a complete ophthalmologic examination including basal secretion test, tear break-up time test, and ocular surface staining. In addition, all patients completed the OSDI questionnaire. Results: A total of 178 volunteers (101 female, 77 male with a mean age of 28.8±4.5 years were included in the study. Mean time of computer use was 7.7±1.9 (5-14 hours/day, and mean computer use period was 71.1±39.7 (4-204 months. Mean OSDI score was 44.1±24.7 (0-100. There was a significant negative correlation between the OSDI score and tear break-up time test in the right (p=0.005 r=-0.21 and the left eyes (p=0.003 r=-0.22. There was a significant positive correlation between the OSDI score and gender (p=0.014 r=0.18 and daily computer usage time (p=0.008 r=0.2. In addition to this, there was a significant positive correlation between the OSDI score and ocular surface staining pattern in the right (p=0.03 r=0.16 and the left eyes (p=0.03 r=0.17. Age, smoking, type of computer, use of glasses, presence of symptoms, and basal secretion test were not found to be correlated with OSDI score. Conclusions: Long-term computer use causes ocular surface problems. The OSDI were found to be correlated with tear break-up time test, gender, daily computer usage time, and ocular surface staining pattern in computer users. (Turk J Ophthalmol 2014; 44: 115-8

  14. Future computing needs for Fermilab

    International Nuclear Information System (INIS)

    1983-12-01

    The following recommendations are made: (1) Significant additional computing capacity and capability beyond the present procurement should be provided by 1986. A working group with representation from the principal computer user community should be formed to begin immediately to develop the technical specifications. High priority should be assigned to providing a large user memory, software portability and a productive computing environment. (2) A networked system of VAX-equivalent super-mini computers should be established with at least one such computer dedicated to each reasonably large experiment for both online and offline analysis. The laboratory staff responsible for mini computers should be augmented in order to handle the additional work of establishing, maintaining and coordinating this system. (3) The laboratory should move decisively to a more fully interactive environment. (4) A plan for networking both inside and outside the laboratory should be developed over the next year. (5) The laboratory resources devoted to computing, including manpower, should be increased over the next two to five years. A reasonable increase would be 50% over the next two years increasing thereafter to a level of about twice the present one. (6) A standing computer coordinating group, with membership of experts from all the principal computer user constituents of the laboratory, should be appointed by and report to the director. This group should meet on a regularly scheduled basis and be charged with continually reviewing all aspects of the laboratory computing environment

  15. The Computer Game as a Somatic Experience

    DEFF Research Database (Denmark)

    Nielsen, Henrik Smed

    2010-01-01

    This article describes the experience of playing computer games. With a media archaeological outset the relation between human and machine is emphasised as the key to understand the experience. This relation is further explored by drawing on a phenomenological philosophy of technology which...

  16. Using Computer Games for Instruction: The Student Experience

    Science.gov (United States)

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell

    2011-01-01

    Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…

  17. Mental Rotation Ability and Computer Game Experience

    Science.gov (United States)

    Gecu, Zeynep; Cagiltay, Kursat

    2015-01-01

    Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…

  18. Users' guide for a personal-computer-based nuclear power plant fire data base

    International Nuclear Information System (INIS)

    Wheelis, W.T.

    1986-08-01

    The Nuclear Power Plant Fire Data Base has been developed for use with an IBM XT (or with a compatible system). Nuclear power plant fire data is located in many diverse references, making it both costly and time-consuming to obtain. The purpose of this Fire Data Base is to collect and to make easily accessible nuclear power plant fire data. This users' guide discusses in depth the specific features and capabilities of the various options found in the data base. Capabilities include the ability to search several database fields simultaneously to meet user-defined conditions, display basic plant information, and determine the operating experience (in years) for several nuclear power plant locations. Step-by-step examples are included for each option to allow the user to learn how to access the data

  19. Individually adapted imagery improves brain-computer interface performance in end-users with disability.

    Science.gov (United States)

    Scherer, Reinhold; Faller, Josef; Friedrich, Elisabeth V C; Opisso, Eloy; Costa, Ursula; Kübler, Andrea; Müller-Putz, Gernot R

    2015-01-01

    Brain-computer interfaces (BCIs) translate oscillatory electroencephalogram (EEG) patterns into action. Different mental activities modulate spontaneous EEG rhythms in various ways. Non-stationarity and inherent variability of EEG signals, however, make reliable recognition of modulated EEG patterns challenging. Able-bodied individuals who use a BCI for the first time achieve - on average - binary classification performance of about 75%. Performance in users with central nervous system (CNS) tissue damage is typically lower. User training generally enhances reliability of EEG pattern generation and thus also robustness of pattern recognition. In this study, we investigated the impact of mental tasks on binary classification performance in BCI users with central nervous system (CNS) tissue damage such as persons with stroke or spinal cord injury (SCI). Motor imagery (MI), that is the kinesthetic imagination of movement (e.g. squeezing a rubber ball with the right hand), is the "gold standard" and mainly used to modulate EEG patterns. Based on our recent results in able-bodied users, we hypothesized that pair-wise combination of "brain-teaser" (e.g. mental subtraction and mental word association) and "dynamic imagery" (e.g. hand and feet MI) tasks significantly increases classification performance of induced EEG patterns in the selected end-user group. Within-day (How stable is the classification within a day?) and between-day (How well does a model trained on day one perform on unseen data of day two?) analysis of variability of mental task pair classification in nine individuals confirmed the hypothesis. We found that the use of the classical MI task pair hand vs. feed leads to significantly lower classification accuracy - in average up to 15% less - in most users with stroke or SCI. User-specific selection of task pairs was again essential to enhance performance. We expect that the gained evidence will significantly contribute to make imagery-based BCI technology

  20. Individually adapted imagery improves brain-computer interface performance in end-users with disability.

    Directory of Open Access Journals (Sweden)

    Reinhold Scherer

    Full Text Available Brain-computer interfaces (BCIs translate oscillatory electroencephalogram (EEG patterns into action. Different mental activities modulate spontaneous EEG rhythms in various ways. Non-stationarity and inherent variability of EEG signals, however, make reliable recognition of modulated EEG patterns challenging. Able-bodied individuals who use a BCI for the first time achieve - on average - binary classification performance of about 75%. Performance in users with central nervous system (CNS tissue damage is typically lower. User training generally enhances reliability of EEG pattern generation and thus also robustness of pattern recognition. In this study, we investigated the impact of mental tasks on binary classification performance in BCI users with central nervous system (CNS tissue damage such as persons with stroke or spinal cord injury (SCI. Motor imagery (MI, that is the kinesthetic imagination of movement (e.g. squeezing a rubber ball with the right hand, is the "gold standard" and mainly used to modulate EEG patterns. Based on our recent results in able-bodied users, we hypothesized that pair-wise combination of "brain-teaser" (e.g. mental subtraction and mental word association and "dynamic imagery" (e.g. hand and feet MI tasks significantly increases classification performance of induced EEG patterns in the selected end-user group. Within-day (How stable is the classification within a day? and between-day (How well does a model trained on day one perform on unseen data of day two? analysis of variability of mental task pair classification in nine individuals confirmed the hypothesis. We found that the use of the classical MI task pair hand vs. feed leads to significantly lower classification accuracy - in average up to 15% less - in most users with stroke or SCI. User-specific selection of task pairs was again essential to enhance performance. We expect that the gained evidence will significantly contribute to make imagery-based BCI

  1. Conference Report: 18th Conference on Computer-Assisted Qualitative Data Analysis (CAQD) 2016: MAXQDA User Conference

    OpenAIRE

    Galan-Diaz, Carlos

    2017-01-01

    During the first week of March 2016, 120 researchers from 12 different countries, including Syria, Japan, the USA and Turkey, met in Berlin (Germany) to learn more about their computer-assisted qualitative data analysis skills. The 18th Conference on Computer-Assisted Qualitative Data Analysis (CAQD) offered several workshops, a research methods poster session, and the opportunity to share and discuss best practice between attendees, trainers and speakers (informally and through the user foru...

  2. Subjective user experience and performance with active tangibles on a tabletop interface

    NARCIS (Netherlands)

    Erp, J.B. van; Toet, A.; Meijer, K.; Janssen, J.; Jong, A. de

    2015-01-01

    We developed active tangibles (Sensators) that can be used in combination with multitouch tabletops and that can provide multisensory (visual, auditory, and vibrotactile) feedback. For spatial alignment and rotation tasks we measured subjective user experience and objective performance with these

  3. Subjective User Experience and Performance with Active Tangibles on a Tabletop Interfaces

    NARCIS (Netherlands)

    van Erp, Johannes Bernardus Fransiscus; Toet, Alexander; Meijer, Koos; Janssen, Joris; Jong, Arnoud; Streitz, Norbert; Markopoulos, Panos

    We developed active tangibles (Sensators) that can be used in combination with multitouch tabletops and that can provide multisensory (visual, auditory, and vibrotactile) feedback. For spatial alignment and rotation tasks we measured subjective user experience and objective performance with these

  4. Perceptually-Inspired Computing

    Directory of Open Access Journals (Sweden)

    Ming Lin

    2015-08-01

    Full Text Available Human sensory systems allow individuals to see, hear, touch, and interact with the surrounding physical environment. Understanding human perception and its limit enables us to better exploit the psychophysics of human perceptual systems to design more efficient, adaptive algorithms and develop perceptually-inspired computational models. In this talk, I will survey some of recent efforts on perceptually-inspired computing with applications to crowd simulation and multimodal interaction. In particular, I will present data-driven personality modeling based on the results of user studies, example-guided physics-based sound synthesis using auditory perception, as well as perceptually-inspired simplification for multimodal interaction. These perceptually guided principles can be used to accelerating multi-modal interaction and visual computing, thereby creating more natural human-computer interaction and providing more immersive experiences. I will also present their use in interactive applications for entertainment, such as video games, computer animation, and shared social experience. I will conclude by discussing possible future research directions.

  5. High-speed packet switching network to link computers

    CERN Document Server

    Gerard, F M

    1980-01-01

    Virtually all of the experiments conducted at CERN use minicomputers today; some simply acquire data and store results on magnetic tape while others actually control experiments and help to process the resulting data. Currently there are more than two hundred minicomputers being used in the laboratory. In order to provide the minicomputer users with access to facilities available on mainframes and also to provide intercommunication between various experimental minicomputers, CERN opted for a packet switching network back in 1975. It was decided to use Modcomp II computers as switching nodes. The only software to be taken was a communications-oriented operating system called Maxcom. Today eight Modcomp II 16-bit computers plus six newer Classic minicomputers from Modular Computer Services have been purchased for the CERNET data communications networks. The current configuration comprises 11 nodes connecting more than 40 user machines to one another and to the laboratory's central computing facility. (0 refs).

  6. Service user experiences of specialist mental health supported accommodation: A systematic review of qualitative studies and narrative synthesis.

    Science.gov (United States)

    Krotofil, Joanna; McPherson, Peter; Killaspy, Helen

    2018-04-02

    Specialist supported accommodation services have become a key component of most community-based mental healthcare systems. While mental health policies highlight the importance of service user involvement in service development and care planning, there are no comprehensive literature reviews synthesising services users' perspectives on, or experiences of, supported accommodation services. This systematic review was undertaken to fill this gap. We searched electronic databases (January 2015, updated June 2017), conducted hand searches and used forward-backward snowballing to identify 13,678 papers. We inspected the full-text of 110 papers and included 50 of these in the final review. Data extraction and quality assessments were conducted. We used narrative synthesis to develop a conceptual model of service users' experiences that included structural, process, relational and contextual factors, such as the characteristics of the service, relationships with staff and other service users, the intensity and nature of support, the physical environment, and social and community integration. The review highlights the complex interplay of individual, service-level and community factors in shaping the lived experience of service users and their impact on personal identity and recovery. Our approach addressed some of the widely reported limitations of the quantitative research in this field, providing a conceptual model relevant to service user experiences across supported accommodation service types, population groups and countries. © 2018 John Wiley & Sons Ltd.

  7. Enhanced ergonomics approaches for product design: a user experience ecosystem perspective and case studies.

    Science.gov (United States)

    Xu, Wei

    2014-01-01

    This paper first discusses the major inefficiencies faced in current human factors and ergonomics (HFE) approaches: (1) delivering an optimal end-to-end user experience (UX) to users of a solution across its solution lifecycle stages; (2) strategically influencing the product business and technology capability roadmaps from a UX perspective and (3) proactively identifying new market opportunities and influencing the platform architecture capabilities on which the UX of end products relies. In response to these challenges, three case studies are presented to demonstrate how enhanced ergonomics design approaches have effectively addressed the challenges faced in current HFE approaches. Then, the enhanced ergonomics design approaches are conceptualised by a user-experience ecosystem (UXE) framework, from a UX ecosystem perspective. Finally, evidence supporting the UXE, the advantage and the formalised process for executing UXE and methodological considerations are discussed. Practitioner Summary: This paper presents enhanced ergonomics approaches to product design via three case studies to effectively address current HFE challenges by leveraging a systematic end-to-end UX approach, UX roadmaps and emerging UX associated with prioritised user needs and usages. Thus, HFE professionals can be more strategic, creative and influential.

  8. MERBoard User's Guide

    Science.gov (United States)

    Trimble, Jay; Shab, Ted; Vera, Alonso; Gaswiller, Rich; Clancy, Daniel (Technical Monitor)

    2002-01-01

    An important goal of MERBoard is to allow users to quickly and easily share information. The front-end interface is physically a large plasma computer display with a touch screen, allowing multiple people to interact shoulder-to-shoulder or in a small meeting area. The software system allows people to interactively create digital whiteboards, browse the web, give presentations and connect to personal computers (for example, to run applications not on the MERBoard computer itself). There are four major integrated applications: a browser; a remote connection to another computer (VNC); a digital whiteboard; and a digital space (MERSpace), which is a digital repository for each individual user.

  9. Computer Agent's Role in Modeling an Online Math Help User

    Directory of Open Access Journals (Sweden)

    Dragana Martinovic

    2007-06-01

    Full Text Available This paper investigates perspectives of deployments of open learner model on mathematics online help sites. It proposes enhancing a regular human-to-human interaction with an involvement of a computer agent suitable for tracking users, checking their input and making useful suggestions. Such a design would provide the most support for the interlocutors while keeping the nature of existing environment intact. Special considerations are given to peer-to-peer and expert-to-student mathematics online help that is free of charge and asynchronous. Examples from other collaborative, Web-based environments are also discussed. Suggestions for improving the existing architectures are given, based on the results of a number of studies on on-line learning systems.

  10. Benefits of Subliminal Feedback Loops in Human-Computer Interaction

    OpenAIRE

    Walter Ritter

    2011-01-01

    A lot of efforts have been directed to enriching human-computer interaction to make the user experience more pleasing or efficient. In this paper, we briefly present work in the fields of subliminal perception and affective computing, before we outline a new approach to add analog communication channels to the human-computer interaction experience. In this approach, in addition to symbolic predefined mappings of input to output, a subliminal feedback loop is used that provides feedback in evo...

  11. Computer-Aided Experiment Planning toward Causal Discovery in Neuroscience.

    Science.gov (United States)

    Matiasz, Nicholas J; Wood, Justin; Wang, Wei; Silva, Alcino J; Hsu, William

    2017-01-01

    Computers help neuroscientists to analyze experimental results by automating the application of statistics; however, computer-aided experiment planning is far less common, due to a lack of similar quantitative formalisms for systematically assessing evidence and uncertainty. While ontologies and other Semantic Web resources help neuroscientists to assimilate required domain knowledge, experiment planning requires not only ontological but also epistemological (e.g., methodological) information regarding how knowledge was obtained. Here, we outline how epistemological principles and graphical representations of causality can be used to formalize experiment planning toward causal discovery. We outline two complementary approaches to experiment planning: one that quantifies evidence per the principles of convergence and consistency, and another that quantifies uncertainty using logical representations of constraints on causal structure. These approaches operationalize experiment planning as the search for an experiment that either maximizes evidence or minimizes uncertainty. Despite work in laboratory automation, humans must still plan experiments and will likely continue to do so for some time. There is thus a great need for experiment-planning frameworks that are not only amenable to machine computation but also useful as aids in human reasoning.

  12. Secret Shopping is an Effective Tool for Identifyings in Library User Experience Local Pattern

    Directory of Open Access Journals (Sweden)

    Kelley Wadson

    2016-12-01

    Full Text Available A Review of: Boyce, C. M. (2015. Secret shopping as user experience assessment tool. Public Services Quarterly, 11(4, 237-253. doi:10.1080/15228959.2015.1084903 Objective – To assess library user experience (UX at two entry-level service desks to determine the need for, and inform the aspects in which to improve, services and staff training. Design – Observational study using secret shopping. Setting – A small, private university in Illinois, United States of America. Subjects – Library employees, comprised primarily of student assistants; and 11 secret shoppers, comprised of 5 faculty members, 4 staff members, and 2 first-year students from the university.

  13. Mental health service users' experiences of mental health care: an integrative literature review.

    Science.gov (United States)

    Newman, D; O'Reilly, P; Lee, S H; Kennedy, C

    2015-04-01

    A number of studies have highlighted issues around the relationship between service users and providers. The recovery model is predominant in mental health as is the recognition of the importance of person-centred practice. The authors completed an in-depth search of the literature to answer the question: What are service users' experiences of the mental health service? Three key themes emerged: acknowledging a mental health problem and seeking help; building relationships through participation in care; and working towards continuity of care. The review adds to the current body of knowledge by providing greater detail into the importance of relationships between service users and providers and how these may impact on the delivery of care in the mental health service. The overarching theme that emerged was the importance of the relationship between the service user and provider as a basis for interaction and support. This review has specific implications for mental health nursing. Despite the recognition made in policy documents for change, issues with stigma, poor attitudes and communication persist. There is a need for a fundamental shift in the provider-service user relationship to facilitate true service-user engagement in their care. The aim of this integrative literature review was to identify mental health service users' experiences of services. The rationale for this review was based on the growing emphasis and requirements for health services to deliver care and support, which recognizes the preferences of individuals. Contemporary models of mental health care strive to promote inclusion and empowerment. This review seeks to add to our current understanding of how service users experience care and support in order to determine to what extent the principles of contemporary models of mental health care are embedded in practice. A robust search of Web of Science, the Cochrane Database, Science Direct, EBSCO host (Academic Search Complete, MEDLINE, CINAHL Plus

  14. Gamification for low-literates: findings on motivation, user experience, and study design

    NARCIS (Netherlands)

    Schouten, D.G.M.; Pfab, I.; Cremers, A.H.M.; Dijk, B. van; Neerincx, M.A.

    2014-01-01

    This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants per-formed mental spatial ability tests with the aforementioned elements.

  15. Gamification for low-literates: Findings on motivation, user experience, and study design

    NARCIS (Netherlands)

    Schouten, Dylan; Pfab, Isabel; Cremers, Anita; van Dijk, Elisabeth M.A.G.; Neerincx, Mark; Miesenberger, Klaus; Fels, Deborah; Archambault, Dominique; Penaz, Petr; Zagler, Wolfgang

    This study investigated the effects of the gamification elements of scaffolding, score and hints on the user enjoyment and motivation of people of low literacy. In a four-condition within-subjects experiment, participants performed mental spatial ability tests with the aforementioned elements.

  16. Development and evaluation of a head-controlled human-computer interface with mouse-like functions for physically disabled users

    Directory of Open Access Journals (Sweden)

    César Augusto Martins Pereira

    2009-01-01

    Full Text Available OBJECTIVES: The objectives of this study were to develop a pointing device controlled by head movement that had the same functions as a conventional mouse and to evaluate the performance of the proposed device when operated by quadriplegic users. METHODS: Ten individuals with cervical spinal cord injury participated in functional evaluations of the developed pointing device. The device consisted of a video camera, computer software, and a target attached to the front part of a cap, which was placed on the user's head. The software captured images of the target coming from the video camera and processed them with the aim of determining the displacement from the center of the target and correlating this with the movement of the computer cursor. Evaluation of the interaction between each user and the proposed device was carried out using 24 multidirectional tests with two degrees of difficulty. RESULTS: According to the parameters of mean throughput and movement time, no statistically significant differences were observed between the repetitions of the tests for either of the studied levels of difficulty. CONCLUSIONS: The developed pointing device adequately emulates the movement functions of the computer cursor. It is easy to use and can be learned quickly when operated by quadriplegic individuals.

  17. An Interactive, Web-based High Performance Modeling Environment for Computational Epidemiology.

    Science.gov (United States)

    Deodhar, Suruchi; Bisset, Keith R; Chen, Jiangzhuo; Ma, Yifei; Marathe, Madhav V

    2014-07-01

    We present an integrated interactive modeling environment to support public health epidemiology. The environment combines a high resolution individual-based model with a user-friendly web-based interface that allows analysts to access the models and the analytics back-end remotely from a desktop or a mobile device. The environment is based on a loosely-coupled service-oriented-architecture that allows analysts to explore various counter factual scenarios. As the modeling tools for public health epidemiology are getting more sophisticated, it is becoming increasingly hard for non-computational scientists to effectively use the systems that incorporate such models. Thus an important design consideration for an integrated modeling environment is to improve ease of use such that experimental simulations can be driven by the users. This is achieved by designing intuitive and user-friendly interfaces that allow users to design and analyze a computational experiment and steer the experiment based on the state of the system. A key feature of a system that supports this design goal is the ability to start, stop, pause and roll-back the disease propagation and intervention application process interactively. An analyst can access the state of the system at any point in time and formulate dynamic interventions based on additional information obtained through state assessment. In addition, the environment provides automated services for experiment set-up and management, thus reducing the overall time for conducting end-to-end experimental studies. We illustrate the applicability of the system by describing computational experiments based on realistic pandemic planning scenarios. The experiments are designed to demonstrate the system's capability and enhanced user productivity.

  18. The Contradictions of Telehealth User Experience in Chronic Obstructive Pulmonary Disease (COPD): A Qualitative Meta-Synthesis.

    Science.gov (United States)

    Brunton, Lisa; Bower, Peter; Sanders, Caroline

    2015-01-01

    As the global burden of chronic disease rises, policy makers are showing a strong interest in adopting telehealth technologies for use in long term condition management, including COPD. However, there remain barriers to its implementation and sustained use. To date, there has been limited qualitative investigation into how users (both patients/carers and staff) perceive and experience the technology. We aimed to systematically review and synthesise the findings from qualitative studies that investigated user perspectives and experiences of telehealth in COPD management, in order to identify factors which may impact on uptake. Systematic review and meta-synthesis of published qualitative studies of user (patients, their carers and clinicians) experience of telehealth technologies for the management of Chronic Obstructive Pulmonary Disease. ASSIA, CINAHL, Embase, Medline, PsychInfo and Web of Knowledge databases were searched up to October 2014. Reference lists of included studies and reference lists of key papers were also searched. Quality appraisal was guided by an adapted version of the CASP qualitative appraisal tool. 705 references (after duplicates removed) were identified and 10 papers, relating to 7 studies were included in the review. Most authors of included studies had identified both positive and negative experiences of telehealth use in the management of COPD. Through a line of argument synthesis we were able to derive new insights from the data to identify three overarching themes that have the ability to either impede or promote positive user experience of telehealth in COPD: the influence on moral dilemmas of help seeking-(enables dependency or self-care); transforming interactions (increases risk or reassurance) and reconfiguration of 'work' practices (causes burden or empowerment). Findings from this meta-synthesis have implications for the future design and implementation of telehealth services. Future research needs to include potential users at

  19. The Contradictions of Telehealth User Experience in Chronic Obstructive Pulmonary Disease (COPD: A Qualitative Meta-Synthesis.

    Directory of Open Access Journals (Sweden)

    Lisa Brunton

    Full Text Available As the global burden of chronic disease rises, policy makers are showing a strong interest in adopting telehealth technologies for use in long term condition management, including COPD. However, there remain barriers to its implementation and sustained use. To date, there has been limited qualitative investigation into how users (both patients/carers and staff perceive and experience the technology. We aimed to systematically review and synthesise the findings from qualitative studies that investigated user perspectives and experiences of telehealth in COPD management, in order to identify factors which may impact on uptake.Systematic review and meta-synthesis of published qualitative studies of user (patients, their carers and clinicians experience of telehealth technologies for the management of Chronic Obstructive Pulmonary Disease. ASSIA, CINAHL, Embase, Medline, PsychInfo and Web of Knowledge databases were searched up to October 2014. Reference lists of included studies and reference lists of key papers were also searched. Quality appraisal was guided by an adapted version of the CASP qualitative appraisal tool.705 references (after duplicates removed were identified and 10 papers, relating to 7 studies were included in the review. Most authors of included studies had identified both positive and negative experiences of telehealth use in the management of COPD. Through a line of argument synthesis we were able to derive new insights from the data to identify three overarching themes that have the ability to either impede or promote positive user experience of telehealth in COPD: the influence on moral dilemmas of help seeking-(enables dependency or self-care; transforming interactions (increases risk or reassurance and reconfiguration of 'work' practices (causes burden or empowerment.Findings from this meta-synthesis have implications for the future design and implementation of telehealth services. Future research needs to include

  20. Spaces of interaction, places for experience

    CERN Document Server

    Benyon, David

    2014-01-01

    Spaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX-not just with new technologies, but with technologies that are embedded in the world. Peop

  1. Computational experiment approach to advanced secondary mathematics curriculum

    CERN Document Server

    Abramovich, Sergei

    2014-01-01

    This book promotes the experimental mathematics approach in the context of secondary mathematics curriculum by exploring mathematical models depending on parameters that were typically considered advanced in the pre-digital education era. This approach, by drawing on the power of computers to perform numerical computations and graphical constructions, stimulates formal learning of mathematics through making sense of a computational experiment. It allows one (in the spirit of Freudenthal) to bridge serious mathematical content and contemporary teaching practice. In other words, the notion of teaching experiment can be extended to include a true mathematical experiment. When used appropriately, the approach creates conditions for collateral learning (in the spirit of Dewey) to occur including the development of skills important for engineering applications of mathematics. In the context of a mathematics teacher education program, this book addresses a call for the preparation of teachers capable of utilizing mo...

  2. Experiences of volunteering: a partnership between service users and a mental health service in the UK.

    Science.gov (United States)

    Fegan, Colette; Cook, Sarah

    2012-01-01

    The aim of the study was to investigate how people with serious mental illness perceived the experience of volunteering for the health care organisation in which they had received a service. The study took a qualitative approach and in phase one, eleven service user volunteers were purposefully sampled and interviewed. In depth interviews were analysed using grounded theory. This paper describes the findings from phase one, and highlights the following themes to represent the volunteering experience: 1) rehearsing for a new direction; 2) treading carefully at first; 3) discovering my new self; and, 4) using my experience and extending relationships. These themes further support a tentative theoretical framework that considers supported volunteering to enhance recovery because it fosters positive risk taking and gives individuals a valued identity that integrates their mental health experience. In phase two, this framework will be tested with service users in more diverse volunteer positions. The findings of my study suggest that mental health services are in a unique position to build partnerships with service users to support their recovery and journeys toward employment by providing opportunities for volunteering.

  3. Ontological and Epistemological Issues Regarding Climate Models and Computer Experiments

    Science.gov (United States)

    Vezer, M. A.

    2010-12-01

    Recent philosophical discussions (Parker 2009; Frigg and Reiss 2009; Winsberg, 2009; Morgon 2002, 2003, 2005; Gula 2002) about the ontology of computer simulation experiments and the epistemology of inferences drawn from them are of particular relevance to climate science as computer modeling and analysis are instrumental in understanding climatic systems. How do computer simulation experiments compare with traditional experiments? Is there an ontological difference between these two methods of inquiry? Are there epistemological considerations that result in one type of inference being more reliable than the other? What are the implications of these questions with respect to climate studies that rely on computer simulation analysis? In this paper, I examine these philosophical questions within the context of climate science, instantiating concerns in the philosophical literature with examples found in analysis of global climate change. I concentrate on Wendy Parker’s (2009) account of computer simulation studies, which offers a treatment of these and other questions relevant to investigations of climate change involving such modelling. Two theses at the center of Parker’s account will be the focus of this paper. The first is that computer simulation experiments ought to be regarded as straightforward material experiments; which is to say, there is no significant ontological difference between computer and traditional experimentation. Parker’s second thesis is that some of the emphasis on the epistemological importance of materiality has been misplaced. I examine both of these claims. First, I inquire as to whether viewing computer and traditional experiments as ontologically similar in the way she does implies that there is no proper distinction between abstract experiments (such as ‘thought experiments’ as well as computer experiments) and traditional ‘concrete’ ones. Second, I examine the notion of materiality (i.e., the material commonality between

  4. The computation of multiple MHD equilibria in axisymmetric and straight geometry

    International Nuclear Information System (INIS)

    Thomas, C.Ll.

    1979-01-01

    The details of the numerical methods used in codes for computing MHD equilibria in discrete conductor configurations are described with both code users and code writers in mind. Results produced by the codes have been successfully verified against analytic results and independent computations. The axisymmetric code has proved to be a valuable diagnostic aid for the TOSCA experiment. The user images of the codes are described in the appendices. (author)

  5. Guidance from the Graphical User Interface (GUI) Experience: What GUI Teaches about Technology Access.

    Science.gov (United States)

    National Council on Disability, Washington, DC.

    This report investigates the use of the graphical user interface (GUI) in computer programs, the problems it creates for individuals with visual impairments or blindness, and advocacy efforts concerning this issue, which have been targeted primarily at Microsoft, producer of Windows. The report highlights the concerns of individuals with visual…

  6. Support system for ATLAS distributed computing operations

    CERN Document Server

    Kishimoto, Tomoe; The ATLAS collaboration

    2018-01-01

    The ATLAS distributed computing system has allowed the experiment to successfully meet the challenges of LHC Run 2. In order for distributed computing to operate smoothly and efficiently, several support teams are organized in the ATLAS experiment. The ADCoS (ATLAS Distributed Computing Operation Shifts) is a dedicated group of shifters who follow and report failing jobs, failing data transfers between sites, degradation of ATLAS central computing services, and more. The DAST (Distributed Analysis Support Team) provides user support to resolve issues related to running distributed analysis on the grid. The CRC (Computing Run Coordinator) maintains a global view of the day-to-day operations. In this presentation, the status and operational experience of the support system for ATLAS distributed computing in LHC Run 2 will be reported. This report also includes operations experience from the grid site point of view, and an analysis of the errors that create the biggest waste of wallclock time. The report of oper...

  7. Cognitive dimensions of recreational user experiences in wilderness: an exploratory study in Adirondack wilderness areas.

    Science.gov (United States)

    Chad P. Dawson; Peter Newman; Alan Watson

    1998-01-01

    This exploratory study involved identifying the dimensions of a wilderness experience sought by users based on the available literature and on input from wilderness users. Input was collected using focus group interviews with members of four groups that were primarily involved in wilderness use and preservation in recent years. Positive and negative dimensions are...

  8. Predictive modeling of liquid-sodium thermal–hydraulics experiments and computations

    International Nuclear Information System (INIS)

    Arslan, Erkan; Cacuci, Dan G.

    2014-01-01

    Highlights: • We applied the predictive modeling method of Cacuci and Ionescu-Bujor (2010). • We assimilated data from sodium flow experiments. • We used computational fluid dynamics simulations of sodium experiments. • The predictive modeling method greatly reduced uncertainties in predicted results. - Abstract: This work applies the predictive modeling procedure formulated by Cacuci and Ionescu-Bujor (2010) to assimilate data from liquid-sodium thermal–hydraulics experiments in order to reduce systematically the uncertainties in the predictions of computational fluid dynamics (CFD) simulations. The predicted CFD-results for the best-estimate model parameters and results describing sodium-flow velocities and temperature distributions are shown to be significantly more precise than the original computations and experiments, in that the predicted uncertainties for the best-estimate results and model parameters are significantly smaller than both the originally computed and the experimental uncertainties

  9. Cognitive Modeling of Video Game Player User Experience

    Science.gov (United States)

    Bohil, Corey J.; Biocca, Frank A.

    2010-01-01

    This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data.

  10. User Environment Tracking and Problem Detection with XALT

    Energy Technology Data Exchange (ETDEWEB)

    Agrawal, Kapil [ORNL; Fahey, Mark R [ORNL; McLay, Robert [Texas Advanced Computing Center; James, Doug [Texas Advanced Computing Center

    2014-01-01

    This work improves our understanding of individual users software needs, then leverages that understanding to help stakeholders conduct business in a more efficient, effective, and systematic way. The product, XALT, builds on work that is already improving the user experience and enhancing support programs for thousands of users on twelve supercomputers across the United States and Europe. XALT will instrument individual jobs on high-end computers to generate a picture of the compilers, libraries, and other software that users need to run their jobs successfully. It will highlight the products our researchers need and do not need, and alert users and support staff to the root causes of software configuration issues as soon as the problems occur. A key objective of this work is generating the information needed to improve efficiency and effectiveness for an extensive community of stakeholders including users, sponsoring institutions, support organizations, and development teams. Efficiency, effectiveness, and responsible stewardship each require a clear picture of users needs. XALT is an important step in the quest to achieve that clarity.

  11. Review: Quantifying the user experience by J. Sauro and J. Lewis

    NARCIS (Netherlands)

    van den Broek, Egon

    2013-01-01

    Before I started to read this book, I searched for the authors’ definition of user experience (UX). To my surprise, I did not find one. Of course, I may have missed it; however, if it is really missing then this is definitely a weak aspect of the book. The reason I started with this search is

  12. Remote Viewing and Computer Communications--An Experiment.

    Science.gov (United States)

    Vallee, Jacques

    1988-01-01

    A series of remote viewing experiments were run with 12 participants who communicated through a computer conferencing network. The correct target sample was identified in 8 out of 33 cases. This represented more than double the pure chance expectation. Appendices present protocol, instructions, and results of the experiments. (Author/YP)

  13. Computer Simulation of Diffraction Patterns.

    Science.gov (United States)

    Dodd, N. A.

    1983-01-01

    Describes an Apple computer program (listing available from author) which simulates Fraunhofer and Fresnel diffraction using vector addition techniques (vector chaining) and allows user to experiment with different shaped multiple apertures. Graphics output include vector resultants, phase difference, diffraction patterns, and the Cornu spiral…

  14. Encoder-decoder optimization for brain-computer interfaces.

    Science.gov (United States)

    Merel, Josh; Pianto, Donald M; Cunningham, John P; Paninski, Liam

    2015-06-01

    Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model") and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages.

  15. Encoder-decoder optimization for brain-computer interfaces.

    Directory of Open Access Journals (Sweden)

    Josh Merel

    2015-06-01

    Full Text Available Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model" and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages.

  16. Operating experience of the TPA-1001 mini-computer in experimental control systems of main synchrophasotron parameters

    International Nuclear Information System (INIS)

    Kazanskij, G.S.; Khoshenko, A.A.

    1978-01-01

    The experience of application of a Mini-computer, TPA-1001 to control the basic parameters of a synchrophasotron is discussed. The available data have shown that the efficiency of a computer management and measurement system (CMMS) for an accelerator can be determined as a trade-off between the accelerator and the system reliability, and betWeen the system mobility and its softWare. At present, the system employs two VT-340 display units, an arithmetic unit and an accelerating frequency measurement loop. In addition, the system memory is expanded up to 12 K. A new interactive program has been developed which enables the user to interact with the system Via three units (a teletype and two display units). An accelerating frequency measuring and control flowchart has been implemented and covers the whole duty cycle, while its measuring accuracy is better than 4x10 -4

  17. The usability of ventilators: a comparative evaluation of use safety and user experience.

    Science.gov (United States)

    Morita, Plinio P; Weinstein, Peter B; Flewwelling, Christopher J; Bañez, Carleene A; Chiu, Tabitha A; Iannuzzi, Mario; Patel, Aastha H; Shier, Ashleigh P; Cafazzo, Joseph A

    2016-08-20

    The design complexity of critical care ventilators (CCVs) can lead to use errors and patient harm. In this study, we present the results of a comparison of four CCVs from market leaders, using a rigorous methodology for the evaluation of use safety and user experience of medical devices. We carried out a comparative usability study of four CCVs: Hamilton G5, Puritan Bennett 980, Maquet SERVO-U, and Dräger Evita V500. Forty-eight critical care respiratory therapists participated in this fully counterbalanced, repeated measures study. Participants completed seven clinical scenarios composed of 16 tasks on each ventilator. Use safety was measured by percentage of tasks with use errors or close calls (UE/CCs). User experience was measured by system usability and workload metrics, using the Post-Study System Usability Questionnaire (PSSUQ) and the National Aeronautics and Space Administration Task Load Index (NASA-TLX). Nine of 18 post hoc contrasts between pairs of ventilators were significant after Bonferroni correction, with effect sizes between 0.4 and 1.09 (Cohen's d). There were significantly fewer UE/CCs with SERVO-U when compared to G5 (p = 0.044) and V500 (p = 0.020). Participants reported higher system usability for G5 when compared to PB980 (p = 0.035) and higher system usability for SERVO-U when compared to G5 (p ventilators from market leaders compare and highlights the importance of medical technology design. Within the boundaries of this study, we can infer that SERVO-U demonstrated the highest levels of use safety and user experience, followed by G5. Based on qualitative data, differences in outcomes could be explained by interaction design, quality of hardware components used in manufacturing, and influence of consumer product technology on users' expectations.

  18. Operation of the ATLAS distributed computing

    CERN Document Server

    Barreiro Megino, Fernando Harald; The ATLAS collaboration

    2018-01-01

    We describe the central operation of the ATLAS distributed computing system. The majority of compute intensive activities within ATLAS are carried out on some 350,000 CPU cores on the Grid, augmented by opportunistic usage of significant HPC and volunteer resources. The increasing scale, and challenging new payloads, demand fine-tuning of operational procedures together with timely developments of the production system. We describe several such developments, motivated directly from operational experience. Optimization of inefficient task requests, from both official production and users, is made possible by automatic detection of payload properties. User education, job shaping or preventative throttling help to increase the overall throughput of the available resources.

  19. Storing files in a parallel computing system based on user-specified parser function

    Science.gov (United States)

    Faibish, Sorin; Bent, John M; Tzelnic, Percy; Grider, Gary; Manzanares, Adam; Torres, Aaron

    2014-10-21

    Techniques are provided for storing files in a parallel computing system based on a user-specified parser function. A plurality of files generated by a distributed application in a parallel computing system are stored by obtaining a parser from the distributed application for processing the plurality of files prior to storage; and storing one or more of the plurality of files in one or more storage nodes of the parallel computing system based on the processing by the parser. The plurality of files comprise one or more of a plurality of complete files and a plurality of sub-files. The parser can optionally store only those files that satisfy one or more semantic requirements of the parser. The parser can also extract metadata from one or more of the files and the extracted metadata can be stored with one or more of the plurality of files and used for searching for files.

  20. Designing a Mobile Game for Home Computer Users to Protect Against Phishing Attacks

    OpenAIRE

    Arachchilage, Nalin Asanka Gamagedara; Cole, Melissa

    2016-01-01

    This research aims to design an educational mobile game for home computer users to prevent from phishing attacks. Phishing is an online identity theft which aims to steal sensitive information such as username, password and online banking details from victims. To prevent this, phishing education needs to be considered. Mobile games could facilitate to embed learning in a natural environment. The paper introduces a mobile game design based on a story which is simplifying and exaggerating real ...

  1. Trolling in asynchronous computer-mediated communication:\\ud From user discussions to academic definitions

    OpenAIRE

    Hardaker, Claire

    2010-01-01

    Whilst computer-mediated communication (CMC) can benefit users by providing quick and easy communication between those separated by time and space, it can also provide varying degrees of anonymity that may encourage a sense of impunity and freedom from being held accountable for\\ud inappropriate online behaviour. As such, CMC is a fertile ground for studying impoliteness, whether it occurs in response to perceived threat (flaming), or as an end in its own right (trolling). Currently, first an...

  2. Experiences about HIV-AIDS preventive-control activities. Discourses from non-governmental organizations professionals and users.

    Science.gov (United States)

    Berenguera, Anna; Pujol-Ribera, Enriqueta; Violan, Concepció; Romaguera, Amparo; Mansilla, Rosa; Giménez, Albert; Almeda, Jesús

    2011-01-01

    The main aim of this study was to identify the experiences of professionals in nongovernmental organizations (NGO) in Catalonia (Spain) working in HIV/AIDS prevention and control activities and potential areas of improvement of these activities and their evaluation. A further aim was to characterize the experiences, knowledge and practices of users of these organizations with regard to HIV infection and its prevention. A phenomenological qualitative study was conducted with the participation of both professionals and users of Catalan nongovernmental organizations (NGO) working in HIV/AIDS. Theoretical sampling (professional) and opportunistic sampling (users) were performed. To collect information, the following techniques were used: four focus groups and one triangular group (professionals), 22 semi-structured interviews, and two observations (users). A thematic interpretive content analysis was conducted by three analysts. The professionals of nongovernmental organizations working in HIV/AIDS adopted a holistic approach in their activities, maintained confidentiality, had cultural and professional competence and followed the principles of equality and empathy. The users of these organizations had knowledge of HIV/AIDS and understood the risk of infection. However, a gap was found between knowledge, attitudes and behavior. NGO offer distinct activities adapted to users' needs. Professionals emphasize the need for support and improvement of planning and implementation of current assessment. The preventive activities of these HIV/AIDS organizations are based on a participatory health education model adjusted to people's needs and focused on empowerment. Copyright © 2010 SESPAS. Published by Elsevier Espana. All rights reserved.

  3. [Recreational usage of dextromethorphan--analysis based on internet users experiences].

    Science.gov (United States)

    Zajac, Maciej; Andrzejczyk, Agata; Kuich, Aleksandra; Tyrańska-Fobke, Anna; Waldman, Wojciech; Sein Anand, Jacek

    2013-01-01

    In the last decade we have observed a considerable increase in nonmedical usage of dextromethorphan (DXM) among young age groups, especially school children between 13 and 16 yrs. We analysed the "trip reports" after use of DXM, available on a website: www.hyperreal.info in the years 1999-2013. The data collected by authors were analysed according to: age, sex, symptoms, dose of DXM, a reason and a place of using the drug. A review of 124 "trip reports" showed that the majority of their writers are male (M 90.3%, F 9.7%). Young people, aged 16-20 (80.4%), dominated among the study population. The most common place of using DXM was a flat of a drug user (70.2%), and the reason of using a willingness to experiment with new psychoactive substances (41.9%) as well as the desire of "get high" (25.8%). The majority of users used DXM at least once again in their lives (56.5%). A single dose of the ingested drug ranged from 120 mg to 1575 mg (mean 539.25 mg). Most often received doses were 450 mg (30.4%), 300 mg (12%), 900 mg (11.2%). DXM was positively assessed by the internauts as a recreational psychoactive substance (84.7%). The most common clinical symptoms described by internauts were: difficulties with walking (74.2%), visual illusions (73.4%), altered sense of time (41.9%), feeling of exteriorisation (35.5%), euphoria (33.1%), nausea and vomiting (32.3%), auditory illusions (30.6%) and pruritus (29.8%). 1. DXM is the popular psychoactive substance which has gained a positive opinion among the Internet users. 2. Easy accessibility of DXM may pose a serious threat to health of young people who experiment with psychoactive substances. 3. The improvement of DXM sales control should be considered.

  4. User interface for a partially incompatible system software environment with non-ADP users

    Energy Technology Data Exchange (ETDEWEB)

    Loffman, R.S.

    1987-08-01

    Good user interfaces to computer systems and software applications are the result of combining an analysis of user needs with knowledge of interface design principles and techniques. This thesis reports on an interface for an environment: (a) that consists of users who are not computer science or data processing professionals; and (b) which is bound by predetermined software and hardware. The interface was designed which combined these considerations with user interface design principles. Current literature was investigated to establish a baseline of knowledge about user interface design. There are many techniques which can be used to implement a user interface, but all should have the same basic goal, which is to assist the user in the performance of a task. This can be accomplished by providing the user with consistent, well-structured interfaces which also provide flexibility to adapt to differences among users. The interface produced used menu selection and command language techniques to make two different operating system environments appear similar. Additional included features helped to address the needs of different users. The original goal was also to make the transition between the two systems transparent. This was not fully accomplished due to software and hardware limitations.

  5. Computational Experiments for Science and Engineering Education

    Science.gov (United States)

    Xie, Charles

    2011-01-01

    How to integrate simulation-based engineering and science (SBES) into the science curriculum smoothly is a challenging question. For the importance of SBES to be appreciated, the core value of simulations-that they help people understand natural phenomena and solve engineering problems-must be taught. A strategy to achieve this goal is to introduce computational experiments to the science curriculum to replace or supplement textbook illustrations and exercises and to complement or frame hands-on or wet lab experiments. In this way, students will have an opportunity to learn about SBES without compromising other learning goals required by the standards and teachers will welcome these tools as they strengthen what they are already teaching. This paper demonstrates this idea using a number of examples in physics, chemistry, and engineering. These exemplary computational experiments show that it is possible to create a curriculum that is both deeper and wider.

  6. Computer Based Road Accident Reconstruction Experiences

    Directory of Open Access Journals (Sweden)

    Milan Batista

    2005-03-01

    Full Text Available Since road accident analyses and reconstructions are increasinglybased on specific computer software for simulationof vehicle d1iving dynamics and collision dynamics, and forsimulation of a set of trial runs from which the model that bestdescribes a real event can be selected, the paper presents anoverview of some computer software and methods available toaccident reconstruction experts. Besides being time-saving,when properly used such computer software can provide moreauthentic and more trustworthy accident reconstruction, thereforepractical experiences while using computer software toolsfor road accident reconstruction obtained in the TransportSafety Laboratory at the Faculty for Maritime Studies andTransport of the University of Ljubljana are presented and discussed.This paper addresses also software technology for extractingmaximum information from the accident photo-documentationto support accident reconstruction based on the simulationsoftware, as well as the field work of reconstruction expertsor police on the road accident scene defined by this technology.

  7. Experiences of an Internet-based aural rehabilitation (IAR) program for hearing aid users: a qualitative study.

    Science.gov (United States)

    Malmberg, Milijana; Sundewall Thorén, Elisabet; Öberg, Marie; Lunner, Thomas; Andersson, Gerhard; Kähäri, Kim

    2018-04-24

    Internet interventions for hearing aid (HA) users have been shown to be effective in helping persons with hearing problems. As earlier research refers to objective data on these effects, little is known about how participants experience the Internet interventions subjectively. The aim of the present study was to explore participants' experiences of an Internet-based aural rehabilitation (IAR) program for HA-users, and to explore the possible subjective benefits of such a program. A qualitative exploratory design was implemented involving semi-structured telephone interviews. The interviews were transcribed and analysed using content analysis. Interviews were conducted with 20 participants (9 men and 11 women) who had completed an IAR program for HA-users. The participants were 57-81 years old and had used HAs for 2-25 years. The results are organised in three main categories: general experiences associated with participating in the program, knowledge obtained from the program and perceived impact of taking part in the program. The overall results indicate positive experiences of the IAR program, and an overreaching theme of increased self-esteem was identified. The findings provide some valuable information for developers of future IAR programs.

  8. A Computational Experiment on Single-Walled Carbon Nanotubes

    Science.gov (United States)

    Simpson, Scott; Lonie, David C.; Chen, Jiechen; Zurek, Eva

    2013-01-01

    A computational experiment that investigates single-walled carbon nanotubes (SWNTs) has been developed and employed in an upper-level undergraduate physical chemistry laboratory course. Computations were carried out to determine the electronic structure, radial breathing modes, and the influence of the nanotube's diameter on the…

  9. Head and eye movement as pointing modalities for eyewear computers

    DEFF Research Database (Denmark)

    Jalaliniya, Shahram; Mardanbeigi, Diako; Pederson, Thomas

    2014-01-01

    examined using head and eye movements to point on a graphical user interface of a wearable computer. The performance of users in head and eye pointing has been compared with mouse pointing as a baseline method. The result of our experiment showed that the eye pointing is significantly faster than head......While the new generation of eyewear computers have increased expectations of a wearable computer, providing input to these devices is still challenging. Hand-held devices, voice commands, and hand gestures have already been explored to provide input to the wearable devices. In this paper, we...

  10. Remote participation for LHD experiments

    International Nuclear Information System (INIS)

    Emoto, M.; Yamamoto, T.; Komada, S.; Nagayama, Y.

    2006-01-01

    To accomplish a large-scale experiment, such as large helical device (LHD) experiment, effective cooperation among institutes is necessary. In order to establish such cooperation, the NIFS provides the following remote participation facilities for the LHD experiments. (1) Remote access: The user can use a virtual private network (VPN) to connect to the LAN. This is the most flexible technique to participate in the experiments. The users who are not familiar with the experiments can log into the remote server running MetaFrame and Linux. In these computers, the required software is already installed. Therefore, the user need not be concerned with installing software. (2) Remote data reference: A mirror server exists to provide physical data to remote users. Moreover, the users can retrieve summarized data via a web server, which provides summarized information of each discharge experiment and graphs of the principal physical data. These graphs are useful for finding the required data quickly. (3) Remote communication and monitoring: For effective remote cooperation, communication between researchers is very important. For this purpose, a video conferencing system and a video streaming service are available. In addition to these facilities, the NIFS introduced Super SINET in 2002. This is an optical-fiber-based network. The backbone speed of this network is 10 Gbps, and the speed is 1 Gbps for direct connections

  11. Remote participation for LHD experiments

    Energy Technology Data Exchange (ETDEWEB)

    Emoto, M. [National Institute for Fusion Science, National Institutes of Natural Sciences, 322-6 Oroshi, Toki 509-5292 (Japan)]. E-mail: emoto.masahiko@LHD.nifs.ac.jp; Yamamoto, T. [National Institute for Fusion Science, National Institutes of Natural Sciences, 322-6 Oroshi, Toki 509-5292 (Japan); Komada, S. [National Institute for Fusion Science, National Institutes of Natural Sciences, 322-6 Oroshi, Toki 509-5292 (Japan); Nagayama, Y. [National Institute for Fusion Science, National Institutes of Natural Sciences, 322-6 Oroshi, Toki 509-5292 (Japan)

    2006-07-15

    To accomplish a large-scale experiment, such as large helical device (LHD) experiment, effective cooperation among institutes is necessary. In order to establish such cooperation, the NIFS provides the following remote participation facilities for the LHD experiments. (1) Remote access: The user can use a virtual private network (VPN) to connect to the LAN. This is the most flexible technique to participate in the experiments. The users who are not familiar with the experiments can log into the remote server running MetaFrame and Linux. In these computers, the required software is already installed. Therefore, the user need not be concerned with installing software. (2) Remote data reference: A mirror server exists to provide physical data to remote users. Moreover, the users can retrieve summarized data via a web server, which provides summarized information of each discharge experiment and graphs of the principal physical data. These graphs are useful for finding the required data quickly. (3) Remote communication and monitoring: For effective remote cooperation, communication between researchers is very important. For this purpose, a video conferencing system and a video streaming service are available. In addition to these facilities, the NIFS introduced Super SINET in 2002. This is an optical-fiber-based network. The backbone speed of this network is 10 Gbps, and the speed is 1 Gbps for direct connections.

  12. How Good is Your User Experience? Measuring and Designing Interactions

    Directory of Open Access Journals (Sweden)

    Wildner Raimund

    2015-11-01

    Full Text Available Form and function are important dimensions of consumer choice, but there is more in our increasingly digital world. It is not only products per se that need to be designed but the whole interaction between consumers and brands. The whole UX or user experience is more important than ever before. Digitalism nowadays is everywhere, and even mundane products are becoming more digital (e.g. ovens, while others evolve that are purely digital (e.g. PayPal.

  13. A Distributed User Information System

    Science.gov (United States)

    1990-03-01

    NOE08 Department of Computer Science NOVO 8 1990 University of Maryland S College Park, MD 20742 D Abstract Current user information database technology ...Transactions on Computer Systems, May 1988. [So189] K. Sollins. A plan for internet directory services. Technical report, DDN Network Information Center...2424 A Distributed User Information System DTiC Steven D. Miller, Scott Carson, and Leo Mark DELECTE Institute for Advanced Computer Studies and

  14. An SSH key management system: easing the pain of managing key/user/account associations

    Science.gov (United States)

    Arkhipkin, D.; Betts, W.; Lauret, J.; Shiryaev, A.

    2008-07-01

    Cyber security requirements for secure access to computing facilities often call for access controls via gatekeepers and the use of two-factor authentication. Using SSH keys to satisfy the two factor authentication requirement has introduced a potentially challenging task of managing the keys and their associations with individual users and user accounts. Approaches for a facility with the simple model of one remote user corresponding to one local user would not work at facilities that require a many-to-many mapping between users and accounts on multiple systems. We will present an SSH key management system we developed, tested and deployed to address the many-to-many dilemma in the environment of the STAR experiment. We will explain its use in an online computing context and explain how it makes possible the management and tracing of group account access spread over many sub-system components (data acquisition, slow controls, trigger, detector instrumentation, etc.) without the use of shared passwords for remote logins.

  15. An SSH key management system: easing the pain of managing key/user/account associations

    International Nuclear Information System (INIS)

    Arkhipkin, D; Shiryaev, A; Betts, W; Lauret, J

    2008-01-01

    Cyber security requirements for secure access to computing facilities often call for access controls via gatekeepers and the use of two-factor authentication. Using SSH keys to satisfy the two factor authentication requirement has introduced a potentially challenging task of managing the keys and their associations with individual users and user accounts. Approaches for a facility with the simple model of one remote user corresponding to one local user would not work at facilities that require a many-to-many mapping between users and accounts on multiple systems. We will present an SSH key management system we developed, tested and deployed to address the many-to-many dilemma in the environment of the STAR experiment. We will explain its use in an online computing context and explain how it makes possible the management and tracing of group account access spread over many sub-system components (data acquisition, slow controls, trigger, detector instrumentation, etc.) without the use of shared passwords for remote logins

  16. Whatever works: a systematic user-centered training protocol to optimize brain-computer interfacing individually.

    Directory of Open Access Journals (Sweden)

    Elisabeth V C Friedrich

    Full Text Available This study implemented a systematic user-centered training protocol for a 4-class brain-computer interface (BCI. The goal was to optimize the BCI individually in order to achieve high performance within few sessions for all users. Eight able-bodied volunteers, who were initially naïve to the use of a BCI, participated in 10 sessions over a period of about 5 weeks. In an initial screening session, users were asked to perform the following seven mental tasks while multi-channel EEG was recorded: mental rotation, word association, auditory imagery, mental subtraction, spatial navigation, motor imagery of the left hand and motor imagery of both feet. Out of these seven mental tasks, the best 4-class combination as well as most reactive frequency band (between 8-30 Hz was selected individually for online control. Classification was based on common spatial patterns and Fisher's linear discriminant analysis. The number and time of classifier updates varied individually. Selection speed was increased by reducing trial length. To minimize differences in brain activity between sessions with and without feedback, sham feedback was provided in the screening and calibration runs in which usually no real-time feedback is shown. Selected task combinations and frequency ranges differed between users. The tasks that were included in the 4-class combination most often were (1 motor imagery of the left hand (2, one brain-teaser task (word association or mental subtraction (3, mental rotation task and (4 one more dynamic imagery task (auditory imagery, spatial navigation, imagery of the feet. Participants achieved mean performances over sessions of 44-84% and peak performances in single-sessions of 58-93% in this user-centered 4-class BCI protocol. This protocol is highly adjustable to individual users and thus could increase the percentage of users who can gain and maintain BCI control. A high priority for future work is to examine this protocol with severely

  17. On the control of brain-computer interfaces by users with cerebral palsy.

    Science.gov (United States)

    Daly, Ian; Billinger, Martin; Laparra-Hernández, José; Aloise, Fabio; García, Mariano Lloria; Faller, Josef; Scherer, Reinhold; Müller-Putz, Gernot

    2013-09-01

    Brain-computer interfaces (BCIs) have been proposed as a potential assistive device for individuals with cerebral palsy (CP) to assist with their communication needs. However, it is unclear how well-suited BCIs are to individuals with CP. Therefore, this study aims to investigate to what extent these users are able to gain control of BCIs. This study is conducted with 14 individuals with CP attempting to control two standard online BCIs (1) based upon sensorimotor rhythm modulations, and (2) based upon steady state visual evoked potentials. Of the 14 users, 8 are able to use one or other of the BCIs, online, with a statistically significant level of accuracy, without prior training. Classification results are driven by neurophysiological activity and not seen to correlate with occurrences of artifacts. However, many of these users' accuracies, while statistically significant, would require either more training or more advanced methods before practical BCI control would be possible. The results indicate that BCIs may be controlled by individuals with CP but that many issues need to be overcome before practical application use may be achieved. This is the first study to assess the ability of a large group of different individuals with CP to gain control of an online BCI system. The results indicate that six users could control a sensorimotor rhythm BCI and three a steady state visual evoked potential BCI at statistically significant levels of accuracy (SMR accuracies; mean ± STD, 0.821 ± 0.116, SSVEP accuracies; 0.422 ± 0.069). Copyright © 2013 International Federation of Clinical Neurophysiology. Published by Elsevier Ireland Ltd. All rights reserved.

  18. LHCb Distributed Data Analysis on the Computing Grid

    CERN Document Server

    Paterson, S; Parkes, C

    2006-01-01

    LHCb is one of the four Large Hadron Collider (LHC) experiments based at CERN, the European Organisation for Nuclear Research. The LHC experiments will start taking an unprecedented amount of data when they come online in 2007. Since no single institute has the compute resources to handle this data, resources must be pooled to form the Grid. Where the Internet has made it possible to share information stored on computers across the world, Grid computing aims to provide access to computing power and storage capacity on geographically distributed systems. LHCb software applications must work seamlessly on the Grid allowing users to efficiently access distributed compute resources. It is essential to the success of the LHCb experiment that physicists can access data from the detector, stored in many heterogeneous systems, to perform distributed data analysis. This thesis describes the work performed to enable distributed data analysis for the LHCb experiment on the LHC Computing Grid.

  19. A User Authentication Based on Personal History- A User Authentication System Using E-mail History -

    Directory of Open Access Journals (Sweden)

    Masakatsu Nishigaki

    2007-04-01

    Full Text Available This paper proposes a user authentication using personal history of each user. Here, authentication is done by giving answers to questions about the history of user's daily life. Users do not have to memorize any password, since the passwords are what users already know by experience. In addition, everyday-life experience increases day by day, and thus the question could change on every authentication trial. In this paper, a user authentication system using user's e-mail history is shown as a prototype of our proposal, and some basic experiments to evaluate the availability of the system are carried out.

  20. The Effort to Reduce a Muscle Fatigue Through Gymnastics Relaxation and Ergonomic Approach for Computer Users in Central Building State University of Medan

    Science.gov (United States)

    Gultom, Syamsul; Darma Sitepu, Indra; Hasibuan, Nurman

    2018-03-01

    Fatigue due to long and continuous computer usage can lead to problems of dominant fatigue associated with decreased performance and work motivation. Specific targets in the first phase have been achieved in this research such as: (1) Identified complaints on workers using computers, using the Bourdon Wiersma test kit. (2) Finding the right relaxation & work posture draft for a solution to reduce muscle fatigue in computer-based workers. The type of research used in this study is research and development method which aims to produce the products or refine existing products. The final product is a prototype of back-holder, monitoring filter and arranging a relaxation exercise as well as the manual book how to do this while in front of the computer to lower the fatigue level for computer users in Unimed’s Administration Center. In the first phase, observations and interviews have been conducted and identified the level of fatigue on the employees of computer users at Uniemd’s Administration Center using Bourdon Wiersma test and has obtained the following results: (1) The average velocity time of respondents in BAUK, BAAK and BAPSI after working with the value of interpretation of the speed obtained value of 8.4, WS 13 was in a good enough category, (2) The average of accuracy of respondents in BAUK, in BAAK and in BAPSI after working with interpretation value accuracy obtained Value of 5.5, WS 8 was in doubt-category. This result shows that computer users experienced a significant tiredness at the Unimed Administration Center, (3) the consistency of the average of the result in measuring tiredness level on computer users in Unimed’s Administration Center after working with values in consistency of interpretation obtained Value of 5.5 with WS 8 was put in a doubt-category, which means computer user in The Unimed Administration Center suffered an extreme fatigue. In phase II, based on the results of the first phase in this research, the researcher offers