WorldWideScience

Sample records for human-computer interaction design

  1. Applying systemic-structural activity theory to design of human-computer interaction systems

    CERN Document Server

    Bedny, Gregory Z; Bedny, Inna

    2015-01-01

    Human-Computer Interaction (HCI) is an interdisciplinary field that has gained recognition as an important field in ergonomics. HCI draws on ideas and theoretical concepts from computer science, psychology, industrial design, and other fields. Human-Computer Interaction is no longer limited to trained software users. Today people interact with various devices such as mobile phones, tablets, and laptops. How can you make such interaction user friendly, even when user proficiency levels vary? This book explores methods for assessing the psychological complexity of computer-based tasks. It also p

  2. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    Science.gov (United States)

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  3. Cognitive engineering models: A prerequisite to the design of human-computer interaction in complex dynamic systems

    Science.gov (United States)

    Mitchell, Christine M.

    1993-01-01

    This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.

  4. The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior

    Science.gov (United States)

    Li, Lingyuan

    2017-09-01

    Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.

  5. Language evolution and human-computer interaction

    Science.gov (United States)

    Grudin, Jonathan; Norman, Donald A.

    1991-01-01

    Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.

  6. 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.

  7. 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

  8. Fundamentals of human-computer interaction

    CERN Document Server

    Monk, Andrew F

    1985-01-01

    Fundamentals of Human-Computer Interaction aims to sensitize the systems designer to the problems faced by the user of an interactive system. The book grew out of a course entitled """"The User Interface: Human Factors for Computer-based Systems"""" which has been run annually at the University of York since 1981. This course has been attended primarily by systems managers from the computer industry. The book is organized into three parts. Part One focuses on the user as processor of information with studies on visual perception; extracting information from printed and electronically presented

  9. Occupational stress in human computer interaction.

    Science.gov (United States)

    Smith, M J; Conway, F T; Karsh, B T

    1999-04-01

    There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.

  10. From Human-Computer Interaction to Human-Robot Social Interaction

    OpenAIRE

    Toumi, Tarek; Zidani, Abdelmadjid

    2014-01-01

    Human-Robot Social Interaction became one of active research fields in which researchers from different areas propose solutions and directives leading robots to improve their interactions with humans. In this paper we propose to introduce works in both human robot interaction and human computer interaction and to make a bridge between them, i.e. to integrate emotions and capabilities concepts of the robot in human computer model to become adequate for human robot interaction and discuss chall...

  11. Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy

    We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.

  12. Accident sequence analysis of human-computer interface design

    International Nuclear Information System (INIS)

    Fan, C.-F.; Chen, W.-H.

    2000-01-01

    It is important to predict potential accident sequences of human-computer interaction in a safety-critical computing system so that vulnerable points can be disclosed and removed. We address this issue by proposing a Multi-Context human-computer interaction Model along with its analysis techniques, an Augmented Fault Tree Analysis, and a Concurrent Event Tree Analysis. The proposed augmented fault tree can identify the potential weak points in software design that may induce unintended software functions or erroneous human procedures. The concurrent event tree can enumerate possible accident sequences due to these weak points

  13. Humor in Human-Computer Interaction : A Short Survey

    NARCIS (Netherlands)

    Nijholt, Anton; Niculescu, Andreea; Valitutti, Alessandro; Banchs, Rafael E.; Joshi, Anirudha; Balkrishan, Devanuj K.; Dalvi, Girish; Winckler, Marco

    2017-01-01

    This paper is a short survey on humor in human-computer interaction. It describes how humor is designed and interacted with in social media, virtual agents, social robots and smart environments. Benefits and future use of humor in interactions with artificial entities are discussed based on

  14. Human-Computer Interaction The Agency Perspective

    CERN Document Server

    Oliveira, José

    2012-01-01

    Agent-centric theories, approaches and technologies are contributing to enrich interactions between users and computers. This book aims at highlighting the influence of the agency perspective in Human-Computer Interaction through a careful selection of research contributions. Split into five sections; Users as Agents, Agents and Accessibility, Agents and Interactions, Agent-centric Paradigms and Approaches, and Collective Agents, the book covers a wealth of novel, original and fully updated material, offering:   ü  To provide a coherent, in depth, and timely material on the agency perspective in HCI ü  To offer an authoritative treatment of the subject matter presented by carefully selected authors ü  To offer a balanced and broad coverage of the subject area, including, human, organizational, social, as well as technological concerns. ü  To offer a hands-on-experience by covering representative case studies and offering essential design guidelines   The book will appeal to a broad audience of resea...

  15. Human-computer interaction : Guidelines for web animation

    OpenAIRE

    Galyani Moghaddam, Golnessa; Moballeghi, Mostafa

    2006-01-01

    Human-computer interaction in the large is an interdisciplinary area which attracts researchers, educators, and practioners from many differenf fields. Human-computer interaction studies a human and a machine in communication, it draws from supporting knowledge on both the machine and the human side. This paper is related to the human side of human-computer interaction and focuses on animations. The growing use of animation in Web pages testifies to the increasing ease with which such multim...

  16. Cognitive engineering in the design of human-computer interaction and expert systems

    International Nuclear Information System (INIS)

    Salvendy, G.

    1987-01-01

    The 68 papers contributing to this book cover the following areas: Theories of Interface Design; Methodologies of Interface Design; Applications of Interface Design; Software Design; Human Factors in Speech Technology and Telecommunications; Design of Graphic Dialogues; Knowledge Acquisition for Knowledge-Based Systems; Design, Evaluation and Use of Expert Systems. This demonstrates the dual role of cognitive engineering. On the one hand cognitive engineering is utilized to design computing systems which are compatible with human cognition and can be effectively and be easily utilized by all individuals. On the other hand, cognitive engineering is utilized to transfer human cognition into the computer for the purpose of building expert systems. Two papers are of interest to INIS

  17. Design Science in Human-Computer Interaction: A Model and Three Examples

    Science.gov (United States)

    Prestopnik, Nathan R.

    2013-01-01

    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…

  18. A Perspective on Computational Human Performance Models as Design Tools

    Science.gov (United States)

    Jones, Patricia M.

    2010-01-01

    The design of interactive systems, including levels of automation, displays, and controls, is usually based on design guidelines and iterative empirical prototyping. A complementary approach is to use computational human performance models to evaluate designs. An integrated strategy of model-based and empirical test and evaluation activities is particularly attractive as a methodology for verification and validation of human-rated systems for commercial space. This talk will review several computational human performance modeling approaches and their applicability to design of display and control requirements.

  19. Modeling multimodal human-computer interaction

    NARCIS (Netherlands)

    Obrenovic, Z.; Starcevic, D.

    2004-01-01

    Incorporating the well-known Unified Modeling Language into a generic modeling framework makes research on multimodal human-computer interaction accessible to a wide range off software engineers. Multimodal interaction is part of everyday human discourse: We speak, move, gesture, and shift our gaze

  20. Measuring Multimodal Synchrony for Human-Computer Interaction

    NARCIS (Netherlands)

    Reidsma, Dennis; Nijholt, Antinus; Tschacher, Wolfgang; Ramseyer, Fabian; Sourin, A.

    2010-01-01

    Nonverbal synchrony is an important and natural element in human-human interaction. It can also play various roles in human-computer interaction. In particular this is the case in the interaction between humans and the virtual humans that inhabit our cyberworlds. Virtual humans need to adapt their

  1. Human-computer interaction and management information systems

    CERN Document Server

    Galletta, Dennis F

    2014-01-01

    ""Human-Computer Interaction and Management Information Systems: Applications"" offers state-of-the-art research by a distinguished set of authors who span the MIS and HCI fields. The original chapters provide authoritative commentaries and in-depth descriptions of research programs that will guide 21st century scholars, graduate students, and industry professionals. Human-Computer Interaction (or Human Factors) in MIS is concerned with the ways humans interact with information, technologies, and tasks, especially in business, managerial, organizational, and cultural contexts. It is distinctiv

  2. Humans, computers and wizards human (simulated) computer interaction

    CERN Document Server

    Fraser, Norman; McGlashan, Scott; Wooffitt, Robin

    2013-01-01

    Using data taken from a major European Union funded project on speech understanding, the SunDial project, this book considers current perspectives on human computer interaction and argues for the value of an approach taken from sociology which is based on conversation analysis.

  3. USING RESEARCH METHODS IN HUMAN COMPUTER INTERACTION TO DESIGN TECHNOLOGY FOR RESILIENCE

    OpenAIRE

    Lopes, Arminda Guerra

    2016-01-01

    ABSTRACT Research in human computer interaction (HCI) covers both technological and human behavioural concerns. As a consequence, the contributions made in HCI research tend to be aware to either engineering or the social sciences. In HCI the purpose of practical research contributions is to reveal unknown insights about human behaviour and its relationship to technology. Practical research methods normally used in HCI include formal experiments, field experiments, field studies, interviews, ...

  4. Minimal mobile human computer interaction

    NARCIS (Netherlands)

    el Ali, A.

    2013-01-01

    In the last 20 years, the widespread adoption of personal, mobile computing devices in everyday life, has allowed entry into a new technological era in Human Computer Interaction (HCI). The constant change of the physical and social context in a user's situation made possible by the portability of

  5. Engageability: a new sub-principle of the learnability principle in human-computer interaction

    Directory of Open Access Journals (Sweden)

    B Chimbo

    2011-12-01

    Full Text Available The learnability principle relates to improving the usability of software, as well as users’ performance and productivity. A gap has been identified as the current definition of the principle does not distinguish between users of different ages. To determine the extent of the gap, this article compares the ways in which two user groups, adults and children, learn how to use an unfamiliar software application. In doing this, we bring together the research areas of human-computer interaction (HCI, adult and child learning, learning theories and strategies, usability evaluation and interaction design. A literature survey conducted on learnability and learning processes considered the meaning of learnability of software applications across generations. In an empirical investigation, users aged from 9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use educational software applications. Insights that emerged from data analysis showed different tactics and approaches that children and adults use when learning unfamiliar software. Eye tracking data was also recorded. Findings indicated that subtle re- interpretation of the learnability principle and its associated sub-principles was required. An additional sub-principle, namely engageability was proposed to incorporate aspects of learnability that are not covered by the existing sub-principles. Our re-interpretation of the learnability principle and the resulting design recommendations should help designers to fulfill the varying needs of different-aged users, and improve the learnability of their designs. Keywords: Child computer interaction, Design principles, Eye tracking, Generational differences, human-computer interaction, Learning theories, Learnability, Engageability, Software applications, Uasability Disciplines: Human-Computer Interaction (HCI Studies, Computer science, Observational Studies

  6. The Past, Present and Future of Human Computer Interaction

    KAUST Repository

    Churchill, Elizabeth

    2018-01-16

    Human Computer Interaction (HCI) focuses on how people interact with, and are transformed by computation. Our current technology landscape is changing rapidly. Interactive applications, devices and services are increasingly becoming embedded into our environments. From our homes to the urban and rural spaces, we traverse everyday. We are increasingly able toヨoften required toヨmanage and configure multiple, interconnected devices and program their interactions. Artificial intelligence (AI) techniques are being used to create dynamic services that learn about us and others, that make conclusions about our intents and affiliations, and that mould our digital interactions based in predictions about our actions and needs, nudging us toward certain behaviors. Computation is also increasingly embedded into our bodies. Understanding human interactions in the everyday digital and physical context. During this lecture, Elizabeth Churchill -Director of User Experience at Google- will talk about how an emerging landscape invites us to revisit old methods and tactics for understanding how people interact with computers and computation, and how it challenges us to think about new methods and frameworks for understanding the future of human-centered computation.

  7. Proxemics in Human-Computer Interaction

    OpenAIRE

    Greenberg, Saul; Honbaek, Kasper; Quigley, Aaron; Reiterer, Harald; Rädle, Roman

    2014-01-01

    In 1966, anthropologist Edward Hall coined the term "proxemics." Proxemics is an area of study that identifies the culturally dependent ways in which people use interpersonal distance to understand and mediate their interactions with others. Recent research has demonstrated the use of proxemics in human-computer interaction (HCI) for supporting users' explicit and implicit interactions in a range of uses, including remote office collaboration, home entertainment, and games. One promise of pro...

  8. Eye Tracking Based Control System for Natural Human-Computer Interaction

    Directory of Open Access Journals (Sweden)

    Xuebai Zhang

    2017-01-01

    Full Text Available Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user’s eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.

  9. Eye Tracking Based Control System for Natural Human-Computer Interaction.

    Science.gov (United States)

    Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan

    2017-01-01

    Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.

  10. The epistemology and ontology of human-computer interaction

    NARCIS (Netherlands)

    Brey, Philip A.E.

    2005-01-01

    This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic:

  11. General aviation design synthesis utilizing interactive computer graphics

    Science.gov (United States)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  12. Child-Computer Interaction: ICMI 2012 special session

    NARCIS (Netherlands)

    Nijholt, Antinus; Morency, L.P.; Bohus, L.; Aghajan, H.; Nijholt, Antinus; Cassell, J.; Epps, J.

    2012-01-01

    This is a short introduction to the special session on child computer interaction at the International Conference on Multimodal Interaction 2012 (ICMI 2012). In human-computer interaction users have become participants in the design process. This is not different for child computer interaction

  13. 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...

  14. Themes in human work interaction design

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Mark Pejtersen, Annelise; Clemmensen, Torkil

    2008-01-01

    Design (name HWID) through the last two and half years since the commencement of this Working Group. The paper thus provides an introduction to the theory and empirical evidence that lie behind the combination of empirical work studies and interaction design. It also recommends key topics for future......Abstract. This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction...

  15. Human-computer systems interaction backgrounds and applications 3

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa; Wtorek, Jerzy

    2014-01-01

    This book contains an interesting and state-of the art collection of papers on the recent progress in Human-Computer System Interaction (H-CSI). It contributes the profound description of the actual status of the H-CSI field and also provides a solid base for further development and research in the discussed area. The contents of the book are divided into the following parts: I. General human-system interaction problems; II. Health monitoring and disabled people helping systems; and III. Various information processing systems. This book is intended for a wide audience of readers who are not necessarily experts in computer science, machine learning or knowledge engineering, but are interested in Human-Computer Systems Interaction. The level of particular papers and specific spreading-out into particular parts is a reason why this volume makes fascinating reading. This gives the reader a much deeper insight than he/she might glean from research papers or talks at conferences. It touches on all deep issues that ...

  16. Human-Computer Interaction in Smart Environments

    Science.gov (United States)

    Paravati, Gianluca; Gatteschi, Valentina

    2015-01-01

    Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  17. Introduction to human-computer interaction

    CERN Document Server

    Booth, Paul

    2014-01-01

    Originally published in 1989 this title provided a comprehensive and authoritative introduction to the burgeoning discipline of human-computer interaction for students, academics, and those from industry who wished to know more about the subject. Assuming very little knowledge, the book provides an overview of the diverse research areas that were at the time only gradually building into a coherent and well-structured field. It aims to explain the underlying causes of the cognitive, social and organizational problems typically encountered when computer systems are introduced. It is clear and co

  18. HCI^2 Workbench: A Development Tool for Multimodal Human-Computer Interaction Systems

    NARCIS (Netherlands)

    Shen, Jie; Wenzhe, Shi; Pantic, Maja

    In this paper, we present a novel software tool designed and implemented to simplify the development process of Multimodal Human-Computer Interaction (MHCI) systems. This tool, which is called the HCI^2 Workbench, exploits a Publish / Subscribe (P/S) architecture [13] [14] to facilitate efficient

  19. Human-Computer Interaction in Smart Environments

    Directory of Open Access Journals (Sweden)

    Gianluca Paravati

    2015-08-01

    Full Text Available Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  20. Multimodal Information Presentation for High-Load Human Computer Interaction

    NARCIS (Netherlands)

    Cao, Y.

    2011-01-01

    This dissertation addresses multimodal information presentation in human computer interaction. Information presentation refers to the manner in which computer systems/interfaces present information to human users. More specifically, the focus of our work is not on which information to present, but

  1. Advancements in Violin-Related Human-Computer Interaction

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2014-01-01

    of human intelligence and emotion is at the core of the Musical Interface Technology Design Space, MITDS. This is a framework that endeavors to retain and enhance such traits of traditional instruments in the design of interactive live performance interfaces. Utilizing the MITDS, advanced Human...

  2. Mobile human-computer interaction perspective on mobile learning

    CSIR Research Space (South Africa)

    Botha, Adèle

    2010-10-01

    Full Text Available Applying a Mobile Human Computer Interaction (MHCI) view to the domain of education using Mobile Learning (Mlearning), the research outlines its understanding of the influences and effects of different interactions on the use of mobile technology...

  3. Human Factors Principles in Design of Computer-Mediated Visualization for Robot Missions

    Energy Technology Data Exchange (ETDEWEB)

    David I Gertman; David J Bruemmer

    2008-12-01

    With increased use of robots as a resource in missions supporting countermine, improvised explosive devices (IEDs), and chemical, biological, radiological nuclear and conventional explosives (CBRNE), fully understanding the best means by which to complement the human operator’s underlying perceptual and cognitive processes could not be more important. Consistent with control and display integration practices in many other high technology computer-supported applications, current robotic design practices rely highly upon static guidelines and design heuristics that reflect the expertise and experience of the individual designer. In order to use what we know about human factors (HF) to drive human robot interaction (HRI) design, this paper reviews underlying human perception and cognition principles and shows how they were applied to a threat detection domain.

  4. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  5. Human-Computer Interaction and Information Management Research Needs

    Data.gov (United States)

    Networking and Information Technology Research and Development, Executive Office of the President — In a visionary future, Human-Computer Interaction HCI and Information Management IM have the potential to enable humans to better manage their lives through the use...

  6. Human-computer interaction handbook fundamentals, evolving technologies and emerging applications

    CERN Document Server

    Sears, Andrew

    2007-01-01

    This second edition of The Human-Computer Interaction Handbook provides an updated, comprehensive overview of the most important research in the field, including insights that are directly applicable throughout the process of developing effective interactive information technologies. It features cutting-edge advances to the scientific knowledge base, as well as visionary perspectives and developments that fundamentally transform the way in which researchers and practitioners view the discipline. As the seminal volume of HCI research and practice, The Human-Computer Interaction Handbook feature

  7. Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.

    Science.gov (United States)

    Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C

    2016-03-01

    Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.

  8. Design of a compact low-power human-computer interaction equipment for hand motion

    Science.gov (United States)

    Wu, Xianwei; Jin, Wenguang

    2017-01-01

    Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipment's energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipment's function and performance, a gesture recognition algorithm is applied to system. As the result presents, general energy consumption could be as low as 0.5 W.

  9. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Gonçalves, Frederica; Campos, Pedro; Clemmensen, Torkil

    2015-01-01

    In this paper, we review research in the emerging practice and research field of Human Work Interaction Design (HWID). We present a HWID frame-work, and a sample of 54 papers from workshops, conferences and journals from the period 2009-2014. We group the papers into six topical groups, and then ...

  10. Human Work Interaction Design for Pervasive and Smart Workplaces

    DEFF Research Database (Denmark)

    Campos, Pedro F.; Lopes, Arminda; Clemmensen, Torkil

    2014-01-01

    ' experience and outputs? This workshop focuses on answering this question to support professionals, academia, national labs, and industry engaged in human work analysis and interaction design for the workplace. Conversely, tools, procedures, and professional competences for designing human......Pervasive and smart technologies have pushed workplace configuration beyond linear logic and physical boundaries. As a result, workers' experience of and access to technology is increasingly pervasive, and their agency constantly reconfigured. While this in certain areas of work is not new (e.......g., technology mediation and decision support in air traffic control), more recent developments in other domains such as healthcare (e.g., Augmented Reality in Computer Aided Surgery) have raised challenging issues for HCI researchers and practitioners. The question now is: how to improve the quality of workers...

  11. Gaze-and-brain-controlled interfaces for human-computer and human-robot interaction

    Directory of Open Access Journals (Sweden)

    Shishkin S. L.

    2017-09-01

    Full Text Available Background. Human-machine interaction technology has greatly evolved during the last decades, but manual and speech modalities remain single output channels with their typical constraints imposed by the motor system’s information transfer limits. Will brain-computer interfaces (BCIs and gaze-based control be able to convey human commands or even intentions to machines in the near future? We provide an overview of basic approaches in this new area of applied cognitive research. Objective. We test the hypothesis that the use of communication paradigms and a combination of eye tracking with unobtrusive forms of registering brain activity can improve human-machine interaction. Methods and Results. Three groups of ongoing experiments at the Kurchatov Institute are reported. First, we discuss the communicative nature of human-robot interaction, and approaches to building a more e cient technology. Specifically, “communicative” patterns of interaction can be based on joint attention paradigms from developmental psychology, including a mutual “eye-to-eye” exchange of looks between human and robot. Further, we provide an example of “eye mouse” superiority over the computer mouse, here in emulating the task of selecting a moving robot from a swarm. Finally, we demonstrate a passive, noninvasive BCI that uses EEG correlates of expectation. This may become an important lter to separate intentional gaze dwells from non-intentional ones. Conclusion. The current noninvasive BCIs are not well suited for human-robot interaction, and their performance, when they are employed by healthy users, is critically dependent on the impact of the gaze on selection of spatial locations. The new approaches discussed show a high potential for creating alternative output pathways for the human brain. When support from passive BCIs becomes mature, the hybrid technology of the eye-brain-computer (EBCI interface will have a chance to enable natural, fluent, and the

  12. Human work interaction design meets international development

    DEFF Research Database (Denmark)

    Campos, P.; Clemmensen, T.; Barricelli, B.R.

    2017-01-01

    opportunity to observe technology-mediated innovative work practices in informal settings that may be related to the notion of International Development. In this unique context, this workshop proposes to analyze findings related to opportunities for design research in this type of work domains: a) human......Over the last decade, empirical relationships between work domain analysis and HCI design have been identified by much research in the field of Human Work Interaction Design (HWID) across five continents. Since this workshop takes place at the Interact Conference in Mumbai, there is a unique...

  13. Virtual reality/ augmented reality technology : the next chapter of human-computer interaction

    OpenAIRE

    Huang, Xing

    2015-01-01

    No matter how many different size and shape the computer has, the basic components of computers are still the same. If we use the user perspective to look for the development of computer history, we can surprisingly find that it is the input output device that leads the development of the industry development, in one word, human-computer interaction changes the development of computer history. Human computer interaction has been gone through three stages, the first stage relies on the inpu...

  14. Proceedings of the Third International Conference on Intelligent Human Computer Interaction

    CERN Document Server

    Pokorný, Jaroslav; Snášel, Václav; Abraham, Ajith

    2013-01-01

    The Third International Conference on Intelligent Human Computer Interaction 2011 (IHCI 2011) was held at Charles University, Prague, Czech Republic from August 29 - August 31, 2011. This conference was third in the series, following IHCI 2009 and IHCI 2010 held in January at IIIT Allahabad, India. Human computer interaction is a fast growing research area and an attractive subject of interest for both academia and industry. There are many interesting and challenging topics that need to be researched and discussed. This book aims to provide excellent opportunities for the dissemination of interesting new research and discussion about presented topics. It can be useful for researchers working on various aspects of human computer interaction. Topics covered in this book include user interface and interaction, theoretical background and applications of HCI and also data mining and knowledge discovery as a support of HCI applications.

  15. SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.

    Science.gov (United States)

    Yip, George W; Rajendran, Kanagasuntheram

    2008-06-01

    Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.

  16. A mobile Nursing Information System based on human-computer interaction design for improving quality of nursing.

    Science.gov (United States)

    Su, Kuo-Wei; Liu, Cheng-Li

    2012-06-01

    A conventional Nursing Information System (NIS), which supports the role of nurse in some areas, is typically deployed as an immobile system. However, the traditional information system can't response to patients' conditions in real-time, causing delays on the availability of this information. With the advances of information technology, mobile devices are increasingly being used to extend the human mind's limited capacity to recall and process large numbers of relevant variables and to support information management, general administration, and clinical practice. Unfortunately, there have been few studies about the combination of a well-designed small-screen interface with a personal digital assistant (PDA) in clinical nursing. Some researchers found that user interface design is an important factor in determining the usability and potential use of a mobile system. Therefore, this study proposed a systematic approach to the development of a mobile nursing information system (MNIS) based on Mobile Human-Computer Interaction (M-HCI) for use in clinical nursing. The system combines principles of small-screen interface design with user-specified requirements. In addition, the iconic functions were designed with metaphor concept that will help users learn the system more quickly with less working-memory. An experiment involving learnability testing, thinking aloud and a questionnaire investigation was conducted for evaluating the effect of MNIS on PDA. The results show that the proposed MNIS is good on learning and higher satisfaction on symbol investigation, terminology and system information.

  17. Design for interaction between humans and intelligent systems during real-time fault management

    Science.gov (United States)

    Malin, Jane T.; Schreckenghost, Debra L.; Thronesbery, Carroll G.

    1992-01-01

    Initial results are reported to provide guidance and assistance for designers of intelligent systems and their human interfaces. The objective is to achieve more effective human-computer interaction (HCI) for real time fault management support systems. Studies of the development of intelligent fault management systems within NASA have resulted in a new perspective of the user. If the user is viewed as one of the subsystems in a heterogeneous, distributed system, system design becomes the design of a flexible architecture for accomplishing system tasks with both human and computer agents. HCI requirements and design should be distinguished from user interface (displays and controls) requirements and design. Effective HCI design for multi-agent systems requires explicit identification of activities and information that support coordination and communication between agents. The effects are characterized of HCI design on overall system design and approaches are identified to addressing HCI requirements in system design. The results include definition of (1) guidance based on information level requirements analysis of HCI, (2) high level requirements for a design methodology that integrates the HCI perspective into system design, and (3) requirements for embedding HCI design tools into intelligent system development environments.

  18. Human-Computer Interaction, Tourism and Cultural Heritage

    Science.gov (United States)

    Cipolla Ficarra, Francisco V.

    We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.

  19. Evidence Report: Risk of Inadequate Human-Computer Interaction

    Science.gov (United States)

    Holden, Kritina; Ezer, Neta; Vos, Gordon

    2013-01-01

    Human-computer interaction (HCI) encompasses all the methods by which humans and computer-based systems communicate, share information, and accomplish tasks. When HCI is poorly designed, crews have difficulty entering, navigating, accessing, and understanding information. HCI has rarely been studied in an operational spaceflight context, and detailed performance data that would support evaluation of HCI have not been collected; thus, we draw much of our evidence from post-spaceflight crew comments, and from other safety-critical domains like ground-based power plants, and aviation. Additionally, there is a concern that any potential or real issues to date may have been masked by the fact that crews have near constant access to ground controllers, who monitor for errors, correct mistakes, and provide additional information needed to complete tasks. We do not know what types of HCI issues might arise without this "safety net". Exploration missions will test this concern, as crews may be operating autonomously due to communication delays and blackouts. Crew survival will be heavily dependent on available electronic information for just-in-time training, procedure execution, and vehicle or system maintenance; hence, the criticality of the Risk of Inadequate HCI. Future work must focus on identifying the most important contributing risk factors, evaluating their contribution to the overall risk, and developing appropriate mitigations. The Risk of Inadequate HCI includes eight core contributing factors based on the Human Factors Analysis and Classification System (HFACS): (1) Requirements, policies, and design processes, (2) Information resources and support, (3) Allocation of attention, (4) Cognitive overload, (5) Environmentally induced perceptual changes, (6) Misperception and misinterpretation of displayed information, (7) Spatial disorientation, and (8) Displays and controls.

  20. Conceptual design of pipe whip restraints using interactive computer analysis

    International Nuclear Information System (INIS)

    Rigamonti, G.; Dainora, J.

    1975-01-01

    Protection against pipe break effects necessitates a complex interaction between failure mode analysis, piping layout, and structural design. Many iterations are required to finalize structural designs and equipment arrangements. The magnitude of the pipe break loads transmitted by the pipe whip restraints to structural embedments precludes the application of conservative design margins. A simplified analytical formulation of the nonlinear dynamic problems associated with pipe whip has been developed and applied using interactive computer analysis techniques. In the dynamic analysis, the restraint and the associated portion of the piping system, are modeled using the finite element lumped mass approach to properly reflect the dynamic characteristics of the piping/restraint system. The analysis is performed as a series of piecewise linear increments. Each of these linear increments is terminated by either formation of plastic conditions or closing/opening of gaps. The stiffness matrix is modified to reflect the changed stiffness characteristics of the system and re-started using the previous boundary conditions. The formation of yield hinges are related to the plastic moment of the section and unloading paths are automatically considered. The conceptual design of the piping/restraint system is performed using interactive computer analysis. The application of the simplified analytical approach with interactive computer analysis results in an order of magnitude reduction in engineering time and computer cost. (Auth.)

  1. Audio Technology and Mobile Human Computer Interaction

    DEFF Research Database (Denmark)

    Chamberlain, Alan; Bødker, Mads; Hazzard, Adrian

    2017-01-01

    Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design...... and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities....

  2. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    Science.gov (United States)

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  3. Computer-aided design and computer science technology

    Science.gov (United States)

    Fulton, R. E.; Voigt, S. J.

    1976-01-01

    A description is presented of computer-aided design requirements and the resulting computer science advances needed to support aerospace design. The aerospace design environment is examined, taking into account problems of data handling and aspects of computer hardware and software. The interactive terminal is normally the primary interface between the computer system and the engineering designer. Attention is given to user aids, interactive design, interactive computations, the characteristics of design information, data management requirements, hardware advancements, and computer science developments.

  4. Human-computer interaction for alert warning and attention allocation systems of the multimodal watchstation

    Science.gov (United States)

    Obermayer, Richard W.; Nugent, William A.

    2000-11-01

    The SPAWAR Systems Center San Diego is currently developing an advanced Multi-Modal Watchstation (MMWS); design concepts and software from this effort are intended for transition to future United States Navy surface combatants. The MMWS features multiple flat panel displays and several modes of user interaction, including voice input and output, natural language recognition, 3D audio, stylus and gestural inputs. In 1999, an extensive literature review was conducted on basic and applied research concerned with alerting and warning systems. After summarizing that literature, a human computer interaction (HCI) designer's guide was prepared to support the design of an attention allocation subsystem (AAS) for the MMWS. The resultant HCI guidelines are being applied in the design of a fully interactive AAS prototype. An overview of key findings from the literature review, a proposed design methodology with illustrative examples, and an assessment of progress made in implementing the HCI designers guide are presented.

  5. Modelling of human-machine interaction in equipment design of manufacturing cells

    Science.gov (United States)

    Cochran, David S.; Arinez, Jorge F.; Collins, Micah T.; Bi, Zhuming

    2017-08-01

    This paper proposes a systematic approach to model human-machine interactions (HMIs) in supervisory control of machining operations; it characterises the coexistence of machines and humans for an enterprise to balance the goals of automation/productivity and flexibility/agility. In the proposed HMI model, an operator is associated with a set of behavioural roles as a supervisor for multiple, semi-automated manufacturing processes. The model is innovative in the sense that (1) it represents an HMI based on its functions for process control but provides the flexibility for ongoing improvements in the execution of manufacturing processes; (2) it provides a computational tool to define functional requirements for an operator in HMIs. The proposed model can be used to design production systems at different levels of an enterprise architecture, particularly at the machine level in a production system where operators interact with semi-automation to accomplish the goal of 'autonomation' - automation that augments the capabilities of human beings.

  6. Human-Centered Design of Human-Computer-Human Dialogs in Aerospace Systems

    Science.gov (United States)

    Mitchell, Christine M.

    1998-01-01

    A series of ongoing research programs at Georgia Tech established a need for a simulation support tool for aircraft computer-based aids. This led to the design and development of the Georgia Tech Electronic Flight Instrument Research Tool (GT-EFIRT). GT-EFIRT is a part-task flight simulator specifically designed to study aircraft display design and single pilot interaction. ne simulator, using commercially available graphics and Unix workstations, replicates to a high level of fidelity the Electronic Flight Instrument Systems (EFIS), Flight Management Computer (FMC) and Auto Flight Director System (AFDS) of the Boeing 757/767 aircraft. The simulator can be configured to present information using conventional looking B757n67 displays or next generation Primary Flight Displays (PFD) such as found on the Beech Starship and MD-11.

  7. Interactive computer graphics and its role in control system design of large space structures

    Science.gov (United States)

    Reddy, A. S. S. R.

    1985-01-01

    This paper attempts to show the relevance of interactive computer graphics in the design of control systems to maintain attitude and shape of large space structures to accomplish the required mission objectives. The typical phases of control system design, starting from the physical model such as modeling the dynamics, modal analysis, and control system design methodology are reviewed and the need of the interactive computer graphics is demonstrated. Typical constituent parts of large space structures such as free-free beams and free-free plates are used to demonstrate the complexity of the control system design and the effectiveness of the interactive computer graphics.

  8. Workshop on cultural usability and human work interaction design

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Ørngreen, Rikke; Roese, Kerstin

    2008-01-01

    it into interaction design. The workshop will present current research into cultural usability and human work interaction design. Cultural usability is a comprehensive concept, which adheres to all kinds of contexts in which humans are involved (private family, work, public and private organizations, nature......, Workplace observation, Think-Aloud Usability Test, etc. These techniques often give - seemingly - similar results when applied in diverse cultural settings, but experience shows that we need a deep understanding of the cultural, social and organizational context to interpret the results, and to transform...

  9. CAAD as Computer-Activated Architectural Design

    DEFF Research Database (Denmark)

    Galle, Per

    1998-01-01

    In a brief sketch, drawing on a general philosophical conception of human interaction with the world, the architectural design process is analysed in terms of two kinds of human action: interpretation and production. Both of these are seen as establishing a link between mental and material entities....... On this background two alternative roles of computers in computer-aided architectural design (CAAD) are distinguished: a passive and a more active role, where in the latter case, the computer’s capacity for symbol manipulation is utilized to influence design thinking actively. The analysis offered in this paper may...... serve at least two purposes: to provide a conceptual machinery for research and reflection on CAAD, and to clarify the notion of ‘artificial intelligence’ in the light of architectural design....

  10. Discourse with Visual Health Data: Design of Human-Data Interaction

    Directory of Open Access Journals (Sweden)

    Oluwakemi Ola

    2018-03-01

    Full Text Available Previous work has suggested that large repositories of data can revolutionize healthcare activities; however, there remains a disconnection between data collection and its effective usage. The way in which users interact with data strongly impacts their ability to not only complete tasks but also capitalize on the purported benefits of such data. Interactive visualizations can provide a means by which many data-driven tasks can be performed. Recent surveys, however, suggest that many visualizations mostly enable users to perform simple manipulations, thus limiting their ability to complete tasks. Researchers have called for tools that allow for richer discourse with data. Nonetheless, systematic design of human-data interaction for visualization tools is a non-trivial task. It requires taking into consideration a myriad of issues. Creation of visualization tools that incorporate rich human-data discourse would benefit from the use of design frameworks. In this paper, we examine and present a design process that is based on a conceptual human-data interaction framework. We discuss and describe the design of interaction for a visualization tool intended for sensemaking of public health data. We demonstrate the utility of systematic interaction design in two ways. First, we use scenarios to highlight how our design approach supports a rich and meaningful discourse with data. Second, we present results from a study that details how users were able to perform various tasks with health data and learn about global health trends.

  11. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy

    Science.gov (United States)

    Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean

    2007-01-01

    In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…

  12. CHI 2013 Human Work Interaction Design (HWID) SIG

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Campos, Pedro F.; Katre, Dinesh S.

    2013-01-01

    In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an inte...

  13. An application of interactive computer graphics technology to the design of dispersal mechanisms

    Science.gov (United States)

    Richter, B. J.; Welch, B. H.

    1977-01-01

    Interactive computer graphics technology is combined with a general purpose mechanisms computer code to study the operational behavior of three guided bomb dispersal mechanism designs. These studies illustrate the use of computer graphics techniques to discover operational anomalies, to assess the effectiveness of design improvements, to reduce the time and cost of the modeling effort, and to provide the mechanism designer with a visual understanding of the physical operation of such systems.

  14. Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

    Science.gov (United States)

    Adams, Richard J.; Olowin, Aaron; Krepkovich, Eileen; Hannaford, Blake; Lindsay, Jack I. C.; Homer, Peter; Patrie, James T.; Sands, O. Scott

    2013-01-01

    The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99 in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text chat communications, manipulation of procedureschecklists, cataloguingannotating images, scientific note taking, human-robot interaction, and control of suit andor other EVA systems.

  15. A Software Framework for Multimodal Human-Computer Interaction Systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2009-01-01

    This paper describes a software framework we designed and implemented for the development and research in the area of multimodal human-computer interface. The proposed framework is based on publish / subscribe architecture, which allows developers and researchers to conveniently configure, test and

  16. Rethinking Human-Centered Computing: Finding the Customer and Negotiated Interactions at the Airport

    Science.gov (United States)

    Wales, Roxana; O'Neill, John; Mirmalek, Zara

    2003-01-01

    The breakdown in the air transportation system over the past several years raises an interesting question for researchers: How can we help improve the reliability of airline operations? In offering some answers to this question, we make a statement about Huuman-Centered Computing (HCC). First we offer the definition that HCC is a multi-disciplinary research and design methodology focused on supporting humans as they use technology by including cognitive and social systems, computational tools and the physical environment in the analysis of organizational systems. We suggest that a key element in understanding organizational systems is that there are external cognitive and social systems (customers) as well as internal cognitive and social systems (employees) and that they interact dynamically to impact the organization and its work. The design of human-centered intelligent systems must take this outside-inside dynamic into account. In the past, the design of intelligent systems has focused on supporting the work and improvisation requirements of employees but has often assumed that customer requirements are implicitly satisfied by employee requirements. Taking a customer-centric perspective provides a different lens for understanding this outside-inside dynamic, the work of the organization and the requirements of both customers and employees In this article we will: 1) Demonstrate how the use of ethnographic methods revealed the important outside-inside dynamic in an airline, specifically the consequential relationship between external customer requirements and perspectives and internal organizational processes and perspectives as they came together in a changing environment; 2) Describe how taking a customer centric perspective identifies places where the impact of the outside-inside dynamic is most critical and requires technology that can be adaptive; 3) Define and discuss the place of negotiated interactions in airline operations, identifying how these

  17. HumanComputer Systems Interaction Backgrounds and Applications 2 Part 2

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa

    2012-01-01

    This volume of the book contains a collection of chapters selected from the papers which originally (in shortened form) have been presented at the 3rd International Conference on Human-Systems Interaction held in Rzeszow, Poland, in 2010. The chapters are divided into five sections concerning: IV. Environment monitoring and robotic systems, V. Diagnostic systems, VI. Educational Systems, and VII. General Problems. The novel concepts and realizations of humanoid robots, talking robots and orthopedic surgical robots, as well as those of direct brain-computer interface  are examples of particularly interesting topics presented in Sec. VI. In Sec. V the problems of  skin cancer recognition, colonoscopy diagnosis, and brain strokes diagnosis as well as more general problems of ontology design for  medical diagnostic knowledge are presented. Example of an industrial diagnostic system and a concept of new algorithm for edges detection in computer-analyzed images  are also presented in this Section. Among the edu...

  18. CADRIGS--computer aided design reliability interactive graphics system

    International Nuclear Information System (INIS)

    Kwik, R.J.; Polizzi, L.M.; Sticco, S.; Gerrard, P.B.; Yeater, M.L.; Hockenbury, R.W.; Phillips, M.A.

    1982-01-01

    An integrated reliability analysis program combining graphic representation of fault trees, automated data base loadings and reference, and automated construction of reliability code input files was developed. The functional specifications for CADRIGS, the computer aided design reliability interactive graphics system, are presented. Previously developed fault tree segments used in auxiliary feedwater system safety analysis were constructed on CADRIGS and, when combined, yielded results identical to those resulting from manual input to the same reliability codes

  19. Ergonomic guidelines for using notebook personal computers. Technical Committee on Human-Computer Interaction, International Ergonomics Association.

    Science.gov (United States)

    Saito, S; Piccoli, B; Smith, M J; Sotoyama, M; Sweitzer, G; Villanueva, M B; Yoshitake, R

    2000-10-01

    In the 1980's, the visual display terminal (VDT) was introduced in workplaces of many countries. Soon thereafter, an upsurge in reported cases of related health problems, such as musculoskeletal disorders and eyestrain, was seen. Recently, the flat panel display or notebook personal computer (PC) became the most remarkable feature in modern workplaces with VDTs and even in homes. A proactive approach must be taken to avert foreseeable ergonomic and occupational health problems from the use of this new technology. Because of its distinct physical and optical characteristics, the ergonomic requirements for notebook PCs in terms of machine layout, workstation design, lighting conditions, among others, should be different from the CRT-based computers. The Japan Ergonomics Society (JES) technical committee came up with a set of guidelines for notebook PC use following exploratory discussions that dwelt on its ergonomic aspects. To keep in stride with this development, the Technical Committee on Human-Computer Interaction under the auspices of the International Ergonomics Association worked towards the international issuance of the guidelines. This paper unveils the result of this collaborative effort.

  20. Human-centered Computing: Toward a Human Revolution

    OpenAIRE

    Jaimes, Alejandro; Gatica-Perez, Daniel; Sebe, Nicu; Huang, Thomas S.

    2007-01-01

    Human-centered computing studies the design, development, and deployment of mixed-initiative human-computer systems. HCC is emerging from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts.

  1. Designing for intuitive use for non-human users

    DEFF Research Database (Denmark)

    Wirman, Hanna; Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    In the field of human-computer interaction the notion of intuitive use describes the extent to which a human user can subconsciously interact with a product by relying on existing knowledge from similar or identical situations. In animal-computer interaction (ACI) the idea of intuitive use holds ...... with knowledge transfer from other domains familiar to the animal may allow intuitive use of digital technology. Examples will be drawn from an ongoing game design research project which aims to build digital games for Bornean orangutans....

  2. Cooperation in human-computer communication

    OpenAIRE

    Kronenberg, Susanne

    2000-01-01

    The goal of this thesis is to simulate cooperation in human-computer communication to model the communicative interaction process of agents in natural dialogs in order to provide advanced human-computer interaction in that coherence is maintained between contributions of both agents, i.e. the human user and the computer. This thesis contributes to certain aspects of understanding and generation and their interaction in the German language. In spontaneous dialogs agents cooperate by the pro...

  3. Stereo Vision for Unrestricted Human-Computer Interaction

    OpenAIRE

    Eldridge, Ross; Rudolph, Heiko

    2008-01-01

    Human computer interfaces have come long way in recent years, but the goal of a computer interpreting unrestricted human movement remains elusive. The use of stereo vision in this field has enabled the development of systems that begin to approach this goal. As computer technology advances we come ever closer to a system that can react to the ambiguities of human movement in real-time. In the foreseeable future stereo computer vision is not likely to replace the keyboard or mouse. There is at...

  4. Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments

    Directory of Open Access Journals (Sweden)

    Alonso-Valerdi Luz María

    2017-01-01

    Full Text Available Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI. Those cognitive processes take place while a user navigates and explores a virtual environment (VE and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI. BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1 set out working environmental conditions, (2 maximize the efficiency of BCI control panels, (3 implement navigation systems based not only on user intentions but also on user emotions, and (4 regulate user mental state to increase the differentiation between control and noncontrol modalities.

  5. An overview of interactive computer graphics and its application to computer-aided engineering and design

    International Nuclear Information System (INIS)

    Van Dam, A.

    1983-01-01

    The purpose of this brief birds-eye view of interactive graphics is to list the key ideas, and to show how one of the most important application areas, Computer Aided Engineering/Design takes advantage of it. (orig.)

  6. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

    Social media analytics is an emerging skill for organizations. Currently, developers are exploring ways to create tools for simplifying social media analysis. These tools tend to focus on gathering data, and using systems to make it meaningful. However, we contend that making social media data...... meaningful is by nature a human-computer interaction problem. We examine this problem around the emerging field of sentiment analysis, exploring criteria for designing sentiment analysis systems based in Human Computer interaction, HCI. We contend that effective sentiment analysis affects audience analysis...

  7. Human computer interaction using hand gestures

    CERN Document Server

    Premaratne, Prashan

    2014-01-01

    Human computer interaction (HCI) plays a vital role in bridging the 'Digital Divide', bringing people closer to consumer electronics control in the 'lounge'. Keyboards and mouse or remotes do alienate old and new generations alike from control interfaces. Hand Gesture Recognition systems bring hope of connecting people with machines in a natural way. This will lead to consumers being able to use their hands naturally to communicate with any electronic equipment in their 'lounge.' This monograph will include the state of the art hand gesture recognition approaches and how they evolved from their inception. The author would also detail his research in this area for the past 8 years and how the future might turn out to be using HCI. This monograph will serve as a valuable guide for researchers (who would endeavour into) in the world of HCI.

  8. The ZAP Project: Designing Interactive Computer Tools for Learning Psychology

    Science.gov (United States)

    Hulshof, Casper; Eysink, Tessa; de Jong, Ton

    2006-01-01

    In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…

  9. Interactive design computation : A case study on quantum design paradigm

    NARCIS (Netherlands)

    Feng, H.

    2013-01-01

    The ever-increasing complexity of design processes fosters novel design computation models to be employed in architectural research and design in order to facilitate accurate data processing and refined decision making. These computation models have enabled designers to work with complex geometry

  10. On the application of motivation theory to human factors/ergonomics: motivational design principles for human-technology interaction.

    Science.gov (United States)

    Szalma, James L

    2014-12-01

    Motivation is a driving force in human-technology interaction. This paper represents an effort to (a) describe a theoretical model of motivation in human technology interaction, (b) provide design principles and guidelines based on this theory, and (c) describe a sequence of steps for the. evaluation of motivational factors in human-technology interaction. Motivation theory has been relatively neglected in human factors/ergonomics (HF/E). In both research and practice, the (implicit) assumption has been that the operator is already motivated or that motivation is an organizational concern and beyond the purview of HF/E. However, technology can induce task-related boredom (e.g., automation) that can be stressful and also increase system vulnerability to performance failures. A theoretical model of motivation in human-technology interaction is proposed, based on extension of the self-determination theory of motivation to HF/E. This model provides the basis for both future research and for development of practical recommendations for design. General principles and guidelines for motivational design are described as well as a sequence of steps for the design process. Human motivation is an important concern for HF/E research and practice. Procedures in the design of both simple and complex technologies can, and should, include the evaluation of motivational characteristics of the task, interface, or system. In addition, researchers should investigate these factors in specific human-technology domains. The theory, principles, and guidelines described here can be incorporated into existing techniques for task analysis and for interface and system design.

  11. Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.

    Science.gov (United States)

    Lee, Seungcheol Austin; Liang, Yuhua Jake

    2015-04-01

    Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.

  12. Optimal design method to minimize users' thinking mapping load in human-machine interactions.

    Science.gov (United States)

    Huang, Yanqun; Li, Xu; Zhang, Jie

    2015-01-01

    The discrepancy between human cognition and machine requirements/behaviors usually results in serious mental thinking mapping loads or even disasters in product operating. It is important to help people avoid human-machine interaction confusions and difficulties in today's mental work mastered society. Improving the usability of a product and minimizing user's thinking mapping and interpreting load in human-machine interactions. An optimal human-machine interface design method is introduced, which is based on the purpose of minimizing the mental load in thinking mapping process between users' intentions and affordance of product interface states. By analyzing the users' thinking mapping problem, an operating action model is constructed. According to human natural instincts and acquired knowledge, an expected ideal design with minimized thinking loads is uniquely determined at first. Then, creative alternatives, in terms of the way human obtains operational information, are provided as digital interface states datasets. In the last, using the cluster analysis method, an optimum solution is picked out from alternatives, by calculating the distances between two datasets. Considering multiple factors to minimize users' thinking mapping loads, a solution nearest to the ideal value is found in the human-car interaction design case. The clustering results show its effectiveness in finding an optimum solution to the mental load minimizing problems in human-machine interaction design.

  13. A study on the application of voice interaction in automotive human machine interface experience design

    Science.gov (United States)

    Huang, Zhaohui; Huang, Xiemin

    2018-04-01

    This paper, firstly, introduces the application trend of the integration of multi-channel interactions in automotive HMI ((Human Machine Interface) from complex information models faced by existing automotive HMI and describes various interaction modes. By comparing voice interaction and touch screen, gestures and other interaction modes, the potential and feasibility of voice interaction in automotive HMI experience design are concluded. Then, the related theories of voice interaction, identification technologies, human beings' cognitive models of voices and voice design methods are further explored. And the research priority of this paper is proposed, i.e. how to design voice interaction to create more humane task-oriented dialogue scenarios to enhance interactive experiences of automotive HMI. The specific scenarios in driving behaviors suitable for the use of voice interaction are studied and classified, and the usability principles and key elements for automotive HMI voice design are proposed according to the scenario features. Then, through the user participatory usability testing experiment, the dialogue processes of voice interaction in automotive HMI are defined. The logics and grammars in voice interaction are classified according to the experimental results, and the mental models in the interaction processes are analyzed. At last, the voice interaction design method to create the humane task-oriented dialogue scenarios in the driving environment is proposed.

  14. Proceedings of the 5th Danish Human-Computer Interaction Research Symposium

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Nielsen, Lene

    2005-01-01

    Lene Nielsen DEALING WITH REALITY - IN THEORY Gitte Skou PetersenA NEW IFIP WORKING GROUP - HUMAN WORK INTERACTION DESIGN Rikke Ørngreen, Torkil Clemmensen & Annelise Mark-Pejtersen CLASSIFICATION OF DESCRIPTIONS USED IN SOFTWARE AND INTERACTION DESIGN Georg Strøm OBSTACLES TO DESIGN IN VOLUNTEER BASED...... for the symposium, of which 14 were presented orally in four panel sessions. Previously the symposium has been held at University of Aarhus 2001, University of Copenhagen 2002, Roskilde University Center 2003, Aalborg University 2004. Torkil Clemmensen & Lene Nielsen Copenhagen, November 2005 CONTENT INTRODUCTION...

  15. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA

    Directory of Open Access Journals (Sweden)

    Li Deng

    2016-01-01

    Full Text Available In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  16. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA.

    Science.gov (United States)

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

    In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm) were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive characteristics were analyzed, and the layout principles of human-machine interaction interface were summarized as the constraints in layout design. Again, the expression form of fitness function, pheromone, and heuristic information for the layout optimization of cabin was studied. The layout design model of human-machine interaction interface was established based on GA-ACA. At last, a layout design system was developed based on this model. For validation, the human-machine interaction interface layout design of drilling rig control room was taken as an example, and the optimization result showed the feasibility and effectiveness of the proposed method.

  17. Adaptive interaction a utility maximization approach to understanding human interaction with technology

    CERN Document Server

    Payne, Stephen J

    2013-01-01

    This lecture describes a theoretical framework for the behavioural sciences that holds high promise for theory-driven research and design in Human-Computer Interaction. The framework is designed to tackle the adaptive, ecological, and bounded nature of human behaviour. It is designed to help scientists and practitioners reason about why people choose to behave as they do and to explain which strategies people choose in response to utility, ecology, and cognitive information processing mechanisms. A key idea is that people choose strategies so as to maximise utility given constraints. The frame

  18. Human Work Interaction Design. Work Analysis and HCI

    DEFF Research Database (Denmark)

    Paasch, Kasper

    2013-01-01

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability......This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  19. Multi-step EMG Classification Algorithm for Human-Computer Interaction

    Science.gov (United States)

    Ren, Peng; Barreto, Armando; Adjouadi, Malek

    A three-electrode human-computer interaction system, based on digital processing of the Electromyogram (EMG) signal, is presented. This system can effectively help disabled individuals paralyzed from the neck down to interact with computers or communicate with people through computers using point-and-click graphic interfaces. The three electrodes are placed on the right frontalis, the left temporalis and the right temporalis muscles in the head, respectively. The signal processing algorithm used translates the EMG signals during five kinds of facial movements (left jaw clenching, right jaw clenching, eyebrows up, eyebrows down, simultaneous left & right jaw clenching) into five corresponding types of cursor movements (left, right, up, down and left-click), to provide basic mouse control. The classification strategy is based on three principles: the EMG energy of one channel is typically larger than the others during one specific muscle contraction; the spectral characteristics of the EMG signals produced by the frontalis and temporalis muscles during different movements are different; the EMG signals from adjacent channels typically have correlated energy profiles. The algorithm is evaluated on 20 pre-recorded EMG signal sets, using Matlab simulations. The results show that this method provides improvements and is more robust than other previous approaches.

  20. An Anthropological Move Towards Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2005-01-01

    User interaction design has for many years been concerned with the skills required in operating computers and machines. For keyboard and mouse operated, screen-based user interfaces the main focus has been on the cognitive skills of humans. This paper takes as a basic preamble that a shift from...

  1. Affective Computing used in an imaging interaction paradigm

    DEFF Research Database (Denmark)

    Schultz, Nette

    2003-01-01

    This paper combines affective computing with an imaging interaction paradigm. An imaging interaction paradigm means that human and computer communicates primarily by images. Images evoke emotions in humans, so the computer must be able to behave emotionally intelligent. An affective image selection...

  2. Contextual Interaction Design Research: Enabling HCI

    OpenAIRE

    Murer , Martin; Meschtscherjakov , Alexander; Fuchsberger , Verena; Giuliani , Manuel; Neureiter , Katja; Moser , Christiane; Aslan , Ilhan; Tscheligi , Manfred

    2015-01-01

    International audience; Human-Computer Interaction (HCI) has always been about humans, their needs and desires. Contemporary HCI thinking investigates interactions in everyday life and puts an emphasis on the emotional and experiential qualities of interactions. At the Center for Human-Computer Interaction we seek to bridge meandering strands in the field by following a guiding metaphor that shifts focus to what has always been the core quality of our research field: Enabling HCI, as a leitmo...

  3. Institutionalizing human-computer interaction for global health.

    Science.gov (United States)

    Gulliksen, Jan

    2017-06-01

    Digitalization is the societal change process in which new ICT-based solutions bring forward completely new ways of doing things, new businesses and new movements in the society. Digitalization also provides completely new ways of addressing issues related to global health. This paper provides an overview of the field of human-computer interaction (HCI) and in what way the field has contributed to international development in different regions of the world. Additionally, it outlines the United Nations' new sustainability goals from December 2015 and what these could contribute to the development of global health and its relationship to digitalization. Finally, it argues why and how HCI could be adopted and adapted to fit the contextual needs, the need for localization and for the development of new digital innovations. The research methodology is mostly qualitative following an action research paradigm in which the actual change process that the digitalization is evoking is equally important as the scientific conclusions that can be drawn. In conclusion, the paper argues that digitalization is fundamentally changing the society through the development and use of digital technologies and may have a profound effect on the digital development of every country in the world. But it needs to be developed based on local practices, it needs international support and to not be limited by any technological constraints. Particularly digitalization to support global health requires a profound understanding of the users and their context, arguing for user-centred systems design methodologies as particularly suitable.

  4. Human-Computer Interaction and Sociological Insight: A Theoretical Examination and Experiment in Building Affinity in Small Groups

    Science.gov (United States)

    Oren, Michael Anthony

    2011-01-01

    The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…

  5. Advanced human-system interface design review guidelines

    International Nuclear Information System (INIS)

    O'Hara, J.M.

    1990-01-01

    Advanced, computer-based, human-system interface designs are emerging in nuclear power plant (NPP) control rooms. These developments may have significant implications for plant safety in that they will greatly affect the ways in which operators interact with systems. At present, however, the only guidance available to the US Nuclear Regulatory Commission (NRC) for the review of control room-operator interfaces, NUREG-0700, was written prior to these technological changes and is thus not designed to address them. The objective of the project reported in this paper is to develop an Advanced Control Room Design Review Guideline for use in performing human factors reviews of advanced operator interfaces. This guideline will be implemented, in part, as a portable, computer-based, interactive document for field use. The paper describes the overall guideline development methodology, the present status of the document, and the plans for further guideline testing and development. 21 refs., 3 figs

  6. Proceedings of the topical meeting on advances in human factors research on man/computer interactions

    International Nuclear Information System (INIS)

    Anon.

    1990-01-01

    This book discusses the following topics: expert systems and knowledge engineering-I; verification and validation of software; methods for modeling UMAN/computer performance; MAN/computer interaction problems in producing procedures -1-2; progress and problems with automation-1-2; experience with electronic presentation of procedures-2; intelligent displays and monitors; modeling user/computer interface; and computer-based human decision-making aids

  7. Intelligent adaptive systems an interaction-centered design perspective

    CERN Document Server

    Hou, Ming; Burns, Catherine

    2014-01-01

    A synthesis of recent research and developments on intelligent adaptive systems from the HF (human factors) and HCI (human-computer interaction) domains, this book provides integrated design guidance and recommendations for researchers and system developers. It addresses a recognized lack of integration between the HF and HCI research communities, which has led to inconsistencies between the research approaches adopted, and a lack of exploitation of research from one field by the other. The book establishes design guidance through the review of conceptual frameworks, analytical methodologies,

  8. Control room design and human engineering in power plants

    International Nuclear Information System (INIS)

    Herbst, L.; Hinz, W.

    1982-01-01

    The concept for modern plant control rooms is primary influenced by: The automation of protection, binary control and closed loop control functions; organization employing functional areas; computer based information processing; human engineered design. Automation reduces the human work load. Employment of functional areas permits optimization of operational sequences. Computer based information processing makes it possible to output information in accordance with operating requirements. Design based on human engineering principles assures the quality of the interaction between the operator and the equipment. The degree to which these conceptional features play a role in design of power plant control rooms depends on the unit rating, the mode of operation and on the requirements respecting safety and availability of the plant. (orig.)

  9. Quality of human-computer interaction - results of a national usability survey of hospital-IT in Germany

    Directory of Open Access Journals (Sweden)

    Bundschuh Bettina B

    2011-11-01

    Full Text Available Abstract Background Due to the increasing functionality of medical information systems, it is hard to imagine day to day work in hospitals without IT support. Therefore, the design of dialogues between humans and information systems is one of the most important issues to be addressed in health care. This survey presents an analysis of the current quality level of human-computer interaction of healthcare-IT in German hospitals, focused on the users' point of view. Methods To evaluate the usability of clinical-IT according to the design principles of EN ISO 9241-10 the IsoMetrics Inventory, an assessment tool, was used. The focus of this paper has been put on suitability for task, training effort and conformity with user expectations, differentiated by information systems. Effectiveness has been evaluated with the focus on interoperability and functionality of different IT systems. Results 4521 persons from 371 hospitals visited the start page of the study, while 1003 persons from 158 hospitals completed the questionnaire. The results show relevant variations between different information systems. Conclusions Specialised information systems with defined functionality received better assessments than clinical information systems in general. This could be attributed to the improved customisation of these specialised systems for specific working environments. The results can be used as reference data for evaluation and benchmarking of human computer engineering in clinical health IT context for future studies.

  10. Towards Human-Centred Design

    Science.gov (United States)

    Bannon, Liam J.

    The field of HCI has evolved and expanded dramatically since its origin in the early 1980’s. The HCI community embraces a large community of researchers and practitioners around the world, from a variety of disciplinary backgrounds in the human and social sciences, engineering and informatics, and more recently, the arts and design disciplines. This kaleidoscope of cultures and disciplines as seen at INTERACT Conferences provides a rich pool of resources for examining our field. Applications are increasingly exploring our full range of sensory modalities, and merging the digital and physical worlds. WiFi has opened up a huge design space for mobile applications. A focus on usability of products and services has been complemented by an emphasis on engagement, enjoyment and experience. With the advent of ubiquitous computing, and the emergence of “The Internet of Things”, new kinds of more open infrastructures make possible radically new kinds of applications. The sources of innovation have also broadened, to include human and social actors outside of the computing and design organizations. The question is to what extent is our mainstream thinking in the HCI field ready for the challenges of this Brave New World? Do the technological and social innovations that we see emerging require us to re-shape, or even, re-create, our field, or is it a case of a more gradual evolution and development of that which we already know? In this closing Keynote, I will provide a perspective on the evolution and development of the HCI field, looking backwards as well as forwards, in order to determine what are some of the changes of significance in the field. This “broad-brush” approach to what I term “ human-centred design” will be complemented by the examination of specific projects and applications, to help anchor some of the discussion. Areas such as user-centred design, participatory design, computer-supported cooperative work and learning, and interaction design, in

  11. How should Fitts' Law be applied to human-computer interaction?

    Science.gov (United States)

    Gillan, D. J.; Holden, K.; Adam, S.; Rudisill, M.; Magee, L.

    1992-01-01

    The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

  12. Transnational HCI: Humans, Computers and Interactions in Global Contexts

    DEFF Research Database (Denmark)

    Vertesi, Janet; Lindtner, Silvia; Shklovski, Irina

    2011-01-01

    , but as evolving in relation to global processes, boundary crossings, frictions and hybrid practices. In doing so, we expand upon existing research in HCI to consider the effects, implications for individuals and communities, and design opportunities in times of increased transnational interactions. We hope...... to broaden the conversation around the impact of technology in global processes by bringing together scholars from HCI and from related humanities, media arts and social sciences disciplines....

  13. Optimal design methods for a digital human-computer interface based on human reliability in a nuclear power plant

    International Nuclear Information System (INIS)

    Jiang, Jianjun; Zhang, Li; Xie, Tian; Wu, Daqing; Li, Min; Wang, Yiqun; Peng, Yuyuan; Peng, Jie; Zhang, Mengjia; Li, Peiyao; Ma, Congmin; Wu, Xing

    2017-01-01

    Highlights: • A complete optimization process is established for digital human-computer interfaces of Npps. • A quick convergence search method is proposed. • The authors propose an affinity error probability mapping function to test human reliability. - Abstract: This is the second in a series of papers describing the optimal design method for a digital human-computer interface of nuclear power plant (Npp) from three different points based on human reliability. The purpose of this series is to explore different optimization methods from varying perspectives. This present paper mainly discusses the optimal design method for quantity of components of the same factor. In monitoring process, quantity of components has brought heavy burden to operators, thus, human errors are easily triggered. To solve the problem, the authors propose an optimization process, a quick convergence search method and an affinity error probability mapping function. Two balanceable parameter values of the affinity error probability function are obtained by experiments. The experimental results show that the affinity error probability mapping function about human-computer interface has very good sensitivity and stability, and that quick convergence search method for fuzzy segments divided by component quantity has better performance than general algorithm.

  14. Investigation on human serum albumin and Gum Tragacanth interactions using experimental and computational methods.

    Science.gov (United States)

    Moradi, Sajad; Taran, Mojtaba; Shahlaei, Mohsen

    2018-02-01

    The study on the interaction of human serum albumin and Gum Tragacanth, a biodegradable bio-polymer, has been undertaken. For this purpose, several experimental and computational methods were used. Investigation of thermodynamic parameters and mode of interactions were carried out using Fluorescence spectroscopy in 300 and 310K. Also, a Fourier transformed infrared spectra and synchronous fluorescence spectroscopy was performed. To give detailed insight of possible interactions, docking and molecular dynamic simulations were also applied. Results show that the interaction is based on hydrogen bonding and van der Waals forces. Structural analysis implies on no adverse change in protein conformation during binding of GT. Furthermore, computational methods confirm some evidence on secondary structure enhancement of protein as a presence of combining with Gum Tragacanth. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. Design of Intelligent Robot as A Tool for Teaching Media Based on Computer Interactive Learning and Computer Assisted Learning to Improve the Skill of University Student

    Science.gov (United States)

    Zuhrie, M. S.; Basuki, I.; Asto B, I. G. P.; Anifah, L.

    2018-01-01

    The focus of the research is the teaching module which incorporates manufacturing, planning mechanical designing, controlling system through microprocessor technology and maneuverability of the robot. Computer interactive and computer-assisted learning is strategies that emphasize the use of computers and learning aids (computer assisted learning) in teaching and learning activity. This research applied the 4-D model research and development. The model is suggested by Thiagarajan, et.al (1974). 4-D Model consists of four stages: Define Stage, Design Stage, Develop Stage, and Disseminate Stage. This research was conducted by applying the research design development with an objective to produce a tool of learning in the form of intelligent robot modules and kit based on Computer Interactive Learning and Computer Assisted Learning. From the data of the Indonesia Robot Contest during the period of 2009-2015, it can be seen that the modules that have been developed confirm the fourth stage of the research methods of development; disseminate method. The modules which have been developed for students guide students to produce Intelligent Robot Tool for Teaching Based on Computer Interactive Learning and Computer Assisted Learning. Results of students’ responses also showed a positive feedback to relate to the module of robotics and computer-based interactive learning.

  16. Human-Computer Interaction Handbook Fundamentals, Evolving Technologies, and Emerging Applications

    CERN Document Server

    Jacko, Julie A

    2012-01-01

    The third edition of a groundbreaking reference, The Human--Computer Interaction Handbook: Fundamentals, Evolving Technologies, and Emerging Applications raises the bar for handbooks in this field. It is the largest, most complete compilation of HCI theories, principles, advances, case studies, and more that exist within a single volume. The book captures the current and emerging sub-disciplines within HCI related to research, development, and practice that continue to advance at an astonishing rate. It features cutting-edge advances to the scientific knowledge base as well as visionary perspe

  17. Une approche pragmatique cognitive de l'interaction personne/système informatisé A Cognitive Pragmatic Approach of Human/Computer Interaction

    Directory of Open Access Journals (Sweden)

    Madeleine Saint-Pierre

    1998-06-01

    Full Text Available Dans cet article, nous proposons une approche inférentielle de l'interaction humain/ordinateur. C'est par la prise en compte de l'activité cognitive de l'utilisateur pendant son travail avec un système que nous voulons comprendre ce type d'interaction. Ceci mènera à une véritable évaluation des interfaces/utilisateurs et pourra servir de guide pour des interfaces en développement. Nos analyses décrivent le processus inférentiel impliqué dans le contexte dynamique d'exécution de tâche, grâce à une catégorisation de l'activité cognitive issue des verbalisations recueillies auprès d'utilisateurs qui " pensent à haute voix " en travaillant. Nous présentons des instruments méthodologiques mis au point dans notre recherche pour l'analyses et la catégorisation des protocoles. Les résultats sont interprétés dans le cadre de la théorie de la pertinence de Sperber et Wilson (1995 en termes d'effort cognitif dans le traitement des objets (linguistique, iconique, graphique... apparaissant à l'écran et d'effet cognitif de ces derniers. Cette approche est généralisable à tout autre contexte d'interaction humain/ordinateur comme, par exemple, le télé-apprentissage.This article proposes an inferential approach for the study of human/computer interaction. It is by taking into account the user's cognitive activity while working at a computer that we propose to understand this interaction. This approach leads to a real user/interface evaluation and, hopefully, will serve as guidelines for the design of new interfaces. Our analysis describe the inferential process involved in the dynamics of task performance. The cognitive activity of the user is grasped by the mean of a " thinking aloud " method through which the user is asked to verbalize while working at the computer. Tools developped by our research team for the categorization of the verbal protocols are presented. The results are interpreted within the relevance theory

  18. Can Computers Foster Human Users’ Creativity? Theory and Praxis of Mixed-Initiative Co-Creativity

    Directory of Open Access Journals (Sweden)

    Antonios Liapis

    2016-07-01

    Full Text Available This article discusses the impact of artificially intelligent computers to the process of design, play and educational activities. A computational process which has the necessary intelligence and creativity to take a proactive role in such activities can not only support human creativity but also foster it and prompt lateral thinking. The argument is made both from the perspective of human creativity, where the computational input is treated as an external stimulus which triggers re-framing of humans’ routines and mental associations, but also from the perspective of computational creativity where human input and initiative constrains the search space of the algorithm, enabling it to focus on specific possible solutions to a problem rather than globally search for the optimal. The article reviews four mixed-initiative tools (for design and educational play based on how they contribute to human-machine co-creativity. These paradigms serve different purposes, afford different human interaction methods and incorporate different computationally creative processes. Assessing how co-creativity is facilitated on a per-paradigm basis strengthens the theoretical argument and provides an initial seed for future work in the burgeoning domain of mixed-initiative interaction.

  19. Computational design of protein interactions: designing proteins that neutralize influenza by inhibiting its hemagglutinin surface protein

    Science.gov (United States)

    Fleishman, Sarel

    2012-02-01

    Molecular recognition underlies all life processes. Design of interactions not seen in nature is a test of our understanding of molecular recognition and could unlock the vast potential of subtle control over molecular interaction networks, allowing the design of novel diagnostics and therapeutics for basic and applied research. We developed the first general method for designing protein interactions. The method starts by computing a region of high affinity interactions between dismembered amino acid residues and the target surface and then identifying proteins that can harbor these residues. Designs are tested experimentally for binding the target surface and successful ones are affinity matured using yeast cell surface display. Applied to the conserved stem region of influenza hemagglutinin we designed two unrelated proteins that, following affinity maturation, bound hemagglutinin at subnanomolar dissociation constants. Co-crystal structures of hemagglutinin bound to the two designed binders were within 1Angstrom RMSd of their models, validating the accuracy of the design strategy. One of the designed proteins inhibits the conformational changes that underlie hemagglutinin's cell-invasion functions and blocks virus infectivity in cell culture, suggesting that such proteins may in future serve as diagnostics and antivirals against a wide range of pathogenic influenza strains. We have used this method to obtain experimentally validated binders of several other target proteins, demonstrating the generality of the approach. We discuss the combination of modeling and high-throughput characterization of design variants which has been key to the success of this approach, as well as how we have used the data obtained in this project to enhance our understanding of molecular recognition. References: Science 332:816 JMB, in press Protein Sci 20:753

  20. Integrated computer-aided design using minicomputers

    Science.gov (United States)

    Storaasli, O. O.

    1980-01-01

    Computer-Aided Design/Computer-Aided Manufacturing (CAD/CAM), a highly interactive software, has been implemented on minicomputers at the NASA Langley Research Center. CAD/CAM software integrates many formerly fragmented programs and procedures into one cohesive system; it also includes finite element modeling and analysis, and has been interfaced via a computer network to a relational data base management system and offline plotting devices on mainframe computers. The CAD/CAM software system requires interactive graphics terminals operating at a minimum of 4800 bits/sec transfer rate to a computer. The system is portable and introduces 'interactive graphics', which permits the creation and modification of models interactively. The CAD/CAM system has already produced designs for a large area space platform, a national transonic facility fan blade, and a laminar flow control wind tunnel model. Besides the design/drafting element analysis capability, CAD/CAM provides options to produce an automatic program tooling code to drive a numerically controlled (N/C) machine. Reductions in time for design, engineering, drawing, finite element modeling, and N/C machining will benefit productivity through reduced costs, fewer errors, and a wider range of configuration.

  1. Redesign of a computerized clinical reminder for colorectal cancer screening: a human-computer interaction evaluation

    Directory of Open Access Journals (Sweden)

    Saleem Jason J

    2011-11-01

    Full Text Available Abstract Background Based on barriers to the use of computerized clinical decision support (CDS learned in an earlier field study, we prototyped design enhancements to the Veterans Health Administration's (VHA's colorectal cancer (CRC screening clinical reminder to compare against the VHA's current CRC reminder. Methods In a controlled simulation experiment, 12 primary care providers (PCPs used prototypes of the current and redesigned CRC screening reminder in a within-subject comparison. Quantitative measurements were based on a usability survey, workload assessment instrument, and workflow integration survey. We also collected qualitative data on both designs. Results Design enhancements to the VHA's existing CRC screening clinical reminder positively impacted aspects of usability and workflow integration but not workload. The qualitative analysis revealed broad support across participants for the design enhancements with specific suggestions for improving the reminder further. Conclusions This study demonstrates the value of a human-computer interaction evaluation in informing the redesign of information tools to foster uptake, integration into workflow, and use in clinical practice.

  2. Layout Design of Human-Machine Interaction Interface of Cabin Based on Cognitive Ergonomics and GA-ACA

    OpenAIRE

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

    In order to consider the psychological cognitive characteristics affecting operating comfort and realize the automatic layout design, cognitive ergonomics and GA-ACA (genetic algorithm and ant colony algorithm) were introduced into the layout design of human-machine interaction interface. First, from the perspective of cognitive psychology, according to the information processing process, the cognitive model of human-machine interaction interface was established. Then, the human cognitive cha...

  3. Guest Editorial Special Issue on Human Computing

    NARCIS (Netherlands)

    Pantic, Maja; Santos, E.; Pentland, A.; Nijholt, Antinus

    2009-01-01

    The seven articles in this special issue focus on human computing. Most focus on two challenging issues in human computing, namely, machine analysis of human behavior in group interactions and context-sensitive modeling.

  4. Seven-step problem-based learning in an interaction design course

    DEFF Research Database (Denmark)

    Schultz, Nette; Christensen, Hans Peter

    2004-01-01

    The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction de...... others in a single course. The evaluation results showed that the students definitely took a deep approach to learning, and indicated clearly that the students had obtained competences not only within the traditional HCI curriculum but also in terms of team-work skills.......The objective in this paper is the implementation of the highly structured seven-step PBL procedure as part of the learning process in a human-computer interaction design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction...... individual reports after each case in the PBL-process in order to explore the students’ inter- and intra-personal team skills development in the learning process. Different qualitative and quantitative evaluation methods have been used to obtain a thorough evaluation of PBL used as a learning method among...

  5. Mechanical Design Technology--Modified. (Computer Assisted Drafting, Computer Aided Design). Curriculum Grant 84/85.

    Science.gov (United States)

    Schoolcraft Coll., Livonia, MI.

    This document is a curriculum guide for a program in mechanical design technology (computer-assisted drafting and design developed at Schoolcraft College, Livonia, Michigan). The program helps students to acquire the skills of drafters and to interact with electronic equipment, with the option of becoming efficient in the computer-aided…

  6. Extending NGOMSL Model for Human-Humanoid Robot Interaction in the Soccer Robotics Domain

    Directory of Open Access Journals (Sweden)

    Rajesh Elara Mohan

    2008-01-01

    Full Text Available In the field of human-computer interaction, the Natural Goals, Operators, Methods, and Selection rules Language (NGOMSL model is one of the most popular methods for modelling knowledge and cognitive processes for rapid usability evaluation. The NGOMSL model is a description of the knowledge that a user must possess to operate the system represented as elementary actions for effective usability evaluations. In the last few years, mobile robots have been exhibiting a stronger presence in commercial markets and very little work has been done with NGOMSL modelling for usability evaluations in the human-robot interaction discipline. This paper focuses on extending the NGOMSL model for usability evaluation of human-humanoid robot interaction in the soccer robotics domain. The NGOMSL modelled human-humanoid interaction design of Robo-Erectus Junior was evaluated and the results of the experiments showed that the interaction design was able to find faults in an average time of 23.84 s. Also, the interaction design was able to detect the fault within the 60 s in 100% of the cases. The Evaluated Interaction design was adopted by our Robo-Erectus Junior version of humanoid robots in the RoboCup 2007 humanoid soccer league.

  7. Real-time non-invasive eyetracking and gaze-point determination for human-computer interaction and biomedicine

    Science.gov (United States)

    Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.

    2004-01-01

    Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.

  8. Computerized Cognitive Rehabilitation: Comparing Different Human-Computer Interactions.

    Science.gov (United States)

    Quaglini, Silvana; Alloni, Anna; Cattani, Barbara; Panzarasa, Silvia; Pistarini, Caterina

    2017-01-01

    In this work we describe an experiment involving aphasic patients, where the same speech rehabilitation exercise was administered in three different modalities, two of which are computer-based. In particular, one modality exploits the "Makey Makey", an electronic board which allows interacting with the computer using physical objects.

  9. Movement coordination in applied human-human and human-robot interaction

    DEFF Research Database (Denmark)

    Schubö, Anna; Vesper, Cordula; Wiesbeck, Mathey

    2007-01-01

    and describing human-human interaction in terms of goal-oriented movement coordination is considered an important and necessary step for designing and describing human-robot interaction. In the present scenario, trajectories of hand and finger movements were recorded while two human participants performed......The present paper describes a scenario for examining mechanisms of movement coordination in humans and robots. It is assumed that coordination can best be achieved when behavioral rules that shape movement execution in humans are also considered for human-robot interaction. Investigating...... coordination were affected. Implications for human-robot interaction are discussed....

  10. Animal-Computer Interaction (ACI) : An analysis, a perspective, and guidelines

    NARCIS (Netherlands)

    van den Broek, E.L.

    2016-01-01

    Animal-Computer Interaction (ACI)’s founding elements are discussed in relation to its overarching discipline Human-Computer Interaction (HCI). Its basic dimensions are identified: agent, computing machinery, and interaction, and their levels of processing: perceptual, cognitive, and affective.

  11. Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training

    Science.gov (United States)

    Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong

    2017-04-01

    We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.

  12. Design Principles for Interactive Software

    DEFF Research Database (Denmark)

    The book addresses the crucial intersection of human-computer interaction (HCI) and software engineering by asking both what users require from interactive systems and what developers need to produce well-engineered software. Needs are expressed as...

  13. Computer aided systems human engineering: A hypermedia tool

    Science.gov (United States)

    Boff, Kenneth R.; Monk, Donald L.; Cody, William J.

    1992-01-01

    The Computer Aided Systems Human Engineering (CASHE) system, Version 1.0, is a multimedia ergonomics database on CD-ROM for the Apple Macintosh II computer, being developed for use by human system designers, educators, and researchers. It will initially be available on CD-ROM and will allow users to access ergonomics data and models stored electronically as text, graphics, and audio. The CASHE CD-ROM, Version 1.0 will contain the Boff and Lincoln (1988) Engineering Data Compendium, MIL-STD-1472D and a unique, interactive simulation capability, the Perception and Performance Prototyper. Its features also include a specialized data retrieval, scaling, and analysis capability and the state of the art in information retrieval, browsing, and navigation.

  14. Human Systems Design Criteria

    DEFF Research Database (Denmark)

    Rasmussen, Jens

    1982-01-01

    This paper deals with the problem of designing more humanised computer systems. This problem can be formally described as the need for defining human design criteria, which — if used in the design process - will secure that the systems designed get the relevant qualities. That is not only...... the necessary functional qualities but also the needed human qualities. The author's main argument is, that the design process should be a dialectical synthesis of the two points of view: Man as a System Component, and System as Man's Environment. Based on a man's presentation of the state of the art a set...... of design criteria is suggested and their relevance discussed. The point is to focus on the operator rather than on the computer. The crucial question is not to program the computer to work on its own conditions, but to “program” the operator to function on human conditions....

  15. A Human Work Interaction Design (HWID) Case Study in E-Government and Public Information Systems

    DEFF Research Database (Denmark)

    Clemmensen, Torkil

    2011-01-01

    This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using ethnomethod...... in studying how human work analysis and interaction design in concrete cases are related and connected.......This paper first outlines a revised version of the general HWID framework, with a focus on what connects empirical work analysis and interaction design, and then presents a case study of the Danish government one-for-all authentication system NemID. The case is briefly analyzed, using...... ethnomethodology, work domain/task analysis, and the HWID approach, and comparing the results. Compared to the traditional approaches, the HWID focus on case-specific connections between human work and interaction design, gives different and supplementary answers. The conclusion is that there are benefits...

  16. Granular computing and decision-making interactive and iterative approaches

    CERN Document Server

    Chen, Shyi-Ming

    2015-01-01

    This volume is devoted to interactive and iterative processes of decision-making– I2 Fuzzy Decision Making, in brief. Decision-making is inherently interactive. Fuzzy sets help realize human-machine communication in an efficient way by facilitating a two-way interaction in a friendly and transparent manner. Human-centric interaction is of paramount relevance as a leading guiding design principle of decision support systems.   The volume provides the reader with an updated and in-depth material on the conceptually appealing and practically sound methodology and practice of I2 Fuzzy Decision Making. The book engages a wealth of methods of fuzzy sets and Granular Computing, brings new concepts, architectures and practice of fuzzy decision-making providing the reader with various application studies.   The book is aimed at a broad audience of researchers and practitioners in numerous disciplines in which decision-making processes play a pivotal role and serve as a vehicle to produce solutions to existing prob...

  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. X based interactive computer graphics applications for aerodynamic design and education

    Science.gov (United States)

    Benson, Thomas J.; Higgs, C. Fred, III

    1995-01-01

    Six computer applications packages have been developed to solve a variety of aerodynamic problems in an interactive environment on a single workstation. The packages perform classical one dimensional analysis under the control of a graphical user interface and can be used for preliminary design or educational purposes. The programs were originally developed on a Silicon Graphics workstation and used the GL version of the FORMS library as the graphical user interface. These programs have recently been converted to the XFORMS library of X based graphics widgets and have been tested on SGI, IBM, Sun, HP and PC-Lunix computers. The paper will show results from the new VU-DUCT program as a prime example. VU-DUCT has been developed as an educational package for the study of subsonic open and closed loop wind tunnels.

  19. Interactive Environment Design in Smart City

    Science.gov (United States)

    Deng, DeXiang; Chen, LanSha; Zhou, Xi

    2017-08-01

    The interactive environment design of smart city is not just an interactive progress or interactive mode design, rather than generate an environment such as the “organic” life entity as human beings through interactive design, forming a smart environment with perception, memory, thinking, and reaction.

  20. Control room design and human engineering in power plants

    International Nuclear Information System (INIS)

    Herbst, L.; Hinz, W.

    1981-01-01

    Automation reduces the human work load. Employment of functional areas permits optimization of operational sequences. Computer based information processing makes it possible to output information in accordance with operating requirements. Design based on human engineering principles assures the quality of the interaction between the operator and the equipment. The degree to which these conceptional features play a role in design of power plant control rooms depends on the unit rating, the mode of operation and on the requirements respecting safety and availability of the plant. (orig./RW)

  1. Animal-Computer Interaction: Animal-Centred, Participatory, and Playful Design

    NARCIS (Netherlands)

    Pons, Patricia; Hirskyj-Douglas, Ilyena; Nijholt, Antinus; Cheok, Adrian D.; Spink, Andrew; Riedel, Gernot; Zhou, Liting; Teekens, Lisanne; Albatal, Rami; Gurrin, Cathal

    In recent years there has been growing interest in developing technology to improve animal's wellbeing and to support the interaction of animals within the digital world. The field of Animal-Computer Interaction (ACI) considers animals as the end-users of the technology being developed, orienting

  2. Brain-Computer Interfaces Revolutionizing Human-Computer Interaction

    CERN Document Server

    Graimann, Bernhard; Allison, Brendan

    2010-01-01

    A brain-computer interface (BCI) establishes a direct output channel between the human brain and external devices. BCIs infer user intent via direct measures of brain activity and thus enable communication and control without movement. This book, authored by experts in the field, provides an accessible introduction to the neurophysiological and signal-processing background required for BCI, presents state-of-the-art non-invasive and invasive approaches, gives an overview of current hardware and software solutions, and reviews the most interesting as well as new, emerging BCI applications. The book is intended not only for students and young researchers, but also for newcomers and other readers from diverse backgrounds keen to learn about this vital scientific endeavour.

  3. Computational Human Performance Modeling For Alarm System Design

    Energy Technology Data Exchange (ETDEWEB)

    Jacques Hugo

    2012-07-01

    The introduction of new technologies like adaptive automation systems and advanced alarms processing and presentation techniques in nuclear power plants is already having an impact on the safety and effectiveness of plant operations and also the role of the control room operator. This impact is expected to escalate dramatically as more and more nuclear power utilities embark on upgrade projects in order to extend the lifetime of their plants. One of the most visible impacts in control rooms will be the need to replace aging alarm systems. Because most of these alarm systems use obsolete technologies, the methods, techniques and tools that were used to design the previous generation of alarm system designs are no longer effective and need to be updated. The same applies to the need to analyze and redefine operators’ alarm handling tasks. In the past, methods for analyzing human tasks and workload have relied on crude, paper-based methods that often lacked traceability. New approaches are needed to allow analysts to model and represent the new concepts of alarm operation and human-system interaction. State-of-the-art task simulation tools are now available that offer a cost-effective and efficient method for examining the effect of operator performance in different conditions and operational scenarios. A discrete event simulation system was used by human factors researchers at the Idaho National Laboratory to develop a generic alarm handling model to examine the effect of operator performance with simulated modern alarm system. It allowed analysts to evaluate alarm generation patterns as well as critical task times and human workload predicted by the system.

  4. Designing persuasive interactive environments : a hands-on workshop to explore interactivity and persuasion in design

    NARCIS (Netherlands)

    Rozendaal, Marco; Bekker, Tilde; Vermeeren, Arnold; Kanis, Marije; Aprile, Walter; van der Helm, Aadjan; Middendorf, Wouter

    2012-01-01

    Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a

  5. Human performance models for computer-aided engineering

    Science.gov (United States)

    Elkind, Jerome I. (Editor); Card, Stuart K. (Editor); Hochberg, Julian (Editor); Huey, Beverly Messick (Editor)

    1989-01-01

    This report discusses a topic important to the field of computational human factors: models of human performance and their use in computer-based engineering facilities for the design of complex systems. It focuses on a particular human factors design problem -- the design of cockpit systems for advanced helicopters -- and on a particular aspect of human performance -- vision and related cognitive functions. By focusing in this way, the authors were able to address the selected topics in some depth and develop findings and recommendations that they believe have application to many other aspects of human performance and to other design domains.

  6. Interaction design challenges and solutions for ALMA operations monitoring and control

    Science.gov (United States)

    Pietriga, Emmanuel; Cubaud, Pierre; Schwarz, Joseph; Primet, Romain; Schilling, Marcus; Barkats, Denis; Barrios, Emilio; Vila Vilaro, Baltasar

    2012-09-01

    The ALMA radio-telescope, currently under construction in northern Chile, is a very advanced instrument that presents numerous challenges. From a software perspective, one critical issue is the design of graphical user interfaces for operations monitoring and control that scale to the complexity of the system and to the massive amounts of data users are faced with. Early experience operating the telescope with only a few antennas has shown that conventional user interface technologies are not adequate in this context. They consume too much screen real-estate, require many unnecessary interactions to access relevant information, and fail to provide operators and astronomers with a clear mental map of the instrument. They increase extraneous cognitive load, impeding tasks that call for quick diagnosis and action. To address this challenge, the ALMA software division adopted a user-centered design approach. For the last two years, astronomers, operators, software engineers and human-computer interaction researchers have been involved in participatory design workshops, with the aim of designing better user interfaces based on state-of-the-art visualization techniques. This paper describes the process that led to the development of those interface components and to a proposal for the science and operations console setup: brainstorming sessions, rapid prototyping, joint implementation work involving software engineers and human-computer interaction researchers, feedback collection from a broader range of users, further iterations and testing.

  7. Computational design of binding proteins to EGFR domain II.

    Directory of Open Access Journals (Sweden)

    Yoon Sup Choi

    Full Text Available We developed a process to produce novel interactions between two previously unrelated proteins. This process selects protein scaffolds and designs protein interfaces that bind to a surface patch of interest on a target protein. Scaffolds with shapes complementary to the target surface patch were screened using an exhaustive computational search of the human proteome and optimized by directed evolution using phage display. This method was applied to successfully design scaffolds that bind to epidermal growth factor receptor (EGFR domain II, the interface of EGFR dimerization, with high reactivity toward the target surface patch of EGFR domain II. One potential application of these tailor-made protein interactions is the development of therapeutic agents against specific protein targets.

  8. Integrated multimodal human-computer interface and augmented reality for interactive display applications

    Science.gov (United States)

    Vassiliou, Marius S.; Sundareswaran, Venkataraman; Chen, S.; Behringer, Reinhold; Tam, Clement K.; Chan, M.; Bangayan, Phil T.; McGee, Joshua H.

    2000-08-01

    We describe new systems for improved integrated multimodal human-computer interaction and augmented reality for a diverse array of applications, including future advanced cockpits, tactical operations centers, and others. We have developed an integrated display system featuring: speech recognition of multiple concurrent users equipped with both standard air- coupled microphones and novel throat-coupled sensors (developed at Army Research Labs for increased noise immunity); lip reading for improving speech recognition accuracy in noisy environments, three-dimensional spatialized audio for improved display of warnings, alerts, and other information; wireless, coordinated handheld-PC control of a large display; real-time display of data and inferences from wireless integrated networked sensors with on-board signal processing and discrimination; gesture control with disambiguated point-and-speak capability; head- and eye- tracking coupled with speech recognition for 'look-and-speak' interaction; and integrated tetherless augmented reality on a wearable computer. The various interaction modalities (speech recognition, 3D audio, eyetracking, etc.) are implemented a 'modality servers' in an Internet-based client-server architecture. Each modality server encapsulates and exposes commercial and research software packages, presenting a socket network interface that is abstracted to a high-level interface, minimizing both vendor dependencies and required changes on the client side as the server's technology improves.

  9. A Human-Robot Interaction Perspective on Assistive and Rehabilitation Robotics.

    Science.gov (United States)

    Beckerle, Philipp; Salvietti, Gionata; Unal, Ramazan; Prattichizzo, Domenico; Rossi, Simone; Castellini, Claudio; Hirche, Sandra; Endo, Satoshi; Amor, Heni Ben; Ciocarlie, Matei; Mastrogiovanni, Fulvio; Argall, Brenna D; Bianchi, Matteo

    2017-01-01

    Assistive and rehabilitation devices are a promising and challenging field of recent robotics research. Motivated by societal needs such as aging populations, such devices can support motor functionality and subject training. The design, control, sensing, and assessment of the devices become more sophisticated due to a human in the loop. This paper gives a human-robot interaction perspective on current issues and opportunities in the field. On the topic of control and machine learning, approaches that support but do not distract subjects are reviewed. Options to provide sensory user feedback that are currently missing from robotic devices are outlined. Parallels between device acceptance and affective computing are made. Furthermore, requirements for functional assessment protocols that relate to real-world tasks are discussed. In all topic areas, the design of human-oriented frameworks and methods is dominated by challenges related to the close interaction between the human and robotic device. This paper discusses the aforementioned aspects in order to open up new perspectives for future robotic solutions.

  10. The Emotiv EPOC interface paradigm in Human-Computer Interaction

    OpenAIRE

    Ancău Dorina; Roman Nicolae-Marius; Ancău Mircea

    2017-01-01

    Numerous studies have suggested the use of decoded error potentials in the brain to improve human-computer communication. Together with state-of-the-art scientific equipment, experiments have also tested instruments with more limited performance for the time being, such as Emotiv EPOC. This study presents a review of these trials and a summary of the results obtained. However, the level of these results indicates a promising prospect for using this headset as a human-computer interface for er...

  11. Recipient design in human communication: simple heuristics or perspective taking?

    Science.gov (United States)

    Blokpoel, Mark; van Kesteren, Marlieke; Stolk, Arjen; Haselager, Pim; Toni, Ivan; van Rooij, Iris

    2012-01-01

    Humans have a remarkable capacity for tuning their communicative behaviors to different addressees, a phenomenon also known as recipient design. It remains unclear how this tuning of communicative behavior is implemented during live human interactions. Classical theories of communication postulate that recipient design involves perspective taking, i.e., the communicator selects her behavior based on her hypotheses about beliefs and knowledge of the recipient. More recently, researchers have argued that perspective taking is computationally too costly to be a plausible mechanism in everyday human communication. These researchers propose that computationally simple mechanisms, or heuristics, are exploited to perform recipient design. Such heuristics may be able to adapt communicative behavior to an addressee with no consideration for the addressee's beliefs and knowledge. To test whether the simpler of the two mechanisms is sufficient for explaining the "how" of recipient design we studied communicators' behaviors in the context of a non-verbal communicative task (the Tacit Communication Game, TCG). We found that the specificity of the observed trial-by-trial adjustments made by communicators is parsimoniously explained by perspective taking, but not by simple heuristics. This finding is important as it suggests that humans do have a computationally efficient way of taking beliefs and knowledge of a recipient into account.

  12. Recipient design in human communication: Simple heuristics or perspective taking?

    Directory of Open Access Journals (Sweden)

    Mark eBlokpoel

    2012-09-01

    Full Text Available Humans have a remarkable capacity for tuning their communicative behaviors to different addressees, a phenomenon also known as recipient design. It remains unclear how this tuning of communicative behavior is implemented during live human interactions. Classical theories of communication postulate that recipient design involves perspective taking, i.e., the communicator selects her behavior based on her hypotheses about beliefs and knowledge of the recipient. More recently, researchers have argued that perspective taking is computationally too costly to be a plausible mechanism in everyday human communication. These researchers propose that computationally simple mechanisms, or heuristics, are exploited to perform recipient design. Such heuristics may be able to adapt communicative behavior to an addressee with no consideration for the addressee's beliefs and knowledge. To test whether the simpler of the two mechanisms is sufficient for explaining the `how' of recipient design we studied communicators' behaviors in the context of a non-verbal communicative task (the Tacit Communication Game, TCG. We found that the specificity of the observed trial-by-trial adjustments made by communicators is parsimoniously explained by perspective taking, but not by simple heuristics. This finding is important as it suggests that humans do have a computationally efficient way of taking beliefs and knowledge of a recipient into account.

  13. Why E-Business Must Evolve beyond Market Orientation: Applying Human Interaction Models to Computer-Mediated Corporate Communications.

    Science.gov (United States)

    Johnston, Kevin McCullough

    2001-01-01

    Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…

  14. The Emotiv EPOC interface paradigm in Human-Computer Interaction

    Directory of Open Access Journals (Sweden)

    Ancău Dorina

    2017-01-01

    Full Text Available Numerous studies have suggested the use of decoded error potentials in the brain to improve human-computer communication. Together with state-of-the-art scientific equipment, experiments have also tested instruments with more limited performance for the time being, such as Emotiv EPOC. This study presents a review of these trials and a summary of the results obtained. However, the level of these results indicates a promising prospect for using this headset as a human-computer interface for error decoding.

  15. Framework for computer-aided systems design

    International Nuclear Information System (INIS)

    Esselman, W.H.

    1992-01-01

    Advanced computer technology, analytical methods, graphics capabilities, and expert systems contribute to significant changes in the design process. Continued progress is expected. Achieving the ultimate benefits of these computer-based design tools depends on successful research and development on a number of key issues. A fundamental understanding of the design process is a prerequisite to developing these computer-based tools. In this paper a hierarchical systems design approach is described, and methods by which computers can assist the designer are examined. A framework is presented for developing computer-based design tools for power plant design. These tools include expert experience bases, tutorials, aids in decision making, and tools to develop the requirements, constraints, and interactions among subsystems and components. Early consideration of the functional tasks is encouraged. Methods of acquiring an expert's experience base is a fundamental research problem. Computer-based guidance should be provided in a manner that supports the creativity, heuristic approaches, decision making, and meticulousness of a good designer

  16. Human Centered Design and Development for NASA's MerBoard

    Science.gov (United States)

    Trimble, Jay

    2003-01-01

    This viewgraph presentation provides an overview of the design and development process for NASA's MerBoard. These devices are large interactive display screens which can be shown on the user's computer, which will allow scientists in many locations to interpret and evaluate mission data in real-time. These tools are scheduled to be used during the 2003 Mars Exploration Rover (MER) expeditions. Topics covered include: mission overview, Mer Human Centered Computers, FIDO 2001 observations and MerBoard prototypes.

  17. Computer problem-solving coaches for introductory physics: Design and usability studies

    Science.gov (United States)

    Ryan, Qing X.; Frodermann, Evan; Heller, Kenneth; Hsu, Leonardo; Mason, Andrew

    2016-06-01

    The combination of modern computing power, the interactivity of web applications, and the flexibility of object-oriented programming may finally be sufficient to create computer coaches that can help students develop metacognitive problem-solving skills, an important competence in our rapidly changing technological society. However, no matter how effective such coaches might be, they will only be useful if they are attractive to students. We describe the design and testing of a set of web-based computer programs that act as personal coaches to students while they practice solving problems from introductory physics. The coaches are designed to supplement regular human instruction, giving students access to effective forms of practice outside class. We present results from large-scale usability tests of the computer coaches and discuss their implications for future versions of the coaches.

  18. Appearance-based human gesture recognition using multimodal features for human computer interaction

    Science.gov (United States)

    Luo, Dan; Gao, Hua; Ekenel, Hazim Kemal; Ohya, Jun

    2011-03-01

    The use of gesture as a natural interface plays an utmost important role for achieving intelligent Human Computer Interaction (HCI). Human gestures include different components of visual actions such as motion of hands, facial expression, and torso, to convey meaning. So far, in the field of gesture recognition, most previous works have focused on the manual component of gestures. In this paper, we present an appearance-based multimodal gesture recognition framework, which combines the different groups of features such as facial expression features and hand motion features which are extracted from image frames captured by a single web camera. We refer 12 classes of human gestures with facial expression including neutral, negative and positive meanings from American Sign Languages (ASL). We combine the features in two levels by employing two fusion strategies. At the feature level, an early feature combination can be performed by concatenating and weighting different feature groups, and LDA is used to choose the most discriminative elements by projecting the feature on a discriminative expression space. The second strategy is applied on decision level. Weighted decisions from single modalities are fused in a later stage. A condensation-based algorithm is adopted for classification. We collected a data set with three to seven recording sessions and conducted experiments with the combination techniques. Experimental results showed that facial analysis improve hand gesture recognition, decision level fusion performs better than feature level fusion.

  19. Computer-aided system design

    Science.gov (United States)

    Walker, Carrie K.

    1991-01-01

    A technique has been developed for combining features of a systems architecture design and assessment tool and a software development tool. This technique reduces simulation development time and expands simulation detail. The Architecture Design and Assessment System (ADAS), developed at the Research Triangle Institute, is a set of computer-assisted engineering tools for the design and analysis of computer systems. The ADAS system is based on directed graph concepts and supports the synthesis and analysis of software algorithms mapped to candidate hardware implementations. Greater simulation detail is provided by the ADAS functional simulator. With the functional simulator, programs written in either Ada or C can be used to provide a detailed description of graph nodes. A Computer-Aided Software Engineering tool developed at the Charles Stark Draper Laboratory (CSDL CASE) automatically generates Ada or C code from engineering block diagram specifications designed with an interactive graphical interface. A technique to use the tools together has been developed, which further automates the design process.

  20. A truly human interface: Interacting face-to-face with someone whose words are determined by a computer program

    Directory of Open Access Journals (Sweden)

    Kevin eCorti

    2015-05-01

    Full Text Available We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots become hybrid agents (echoborgs capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot’s chance of passing but did increase interrogators’ ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg neither sensed nor suspected a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human-computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence.

  1. Animal computer interaction (ACI) & designing for animal interaction (AXD)

    DEFF Research Database (Denmark)

    Morrison, Ann Judith; Turner, Jane; Farley, Helen

    2017-01-01

    This workshop invites researchers and practitioners from HCI and related fields who work in some capacity with animals and who recognise the sentient nature of their being. We call for those who want to better understand how to work with animals and learn from them. We are a small team looking...... to build an Australian chapter of the Animal Computer Interaction Community. The workshop will elicit discussion, forge new partnerships and head up a new group on the state of the art within this field in Australia, including comparative international studies. For more information see http://www.ozaci.org/...

  2. HumanComputer Systems Interaction Backgrounds and Applications 2 Part 1

    CERN Document Server

    Kulikowski, Juliusz; Mroczek, Teresa

    2012-01-01

    The main contemporary human-system interaction (H-SI) problems consist in design and/or improvement of the tools for effective exchange of information between individual humans or human groups and technical systems created for humans aiding in reaching their vital goals. This book is a second issue in a series devoted to the novel in H-SI results and contributions reached for the last years by many research groups in European and extra-European countries. The preliminary (usually shortened) versions of the chapters  were presented as conference papers at the 3rd International Conference on H-SI held in Rzeszow, Poland, in 2010. A  large number of valuable papers  selected for publication caused a necessity to publish the book in two volumes. The given, 1st Volume  consists of sections devoted to: I. Decision Supporting Systems, II. Distributed Knowledge Bases and WEB Systems and III. Impaired Persons  Aiding Systems. The decision supporting systems concern various application areas, like enterprises mana...

  3. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  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. Cognitive Technologies: The Design of Joint Human-Machine Cognitive Systems

    OpenAIRE

    Woods, David D.

    1985-01-01

    This article explores the implications of one type of cognitive technology, techniques and concepts to develop joint human-machine cognitive systems, for the application of computational technology by examining the joint cognitive system implicit in a hypothetical computer consultant that outputs some form of problem solution. This analysis reveals some of the problems can occur in cognitive system design-e.g., machine control of the interaction, the danger of a responsibility-authority doubl...

  6. Brain-Computer Interfaces. Applying our Minds to Human-Computer Interaction

    NARCIS (Netherlands)

    Tan, Desney S.; Nijholt, Antinus

    2010-01-01

    For generations, humans have fantasized about the ability to create devices that can see into a person’s mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science

  7. Interaction as Negotiation

    DEFF Research Database (Denmark)

    Kristensen, Jannie Friis; Nielsen, Christina

    In this paper we discuss recent developments in interaction design principles for ubiquitous computing environments, specifically implications related to situated and mobile aspects of work. We present 'Interaction through Negotiation' as a general Human-Computer Interaction (HCI) paradigm, aimed...... at ubiquitous/pervasive technology and environments, with focus on facilitating negotiation in and between webs of different artifacts, humans and places. This approach is concerned with the way technology presents itself to us, both as physical entities and as conceptual entities, as well as the relations...... on several extensive empirical case studies, as well as co-operative design-sessions, we present a reflective analysis providing insights into results of the "Interaction through Negotiation" design approach in action. A very promising area of application is exception handling in pervasive computing...

  8. Designing for tangible interaction : the BUILD-IT project

    NARCIS (Netherlands)

    Fjeld, M.; Rauterberg, G.W.M.

    2001-01-01

    O ne of the most challenging research questions in human-computer interaction is: what will be the next generation of user interfaces? How can we interact with computers without a keyboard, monitor, and mouse? To find possible answers to these questions, scientists at the Swiss Federal Institute of

  9. Brain Computer Interfaces for Enhanced Interaction with Mobile Robot Agents

    Science.gov (United States)

    2016-07-27

    SECURITY CLASSIFICATION OF: Brain Computer Interfaces (BCIs) show great potential in allowing humans to interact with computational environments in a...Distribution Unlimited UU UU UU UU 27-07-2016 17-Sep-2013 16-Sep-2014 Final Report: Brain Computer Interfaces for Enhanced Interactions with Mobile Robot...published in peer-reviewed journals: Number of Papers published in non peer-reviewed journals: Final Report: Brain Computer Interfaces for Enhanced

  10. Brain-Computer Interfaces Applying Our Minds to Human-computer Interaction

    CERN Document Server

    Tan, Desney S

    2010-01-01

    For generations, humans have fantasized about the ability to create devices that can see into a person's mind and thoughts, or to communicate and interact with machines through thought alone. Such ideas have long captured the imagination of humankind in the form of ancient myths and modern science fiction stories. Recent advances in cognitive neuroscience and brain imaging technologies have started to turn these myths into a reality, and are providing us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that monitor physical p

  11. Place-Specific Computing

    DEFF Research Database (Denmark)

    Messeter, Jörn

    2009-01-01

    An increased interest in the notion of place has evolved in interaction design based on the proliferation of wireless infrastructures, developments in digital media, and a ‘spatial turn’ in computing. In this article, place-specific computing is suggested as a genre of interaction design that add......An increased interest in the notion of place has evolved in interaction design based on the proliferation of wireless infrastructures, developments in digital media, and a ‘spatial turn’ in computing. In this article, place-specific computing is suggested as a genre of interaction design...... that addresses the shaping of interactions among people, place-specific resources and global socio-technical networks, mediated by digital technology, and influenced by the structuring conditions of place. The theoretical grounding for place-specific computing is located in the meeting between conceptions...... of place in human geography and recent research in interaction design focusing on embodied interaction. Central themes in this grounding revolve around place and its relation to embodiment and practice, as well as the social, cultural and material aspects conditioning the enactment of place. Selected...

  12. Modelling dynamic human-device interaction in healthcare

    OpenAIRE

    Niezen, Gerrit

    2013-01-01

    Errors are typically blamed on human factors, forgetting that the system should have been designed to take them into account and minimise these problems. In our research we are developing tools to design interactive medical devices using human-in-the-loop modelling. Manual control theory is used to describe and analyse the dynamic aspects of human-device interaction.

  13. Computer graphics application in the engineering design integration system

    Science.gov (United States)

    Glatt, C. R.; Abel, R. W.; Hirsch, G. N.; Alford, G. E.; Colquitt, W. N.; Stewart, W. A.

    1975-01-01

    The computer graphics aspect of the Engineering Design Integration (EDIN) system and its application to design problems were discussed. Three basic types of computer graphics may be used with the EDIN system for the evaluation of aerospace vehicles preliminary designs: offline graphics systems using vellum-inking or photographic processes, online graphics systems characterized by direct coupled low cost storage tube terminals with limited interactive capabilities, and a minicomputer based refresh terminal offering highly interactive capabilities. The offline line systems are characterized by high quality (resolution better than 0.254 mm) and slow turnaround (one to four days). The online systems are characterized by low cost, instant visualization of the computer results, slow line speed (300 BAUD), poor hard copy, and the early limitations on vector graphic input capabilities. The recent acquisition of the Adage 330 Graphic Display system has greatly enhanced the potential for interactive computer aided design.

  14. Multidisciplinary Design Optimization (MDO) Methods: Their Synergy with Computer Technology in Design Process

    Science.gov (United States)

    Sobieszczanski-Sobieski, Jaroslaw

    1998-01-01

    The paper identifies speed, agility, human interface, generation of sensitivity information, task decomposition, and data transmission (including storage) as important attributes for a computer environment to have in order to support engineering design effectively. It is argued that when examined in terms of these attributes the presently available environment can be shown to be inadequate a radical improvement is needed, and it may be achieved by combining new methods that have recently emerged from multidisciplinary design optimization (MDO) with massively parallel processing computer technology. The caveat is that, for successful use of that technology in engineering computing, new paradigms for computing will have to be developed - specifically, innovative algorithms that are intrinsically parallel so that their performance scales up linearly with the number of processors. It may be speculated that the idea of simulating a complex behavior by interaction of a large number of very simple models may be an inspiration for the above algorithms, the cellular automata are an example. Because of the long lead time needed to develop and mature new paradigms, development should be now, even though the widespread availability of massively parallel processing is still a few years away.

  15. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    Science.gov (United States)

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  16. Computers and conversation

    CERN Document Server

    Luff, Paul; Gilbert, Nigel G

    1986-01-01

    In the past few years a branch of sociology, conversation analysis, has begun to have a significant impact on the design of human*b1computer interaction (HCI). The investigation of human*b1human dialogue has emerged as a fruitful foundation for interactive system design.****This book includes eleven original chapters by leading researchers who are applying conversation analysis to HCI. The fundamentals of conversation analysis are outlined, a number of systems are described, and a critical view of their value for HCI is offered.****Computers and Conversation will be of interest to all concerne

  17. Human computer confluence applied in healthcare and rehabilitation.

    Science.gov (United States)

    Viaud-Delmon, Isabelle; Gaggioli, Andrea; Ferscha, Alois; Dunne, Stephen

    2012-01-01

    Human computer confluence (HCC) is an ambitious research program studying how the emerging symbiotic relation between humans and computing devices can enable radically new forms of sensing, perception, interaction, and understanding. It is an interdisciplinary field, bringing together researches from horizons as various as pervasive computing, bio-signals processing, neuroscience, electronics, robotics, virtual & augmented reality, and provides an amazing potential for applications in medicine and rehabilitation.

  18. Interaction Design in a Context of Rehabilitation

    DEFF Research Database (Denmark)

    Høgn, Pia; Lykke, Marianne; Missel, Pernille

    2016-01-01

    Information and communication technology(ICT) mediated learning processes for people suffering from aphasia after an acquired brain injury are a relatively uncovered area of research. Helmer-Nielsen et al. (2014)[1] report about projects that study the effect of ICT-mediated speech therapists...... suffering from aphasia, with the purpose of increasing their possibilities for living independent and active lives. In the project, we design a digital environment for communication and learning for people with aphasia who require special learning processes for rebuilding language after a brain injury...... of a combination of learning theory, theories on the brain function and human-computer interaction. The user study showed the needs for collaborative learning processes with communication and social interaction as their focus, tools to support multimodality expressions and customised teaching materials...

  19. Computations and interaction

    NARCIS (Netherlands)

    Baeten, J.C.M.; Luttik, S.P.; Tilburg, van P.J.A.; Natarajan, R.; Ojo, A.

    2011-01-01

    We enhance the notion of a computation of the classical theory of computing with the notion of interaction. In this way, we enhance a Turing machine as a model of computation to a Reactive Turing Machine that is an abstract model of a computer as it is used nowadays, always interacting with the user

  20. Child-Computer Interaction SIG: Ethics and Values

    DEFF Research Database (Denmark)

    Hourcade, Juan Pablo; Zeising, Anja; Iversen, Ole Sejer

    2017-01-01

    This SIG will provide child computer interaction researchers and practitioners an opportunity to discuss topics related to ethical challenges in the design, and use of interactive technologies for children. Topics include the role of big data, the impact of technology in children’s social...... and physical ecosystem, and the consideration of ethics in children’s participation in the design of technologies, and in the conceptualization of technologies for children....

  1. Evaluating interactive computer-based scenarios designed for learning medical technology.

    Science.gov (United States)

    Persson, Johanna; Dalholm, Elisabeth Hornyánszky; Wallergård, Mattias; Johansson, Gerd

    2014-11-01

    The use of medical equipment is growing in healthcare, resulting in an increased need for resources to educate users in how to manage the various devices. Learning the practical operation of a device is one thing, but learning how to work with the device in the actual clinical context is more challenging. This paper presents a computer-based simulation prototype for learning medical technology in the context of critical care. Properties from simulation and computer games have been adopted to create a visualization-based, interactive and contextually bound tool for learning. A participatory design process, including three researchers and three practitioners from a clinic for infectious diseases, was adopted to adjust the form and content of the prototype to the needs of the clinical practice and to create a situated learning experience. An evaluation with 18 practitioners showed that practitioners were positive to this type of tool for learning and that it served as a good platform for eliciting and sharing knowledge. Our conclusion is that this type of tools can be a complement to traditional learning resources to situate the learning in a context without requiring advanced technology or being resource-demanding. Copyright © 2014 Elsevier Ltd. All rights reserved.

  2. Designing "Interaction": How Do Interaction Design Students Address Interaction?

    Science.gov (United States)

    Karlgren, Klas; Ramberg, Robert; Artman, Henrik

    2016-01-01

    Interaction design is usually described as being concerned with interactions with and through artifacts but independent of a specific implementation. Design work has been characterized as a conversation between the designer and the situation and this conversation poses a particular challenge for interaction design as interactions can be elusive…

  3. From 'automation' to 'autonomy': the importance of trust repair in human-machine interaction.

    Science.gov (United States)

    de Visser, Ewart J; Pak, Richard; Shaw, Tyler H

    2018-04-09

    Modern interactions with technology are increasingly moving away from simple human use of computers as tools to the establishment of human relationships with autonomous entities that carry out actions on our behalf. In a recent commentary, Peter Hancock issued a stark warning to the field of human factors that attention must be focused on the appropriate design of a new class of technology: highly autonomous systems. In this article, we heed the warning and propose a human-centred approach directly aimed at ensuring that future human-autonomy interactions remain focused on the user's needs and preferences. By adapting literature from industrial psychology, we propose a framework to infuse a unique human-like ability, building and actively repairing trust, into autonomous systems. We conclude by proposing a model to guide the design of future autonomy and a research agenda to explore current challenges in repairing trust between humans and autonomous systems. Practitioner Summary: This paper is a call to practitioners to re-cast our connection to technology as akin to a relationship between two humans rather than between a human and their tools. To that end, designing autonomy with trust repair abilities will ensure future technology maintains and repairs relationships with their human partners.

  4. Giving form to computational things: developing a practice of interaction design

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.

    2014-01-01

    between states. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. I further...

  5. Multidisciplinary Design Optimisation (MDO) Methods: Their Synergy with Computer Technology in the Design Process

    Science.gov (United States)

    Sobieszczanski-Sobieski, Jaroslaw

    1999-01-01

    The paper identifies speed, agility, human interface, generation of sensitivity information, task decomposition, and data transmission (including storage) as important attributes for a computer environment to have in order to support engineering design effectively. It is argued that when examined in terms of these attributes the presently available environment can be shown to be inadequate. A radical improvement is needed, and it may be achieved by combining new methods that have recently emerged from multidisciplinary design optimisation (MDO) with massively parallel processing computer technology. The caveat is that, for successful use of that technology in engineering computing, new paradigms for computing will have to be developed - specifically, innovative algorithms that are intrinsically parallel so that their performance scales up linearly with the number of processors. It may be speculated that the idea of simulating a complex behaviour by interaction of a large number of very simple models may be an inspiration for the above algorithms; the cellular automata are an example. Because of the long lead time needed to develop and mature new paradigms, development should begin now, even though the widespread availability of massively parallel processing is still a few years away.

  6. Bodystorming for Movement-Based Interaction Design

    Directory of Open Access Journals (Sweden)

    Elena Márquez Segura

    2016-11-01

    Full Text Available After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  7. Learning to Detect Human-Object Interactions

    KAUST Repository

    Chao, Yu-Wei; Liu, Yunfan; Liu, Xieyang; Zeng, Huayi; Deng, Jia

    2017-01-01

    In this paper we study the problem of detecting human-object interactions (HOI) in static images, defined as predicting a human and an object bounding box with an interaction class label that connects them. HOI detection is a fundamental problem in computer vision as it provides semantic information about the interactions among the detected objects. We introduce HICO-DET, a new large benchmark for HOI detection, by augmenting the current HICO classification benchmark with instance annotations. We propose Human-Object Region-based Convolutional Neural Networks (HO-RCNN), a novel DNN-based framework for HOI detection. At the core of our HO-RCNN is the Interaction Pattern, a novel DNN input that characterizes the spatial relations between two bounding boxes. We validate the effectiveness of our HO-RCNN using HICO-DET. Experiments demonstrate that our HO-RCNN, by exploiting human-object spatial relations through Interaction Patterns, significantly improves the performance of HOI detection over baseline approaches.

  8. Learning to Detect Human-Object Interactions

    KAUST Repository

    Chao, Yu-Wei

    2017-02-17

    In this paper we study the problem of detecting human-object interactions (HOI) in static images, defined as predicting a human and an object bounding box with an interaction class label that connects them. HOI detection is a fundamental problem in computer vision as it provides semantic information about the interactions among the detected objects. We introduce HICO-DET, a new large benchmark for HOI detection, by augmenting the current HICO classification benchmark with instance annotations. We propose Human-Object Region-based Convolutional Neural Networks (HO-RCNN), a novel DNN-based framework for HOI detection. At the core of our HO-RCNN is the Interaction Pattern, a novel DNN input that characterizes the spatial relations between two bounding boxes. We validate the effectiveness of our HO-RCNN using HICO-DET. Experiments demonstrate that our HO-RCNN, by exploiting human-object spatial relations through Interaction Patterns, significantly improves the performance of HOI detection over baseline approaches.

  9. Affordances and Cognitive Walkthrough for Analyzing Human-Virtual Human Interaction

    NARCIS (Netherlands)

    Ruttkay, Z.M.; op den Akker, Hendrikus J.A.; Esposito, A.; Bourbakis, N.; Avouris, N.; Hatzilygeroudis, I.

    2008-01-01

    This study investigates how the psychological notion of affordance, known from human computer interface design, can be adopted for the analysis and design of communication of a user with a Virtual Human (VH), as a novel interface. We take as starting point the original notion of affordance, used to

  10. Spaceborne computer executive routine functional design specification. Volume 2: Computer executive design for space station/base

    Science.gov (United States)

    Kennedy, J. R.; Fitzpatrick, W. S.

    1971-01-01

    The computer executive functional system design concepts derived from study of the Space Station/Base are presented. Information Management System hardware configuration as directly influencing the executive design is reviewed. The hardware configuration and generic executive design requirements are considered in detail in a previous report (System Configuration and Executive Requirements Specifications for Reusable Shuttle and Space Station/Base, 9/25/70). This report defines basic system primitives and delineates processes and process control. Supervisor states are considered for describing basic multiprogramming and multiprocessing systems. A high-level computer executive including control of scheduling, allocation of resources, system interactions, and real-time supervisory functions is defined. The description is oriented to provide a baseline for a functional simulation of the computer executive system.

  11. Cognition beyond the brain computation, interactivity and human artifice

    CERN Document Server

    Cowley, Stephen J

    2013-01-01

    Arguing that a collective dimension has given cognitive flexibility to human intelligence, this book shows that traditional cognitive psychology underplays the role of bodies, dialogue, diagrams, tools, talk, customs, habits, computers and cultural practices.

  12. Interactive Computer-Assisted Instruction in Acid-Base Physiology for Mobile Computer Platforms

    Science.gov (United States)

    Longmuir, Kenneth J.

    2014-01-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ~20 screens of information, on the subjects…

  13. Human agency beliefs influence behaviour during virtual social interactions.

    Science.gov (United States)

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  14. Overview Electrotactile Feedback for Enhancing Human Computer Interface

    Science.gov (United States)

    Pamungkas, Daniel S.; Caesarendra, Wahyu

    2018-04-01

    To achieve effective interaction between a human and a computing device or machine, adequate feedback from the computing device or machine is required. Recently, haptic feedback is increasingly being utilised to improve the interactivity of the Human Computer Interface (HCI). Most existing haptic feedback enhancements aim at producing forces or vibrations to enrich the user’s interactive experience. However, these force and/or vibration actuated haptic feedback systems can be bulky and uncomfortable to wear and only capable of delivering a limited amount of information to the user which can limit both their effectiveness and the applications they can be applied to. To address this deficiency, electrotactile feedback is used. This involves delivering haptic sensations to the user by electrically stimulating nerves in the skin via electrodes placed on the surface of the skin. This paper presents a review and explores the capability of electrotactile feedback for HCI applications. In addition, a description of the sensory receptors within the skin for sensing tactile stimulus and electric currents alsoseveral factors which influenced electric signal to transmit to the brain via human skinare explained.

  15. Simulating human behavior for national security human interactions.

    Energy Technology Data Exchange (ETDEWEB)

    Bernard, Michael Lewis; Hart, Dereck H.; Verzi, Stephen J.; Glickman, Matthew R.; Wolfenbarger, Paul R.; Xavier, Patrick Gordon

    2007-01-01

    This 3-year research and development effort focused on what we believe is a significant technical gap in existing modeling and simulation capabilities: the representation of plausible human cognition and behaviors within a dynamic, simulated environment. Specifically, the intent of the ''Simulating Human Behavior for National Security Human Interactions'' project was to demonstrate initial simulated human modeling capability that realistically represents intra- and inter-group interaction behaviors between simulated humans and human-controlled avatars as they respond to their environment. Significant process was made towards simulating human behaviors through the development of a framework that produces realistic characteristics and movement. The simulated humans were created from models designed to be psychologically plausible by being based on robust psychological research and theory. Progress was also made towards enhancing Sandia National Laboratories existing cognitive models to support culturally plausible behaviors that are important in representing group interactions. These models were implemented in the modular, interoperable, and commercially supported Umbra{reg_sign} simulation framework.

  16. Interactive Graphics Analysis for Aircraft Design

    Science.gov (United States)

    Townsend, J. C.

    1983-01-01

    Program uses higher-order far field drag minimization. Computer program WDES WDEM preliminary aerodynamic design tool for one or two interacting, subsonic lifting surfaces. Subcritical wing design code employs higher-order far-field drag minimization technique. Linearized aerodynamic theory used. Program written in FORTRAN IV.

  17. Investigation and evaluation into the usability of human-computer interfaces using a typical CAD system

    Energy Technology Data Exchange (ETDEWEB)

    Rickett, J D

    1987-01-01

    This research program covers three topics relating to the human-computer interface namely, voice recognition, tools and techniques for evaluation, and user and interface modeling. An investigation into the implementation of voice-recognition technologies examines how voice recognizers may be evaluated in commercial software. A prototype system was developed with the collaboration of FEMVIEW Ltd. (marketing a CAD package). A theoretical approach to evaluation leads to the hypothesis that human-computer interaction is affected by personality, influencing types of dialogue, preferred methods for providing helps, etc. A user model based on personality traits, or habitual-behavior patterns (HBP) is presented. Finally, a practical framework is provided for the evaluation of human-computer interfaces. It suggests that evaluation is an integral part of design and that the iterative use of evaluation techniques throughout the conceptualization, design, implementation and post-implementation stages will ensure systems that satisfy the needs of the users and fulfill the goal of usability.

  18. Evaluation of the Humanity Research Paradigms based on Analysis of Human – Environment Interaction

    Directory of Open Access Journals (Sweden)

    Reza Sameh

    2015-09-01

    Full Text Available As claimed by many behavioral scientists, designing should be based on the knowledge of interaction between human and environment. Environmental quality is also created in the context in which humans interact with their environment. To achieve such quality, designers should develop appropriate models for explaining this relationship, and this requires an understanding of human nature and the environment. Criticisms on the Modern Movement have shown that architects have often used incomplete and simplistic models in this regard, while most of design ideas are based on the definitions of human and environment and the interaction between them. However, the most important question that is raised is that how understanding of human nature and the environment and their interaction, which depends on foundations of different views, can affect the pursuit of quality in designing? Therefore, the present paper, in addition to introduction and comparison of common paradigms in humanities as the and methodological foundation of human sciences, aims to deal with the relationship of human and the environment from the perspective of objectivist, relativist, and critical paradigms in order to identify the characteristics and differences in their views on the analysis of the quality of this interaction. This is the most important step that paves the way for understanding the qualitative foundations of the environment and human life quality and also the quality of interaction between them.

  19. Structuring Design and Evaluation of an Interactive Installation Through Swarms of Light Rays with Human-Artifact Model

    DEFF Research Database (Denmark)

    Erkut, Cumhur; Fehr, Jonas

    2016-01-01

    We present the design and evaluation of an interactive installation to be explored by movement and sound under Human-Activity Model. In the installation, movement qualities that are extracted from the motion tracking data excite a dynamical system (a synthetic flock of agents), which responds...... out a questionnaire afterwards. In this paper, we report our preliminary work on the analysis of the tensions of interaction with the installation under the Human-Artifact Model. Our results indicate exploration and discovery as the main motives of the interaction. This is different than utilitarian...

  20. Social insects inspire human design

    Science.gov (United States)

    Holbrook, C. Tate; Clark, Rebecca M.; Moore, Dani; Overson, Rick P.; Penick, Clint A.; Smith, Adrian A.

    2010-01-01

    The international conference ‘Social Biomimicry: Insect Societies and Human Design’, hosted by Arizona State University, USA, 18–20 February 2010, explored how the collective behaviour and nest architecture of social insects can inspire innovative and effective solutions to human design challenges. It brought together biologists, designers, engineers, computer scientists, architects and businesspeople, with the dual aims of enriching biology and advancing biomimetic design. PMID:20392721

  1. Model-Based approaches to Human-Automation Systems Design

    DEFF Research Database (Denmark)

    Jamieson, Greg A.; Andersson, Jonas; Bisantz, Ann

    2012-01-01

    Human-automation interaction in complex systems is common, yet design for this interaction is often conducted without explicit consideration of the role of the human operator. Fortunately, there are a number of modeling frameworks proposed for supporting this design activity. However...... (and reportedly one or two critics) can engage one another on several agreed questions about such frameworks. The goal is to aid non-aligned practitioners in choosing between alternative frameworks for their human-automation interaction design challenges....

  2. Advanced human-system interface design review guidelines

    International Nuclear Information System (INIS)

    O'Hara, J.M.

    1990-01-01

    Advanced, computer-based, human-system interface designs are emerging in nuclear power plant control rooms as a result of several factors. These include: (1) incorporation of new systems such as safety parameter display systems, (2) backfitting of current control rooms with new technologies when existing hardware is no longer supported by equipment vendors, and (3) development of advanced control room concepts. Control rooms of the future will be developed almost exclusively with advanced instrumentation and controls based upon digital technology. In addition, the control room operator will be interfacing with more intelligent systems which will be capable of providing information processing support to the operator. These developments may have significant implications for plant safety in that they will greatly affect the operator's role in the system as well as the ways in which he interacts with it. At present, however, the only guidance available to the Nuclear Regulatory Commission (NRC) for the review of control room-operator interfaces is NUREG-0700. It is a document which was written prior to these technological changes and is, therefore, tailored to the technologies used in traditional control rooms. Thus, the present guidance needs to be updated since it is inadequate to serve as the basis for NRC staff review of such advanced or hybrid control room designs. The objective of the project reported in this paper is to develop an Advanced Control Room Design Review Guideline suitable for use in performing human factors reviews of advanced operator interfaces. This guideline will take the form of a portable, interactive, computer-based document that may be conveniently used by an inspector in the field, as well as a text-based document

  3. The Next Wave: Humans, Computers, and Redefining Reality

    Science.gov (United States)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  4. Computer-assisted spectral design and synthesis

    Science.gov (United States)

    Vadakkumpadan, Fijoy; Wang, Qiqi; Sun, Yinlong

    2005-01-01

    In this paper, we propose a computer-assisted approach for spectral design and synthesis. This approach starts with some initial spectrum, modifies it interactively, evaluates the change, and decides the optimal spectrum. Given a requested change as function of wavelength, we model the change function using a Gaussian function. When there is the metameric constraint, from the Gaussian function of request change, we propose a method to generate the change function such that the result spectrum has the same color as the initial spectrum. We have tested the proposed method with different initial spectra and change functions, and implemented an interactive graphics environment for spectral design and synthesis. The proposed approach and graphics implementation for spectral design and synthesis can be helpful for a number of applications such as lighting of building interiors, textile coloration, and pigment development of automobile paints, and spectral computer graphics.

  5. FCJ-129 Interaction Designs for Ubicomp Cultures

    Directory of Open Access Journals (Sweden)

    Ulrik Ekman

    2011-12-01

    Full Text Available This is a journal issue invested in remarking more than once upon the undecidability hovering today around our getting into contact with ‘ubiquity’ or ‘pervasiveness’ as a potential to be further actualized in the fields of human-computer interaction (HCI, interaction design, and the cultural life worlds of information societies more generally. Affirming this undecidability is a necessity – since both of these alternatives are currently at stake, and since ‘ubiquity’ and ubicomp remain potentialities of whose actualization we are not yet sure, whether this is matter of an explicit articulation of the principal ideas or of the concrete lines of development and research making of this so many hands-on facts inherent in the interactions in our contemporary life worlds. In other words, the focus and special merit of this issue is not least to enter into the set of questions surrounding the notion of ‘interaction designs for ubicomp cultures’ – as something partaking of that which Michel Foucault would have called ‘a history of the present.’ This introduction gives a comprehensive account of current thinking and practice in this contemporary field of research in order to make a difference that makes a difference while the cultural and technical developments at stake are still undecidable, multiple, and emergent – at a fast pace, too.

  6. Situated dialog in speech-based human-computer interaction

    CERN Document Server

    Raux, Antoine; Lane, Ian; Misu, Teruhisa

    2016-01-01

    This book provides a survey of the state-of-the-art in the practical implementation of Spoken Dialog Systems for applications in everyday settings. It includes contributions on key topics in situated dialog interaction from a number of leading researchers and offers a broad spectrum of perspectives on research and development in the area. In particular, it presents applications in robotics, knowledge access and communication and covers the following topics: dialog for interacting with robots; language understanding and generation; dialog architectures and modeling; core technologies; and the analysis of human discourse and interaction. The contributions are adapted and expanded contributions from the 2014 International Workshop on Spoken Dialog Systems (IWSDS 2014), where researchers and developers from industry and academia alike met to discuss and compare their implementation experiences, analyses and empirical findings.

  7. Translator-computer interaction in action

    DEFF Research Database (Denmark)

    Bundgaard, Kristine; Christensen, Tina Paulsen; Schjoldager, Anne

    2016-01-01

    perspective, this paper investigates the relationship between machines and humans in the field of translation, analysing a CAT process in which machine-translation (MT) technology was integrated into a translation-memory (TM) suite. After a review of empirical research into the impact of CAT tools......Though we lack empirically-based knowledge of the impact of computer-aided translation (CAT) tools on translation processes, it is generally agreed that all professional translators are now involved in some kind of translator-computer interaction (TCI), using O’Brien’s (2012) term. Taking a TCI......, the study indicates that the tool helps the translator conform to project and customer requirements....

  8. USING OLFACTORY DISPLAYS AS A NONTRADITIONAL INTERFACE IN HUMAN COMPUTER INTERACTION

    Directory of Open Access Journals (Sweden)

    Alper Efe

    2017-07-01

    Full Text Available Smell has its limitations and disadvantages as a display medium, but it also has its strengths and many have recognized its potential. At present, in communications and virtual technologies, smell is either forgotten or improperly stimulated, because non controlled odorants present in the physical space surrounding the user. Nonetheless a controlled presentation of olfactory information can give advantages in various application fields. Therefore, two enabling technologies, electronic noses and especially olfactory displays are reviewed. Scenarios of usage are discussed together with relevant psycho-physiological issues. End-to-end systems including olfactory interfaces are quantitatively characterised under many respects. Recent works done by the authors on field are reported. The article will touch briefly on the control of scent emissions; an important factor to consider when building scented computer systems. As a sample application SUBSMELL system investigated. A look at areas of human computer interaction where olfaction output may prove useful will be presented. The article will finish with some brief conclusions and discuss some shortcomings and gaps of the topic. In particular, the addition of olfactory cues to a virtual environment increased the user's sense of presence and memory of the environment. Also, this article discusses the educational aspect of the subsmell systems.

  9. Human Computation

    CERN Multimedia

    CERN. Geneva

    2008-01-01

    What if people could play computer games and accomplish work without even realizing it? What if billions of people collaborated to solve important problems for humanity or generate training data for computers? My work aims at a general paradigm for doing exactly that: utilizing human processing power to solve computational problems in a distributed manner. In particular, I focus on harnessing human time and energy for addressing problems that computers cannot yet solve. Although computers have advanced dramatically in many respects over the last 50 years, they still do not possess the basic conceptual intelligence or perceptual capabilities...

  10. HuRECA: Human Reliability Evaluator for Computer-based Control Room Actions

    International Nuclear Information System (INIS)

    Kim, Jae Whan; Lee, Seung Jun; Jang, Seung Cheol

    2011-01-01

    As computer-based design features such as computer-based procedures (CBP), soft controls (SCs), and integrated information systems are being adopted in main control rooms (MCR) of nuclear power plants, a human reliability analysis (HRA) method capable of dealing with the effects of these design features on human reliability is needed. From the observations of human factors engineering verification and validation experiments, we have drawn some major important characteristics on operator behaviors and design-related influencing factors (DIFs) from the perspective of human reliability. Firstly, there are new DIFs that should be considered in developing an HRA method for computer-based control rooms including especially CBP and SCs. In the case of the computer-based procedure rather than the paper-based procedure, the structural and managerial elements should be considered as important PSFs in addition to the procedural contents. In the case of the soft controllers, the so-called interface management tasks (or secondary tasks) should be reflected in the assessment of human error probability. Secondly, computer-based control rooms can provide more effective error recovery features than conventional control rooms. Major error recovery features for computer-based control rooms include the automatic logic checking function of the computer-based procedure and the information sharing feature of the general computer-based designs

  11. Integrating computer programs for engineering analysis and design

    Science.gov (United States)

    Wilhite, A. W.; Crisp, V. K.; Johnson, S. C.

    1983-01-01

    The design of a third-generation system for integrating computer programs for engineering and design has been developed for the Aerospace Vehicle Interactive Design (AVID) system. This system consists of an engineering data management system, program interface software, a user interface, and a geometry system. A relational information system (ARIS) was developed specifically for the computer-aided engineering system. It is used for a repository of design data that are communicated between analysis programs, for a dictionary that describes these design data, for a directory that describes the analysis programs, and for other system functions. A method is described for interfacing independent analysis programs into a loosely-coupled design system. This method emphasizes an interactive extension of analysis techniques and manipulation of design data. Also, integrity mechanisms exist to maintain database correctness for multidisciplinary design tasks by an individual or a team of specialists. Finally, a prototype user interface program has been developed to aid in system utilization.

  12. Computational design of rolling bearings

    CERN Document Server

    Nguyen-Schäfer, Hung

    2016-01-01

    This book comprehensively presents the computational design of rolling bearings dealing with many interdisciplinary difficult working fields. They encompass elastohydrodynamics (EHD), Hertzian contact theory, oil-film thickness in elastohydrodynamic lubrication (EHL), bearing dynamics, tribology of surface textures, fatigue failure mechanisms, fatigue lifetimes of rolling bearings and lubricating greases, Weibull distribution, rotor balancing, and airborne noises (NVH) in the rolling bearings. Furthermore, the readers are provided with hands-on essential formulas based on the up-to-date DIN ISO norms and helpful examples for computational design of rolling bearings. The topics are intended for undergraduate and graduate students in mechanical and material engineering, research scientists, and practicing engineers who want to understand the interactions between these working fields and to know how to design the rolling bearings for automotive industry and many other industries.

  13. Supporting collaborative computing and interaction

    International Nuclear Information System (INIS)

    Agarwal, Deborah; McParland, Charles; Perry, Marcia

    2002-01-01

    To enable collaboration on the daily tasks involved in scientific research, collaborative frameworks should provide lightweight and ubiquitous components that support a wide variety of interaction modes. We envision a collaborative environment as one that provides a persistent space within which participants can locate each other, exchange synchronous and asynchronous messages, share documents and applications, share workflow, and hold videoconferences. We are developing the Pervasive Collaborative Computing Environment (PCCE) as such an environment. The PCCE will provide integrated tools to support shared computing and task control and monitoring. This paper describes the PCCE and the rationale for its design

  14. An Interactive Computer-Based Circulation System: Design and Development

    Directory of Open Access Journals (Sweden)

    James S. Aagaard

    1972-03-01

    Full Text Available An on-line computer-based circulation control system has been installed at the Northwestern University library. Features of the system include self-service book charge, remote terminal inquiry and update, and automatic production of notices for call-ins and books available. Fine notices are also prepared daily and overdue notices weekly. Important considerations in the design of the system were to minimize costs of operation and to include technical services functions eventually. The system operates on a relatively small computer in a multiprogrammed mode.

  15. High School Students' Written Argumentation Qualities with Problem-Based Computer-Aided Material (PBCAM) Designed about Human Endocrine System

    Science.gov (United States)

    Vekli, Gülsah Sezen; Çimer, Atilla

    2017-01-01

    This study investigated development of students' scientific argumentation levels in the applications made with Problem-Based Computer-Aided Material (PBCAM) designed about Human Endocrine System. The case study method was used: The study group was formed of 43 students in the 11th grade of the science high school in Rize. Human Endocrine System…

  16. Multimodal interaction for human-robot teams

    Science.gov (United States)

    Burke, Dustin; Schurr, Nathan; Ayers, Jeanine; Rousseau, Jeff; Fertitta, John; Carlin, Alan; Dumond, Danielle

    2013-05-01

    Unmanned ground vehicles have the potential for supporting small dismounted teams in mapping facilities, maintaining security in cleared buildings, and extending the team's reconnaissance and persistent surveillance capability. In order for such autonomous systems to integrate with the team, we must move beyond current interaction methods using heads-down teleoperation which require intensive human attention and affect the human operator's ability to maintain local situational awareness and ensure their own safety. This paper focuses on the design, development and demonstration of a multimodal interaction system that incorporates naturalistic human gestures, voice commands, and a tablet interface. By providing multiple, partially redundant interaction modes, our system degrades gracefully in complex environments and enables the human operator to robustly select the most suitable interaction method given the situational demands. For instance, the human can silently use arm and hand gestures for commanding a team of robots when it is important to maintain stealth. The tablet interface provides an overhead situational map allowing waypoint-based navigation for multiple ground robots in beyond-line-of-sight conditions. Using lightweight, wearable motion sensing hardware either worn comfortably beneath the operator's clothing or integrated within their uniform, our non-vision-based approach enables an accurate, continuous gesture recognition capability without line-of-sight constraints. To reduce the training necessary to operate the system, we designed the interactions around familiar arm and hand gestures.

  17. "Teaching students how to wear their Computer"

    DEFF Research Database (Denmark)

    Guglielmi, Michel; Johannesen, Hanne Louise

    2005-01-01

    to address this question trough the angle of what we called ‘Physical Computing’ and asked ourselves and the students if new fields like ‘tangible media’ or ‘wearable computers’ can contribute to improvements of life? And whose life improvement are we aiming for? Computers are a ubiquitous part....... Through the workshop the students were encouraged to disrupt the myth of how a computer should be used and to focus on the human-human interaction (HHI) through the computer rather than human-computer interaction (HCI). The physical computing approach offered furthermore a unique opportunity to break down......This paper intends to present the goal, results and methodology of a workshop run in collaboration with Visual Culture (humanities), University of Copenhagen, the Danish academy of Design in Copenhagen and Media lab Aalborg, University of Aalborg. The workshop was related to a design competition...

  18. The Research of Computer Aided Farm Machinery Designing Method Based on Ergonomics

    Science.gov (United States)

    Gao, Xiyin; Li, Xinling; Song, Qiang; Zheng, Ying

    Along with agricultural economy development, the farm machinery product type Increases gradually, the ergonomics question is also getting more and more prominent. The widespread application of computer aided machinery design makes it possible that farm machinery design is intuitive, flexible and convenient. At present, because the developed computer aided ergonomics software has not suitable human body database, which is needed in view of farm machinery design in China, the farm machinery design have deviation in ergonomics analysis. This article puts forward that using the open database interface procedure in CATIA to establish human body database which aims at the farm machinery design, and reading the human body data to ergonomics module of CATIA can product practical application virtual body, using human posture analysis and human activity analysis module to analysis the ergonomics in farm machinery, thus computer aided farm machinery designing method based on engineering can be realized.

  19. Kernel Method Based Human Model for Enhancing Interactive Evolutionary Optimization

    Science.gov (United States)

    Zhao, Qiangfu; Liu, Yong

    2015-01-01

    A fitness landscape presents the relationship between individual and its reproductive success in evolutionary computation (EC). However, discrete and approximate landscape in an original search space may not support enough and accurate information for EC search, especially in interactive EC (IEC). The fitness landscape of human subjective evaluation in IEC is very difficult and impossible to model, even with a hypothesis of what its definition might be. In this paper, we propose a method to establish a human model in projected high dimensional search space by kernel classification for enhancing IEC search. Because bivalent logic is a simplest perceptual paradigm, the human model is established by considering this paradigm principle. In feature space, we design a linear classifier as a human model to obtain user preference knowledge, which cannot be supported linearly in original discrete search space. The human model is established by this method for predicting potential perceptual knowledge of human. With the human model, we design an evolution control method to enhance IEC search. From experimental evaluation results with a pseudo-IEC user, our proposed model and method can enhance IEC search significantly. PMID:25879050

  20. Salesperson Ethics: An Interactive Computer Simulation

    Science.gov (United States)

    Castleberry, Stephen

    2014-01-01

    A new interactive computer simulation designed to teach sales ethics is described. Simulation learner objectives include gaining a better understanding of legal issues in selling; realizing that ethical dilemmas do arise in selling; realizing the need to be honest when selling; seeing that there are conflicting demands from a salesperson's…

  1. HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Directory of Open Access Journals (Sweden)

    Jia-Rey Chang

    2018-01-01

    investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures.

  2. The Particle Beam Optics Interactive Computer Laboratory

    International Nuclear Information System (INIS)

    Gillespie, George H.; Hill, Barrey W.; Brown, Nathan A.; Babcock, R. Chris; Martono, Hendy; Carey, David C.

    1997-01-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab

  3. Human-Automation Interaction Design for Adaptive Cruise Control Systems of Ground Vehicles

    Directory of Open Access Journals (Sweden)

    Hwisoo Eom

    2015-06-01

    Full Text Available A majority of recently developed advanced vehicles have been equipped with various automated driver assistance systems, such as adaptive cruise control (ACC and lane keeping assistance systems. ACC systems have several operational modes, and drivers can be unaware of the mode in which they are operating. Because mode confusion is a significant human error factor that contributes to traffic accidents, it is necessary to develop user interfaces for ACC systems that can reduce mode confusion. To meet this requirement, this paper presents a new human-automation interaction design methodology in which the compatibility of the machine and interface models is determined using the proposed criteria, and if the models are incompatible, one or both of the models is/are modified to make them compatible. To investigate the effectiveness of our methodology, we designed two new interfaces by separately modifying the machine model and the interface model and then performed driver-in-the-loop experiments. The results showed that modifying the machine model provides a more compact, acceptable, effective, and safe interface than modifying the interface model.

  4. Human-Automation Interaction Design for Adaptive Cruise Control Systems of Ground Vehicles.

    Science.gov (United States)

    Eom, Hwisoo; Lee, Sang Hun

    2015-06-12

    A majority of recently developed advanced vehicles have been equipped with various automated driver assistance systems, such as adaptive cruise control (ACC) and lane keeping assistance systems. ACC systems have several operational modes, and drivers can be unaware of the mode in which they are operating. Because mode confusion is a significant human error factor that contributes to traffic accidents, it is necessary to develop user interfaces for ACC systems that can reduce mode confusion. To meet this requirement, this paper presents a new human-automation interaction design methodology in which the compatibility of the machine and interface models is determined using the proposed criteria, and if the models are incompatible, one or both of the models is/are modified to make them compatible. To investigate the effectiveness of our methodology, we designed two new interfaces by separately modifying the machine model and the interface model and then performed driver-in-the-loop experiments. The results showed that modifying the machine model provides a more compact, acceptable, effective, and safe interface than modifying the interface model.

  5. Ecological Interface Design for Computer Network Defense.

    Science.gov (United States)

    Bennett, Kevin B; Bryant, Adam; Sushereba, Christen

    2018-05-01

    A prototype ecological interface for computer network defense (CND) was developed. Concerns about CND run high. Although there is a vast literature on CND, there is some indication that this research is not being translated into operational contexts. Part of the reason may be that CND has historically been treated as a strictly technical problem, rather than as a socio-technical problem. The cognitive systems engineering (CSE)/ecological interface design (EID) framework was used in the analysis and design of the prototype interface. A brief overview of CSE/EID is provided. EID principles of design (i.e., direct perception, direct manipulation and visual momentum) are described and illustrated through concrete examples from the ecological interface. Key features of the ecological interface include (a) a wide variety of alternative visual displays, (b) controls that allow easy, dynamic reconfiguration of these displays, (c) visual highlighting of functionally related information across displays, (d) control mechanisms to selectively filter massive data sets, and (e) the capability for easy expansion. Cyber attacks from a well-known data set are illustrated through screen shots. CND support needs to be developed with a triadic focus (i.e., humans interacting with technology to accomplish work) if it is to be effective. Iterative design and formal evaluation is also required. The discipline of human factors has a long tradition of success on both counts; it is time that HF became fully involved in CND. Direct application in supporting cyber analysts.

  6. Computational composites

    DEFF Research Database (Denmark)

    Vallgårda, Anna K. A.; Redström, Johan

    2007-01-01

    Computational composite is introduced as a new type of composite material. Arguing that this is not just a metaphorical maneuver, we provide an analysis of computational technology as material in design, which shows how computers share important characteristics with other materials used in design...... and architecture. We argue that the notion of computational composites provides a precise understanding of the computer as material, and of how computations need to be combined with other materials to come to expression as material. Besides working as an analysis of computers from a designer’s point of view......, the notion of computational composites may also provide a link for computer science and human-computer interaction to an increasingly rapid development and use of new materials in design and architecture....

  7. Usability Studies in Virtual and Traditional Computer Aided Design Environments for Fault Identification

    Science.gov (United States)

    2017-08-08

    communicate their subjective opinions. Keywords: Usability Analysis; CAVETM (Cave Automatic Virtual Environments); Human Computer Interface (HCI...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods

  8. Use of interactive graphics in bridge analysis and design.

    Science.gov (United States)

    1983-01-01

    This study evaluated the role of computer-aided design (CAD), including interactive graphics, in engineering design applications, especially in the design activities of the Virginia Department of Highways and Transportation. A review of the hardware ...

  9. 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

  10. Neural correlate of human reciprocity in social interactions.

    Science.gov (United States)

    Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji

    2013-01-01

    Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions.

  11. Neural correlate of human reciprocity in social interactions

    Directory of Open Access Journals (Sweden)

    Shiro eSakaiya

    2013-12-01

    Full Text Available Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human and strategy (random, tit-for-tat in repeated prisoner’s dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate and theory of mind (ToM regions (i.e., ventromedial prefrontal cortex [VMPFC] and precuneus. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (deactivation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during

  12. Aspects of computer control from the human engineering standpoint

    International Nuclear Information System (INIS)

    Huang, T.V.

    1979-03-01

    A Computer Control System includes data acquisition, information display and output control signals. In order to design such a system effectively we must first determine the required operational mode: automatic control (closed loop), computer assisted (open loop), or hybrid control. The choice of operating mode will depend on the nature of the plant, the complexity of the operation, the funds available, and the technical expertise of the operating staff, among many other factors. Once the mode has been selected, consideration must be given to the method (man/machine interface) by which the operator interacts with this system. The human engineering factors are of prime importance to achieving high operating efficiency and very careful attention must be given to this aspect of the work, if full operator acceptance is to be achieved. This paper will discuss these topics and will draw on experience gained in setting up the computer control system in Main Control Center for Stanford University's Accelerator Center (a high energy physics research facility)

  13. Flooring-systems and their interaction with furniture and humans

    DEFF Research Database (Denmark)

    Frier, Christian; Pedersen, Lars; Andersen, Lars Vabbersgaard

    2017-01-01

    Flooring-system designs may be sensitive in terms of their vibrational performance due the risk that serviceability-limit-state problems may be encountered. For evaluating the vibrational performance of a flooring system at the design stage, decisions must be made by the engineer in charge...... of computations. Passive humans and/or furniture are often present on a floor. Typically, these masses and their way of interacting with the floor mass are ignored in predictions of vibrational behaviour of the flooring system. Utilizing a shell finite-element model, the paper explores and quantifies how non......-structural mass can influence central parameters describing the dynamic behaviour of the flooring system with focus on elevated non-structural mass. © 2017 The Authors. Published by Elsevier Ltd....

  14. Interactive Computer Graphics

    Science.gov (United States)

    Kenwright, David

    2000-01-01

    Aerospace data analysis tools that significantly reduce the time and effort needed to analyze large-scale computational fluid dynamics simulations have emerged this year. The current approach for most postprocessing and visualization work is to explore the 3D flow simulations with one of a dozen or so interactive tools. While effective for analyzing small data sets, this approach becomes extremely time consuming when working with data sets larger than one gigabyte. An active area of research this year has been the development of data mining tools that automatically search through gigabyte data sets and extract the salient features with little or no human intervention. With these so-called feature extraction tools, engineers are spared the tedious task of manually exploring huge amounts of data to find the important flow phenomena. The software tools identify features such as vortex cores, shocks, separation and attachment lines, recirculation bubbles, and boundary layers. Some of these features can be extracted in a few seconds; others take minutes to hours on extremely large data sets. The analysis can be performed off-line in a batch process, either during or following the supercomputer simulations. These computations have to be performed only once, because the feature extraction programs search the entire data set and find every occurrence of the phenomena being sought. Because the important questions about the data are being answered automatically, interactivity is less critical than it is with traditional approaches.

  15. Structural model for the interaction of a designed Ankyrin Repeat Protein with the human epidermal growth factor receptor 2.

    Directory of Open Access Journals (Sweden)

    V Chandana Epa

    Full Text Available Designed Ankyrin Repeat Proteins are a class of novel binding proteins that can be selected and evolved to bind to targets with high affinity and specificity. We are interested in the DARPin H10-2-G3, which has been evolved to bind with very high affinity to the human epidermal growth factor receptor 2 (HER2. HER2 is found to be over-expressed in 30% of breast cancers, and is the target for the FDA-approved therapeutic monoclonal antibodies trastuzumab and pertuzumab and small molecule tyrosine kinase inhibitors. Here, we use computational macromolecular docking, coupled with several interface metrics such as shape complementarity, interaction energy, and electrostatic complementarity, to model the structure of the complex between the DARPin H10-2-G3 and HER2. We analyzed the interface between the two proteins and then validated the structural model by showing that selected HER2 point mutations at the putative interface with H10-2-G3 reduce the affinity of binding up to 100-fold without affecting the binding of trastuzumab. Comparisons made with a subsequently solved X-ray crystal structure of the complex yielded a backbone atom root mean square deviation of 0.84-1.14 Ångstroms. The study presented here demonstrates the capability of the computational techniques of structural bioinformatics in generating useful structural models of protein-protein interactions.

  16. Engineering computer graphics in gas turbine engine design, analysis and manufacture

    Science.gov (United States)

    Lopatka, R. S.

    1975-01-01

    A time-sharing and computer graphics facility designed to provide effective interactive tools to a large number of engineering users with varied requirements was described. The application of computer graphics displays at several levels of hardware complexity and capability is discussed, with examples of graphics systems tracing gas turbine product development, beginning with preliminary design through manufacture. Highlights of an operating system stylized for interactive engineering graphics is described.

  17. Ontology for assessment studies of human-computer-interaction in surgery.

    Science.gov (United States)

    Machno, Andrej; Jannin, Pierre; Dameron, Olivier; Korb, Werner; Scheuermann, Gerik; Meixensberger, Jürgen

    2015-02-01

    New technologies improve modern medicine, but may result in unwanted consequences. Some occur due to inadequate human-computer-interactions (HCI). To assess these consequences, an investigation model was developed to facilitate the planning, implementation and documentation of studies for HCI in surgery. The investigation model was formalized in Unified Modeling Language and implemented as an ontology. Four different top-level ontologies were compared: Object-Centered High-level Reference, Basic Formal Ontology, General Formal Ontology (GFO) and Descriptive Ontology for Linguistic and Cognitive Engineering, according to the three major requirements of the investigation model: the domain-specific view, the experimental scenario and the representation of fundamental relations. Furthermore, this article emphasizes the distinction of "information model" and "model of meaning" and shows the advantages of implementing the model in an ontology rather than in a database. The results of the comparison show that GFO fits the defined requirements adequately: the domain-specific view and the fundamental relations can be implemented directly, only the representation of the experimental scenario requires minor extensions. The other candidates require wide-ranging extensions, concerning at least one of the major implementation requirements. Therefore, the GFO was selected to realize an appropriate implementation of the developed investigation model. The ensuing development considered the concrete implementation of further model aspects and entities: sub-domains, space and time, processes, properties, relations and functions. The investigation model and its ontological implementation provide a modular guideline for study planning, implementation and documentation within the area of HCI research in surgery. This guideline helps to navigate through the whole study process in the form of a kind of standard or good clinical practice, based on the involved foundational frameworks

  18. Designing Smart Artifacts for Adaptive Mediation of Social Viscosity: Triadic Actor-Network Enactments as a Basis for Interaction Design

    Science.gov (United States)

    Salamanca, Juan

    2012-01-01

    With the advent of ubiquitous computing, interaction design has broadened its object of inquiry into how smart computational artifacts inconspicuously act in people's everyday lives. Although user-centered design approaches remains useful for exploring how people cope with interactive systems, they cannot explain how this new breed of…

  19. Child computer interaction SIG: towards sustainable thinking and being

    NARCIS (Netherlands)

    Read, J.; Hourcade, J.P.; Markopoulos, P.; Iversen, O.S.

    The discipline of Child Computer Interaction (CCI) has been steadily growing and it is now firmly established as a community in its own right, having the annual IDC (Interaction and Design for Children) conference and its own journal and also enjoying its role as a highly recognisable and vibrant

  20. Portable computing - A fielded interactive scientific application in a small off-the-shelf package

    Science.gov (United States)

    Groleau, Nicolas; Hazelton, Lyman; Frainier, Rich; Compton, Michael; Colombano, Silvano; Szolovits, Peter

    1993-01-01

    Experience with the design and implementation of a portable computing system for STS crew-conducted science is discussed. Principal-Investigator-in-a-Box (PI) will help the SLS-2 astronauts perform vestibular (human orientation system) experiments in flight. PI is an interactive system that provides data acquisition and analysis, experiment step rescheduling, and various other forms of reasoning to astronaut users. The hardware architecture of PI consists of a computer and an analog interface box. 'Off-the-shelf' equipment is employed in the system wherever possible in an effort to use widely available tools and then to add custom functionality and application codes to them. Other projects which can help prospective teams to learn more about portable computing in space are also discussed.

  1. Human-Robot Interaction

    Science.gov (United States)

    Sandor, Aniko; Cross, E. Vincent, II; Chang, Mai Lee

    2015-01-01

    Human-robot interaction (HRI) is a discipline investigating the factors affecting the interactions between humans and robots. It is important to evaluate how the design of interfaces affect the human's ability to perform tasks effectively and efficiently when working with a robot. By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed to appropriately support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for the design of robotic systems. For efficient and effective remote navigation of a rover, a human operator needs to be aware of the robot's environment. However, during teleoperation, operators may get information about the environment only through a robot's front-mounted camera causing a keyhole effect. The keyhole effect reduces situation awareness which may manifest in navigation issues such as higher number of collisions, missing critical aspects of the environment, or reduced speed. One way to compensate for the keyhole effect and the ambiguities operators experience when they teleoperate a robot is adding multiple cameras and including the robot chassis in the camera view. Augmented reality, such as overlays, can also enhance the way a person sees objects in the environment or in camera views by making them more visible. Scenes can be augmented with integrated telemetry, procedures, or map information. Furthermore, the addition of an exocentric (i.e., third-person) field of view from a camera placed in the robot's environment may provide operators with the additional information needed to gain spatial awareness of the robot. Two research studies investigated possible mitigation approaches to address the keyhole effect: 1) combining the inclusion of the robot chassis in the camera view with augmented reality overlays, and 2) modifying the camera

  2. Design Guidance for Computer-Based Procedures for Field Workers

    Energy Technology Data Exchange (ETDEWEB)

    Oxstrand, Johanna [Idaho National Lab. (INL), Idaho Falls, ID (United States); Le Blanc, Katya [Idaho National Lab. (INL), Idaho Falls, ID (United States); Bly, Aaron [Idaho National Lab. (INL), Idaho Falls, ID (United States)

    2016-09-01

    Nearly all activities that involve human interaction with nuclear power plant systems are guided by procedures, instructions, or checklists. Paper-based procedures (PBPs) currently used by most utilities have a demonstrated history of ensuring safety; however, improving procedure use could yield significant savings in increased efficiency, as well as improved safety through human performance gains. The nuclear industry is constantly trying to find ways to decrease human error rates, especially human error rates associated with procedure use. As a step toward the goal of improving field workers’ procedure use and adherence and hence improve human performance and overall system reliability, the U.S. Department of Energy Light Water Reactor Sustainability (LWRS) Program researchers, together with the nuclear industry, have been investigating the possibility and feasibility of replacing current paper-based procedures with computer-based procedures (CBPs). PBPs have ensured safe operation of plants for decades, but limitations in paper-based systems do not allow them to reach the full potential for procedures to prevent human errors. The environment in a nuclear power plant is constantly changing, depending on current plant status and operating mode. PBPs, which are static by nature, are being applied to a constantly changing context. This constraint often results in PBPs that are written in a manner that is intended to cover many potential operating scenarios. Hence, the procedure layout forces the operator to search through a large amount of irrelevant information to locate the pieces of information relevant for the task and situation at hand, which has potential consequences of taking up valuable time when operators must be responding to the situation, and potentially leading operators down an incorrect response path. Other challenges related to use of PBPs are management of multiple procedures, place-keeping, finding the correct procedure for a task, and relying

  3. The Tactile Ethics of Soft Robotics: Designing Wisely for Human-Robot Interaction.

    Science.gov (United States)

    Arnold, Thomas; Scheutz, Matthias

    2017-06-01

    Soft robots promise an exciting design trajectory in the field of robotics and human-robot interaction (HRI), promising more adaptive, resilient movement within environments as well as a safer, more sensitive interface for the objects or agents the robot encounters. In particular, tactile HRI is a critical dimension for designers to consider, especially given the onrush of assistive and companion robots into our society. In this article, we propose to surface an important set of ethical challenges for the field of soft robotics to meet. Tactile HRI strongly suggests that soft-bodied robots balance tactile engagement against emotional manipulation, model intimacy on the bonding with a tool not with a person, and deflect users from personally and socially destructive behavior the soft bodies and surfaces could normally entice.

  4. Challenges in designing interactive systems for emergency response

    DEFF Research Database (Denmark)

    Kristensen, Margit; Kyng, Morten; Nielsen, Esben Toftdahl

    2007-01-01

    and visions as ways to bridge between fieldwork and literature studies on the one hand and the emerging computer based prototypes on the other. Our case concerns design of innovative interactive systems for support in emergency response, including patient identification and monitoring as well as construction......This paper presents research on participatory design of interactive systems for emergency response. We present the work by going through the design method with a focus on the new elements that we developed for the participatory design toolkit, in particular we emphasize the use of challenges...

  5. The Particle Beam Optics Interactive Computer Laboratory

    International Nuclear Information System (INIS)

    Gillespie, G.H.; Hill, B.W.; Brown, N.A.; Babcock, R.C.; Martono, H.; Carey, D.C.

    1997-01-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab. copyright 1997 American Institute of Physics

  6. Interaction Design for and with the Lived Body: Some Implications of Merleau-Ponty’s Phenomenology

    DEFF Research Database (Denmark)

    Svanæs, Dag

    2013-01-01

    : the active and embodied nature of perception, including the body’s ability to extent its sensory apparatus through digital technology; and (2) kinaesthetic creativity: the body’s ability to relate in a direct and creative fashion with the “feel” dimension of interactive products during the design process....... for his discussion of the bodily nature of embodied interaction. This article extends Dourish’s work to introduce the human-computer interaction community to ideas related to Merleau-Ponty’s concept of the lived body. It also provides a detailed analysis of two related topics: (1) embodied perception...

  7. Kinesthetic Interaction

    DEFF Research Database (Denmark)

    Fogtmann, Maiken Hillerup; Fritsch, Jonas; Kortbek, Karen Johanne

    2008-01-01

    Within the Human-Computer Interaction community there is a growing interest in designing for the whole body in interaction design. The attempts aimed at addressing the body have very different outcomes spanning from theoretical arguments for understanding the body in the design process, to more...... practical examples of designing for bodily potential. This paper presents Kinesthetic Interaction as a unifying concept for describing the body in motion as a foundation for designing interactive systems. Based on the theoretical foundation for Kinesthetic Interaction, a conceptual framework is introduced...... to reveal bodily potential in relation to three design themes – kinesthetic development, kinesthetic means and kinesthetic disorder; and seven design parameters – engagement, sociality, movability, explicit motivation, implicit motivation, expressive meaning and kinesthetic empathy. The framework is a tool...

  8. Designing Ubiquitous Computing to Enhance Children's Learning in Museums

    Science.gov (United States)

    Hall, T.; Bannon, L.

    2006-01-01

    In recent years, novel paradigms of computing have emerged, which enable computational power to be embedded in artefacts and in environments in novel ways. These developments may create new possibilities for using computing to enhance learning. This paper presents the results of a design process that set out to explore interactive techniques,…

  9. 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

  10. Data analysis through interactive computer animation method (DATICAM)

    International Nuclear Information System (INIS)

    Curtis, J.N.; Schwieder, D.H.

    1983-01-01

    DATICAM is an interactive computer animation method designed to aid in the analysis of nuclear research data. DATICAM was developed at the Idaho National Engineering Laboratory (INEL) by EG and G Idaho, Inc. INEL analysts use DATICAM to produce computer codes that are better able to predict the behavior of nuclear power reactors. In addition to increased code accuracy, DATICAM has saved manpower and computer costs. DATICAM has been generalized to assist in the data analysis of virtually any data-producing dynamic process

  11. Cloud Computing Techniques for Space Mission Design

    Science.gov (United States)

    Arrieta, Juan; Senent, Juan

    2014-01-01

    The overarching objective of space mission design is to tackle complex problems producing better results, and faster. In developing the methods and tools to fulfill this objective, the user interacts with the different layers of a computing system.

  12. Computational design of proteins with novel structure and functions

    International Nuclear Information System (INIS)

    Yang Wei; Lai Lu-Hua

    2016-01-01

    Computational design of proteins is a relatively new field, where scientists search the enormous sequence space for sequences that can fold into desired structure and perform desired functions. With the computational approach, proteins can be designed, for example, as regulators of biological processes, novel enzymes, or as biotherapeutics. These approaches not only provide valuable information for understanding of sequence–structure–function relations in proteins, but also hold promise for applications to protein engineering and biomedical research. In this review, we briefly introduce the rationale for computational protein design, then summarize the recent progress in this field, including de novo protein design, enzyme design, and design of protein–protein interactions. Challenges and future prospects of this field are also discussed. (topical review)

  13. Intelligent Interaction for Human-Friendly Service Robot in Smart House Environment

    Directory of Open Access Journals (Sweden)

    Z. Zenn Bien

    2008-01-01

    Full Text Available The smart house under consideration is a service-integrated complex system to assist older persons and/or people with disabilities. The primary goal of the system is to achieve independent living by various robotic devices and systems. Such a system is treated as a human-in-the loop system in which human- robot interaction takes place intensely and frequently. Based on our experiences of having designed and implemented a smart house environment, called Intelligent Sweet Home (ISH, we present a framework of realizing human-friendly HRI (human-robot interaction module with various effective techniques of computational intelligence. More specifically, we partition the robotic tasks of HRI module into three groups in consideration of the level of specificity, fuzziness or uncertainty of the context of the system, and present effective interaction method for each case. We first show a task planning algorithm and its architecture to deal with well-structured tasks autonomously by a simplified set of commands of the user instead of inconvenient manual operations. To provide with capability of interacting in a human-friendly way in a fuzzy context, it is proposed that the robot should make use of human bio-signals as input of the HRI module as shown in a hand gesture recognition system, called a soft remote control system. Finally we discuss a probabilistic fuzzy rule-based life-long learning system, equipped with intention reading capability by learning human behavioral patterns, which is introduced as a solution in uncertain and time-varying situations.

  14. Toward human-centered algorithm design

    Directory of Open Access Journals (Sweden)

    Eric PS Baumer

    2017-07-01

    Full Text Available As algorithms pervade numerous facets of daily life, they are incorporated into systems for increasingly diverse purposes. These systems’ results are often interpreted differently by the designers who created them than by the lay persons who interact with them. This paper offers a proposal for human-centered algorithm design, which incorporates human and social interpretations into the design process for algorithmically based systems. It articulates three specific strategies for doing so: theoretical, participatory, and speculative. Drawing on the author’s work designing and deploying multiple related systems, the paper provides a detailed example of using a theoretical approach. It also discusses findings pertinent to participatory and speculative design approaches. The paper addresses both strengths and challenges for each strategy in helping to center the process of designing algorithmically based systems around humans.

  15. My4Sight: A Human Computation Platform for Improving Flu Predictions

    OpenAIRE

    Akupatni, Vivek Bharath

    2015-01-01

    While many human computation (human-in-the-loop) systems exist in the field of Artificial Intelligence (AI) to solve problems that can't be solved by computers alone, comparatively fewer platforms exist for collecting human knowledge, and evaluation of various techniques for harnessing human insights in improving forecasting models for infectious diseases, such as Influenza and Ebola. In this thesis, we present the design and implementation of My4Sight, a human computation system develope...

  16. Computational drug design strategies applied to the modelling of human immunodeficiency virus-1 reverse transcriptase inhibitors

    Directory of Open Access Journals (Sweden)

    Lucianna Helene Santos

    2015-11-01

    Full Text Available Reverse transcriptase (RT is a multifunctional enzyme in the human immunodeficiency virus (HIV-1 life cycle and represents a primary target for drug discovery efforts against HIV-1 infection. Two classes of RT inhibitors, the nucleoside RT inhibitors (NRTIs and the nonnucleoside transcriptase inhibitors are prominently used in the highly active antiretroviral therapy in combination with other anti-HIV drugs. However, the rapid emergence of drug-resistant viral strains has limited the successful rate of the anti-HIV agents. Computational methods are a significant part of the drug design process and indispensable to study drug resistance. In this review, recent advances in computer-aided drug design for the rational design of new compounds against HIV-1 RT using methods such as molecular docking, molecular dynamics, free energy calculations, quantitative structure-activity relationships, pharmacophore modelling and absorption, distribution, metabolism, excretion and toxicity prediction are discussed. Successful applications of these methodologies are also highlighted.

  17. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  18. Open-Box Muscle-Computer Interface: Introduction to Human-Computer Interactions in Bioengineering, Physiology, and Neuroscience Courses

    Science.gov (United States)

    Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.

    2016-01-01

    A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…

  19. Drum-mate: interaction dynamics and gestures in human-humanoid drumming experiments

    Science.gov (United States)

    Kose-Bagci, Hatice; Dautenhahn, Kerstin; Syrdal, Dag S.; Nehaniv, Chrystopher L.

    2010-06-01

    This article investigates the role of interaction kinesics in human-robot interaction (HRI). We adopted a bottom-up, synthetic approach towards interactive competencies in robots using simple, minimal computational models underlying the robot's interaction dynamics. We present two empirical, exploratory studies investigating a drumming experience with a humanoid robot (KASPAR) and a human. In the first experiment, the turn-taking behaviour of the humanoid is deterministic and the non-verbal gestures of the robot accompany its drumming to assess the impact of non-verbal gestures on the interaction. The second experiment studies a computational framework that facilitates emergent turn-taking dynamics, whereby the particular dynamics of turn-taking emerge from the social interaction between the human and the humanoid. The results from the HRI experiments are presented and analysed qualitatively (in terms of the participants' subjective experiences) and quantitatively (concerning the drumming performance of the human-robot pair). The results point out a trade-off between the subjective evaluation of the drumming experience from the perspective of the participants and the objective evaluation of the drumming performance. A certain number of gestures was preferred as a motivational factor in the interaction. The participants preferred the models underlying the robot's turn-taking which enable the robot and human to interact more and provide turn-taking closer to 'natural' human-human conversations, despite differences in objective measures of drumming behaviour. The results are consistent with the temporal behaviour matching hypothesis previously proposed in the literature which concerns the effect that the participants adapt their own interaction dynamics to the robot's.

  20. Development of Integrated Programs for Aerospace-vehicle Design (IPAD): Product manufacture interactions with the design process

    Science.gov (United States)

    Crowell, H. A.

    1979-01-01

    The product manufacturing interactions with the design process and the IPAD requirements to support the interactions are described. The data requirements supplied to manufacturing by design are identified and quantified. Trends in computer-aided manufacturing are discussed and the manufacturing process of the 1980's is anticipated.

  1. 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.

  2. Fashion sketch design by interactive genetic algorithms

    Science.gov (United States)

    Mok, P. Y.; Wang, X. X.; Xu, J.; Kwok, Y. L.

    2012-11-01

    Computer aided design is vitally important for the modern industry, particularly for the creative industry. Fashion industry faced intensive challenges to shorten the product development process. In this paper, a methodology is proposed for sketch design based on interactive genetic algorithms. The sketch design system consists of a sketch design model, a database and a multi-stage sketch design engine. First, a sketch design model is developed based on the knowledge of fashion design to describe fashion product characteristics by using parameters. Second, a database is built based on the proposed sketch design model to define general style elements. Third, a multi-stage sketch design engine is used to construct the design. Moreover, an interactive genetic algorithm (IGA) is used to accelerate the sketch design process. The experimental results have demonstrated that the proposed method is effective in helping laypersons achieve satisfied fashion design sketches.

  3. Anthropomorphic Robot Design and User Interaction Associated with Motion

    Science.gov (United States)

    Ellis, Stephen R.

    2016-01-01

    Though in its original concept a robot was conceived to have some human-like shape, most robots now in use have specific industrial purposes and do not closely resemble humans. Nevertheless, robots that resemble human form in some way have continued to be introduced. They are called anthropomorphic robots. The fact that the user interface to all robots is now highly mediated means that the form of the user interface is not necessarily connected to the robots form, human or otherwise. Consequently, the unique way the design of anthropomorphic robots affects their user interaction is through their general appearance and the way they move. These robots human-like appearance acts as a kind of generalized predictor that gives its operators, and those with whom they may directly work, the expectation that they will behave to some extent like a human. This expectation is especially prominent for interactions with social robots, which are built to enhance it. Often interaction with them may be mainly cognitive because they are not necessarily kinematically intricate enough for complex physical interaction. Their body movement, for example, may be limited to simple wheeled locomotion. An anthropomorphic robot with human form, however, can be kinematically complex and designed, for example, to reproduce the details of human limb, torso, and head movement. Because of the mediated nature of robot control, there remains in general no necessary connection between the specific form of user interface and the anthropomorphic form of the robot. But their anthropomorphic kinematics and dynamics imply that the impact of their design shows up in the way the robot moves. The central finding of this report is that the control of this motion is a basic design element through which the anthropomorphic form can affect user interaction. In particular, designers of anthropomorphic robots can take advantage of the inherent human-like movement to 1) improve the users direct manual control over

  4. Are Children with Autism More Responsive to Animated Characters? A Study of Interactions with Humans and Human-Controlled Avatars

    Science.gov (United States)

    Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.

    2014-01-01

    Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…

  5. Designing Interactive Applications to Support Novel Activities

    Directory of Open Access Journals (Sweden)

    Hyowon Lee

    2013-01-01

    Full Text Available R&D in media-related technologies including multimedia, information retrieval, computer vision, and the semantic web is experimenting on a variety of computational tools that, if sufficiently matured, could support many novel activities that are not practiced today. Interactive technology demonstration systems produced typically at the end of their projects show great potential for taking advantage of technological possibilities. These demo systems or “demonstrators” are, even if crude or farfetched, a significant manifestation of the technologists’ visions in transforming emerging technologies into novel usage scenarios and applications. In this paper, we reflect on design processes and crucial design decisions made while designing some successful, web-based interactive demonstrators developed by the authors. We identify methodological issues in applying today’s requirement-driven usability engineering method to designing this type of novel applications and solicit a clearer distinction between designing mainstream applications and designing novel applications. More solution-oriented approaches leveraging design thinking are required, and more pragmatic evaluation criteria is needed that assess the role of the system in exploiting the technological possibilities to provoke further brainstorming and discussion. Such an approach will support a more efficient channelling of the technology-to-application transformation which are becoming increasingly crucial in today’s context of rich technological possibilities.

  6. AI/OR computational model for integrating qualitative and quantitative design methods

    Science.gov (United States)

    Agogino, Alice M.; Bradley, Stephen R.; Cagan, Jonathan; Jain, Pramod; Michelena, Nestor

    1990-01-01

    A theoretical framework for integrating qualitative and numerical computational methods for optimally-directed design is described. The theory is presented as a computational model and features of implementations are summarized where appropriate. To demonstrate the versatility of the methodology we focus on four seemingly disparate aspects of the design process and their interaction: (1) conceptual design, (2) qualitative optimal design, (3) design innovation, and (4) numerical global optimization.

  7. Computer-assisted design and synthesis of a highly selective smart adsorbent for extraction of clonazepam from human serum.

    Science.gov (United States)

    Aqababa, Heydar; Tabandeh, Mehrdad; Tabatabaei, Meisam; Hasheminejad, Meisam; Emadi, Masoomeh

    2013-01-01

    A computational approach was applied to screen functional monomers and polymerization solvents for rational design of molecular imprinted polymers (MIPs) as smart adsorbents for solid-phase extraction of clonazepam (CLO) form human serum. The comparison of the computed binding energies of the complexes formed between the template and functional monomers was conducted. The primary computational results were corrected by taking into calculation both the basis set superposition error (BSSE) and the effect of the polymerization solvent using the counterpoise (CP) correction and the polarizable continuum model, respectively. Based on the theoretical calculations, trifluoromethyl acrylic acid (TFMAA) and acrylonitrile (ACN) were found as the best and the worst functional monomers, correspondingly. To test the accuracy of the computational results, three MIPs were synthesized by different functional monomers and their Langmuir-Freundlich (LF) isotherms were studied. The experimental results obtained confirmed the computational results and indicated that the MIP synthesized using TFMAA had the highest affinity for CLO in human serum despite the presence of a vast spectrum of ions. Copyright © 2012 Elsevier B.V. All rights reserved.

  8. Computer organization and design the hardware/software interface

    CERN Document Server

    Hennessy, John L

    1994-01-01

    Computer Organization and Design: The Hardware/Software Interface presents the interaction between hardware and software at a variety of levels, which offers a framework for understanding the fundamentals of computing. This book focuses on the concepts that are the basis for computers.Organized into nine chapters, this book begins with an overview of the computer revolution. This text then explains the concepts and algorithms used in modern computer arithmetic. Other chapters consider the abstractions and concepts in memory hierarchies by starting with the simplest possible cache. This book di

  9. Human-Robot Collaboration: A Literature Review and Augmented Reality Approach in Design

    Directory of Open Access Journals (Sweden)

    Scott A. Green

    2008-03-01

    Full Text Available NASA's vision for space exploration stresses the cultivation of human-robotic systems. Similar systems are also envisaged for a variety of hazardous earthbound applications such as urban search and rescue. Recent research has pointed out that to reduce human workload, costs, fatigue driven error and risk, intelligent robotic systems will need to be a significant part of mission design. However, little attention has been paid to joint human-robot teams. Making human-robot collaboration natural and efficient is crucial. In particular, grounding, situational awareness, a common frame of reference and spatial referencing are vital in effective communication and collaboration. Augmented Reality (AR, the overlaying of computer graphics onto the real worldview, can provide the necessary means for a human-robotic system to fulfill these requirements for effective collaboration. This article reviews the field of human-robot interaction and augmented reality, investigates the potential avenues for creating natural human-robot collaboration through spatial dialogue utilizing AR and proposes a holistic architectural design for human-robot collaboration.

  10. Human-Robot Collaboration: A Literature Review and Augmented Reality Approach in Design

    Directory of Open Access Journals (Sweden)

    Scott A. Green

    2008-11-01

    Full Text Available NASA?s vision for space exploration stresses the cultivation of human-robotic systems. Similar systems are also envisaged for a variety of hazardous earthbound applications such as urban search and rescue. Recent research has pointed out that to reduce human workload, costs, fatigue driven error and risk, intelligent robotic systems will need to be a significant part of mission design. However, little attention has been paid to joint human-robot teams. Making human-robot collaboration natural and efficient is crucial. In particular, grounding, situational awareness, a common frame of reference and spatial referencing are vital in effective communication and collaboration. Augmented Reality (AR, the overlaying of computer graphics onto the real worldview, can provide the necessary means for a human-robotic system to fulfill these requirements for effective collaboration. This article reviews the field of human-robot interaction and augmented reality, investigates the potential avenues for creating natural human-robot collaboration through spatial dialogue utilizing AR and proposes a holistic architectural design for human-robot collaboration.

  11. Safe physical human robot interaction- past, present and future

    International Nuclear Information System (INIS)

    Pervez, Aslam; Ryu, Jeha

    2008-01-01

    When a robot physically interacts with a human user, the requirements should be drastically changed. The most important requirement is the safety of the human user in the sense that robot should not harm the human in any situation. During the last few years, research has been focused on various aspects of safe physical human robot interaction. This paper provides a review of the work on safe physical interaction of robotic systems sharing their workspace with human users (especially elderly people). Three distinct areas of research are identified: interaction safety assessment, interaction safety through design, and interaction safety through planning and control. The paper then highlights the current challenges and available technologies and points out future research directions for realization of a safe and dependable robotic system for human users

  12. Interaction Design as a Bricolage Practice

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Fernaeus, Ylva

    2015-01-01

    With this paper we propose bricolage as an interaction design practice. We make the case that bricolage promotes design qualities that are specifically tuned to tangible and material computing practices in that it is highly sensible towards the unstable physical world and proposes a non......-hierarchical negotiation of forms. We further show how bricolage can aid design results with strong and rich cultural and material grounding. Finally, we argue how bricolage and mythical thinking can be proponents for new ways of thinking and using technology....

  13. Understanding and Resolving Failures in Human-Robot Interaction: Literature Review and Model Development

    Directory of Open Access Journals (Sweden)

    Shanee Honig

    2018-06-01

    Full Text Available While substantial effort has been invested in making robots more reliable, experience demonstrates that robots operating in unstructured environments are often challenged by frequent failures. Despite this, robots have not yet reached a level of design that allows effective management of faulty or unexpected behavior by untrained users. To understand why this may be the case, an in-depth literature review was done to explore when people perceive and resolve robot failures, how robots communicate failure, how failures influence people's perceptions and feelings toward robots, and how these effects can be mitigated. Fifty-two studies were identified relating to communicating failures and their causes, the influence of failures on human-robot interaction (HRI, and mitigating failures. Since little research has been done on these topics within the HRI community, insights from the fields of human computer interaction (HCI, human factors engineering, cognitive engineering and experimental psychology are presented and discussed. Based on the literature, we developed a model of information processing for robotic failures (Robot Failure Human Information Processing, RF-HIP, that guides the discussion of our findings. The model describes the way people perceive, process, and act on failures in human robot interaction. The model includes three main parts: (1 communicating failures, (2 perception and comprehension of failures, and (3 solving failures. Each part contains several stages, all influenced by contextual considerations and mitigation strategies. Several gaps in the literature have become evident as a result of this evaluation. More focus has been given to technical failures than interaction failures. Few studies focused on human errors, on communicating failures, or the cognitive, psychological, and social determinants that impact the design of mitigation strategies. By providing the stages of human information processing, RF-HIP can be used as a

  14. Visualisation and research strategy for computational spatial and structural design interaction

    NARCIS (Netherlands)

    Peeten, D.; Hofmeyer, H.; Thabet, W

    2010-01-01

    A research engine is under development for studying the interaction of spatial and structural design processes. The design processes are being implemented as two separate configurable transformation steps; a conversion step and an optimisation step. A significant part of the spatial-to-structural

  15. Application of the H-Mode, a Design and Interaction Concept for Highly Automated Vehicles, to Aircraft

    Science.gov (United States)

    Goodrich, Kenneth H.; Flemisch, Frank O.; Schutte, Paul C.; Williams, Ralph A.

    2006-01-01

    Driven by increased safety, efficiency, and airspace capacity, automation is playing an increasing role in aircraft operations. As aircraft become increasingly able to autonomously respond to a range of situations with performance surpassing human operators, we are compelled to look for new methods that help us understand their use and guide their design using new forms of automation and interaction. We propose a novel design metaphor to aid the conceptualization, design, and operation of highly-automated aircraft. Design metaphors transfer meaning from common experiences to less familiar applications or functions. A notable example is the "Desktop metaphor" for manipulating files on a computer. This paper describes a metaphor for highly automated vehicles known as the H-metaphor and a specific embodiment of the metaphor known as the H-mode as applied to aircraft. The fundamentals of the H-metaphor are reviewed followed by an overview of an exploratory usability study investigating human-automation interaction issues for a simple H-mode implementation. The envisioned application of the H-mode concept to aircraft is then described as are two planned evaluations.

  16. Human factors engineering review for CRT screen design

    International Nuclear Information System (INIS)

    Yi, S. M.; Joo, C. Y.; Ra, J. C.

    1999-01-01

    The information interface between man and machine may be more important than hardware and workplace layout considerations. Transmitting and receiving data through this information interface can be characterized as a communication or interface problem. Management of man-machine interface is essential for the enhancement of the information processing and decision-making capability of computer users working in real time, demanding task. The design of human-computer interface is not a rigid and static procedure. The content and context of each interface varies according to the specific application. So, the purpose of this study is to review the human factor design process for interfaces, to make human factor guidelines for CRT screen and to apply these to CRT screen design. (author)

  17. Interactive computer-enhanced remote viewing system

    Energy Technology Data Exchange (ETDEWEB)

    Tourtellott, J.A.; Wagner, J.F. [Mechanical Technology Incorporated, Latham, NY (United States)

    1995-10-01

    Remediation activities such as decontamination and decommissioning (D&D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths are clear of obstacles. This report describes the development of an Interactive Computer-Enhanced Remote Viewing System (ICERVS), a software system to provide a reliable geometric description of a robotic task space, and enable robotic remediation to be conducted more effectively and more economically.

  18. ERGO-DESIGN AND CONTENT DEVELOPMENT CONSIDERATIONS FOR AN INTERACTIVE MULTIMEDIA KIOSK

    Directory of Open Access Journals (Sweden)

    Agus Windharto

    2006-01-01

    Full Text Available Basic aspects of user interface design related to human cognitive system have been considered into most computer software applications recently especially those applications using the standard of Graphical User Interface (GUI. But different from the most software applications designed intentionally for user that assumed had been familiar to any computer application before, The User Interface for Public Kiosk System should be designed for users those could be possibly anyone totally unfamiliar with any computer interface system. Computer Illiterate User should be taken into interface design consideration, hence the basic aspects of human cognitive system should be considered as one of the most important factor in designing more intuitive and user friendly interface system model.This paper is a part of our research in the National Research Competition: Riset Andalan Perguruan Tinggi dan Industri (RAPID programme 2004-2006 Sponsored by Ditjen DIKTI (General Directorate of Higher Education. The title of the research is : "Design & Engineering Multimedia Kiosk for Public Information Services". In this paper we will review several basic aspects of human cognitive system related to human perception of visual information, the basic of visual communication design concepts for Kiosk, and will be concluded into several guidelines and recommendations of designing successful user interface system for public Information Kiosk. Abstract in Bahasa Indonesia : Aspek-aspek dasar perancangan User Interface yang berhubungan dengan sistem kognitif manusia akhir-akhir ini telah menjadi salah satu dasar pertimbangan utama dalam merancang aplikasi yang berbasiskan software komputer, terutama pada aplikasi yang telah menerapkan standard Graphical User Interface (GUI. Berbeda dengan aplikasi software komputer yang kebanyakan dirancang untuk pengguna yang diasumsikan telah familiar dengan sistem aplikasi komputer sebelumnya, User Interface yang diperuntukkan untuk Public

  19. Twenty Years of Creativity Research in Human-Computer Interaction: Current State and Future Directions

    DEFF Research Database (Denmark)

    Frich Pedersen, Jonas; Biskjaer, Michael Mose; Dalsgaard, Peter

    2018-01-01

    Creativity has been a growing topic within the ACM community since the 1990s. However, no clear overview of this trend has been offered. We present a thorough survey of 998 creativity-related publications in the ACM Digital Library collected using keyword search to determine prevailing approaches......, topics, and characteristics of creativity-oriented Human-Computer Interaction (HCI) research. . A selected sample based on yearly citations yielded 221 publications, which were analyzed using constant comparison analysis. We found that HCI is almost exclusively responsible for creativity......-oriented publications; they focus on collaborative creativity rather than individual creativity; there is a general lack of definition of the term ‘creativity’; empirically based contributions are prevalent; and many publications focus on new tools, often developed by researchers. On this basis, we present three...

  20. IPython: components for interactive and parallel computing across disciplines. (Invited)

    Science.gov (United States)

    Perez, F.; Bussonnier, M.; Frederic, J. D.; Froehle, B. M.; Granger, B. E.; Ivanov, P.; Kluyver, T.; Patterson, E.; Ragan-Kelley, B.; Sailer, Z.

    2013-12-01

    Scientific computing is an inherently exploratory activity that requires constantly cycling between code, data and results, each time adjusting the computations as new insights and questions arise. To support such a workflow, good interactive environments are critical. The IPython project (http://ipython.org) provides a rich architecture for interactive computing with: 1. Terminal-based and graphical interactive consoles. 2. A web-based Notebook system with support for code, text, mathematical expressions, inline plots and other rich media. 3. Easy to use, high performance tools for parallel computing. Despite its roots in Python, the IPython architecture is designed in a language-agnostic way to facilitate interactive computing in any language. This allows users to mix Python with Julia, R, Octave, Ruby, Perl, Bash and more, as well as to develop native clients in other languages that reuse the IPython clients. In this talk, I will show how IPython supports all stages in the lifecycle of a scientific idea: 1. Individual exploration. 2. Collaborative development. 3. Production runs with parallel resources. 4. Publication. 5. Education. In particular, the IPython Notebook provides an environment for "literate computing" with a tight integration of narrative and computation (including parallel computing). These Notebooks are stored in a JSON-based document format that provides an "executable paper": notebooks can be version controlled, exported to HTML or PDF for publication, and used for teaching.

  1. Effects of Icon Design and Styles On Human-Mobile Interaction: Case Study on e-Literate vs. Non e-Literate user

    Directory of Open Access Journals (Sweden)

    Zulfiqar A. Memon

    2017-12-01

    Full Text Available Cell phones have turn out to be the most central communication gadget in our daily life. This results in an enormously intense competition between almost all the mobile phone vendors. Despite of manufacturer’s diverse types of advertising strategies such as exceptional price cut offers or modern attractive functions, what really matter is whether this everyday communication gadget has been designed according to the preference and requirements of all types of users. The miniature type screen interface design is one of the recent research themes of the Human-Computer Interaction domain. Because of the restricted screen size, “icons” have been considered as the prevailing style in the functional course of action of a cell phone. This article investigates the effects of icon designs and styles employed by different vendors on the perception of both the e-literate users and non e-literate users. We have explored various articles from the literature, summarizing their results of experimental validations and a comparative analysis is described at the end. It was found that designers of mobile phone icons have to balance a trade-off between the need, requirements and understanding of both e-literate and non e-literate users.

  2. Game Design Principles based on Human Error

    Directory of Open Access Journals (Sweden)

    Guilherme Zaffari

    2016-03-01

    Full Text Available This paper displays the result of the authors’ research regarding to the incorporation of Human Error, through design principles, to video game design. In a general way, designers must consider Human Error factors throughout video game interface development; however, when related to its core design, adaptations are in need, since challenge is an important factor for fun and under the perspective of Human Error, challenge can be considered as a flaw in the system. The research utilized Human Error classifications, data triangulation via predictive human error analysis, and the expanded flow theory to allow the design of a set of principles in order to match the design of playful challenges with the principles of Human Error. From the results, it was possible to conclude that the application of Human Error in game design has a positive effect on player experience, allowing it to interact only with errors associated with the intended aesthetics of the game.

  3. Computer-aided design of control systems to meet many requirements

    Science.gov (United States)

    Schy, A. A.; Adams, W. M., Jr.; Johnson, K. G.

    1974-01-01

    A method is described for using nonlinear programing in the computer-aided design of airplane control systems. It is assumed that the quality of such systems depends on many criteria. These criteria are included in the constraints vector (instead of attempting to combine them into a single scalar criterion, as is usually done), and the design proceeds through a sequence of nonlinear programing solutions in which the designer varies the specification of sets of requirements levels. The method is applied to design of a lateral stability augmentation system (SAS) for a fighter airplane, in which the requirements vector is chosen from the official handling qualities specifications. Results are shown for several simple SAS configurations designed to obtain desirable handling qualities over all design flight conditions with minimum feedback gains. The choice of the final design for each case is not unique but depends on the designer's decision as to which achievable set of requirements levels represents the best for that system. Results indicate that it may be possible to design constant parameter SAS which can satisfy the most stringent handling qualities requirements for fighter airplanes in all flight conditions. The role of the designer as a decision maker, interacting with the computer program, is discussed. Advantages of this type of designer-computer interaction are emphasized. Desirable extensions of the method are indicated.

  4. Human-Robot Interaction Directed Research Project

    Science.gov (United States)

    Rochlis, Jennifer; Ezer, Neta; Sandor, Aniko

    2011-01-01

    Human-robot interaction (HRI) is about understanding and shaping the interactions between humans and robots (Goodrich & Schultz, 2007). It is important to evaluate how the design of interfaces and command modalities affect the human s ability to perform tasks accurately, efficiently, and effectively (Crandall, Goodrich, Olsen Jr., & Nielsen, 2005) It is also critical to evaluate the effects of human-robot interfaces and command modalities on operator mental workload (Sheridan, 1992) and situation awareness (Endsley, Bolt , & Jones, 2003). By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed that support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for design. Because the factors associated with interfaces and command modalities in HRI are too numerous to address in 3 years of research, the proposed research concentrates on three manageable areas applicable to National Aeronautics and Space Administration (NASA) robot systems. These topic areas emerged from the Fiscal Year (FY) 2011 work that included extensive literature reviews and observations of NASA systems. The three topic areas are: 1) video overlays, 2) camera views, and 3) command modalities. Each area is described in detail below, along with relevance to existing NASA human-robot systems. In addition to studies in these three topic areas, a workshop is proposed for FY12. The workshop will bring together experts in human-robot interaction and robotics to discuss the state of the practice as applicable to research in space robotics. Studies proposed in the area of video overlays consider two factors in the implementation of augmented reality (AR) for operator displays during teleoperation. The first of these factors is the type of navigational guidance provided by AR symbology. In the proposed

  5. Interactive computer-enhanced remote viewing system

    International Nuclear Information System (INIS)

    Tourtellott, J.A.; Wagner, J.F.

    1995-01-01

    Remediation activities such as decontamination and decommissioning (D ampersand D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths am clear of obstacles. This need for a task space model is most pronounced in the remediation of obsolete production facilities and underground storage tanks. Production facilities at many sites contain compact process machinery and systems that were used to produce weapons grade material. For many such systems, a complex maze of pipes (with potentially dangerous contents) must be removed, and this represents a significant D ampersand D challenge. In an analogous way, the underground storage tanks at sites such as Hanford represent a challenge because of their limited entry and the tumbled profusion of in-tank hardware. In response to this need, the Interactive Computer-Enhanced Remote Viewing System (ICERVS) is being designed as a software system to: (1) Provide a reliable geometric description of a robotic task space, and (2) Enable robotic remediation to be conducted more effectively and more economically than with available techniques. A system such as ICERVS is needed because of the problems discussed below

  6. Computer aided composition by means of interactive GP

    DEFF Research Database (Denmark)

    Ando, Daichi; Dahlstedt, Palle; Nordahl, Mats G.

    2006-01-01

    Research on the application of Interactive Evolutionary Computation (IEC) to the field of musical computation has been improved in recent years, marking an interesting parallel to the current trend of applying human characteristics or sensitivities to computer systems. However, past techniques...... developed for IEC-based composition have not necessarily proven very effective for professional use. This is due to the large difference between data representation used by IEC and authored classical music composition. To solve this difficulties, we purpose a new IEC approach to music composition based...... on classical music theory. In this paper, we describe an established system according to the above idea, and detail of making success of composition a piece....

  7. Human Inspired Self-developmental Model of Neural Network (HIM): Introducing Content/Form Computing

    Science.gov (United States)

    Krajíček, Jiří

    This paper presents cross-disciplinary research between medical/psychological evidence on human abilities and informatics needs to update current models in computer science to support alternative methods for computation and communication. In [10] we have already proposed hypothesis introducing concept of human information model (HIM) as cooperative system. Here we continue on HIM design in detail. In our design, first we introduce Content/Form computing system which is new principle of present methods in evolutionary computing (genetic algorithms, genetic programming). Then we apply this system on HIM (type of artificial neural network) model as basic network self-developmental paradigm. Main inspiration of our natural/human design comes from well known concept of artificial neural networks, medical/psychological evidence and Sheldrake theory of "Nature as Alive" [22].

  8. Computational modeling of turn-taking dynamics in spoken conversations

    OpenAIRE

    Chowdhury, Shammur Absar

    2017-01-01

    The study of human interaction dynamics has been at the center for multiple research disciplines in- cluding computer and social sciences, conversational analysis and psychology, for over decades. Recent interest has been shown with the aim of designing computational models to improve human-machine interaction system as well as support humans in their decision-making process. Turn-taking is one of the key aspects of conversational dynamics in dyadic conversations and is an integral part of hu...

  9. Designing Gestural Interfaces Touchscreens and Interactive Devices

    CERN Document Server

    Saffer, Dan

    2008-01-01

    If you want to get started in new era of interaction design, this is the reference you need. Packed with informative illustrations and photos, Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- information you need to augment your existing skills in traditional" websites, software, or product development. This book will help you enter this new world of possibilities."

  10. Interactive computer-enhanced remote viewing system

    International Nuclear Information System (INIS)

    Tourtellott, J.A.; Wagner, J.F.

    1995-01-01

    Remediation activities such as decontamination and decommissioning (D ampersand D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths are clear of obstacles. This report describes the development of an Interactive Computer-Enhanced Remote Viewing System (ICERVS), a software system to provide a reliable geometric description of a robotic task space, and enable robotic remediation to be conducted more effectively and more economically

  11. Human Computer Music Performance

    OpenAIRE

    Dannenberg, Roger B.

    2012-01-01

    Human Computer Music Performance (HCMP) is the study of music performance by live human performers and real-time computer-based performers. One goal of HCMP is to create a highly autonomous artificial performer that can fill the role of a human, especially in a popular music setting. This will require advances in automated music listening and understanding, new representations for music, techniques for music synchronization, real-time human-computer communication, music generation, sound synt...

  12. How to design and establish a computer bulletin board to support inventors

    Energy Technology Data Exchange (ETDEWEB)

    1991-12-31

    This booklet is a ``how-to handbook`` to demonstrate the development of an interactive electronic bulletin board as a support network for independent inventors and small business inventors. This will explain step-by-step, how Linking Alaskan Minds{trademark}, the Alaskan model of an interactive computer bulletin board system, was developed and designed to serve as a successfully working, interactive computer bulletin board that links and supports independent inventors in Alaska.

  13. iDoRNA: An Interacting Domain-based Tool for Designing RNA-RNA Interaction Systems

    Directory of Open Access Journals (Sweden)

    Jittrawan Thaiprasit

    2016-03-01

    Full Text Available RNA-RNA interactions play a crucial role in gene regulation in living organisms. They have gained increasing interest in the field of synthetic biology because of their potential applications in medicine and biotechnology. However, few novel regulators based on RNA-RNA interactions with desired structures and functions have been developed due to the challenges of developing design tools. Recently, we proposed a novel tool, called iDoDe, for designing RNA-RNA interacting sequences by first decomposing RNA structures into interacting domains and then designing each domain using a stochastic algorithm. However, iDoDe did not provide an optimal solution because it still lacks a mechanism to optimize the design. In this work, we have further developed the tool by incorporating a genetic algorithm (GA to find an RNA solution with maximized structural similarity and minimized hybridized RNA energy, and renamed the tool iDoRNA. A set of suitable parameters for the genetic algorithm were determined and found to be a weighting factor of 0.7, a crossover rate of 0.9, a mutation rate of 0.1, and the number of individuals per population set to 8. We demonstrated the performance of iDoRNA in comparison with iDoDe by using six RNA-RNA interaction models. It was found that iDoRNA could efficiently generate all models of interacting RNAs with far more accuracy and required far less computational time than iDoDe. Moreover, we compared the design performance of our tool against existing design tools using forty-four RNA-RNA interaction models. The results showed that the performance of iDoRNA is better than RiboMaker when considering the ensemble defect, the fitness score and computation time usage. However, it appears that iDoRNA is outperformed by NUPACK and RNAiFold 2.0 when considering the ensemble defect. Nevertheless, iDoRNA can still be an useful alternative tool for designing novel RNA-RNA interactions in synthetic biology research. The source code of i

  14. Human-machine interaction in nuclear power plants

    International Nuclear Information System (INIS)

    Yoshikawa, Hidekazu

    2005-01-01

    Advanced nuclear power plants are generally large complex systems automated by computers. Whenever a rate plant emergency occurs the plant operators must cope with the emergency under severe mental stress without committing any fatal errors. Furthermore, the operators must train to improve and maintain their ability to cope with every conceivable situation, though it is almost impossible to be fully prepared for an infinite variety of situations. In view of the limited capability of operators in emergency situations, there has been a new approach to preventing the human error caused by improper human-machine interaction. The new approach has been triggered by the introduction of advanced information systems that help operators recognize and counteract plant emergencies. In this paper, the adverse effect of automation in human-machine systems is explained. The discussion then focuses on how to configure a joint human-machine system for ideal human-machine interaction. Finally, there is a new proposal on how to organize technologies that recognize the different states of such a joint human-machine system

  15. Human computer interaction and communication aids for hearing-impaired, deaf and deaf-blind people: Introduction to the special thematic session

    DEFF Research Database (Denmark)

    Bothe, Hans-Heinrich

    2008-01-01

    This paper gives ail overview and extends the Special Thematic Session (STS) oil research and development of technologies for hearing-impaired, deaf, and deaf-blind people. The topics of the session focus oil special equipment or services to improve communication and human computer interaction....... The papers are related to visual communication using captions, sign language, speech-reading, to vibro-tactile stimulation, or to general services for hearing-impaired persons....

  16. Interactive computer-assisted instruction in acid-base physiology for mobile computer platforms.

    Science.gov (United States)

    Longmuir, Kenneth J

    2014-03-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ∼20 screens of information, on the subjects of the CO2-bicarbonate buffer system, other body buffer systems, and acid-base disorders. Five clinical case modules were also developed. For the learning modules, the interactive, active learning activities were primarily step-by-step learner control of explanations of complex physiological concepts, usually presented graphically. For the clinical cases, the active learning activities were primarily question-and-answer exercises that related clinical findings to the relevant basic science concepts. The student response was remarkably positive, with the interactive, active learning aspect of the instruction cited as the most important feature. Also, students cited the self-paced instruction, extensive use of interactive graphics, and side-by-side presentation of text and graphics as positive features. Most students reported that it took less time to study the subject matter with this online instruction compared with subject matter presented in the lecture hall. However, the approach to learning was highly examination driven, with most students delaying the study of the subject matter until a few days before the scheduled examination. Wider implementation of active learning computer-assisted instruction will require that instructors present subject matter interactively, that students fully embrace the responsibilities of independent learning, and that institutional administrations measure instructional effort by criteria other than scheduled hours of instruction.

  17. The mixed reality of things: emerging challenges for human-information interaction

    Science.gov (United States)

    Spicer, Ryan P.; Russell, Stephen M.; Rosenberg, Evan Suma

    2017-05-01

    Virtual and mixed reality technology has advanced tremendously over the past several years. This nascent medium has the potential to transform how people communicate over distance, train for unfamiliar tasks, operate in challenging environments, and how they visualize, interact, and make decisions based on complex data. At the same time, the marketplace has experienced a proliferation of network-connected devices and generalized sensors that are becoming increasingly accessible and ubiquitous. As the "Internet of Things" expands to encompass a predicted 50 billion connected devices by 2020, the volume and complexity of information generated in pervasive and virtualized environments will continue to grow exponentially. The convergence of these trends demands a theoretically grounded research agenda that can address emerging challenges for human-information interaction (HII). Virtual and mixed reality environments can provide controlled settings where HII phenomena can be observed and measured, new theories developed, and novel algorithms and interaction techniques evaluated. In this paper, we describe the intersection of pervasive computing with virtual and mixed reality, identify current research gaps and opportunities to advance the fundamental understanding of HII, and discuss implications for the design and development of cyber-human systems for both military and civilian use.

  18. Intermediate-Level Knowledge in Child-Computer Interaction

    DEFF Research Database (Denmark)

    Barendregt, Wolmet; Torgersson, Olof; Eriksson, Eva

    2017-01-01

    Based on an analysis of all papers at IDC from 2003 to 2016 this paper urges the Child-Computer Interaction (CCI) field to start formulating intermediate-level knowledge, in the form of e.g. strong concepts. Our analysis showed that 40% of all papers at the Interaction Design and Children...... conference presents the design of an artefact accompanied by an evaluation (to which we will refer as 'artefact-centered' papers). While exploring the design space in the form of artefacts is important and valuable, it can be argued that those artefact-centered papers generally make a smaller contribution...... to the field as a whole, which is also visible in the number of citations to such papers in comparison to the number of citations to other kinds of papers. As a first step towards more intermediate-level knowledge, we have thus attempted to formulate and ground three suggestions for strong concepts in CCI...

  19. Giga-voxel computational morphogenesis for structural design

    DEFF Research Database (Denmark)

    Aage, Niels; Andreassen, Erik; Lazarov, Boyan Stefanov

    2017-01-01

    In the design of industrial products ranging from hearing aidsto automobiles and aeroplanes, material is distributed so as to maximize the performance and minimize the cost. Historically, human intuition and insight have driven the evolution of mechanical design, recently assisted by computer...... aeroplane wing designs, which translates into are duction in fuel consumption of about 40–200 tonnes per year per aeroplane. Our morphogenesis process is generally applicable, not only to mechanical design, but also to flow systems3, antennas4,nano-optics5 and micro-systems6,7...

  20. Interactive computing in BASIC an introduction to interactive computing and a practical course in the BASIC language

    CERN Document Server

    Sanderson, Peter C

    1973-01-01

    Interactive Computing in BASIC: An Introduction to Interactive Computing and a Practical Course in the BASIC Language provides a general introduction to the principles of interactive computing and a comprehensive practical guide to the programming language Beginners All-purpose Symbolic Instruction Code (BASIC). The book starts by providing an introduction to computers and discussing the aspects of terminal usage, programming languages, and the stages in writing and testing a program. The text then discusses BASIC with regard to methods in writing simple arithmetical programs, control stateme

  1. Beyond image quality : designing engaging interactions with digital products

    NARCIS (Netherlands)

    Ridder, de H.; Rozendaal, M.C.

    2008-01-01

    Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. In such world, perceptual image quality remains an important criterion since most information will be displayed

  2. Beyond image quality : Designing engaging interactions with digital products

    NARCIS (Netherlands)

    De Ridder, H.; Rozendaal, M.C.

    2008-01-01

    Ubiquitous computing (or Ambient Intelligence) promises a world in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. In such world, perceptual image quality remains an important criterion since most information will be displayed

  3. Human factors in computing systems: focus on patient-centered health communication at the ACM SIGCHI conference.

    Science.gov (United States)

    Wilcox, Lauren; Patel, Rupa; Chen, Yunan; Shachak, Aviv

    2013-12-01

    Health Information Technologies, such as electronic health records (EHR) and secure messaging, have already transformed interactions among patients and clinicians. In addition, technologies supporting asynchronous communication outside of clinical encounters, such as email, SMS, and patient portals, are being increasingly used for follow-up, education, and data reporting. Meanwhile, patients are increasingly adopting personal tools to track various aspects of health status and therapeutic progress, wishing to review these data with clinicians during consultations. These issues have drawn increasing interest from the human-computer interaction (HCI) community, with special focus on critical challenges in patient-centered interactions and design opportunities that can address these challenges. We saw this community presenting and interacting at the ACM SIGCHI 2013, Conference on Human Factors in Computing Systems, (also known as CHI), held April 27-May 2nd, 2013 at the Palais de Congrès de Paris in France. CHI 2013 featured many formal avenues to pursue patient-centered health communication: a well-attended workshop, tracks of original research, and a lively panel discussion. In this report, we highlight these events and the main themes we identified. We hope that it will help bring the health care communication and the HCI communities closer together. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  4. The Architectural Designs of a Nanoscale Computing Model

    Directory of Open Access Journals (Sweden)

    Mary M. Eshaghian-Wilner

    2004-08-01

    Full Text Available A generic nanoscale computing model is presented in this paper. The model consists of a collection of fully interconnected nanoscale computing modules, where each module is a cube of cells made out of quantum dots, spins, or molecules. The cells dynamically switch between two states by quantum interactions among their neighbors in all three dimensions. This paper includes a brief introduction to the field of nanotechnology from a computing point of view and presents a set of preliminary architectural designs for fabricating the nanoscale model studied.

  5. Seven Years after the Manifesto: Literature Review and Research Directions for Technologies in Animal Computer Interaction

    Directory of Open Access Journals (Sweden)

    Ilyena Hirskyj-Douglas

    2018-06-01

    Full Text Available As technologies diversify and become embedded in everyday lives, the technologies we expose to animals, and the new technologies being developed for animals within the field of Animal Computer Interaction (ACI are increasing. As we approach seven years since the ACI manifesto, which grounded the field within Human Computer Interaction and Computer Science, this thematic literature review looks at the technologies developed for (non-human animals. Technologies that are analysed include tangible and physical, haptic and wearable, olfactory, screen technology and tracking systems. The conversation explores what exactly ACI is whilst questioning what it means to be animal by considering the impact and loop between machine and animal interactivity. The findings of this review are expected to form the first grounding foundation of ACI technologies informing future research in animal computing as well as suggesting future areas for exploration.

  6. Computer aided hydraulic design of axial flow pump impeller

    International Nuclear Information System (INIS)

    Sreedhar, B.K.; Rao, A.S.L.K.; Kumaraswamy, S.

    1994-01-01

    Pumps are the heart of any power plant and hence their design requires great attention. Computers with their potential for rapid computation can be successfully employed in the design and manufacture of these machines. The paper discusses a program developed for the hydraulic design of axial flow pump impeller. The program, written in FORTRAN 77, is interactive and performs the functions of design calculation, drafting and generation of numerical data for blade manufacture. The drafting function, which makes use of the software ACAD, is carried out automatically by means of suitable interface programs. In addition data for blade manufacture is also generated in either the x-y-z or r-θ-z system. (author). 4 refs., 3 figs

  7. How to design and establish a computer bulletin board to support inventors

    Energy Technology Data Exchange (ETDEWEB)

    1991-01-01

    This booklet is a how-to handbook'' to demonstrate the development of an interactive electronic bulletin board as a support network for independent inventors and small business inventors. This will explain step-by-step, how Linking Alaskan Minds{trademark}, the Alaskan model of an interactive computer bulletin board system, was developed and designed to serve as a successfully working, interactive computer bulletin board that links and supports independent inventors in Alaska.

  8. Designing end-user interfaces

    CERN Document Server

    Heaton, N

    1988-01-01

    Designing End-User Interfaces: State of the Art Report focuses on the field of human/computer interaction (HCI) that reviews the design of end-user interfaces.This compilation is divided into two parts. Part I examines specific aspects of the problem in HCI that range from basic definitions of the problem, evaluation of how to look at the problem domain, and fundamental work aimed at introducing human factors into all aspects of the design cycle. Part II consists of six main topics-definition of the problem, psychological and social factors, principles of interface design, computer intelligenc

  9. Social things : design research on social computing

    NARCIS (Netherlands)

    Hu, J.; Luen, P.; Rau, P.

    2016-01-01

    In the era of social networking and computing, things and people are more and more interconnected, giving rise to not only new opportunities but also new challenges in designing new products that are networked, and services that are adaptive to their human users and context aware in their physical

  10. Combining ethnography and object-orientation for mobile interaction design

    DEFF Research Database (Denmark)

    Kjeldskov, Jesper; Stage, Jan

    2012-01-01

    There has been a lot of interest in ethnography within human–computer interaction over the last two decades, and its relevance within systems development is today beyond question. However, one of the challenges reported is that ethnography generates findings and knowledge with such contextual...... richness that it can be hard to transfer into system design. In the light of recent years' push for the use of ethnography within the area of mobile human–computer interaction, this challenge has resurfaced and is of renewed importance to the research field. In this article we describe an interdisciplinary...

  11. Human-machine interactions

    Science.gov (United States)

    Forsythe, J Chris [Sandia Park, NM; Xavier, Patrick G [Albuquerque, NM; Abbott, Robert G [Albuquerque, NM; Brannon, Nathan G [Albuquerque, NM; Bernard, Michael L [Tijeras, NM; Speed, Ann E [Albuquerque, NM

    2009-04-28

    Digital technology utilizing a cognitive model based on human naturalistic decision-making processes, including pattern recognition and episodic memory, can reduce the dependency of human-machine interactions on the abilities of a human user and can enable a machine to more closely emulate human-like responses. Such a cognitive model can enable digital technology to use cognitive capacities fundamental to human-like communication and cooperation to interact with humans.

  12. Visual design for the user interface, Part 1: Design fundamentals.

    Science.gov (United States)

    Lynch, P J

    1994-01-01

    Digital audiovisual media and computer-based documents will be the dominant forms of professional communication in both clinical medicine and the biomedical sciences. The design of highly interactive multimedia systems will shortly become a major activity for biocommunications professionals. The problems of human-computer interface design are intimately linked with graphic design for multimedia presentations and on-line document systems. This article outlines the history of graphic interface design and the theories that have influenced the development of today's major graphic user interfaces.

  13. A Complete Interactive Graphical Computer-Aided Instruction System.

    Science.gov (United States)

    Abrams, Steven Selby

    The use of interactive graphics in computer-aided instruction systems is discussed with emphasis placed on two requirements of such a system. The first is the need to provide the teacher with a useful tool with which to design and modify teaching sessions tailored to the individual needs and capabilities of the students. The second is the…

  14. The human-bacterial pathogen protein interaction networks of Bacillus anthracis, Francisella tularensis, and Yersinia pestis.

    Directory of Open Access Journals (Sweden)

    Matthew D Dyer

    2010-08-01

    Full Text Available Bacillus anthracis, Francisella tularensis, and Yersinia pestis are bacterial pathogens that can cause anthrax, lethal acute pneumonic disease, and bubonic plague, respectively, and are listed as NIAID Category A priority pathogens for possible use as biological weapons. However, the interactions between human proteins and proteins in these bacteria remain poorly characterized leading to an incomplete understanding of their pathogenesis and mechanisms of immune evasion.In this study, we used a high-throughput yeast two-hybrid assay to identify physical interactions between human proteins and proteins from each of these three pathogens. From more than 250,000 screens performed, we identified 3,073 human-B. anthracis, 1,383 human-F. tularensis, and 4,059 human-Y. pestis protein-protein interactions including interactions involving 304 B. anthracis, 52 F. tularensis, and 330 Y. pestis proteins that are uncharacterized. Computational analysis revealed that pathogen proteins preferentially interact with human proteins that are hubs and bottlenecks in the human PPI network. In addition, we computed modules of human-pathogen PPIs that are conserved amongst the three networks. Functionally, such conserved modules reveal commonalities between how the different pathogens interact with crucial host pathways involved in inflammation and immunity.These data constitute the first extensive protein interaction networks constructed for bacterial pathogens and their human hosts. This study provides novel insights into host-pathogen interactions.

  15. Development of an Evaluation Method for the Design Complexity of Computer-Based Displays

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Hyoung Ju; Lee, Seung Woo; Kang, Hyun Gook; Seong, Poong Hyun [KAIST, Daejeon (Korea, Republic of); Park, Jin Kyun [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2011-10-15

    The importance of the design of human machine interfaces (HMIs) for human performance and the safety of process industries has long been continuously recognized for many decades. Especially, in the case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs because poor HMIs can impair the decision making ability of human operators. In order to support and increase the decision making ability of human operators, advanced HMIs based on the up-to-date computer technology are provided. Human operators in advanced main control room (MCR) acquire information through video display units (VDUs) and large display panel (LDP), which is required for the operation of NPPs. These computer-based displays contain a huge amount of information and present it with a variety of formats compared to those of a conventional MCR. For example, these displays contain more display elements such as abbreviations, labels, icons, symbols, coding, etc. As computer-based displays contain more information, the complexity of advanced displays becomes greater due to less distinctiveness of each display element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. This study covers the early phase in the development of an evaluation method for the design complexity of computer-based displays. To this end, a series of existing studies were reviewed to suggest an appropriate concept that is serviceable to unravel this problem

  16. Computational Protein Design

    DEFF Research Database (Denmark)

    Johansson, Kristoffer Enøe

    Proteins are the major functional group of molecules in biology. The impact of protein science on medicine and chemical productions is rapidly increasing. However, the greatest potential remains to be realized. The fi eld of protein design has advanced computational modeling from a tool of support...... to a central method that enables new developments. For example, novel enzymes with functions not found in natural proteins have been de novo designed to give enough activity for experimental optimization. This thesis presents the current state-of-the-art within computational design methods together...... with a novel method based on probability theory. With the aim of assembling a complete pipeline for protein design, this work touches upon several aspects of protein design. The presented work is the computational half of a design project where the other half is dedicated to the experimental part...

  17. Rhythm Patterns Interaction - Synchronization Behavior for Human-Robot Joint Action

    Science.gov (United States)

    Mörtl, Alexander; Lorenz, Tamara; Hirche, Sandra

    2014-01-01

    Interactive behavior among humans is governed by the dynamics of movement synchronization in a variety of repetitive tasks. This requires the interaction partners to perform for example rhythmic limb swinging or even goal-directed arm movements. Inspired by that essential feature of human interaction, we present a novel concept and design methodology to synthesize goal-directed synchronization behavior for robotic agents in repetitive joint action tasks. The agents’ tasks are described by closed movement trajectories and interpreted as limit cycles, for which instantaneous phase variables are derived based on oscillator theory. Events segmenting the trajectories into multiple primitives are introduced as anchoring points for enhanced synchronization modes. Utilizing both continuous phases and discrete events in a unifying view, we design a continuous dynamical process synchronizing the derived modes. Inverse to the derivation of phases, we also address the generation of goal-directed movements from the behavioral dynamics. The developed concept is implemented to an anthropomorphic robot. For evaluation of the concept an experiment is designed and conducted in which the robot performs a prototypical pick-and-place task jointly with human partners. The effectiveness of the designed behavior is successfully evidenced by objective measures of phase and event synchronization. Feedback gathered from the participants of our exploratory study suggests a subjectively pleasant sense of interaction created by the interactive behavior. The results highlight potential applications of the synchronization concept both in motor coordination among robotic agents and in enhanced social interaction between humanoid agents and humans. PMID:24752212

  18. Human agency beliefs influence behaviour during virtual social interactions

    Directory of Open Access Journals (Sweden)

    Nathan Caruana

    2017-09-01

    Full Text Available In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition. The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition. Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect

  19. Design Requirements for Communication-Intensive Interactive Applications

    Science.gov (United States)

    Bolchini, Davide; Garzotto, Franca; Paolini, Paolo

    Online interactive applications call for new requirements paradigms to capture the growing complexity of computer-mediated communication. Crafting successful interactive applications (such as websites and multimedia) involves modeling the requirements for the user experience, including those leading to content design, usable information architecture and interaction, in profound coordination with the communication goals of all stakeholders involved, ranging from persuasion to social engagement, to call for action. To face this grand challenge, we propose a methodology for modeling communication requirements and provide a set of operational conceptual tools to be used in complex projects with multiple stakeholders. Through examples from real-life projects and lessons-learned from direct experience, we draw on the concepts of brand, value, communication goals, information and persuasion requirements to systematically guide analysts to master the multifaceted connections of these elements as drivers to inform successful communication designs.

  20. Exploring the Potentials of ICT Tools for Human-Centric Regenerative Design

    Directory of Open Access Journals (Sweden)

    Giulia Sonetti

    2018-04-01

    Full Text Available Aiming for sustainable buildings and cities is critical to achieving a future that is socially just, ecologically regenerative, culturally rich, and economically viable. However, our current concepts of sustainability often exclude the essential domains of data, information, and the knowledge relating to the relationship between buildings and people that inhabit them. Thus, the research questions at the core of this paper have been as follows: Can technologies and artificial intelligence (AI be used to create systems that enhance relationships between buildings and inhabitants? Can social networks and natural interactions support further research relating to human-centric design tools for the built environment? The Human Observation Meta-Environment (HOME project was developed to address this question. The ICT architecture has been tested to observe and collect human behaviour data within a sentient room at the Politecnico di Torino (IT, where the inhabitants were strategically aware of their behaviours. Methods of analysis included technologies related to the domain of AI (such as Natural Language Analysis, Computer Vision, Machine Learning and Deep Learning that have been used in social network analysis in connection with the word ‘comfort’, and definitions resonate strongly with the realm of regenerative design. Results were used to further research the role of users that could serve as leverages to design (both spaces and related smart systems according to actual user needs. People from very different disciplinary backgrounds interacted with the prototype in a workshop and provided stimuli for further considerations regarding the possible technological, psychological, cognitive, cultural, social, political, and aesthetical impacts of the use of these technologies inside sentient buildings. The paper enriches the discourse on how ICT data can be organised and read in a human-centric regenerative design process perspective.

  1. Android design patterns interaction design solutions for developers

    CERN Document Server

    Nudelman, Greg

    2013-01-01

    Master the challenges of Android user interface development with these sample patterns With Android 4, Google brings the full power of its Android OS to both smartphone and tablet computing. Designing effective user interfaces that work on multiple Android devices is extremely challenging. This book provides more than 75 patterns that you can use to create versatile user interfaces for both smartphones and tablets, saving countless hours of development time. Patterns cover the most common and yet difficult types of user interactions, and each is supported with richly illustrate

  2. Affective Computing and Intelligent Interaction

    CERN Document Server

    2012-01-01

    2012 International Conference on Affective Computing and Intelligent Interaction (ICACII 2012) was the most comprehensive conference focused on the various aspects of advances in Affective Computing and Intelligent Interaction. The conference provided a rare opportunity to bring together worldwide academic researchers and practitioners for exchanging the latest developments and applications in this field such as Intelligent Computing, Affective Computing, Machine Learning, Business Intelligence and HCI.   This volume is a collection of 119 papers selected from 410 submissions from universities and industries all over the world, based on their quality and relevancy to the conference. All of the papers have been peer-reviewed by selected experts.  

  3. Ethics in computer software design and development

    Science.gov (United States)

    Alan J. Thomson; Daniel L. Schmoldt

    2001-01-01

    Over the past 20 years, computer software has become integral and commonplace for operational and management tasks throughout agricultural and natural resource disciplines. During this software infusion, however, little thought has been afforded human impacts, both good and bad. This paper examines current ethical issues of software system design and development in...

  4. Human Computer Interactions in Next-Generation of Aircraft Smart Navigation Management Systems: Task Analysis and Architecture under an Agent-Oriented Methodological Approach

    Science.gov (United States)

    Canino-Rodríguez, José M.; García-Herrero, Jesús; Besada-Portas, Juan; Ravelo-García, Antonio G.; Travieso-González, Carlos; Alonso-Hernández, Jesús B.

    2015-01-01

    The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers’ indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications. PMID:25746092

  5. Human computer interactions in next-generation of aircraft smart navigation management systems: task analysis and architecture under an agent-oriented methodological approach.

    Science.gov (United States)

    Canino-Rodríguez, José M; García-Herrero, Jesús; Besada-Portas, Juan; Ravelo-García, Antonio G; Travieso-González, Carlos; Alonso-Hernández, Jesús B

    2015-03-04

    The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers' indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications.

  6. Human Computer Interactions in Next-Generation of Aircraft Smart Navigation Management Systems: Task Analysis and Architecture under an Agent-Oriented Methodological Approach

    Directory of Open Access Journals (Sweden)

    José M. Canino-Rodríguez

    2015-03-01

    Full Text Available The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers’ indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications.

  7. Computer-aided drug design at Boehringer Ingelheim

    Science.gov (United States)

    Muegge, Ingo; Bergner, Andreas; Kriegl, Jan M.

    2017-03-01

    Computer-Aided Drug Design (CADD) is an integral part of the drug discovery endeavor at Boehringer Ingelheim (BI). CADD contributes to the evaluation of new therapeutic concepts, identifies small molecule starting points for drug discovery, and develops strategies for optimizing hit and lead compounds. The CADD scientists at BI benefit from the global use and development of both software platforms and computational services. A number of computational techniques developed in-house have significantly changed the way early drug discovery is carried out at BI. In particular, virtual screening in vast chemical spaces, which can be accessed by combinatorial chemistry, has added a new option for the identification of hits in many projects. Recently, a new framework has been implemented allowing fast, interactive predictions of relevant on and off target endpoints and other optimization parameters. In addition to the introduction of this new framework at BI, CADD has been focusing on the enablement of medicinal chemists to independently perform an increasing amount of molecular modeling and design work. This is made possible through the deployment of MOE as a global modeling platform, allowing computational and medicinal chemists to freely share ideas and modeling results. Furthermore, a central communication layer called the computational chemistry framework provides broad access to predictive models and other computational services.

  8. Specifying computer-based counseling systems in health care: a new approach to user-interface and interaction design.

    Science.gov (United States)

    Herzberg, Dominikus; Marsden, Nicola; Kübler, Peter; Leonhardt, Corinna; Thomanek, Sabine; Jung, Hartmut; Becker, Annette

    2009-04-01

    Computer-based counseling systems in health care play an important role in the toolset available for medical doctors to inform, motivate and challenge their patients according to a well-defined therapeutic goal. The design, development and implementation of such systems require close collaboration between users, i.e. patients, and developers. While this is true of any software development process, it can be particularly challenging in the health counseling field, where there are multiple specialties and extremely heterogeneous user groups. In order to facilitate a structured design approach for counseling systems in health care, we developed (a) an iterative three-staged specification process, which enables early involvement of potential users in the development process, and (b) a specification language, which enables an author to consistently describe and define user interfaces and interaction designs in a stepwise manner. Due to the formal nature of our specifications, our implementation has some unique features, like early execution of prototypes, automated system generation and verification capabilities.

  9. What is the value of embedding artificial emotional prosody in human computer interactions? Implications for theory and design in psychological science.

    Directory of Open Access Journals (Sweden)

    Rachel L. C. Mitchell

    2015-11-01

    Full Text Available In computerised technology, artificial speech is becoming increasingly important, and is already used in ATMs, online gaming and healthcare contexts. However, today’s artificial speech typically sounds monotonous, a main reason for this being the lack of meaningful prosody. One particularly important function of prosody is to convey different emotions. This is because successful encoding and decoding of emotions is vital for effective social cognition, which is increasingly recognised in human-computer interaction contexts. Current attempts to artificially synthesise emotional prosody are much improved relative to early attempts, but there remains much work to be done due to methodological problems, lack of agreed acoustic correlates, and lack of theoretical grounding. If the addition of synthetic emotional prosody is not of sufficient quality, it may risk alienating users instead of enhancing their experience. So the value of embedding emotion cues in artificial speech may ultimately depend on the quality of the synthetic emotional prosody. However, early evidence on reactions to synthesised nonverbal cues in the facial modality bodes well. Attempts to implement the recognition of emotional prosody into artificial applications and interfaces have perhaps been met with greater success, but the ultimate test of synthetic emotional prosody will be to critically compare how people react to synthetic emotional prosody vs. natural emotional prosody, at the behavioural, socio-cognitive and neural levels.

  10. Computational Chemical Synthesis Analysis and Pathway Design

    Directory of Open Access Journals (Sweden)

    Fan Feng

    2018-06-01

    Full Text Available With the idea of retrosynthetic analysis, which was raised in the 1960s, chemical synthesis analysis and pathway design have been transformed from a complex problem to a regular process of structural simplification. This review aims to summarize the developments of computer-assisted synthetic analysis and design in recent years, and how machine-learning algorithms contributed to them. LHASA system started the pioneering work of designing semi-empirical reaction modes in computers, with its following rule-based and network-searching work not only expanding the databases, but also building new approaches to indicating reaction rules. Programs like ARChem Route Designer replaced hand-coded reaction modes with automatically-extracted rules, and programs like Chematica changed traditional designing into network searching. Afterward, with the help of machine learning, two-step models which combine reaction rules and statistical methods became the main stream. Recently, fully data-driven learning methods using deep neural networks which even do not require any prior knowledge, were applied into this field. Up to now, however, these methods still cannot replace experienced human organic chemists due to their relatively low accuracies. Future new algorithms with the aid of powerful computational hardware will make this topic promising and with good prospects.

  11. Behavioral simulation of a nuclear power plant operator crew for human-machine system design

    International Nuclear Information System (INIS)

    Furuta, K.; Shimada, T.; Kondo, S.

    1999-01-01

    This article proposes an architecture of behavioral simulation of an operator crew in a nuclear power plant including group processes and interactions between the operators and their working environment. An operator model was constructed based on the conceptual human information processor and then substantiated as a knowledge-based system with multiple sets of knowledge base and blackboard, each of which represents an individual operator. From a trade-off between reality and practicality, we adopted an architecture of simulation that consists of the operator, plant and environment models in order to consider operator-environment interactions. The simulation system developed on this framework and called OCCS was tested using a scenario of BWR plant operation. The case study showed that operator-environment interactions have significant effects on operator crew performance and that they should be considered properly for simulating behavior of human-machine systems. The proposed architecture contributed to more realistic simulation in comparison with an experimental result, and a good prospect has been obtained that computer simulation of an operator crew is feasible and useful for human-machine system design. (orig.)

  12. Interactive inverse kinematics for human motion estimation

    DEFF Research Database (Denmark)

    Engell-Nørregård, Morten Pol; Hauberg, Søren; Lapuyade, Jerome

    2009-01-01

    We present an application of a fast interactive inverse kinematics method as a dimensionality reduction for monocular human motion estimation. The inverse kinematics solver deals efficiently and robustly with box constraints and does not suffer from shaking artifacts. The presented motion...... to significantly speed up the particle filtering. It should be stressed that the observation part of the system has not been our focus, and as such is described only from a sense of completeness. With our approach it is possible to construct a robust and computationally efficient system for human motion estimation....

  13. Using Noninvasive Wearable Computers to Recognize Human Emotions from Physiological Signals

    Directory of Open Access Journals (Sweden)

    Nasoz Fatma

    2004-01-01

    Full Text Available We discuss the strong relationship between affect and cognition and the importance of emotions in multimodal human computer interaction (HCI and user modeling. We introduce the overall paradigm for our multimodal system that aims at recognizing its users' emotions and at responding to them accordingly depending upon the current context or application. We then describe the design of the emotion elicitation experiment we conducted by collecting, via wearable computers, physiological signals from the autonomic nervous system (galvanic skin response, heart rate, temperature and mapping them to certain emotions (sadness, anger, fear, surprise, frustration, and amusement. We show the results of three different supervised learning algorithms that categorize these collected signals in terms of emotions, and generalize their learning to recognize emotions from new collections of signals. We finally discuss possible broader impact and potential applications of emotion recognition for multimodal intelligent systems.

  14. Geometric modeling for computer aided design

    Science.gov (United States)

    Schwing, James L.; Olariu, Stephen

    1995-01-01

    The primary goal of this grant has been the design and implementation of software to be used in the conceptual design of aerospace vehicles particularly focused on the elements of geometric design, graphical user interfaces, and the interaction of the multitude of software typically used in this engineering environment. This has resulted in the development of several analysis packages and design studies. These include two major software systems currently used in the conceptual level design of aerospace vehicles. These tools are SMART, the Solid Modeling Aerospace Research Tool, and EASIE, the Environment for Software Integration and Execution. Additional software tools were designed and implemented to address the needs of the engineer working in the conceptual design environment. SMART provides conceptual designers with a rapid prototyping capability and several engineering analysis capabilities. In addition, SMART has a carefully engineered user interface that makes it easy to learn and use. Finally, a number of specialty characteristics have been built into SMART which allow it to be used efficiently as a front end geometry processor for other analysis packages. EASIE provides a set of interactive utilities that simplify the task of building and executing computer aided design systems consisting of diverse, stand-alone, analysis codes. Resulting in a streamlining of the exchange of data between programs reducing errors and improving the efficiency. EASIE provides both a methodology and a collection of software tools to ease the task of coordinating engineering design and analysis codes.

  15. HCI^2 Framework: A software framework for multimodal human-computer interaction systems

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2013-01-01

    This paper presents a novel software framework for the development and research in the area of multimodal human-computer interface (MHCI) systems. The proposed software framework, which is called the HCI∧2 Framework, is built upon publish/subscribe (P/S) architecture. It implements a

  16. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability...

  17. Interactive Multimodal Molecular Set – Designing Ludic Engaging Science Learning Content

    DEFF Research Database (Denmark)

    Thorsen, Tine Pinholt; Christiansen, Kasper Holm Bonde; Jakobsen Sillesen, Kristian

    2014-01-01

    This paper reports on an exploratory study investigating 10 primary school students’ interaction with an interactive multimodal molecular set fostering ludic engaging science learning content in primary schools (8th and 9th grade). The concept of the prototype design was to bridge the physical...... and virtual worlds with electronic tags and, through this, blend the familiarity of the computer and toys, to create a tool that provided a ludic approach to learning about atoms and molecules. The study was inspired by the participatory design and informant design methodologies and included design...

  18. Interactive Exploration Robots: Human-Robotic Collaboration and Interactions

    Science.gov (United States)

    Fong, Terry

    2017-01-01

    For decades, NASA has employed different operational approaches for human and robotic missions. Human spaceflight missions to the Moon and in low Earth orbit have relied upon near-continuous communication with minimal time delays. During these missions, astronauts and mission control communicate interactively to perform tasks and resolve problems in real-time. In contrast, deep-space robotic missions are designed for operations in the presence of significant communication delay - from tens of minutes to hours. Consequently, robotic missions typically employ meticulously scripted and validated command sequences that are intermittently uplinked to the robot for independent execution over long periods. Over the next few years, however, we will see increasing use of robots that blend these two operational approaches. These interactive exploration robots will be remotely operated by humans on Earth or from a spacecraft. These robots will be used to support astronauts on the International Space Station (ISS), to conduct new missions to the Moon, and potentially to enable remote exploration of planetary surfaces in real-time. In this talk, I will discuss the technical challenges associated with building and operating robots in this manner, along with lessons learned from research conducted with the ISS and in the field.

  19. Analyzing Team Based Engineering Design Process in Computer Supported Collaborative Learning

    Science.gov (United States)

    Lee, Dong-Kuk; Lee, Eun-Sang

    2016-01-01

    The engineering design process has been largely implemented in a collaborative project format. Recently, technological advancement has helped collaborative problem solving processes such as engineering design to have efficient implementation using computers or online technology. In this study, we investigated college students' interaction and…

  20. Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space

    Science.gov (United States)

    Diamantaki, Katerina; Rizopoulos, Charalampos; Charitos, Dimitris; Kaimakamis, Nikos

    This chapter investigates the social implications of locative media (LM) use and attempts to outline a theoretical framework that may support the design and implementation of location-based applications. Furthermore, it stresses the significance of physical space and location awareness as important factors that influence both human-computer interaction and computer-mediated communication. The chapter documents part of the theoretical aspect of the research undertaken as part of LOcation-based Communication Urban NETwork (LOCUNET), a project that aims to investigate the way users interact with one another (human-computer-human interaction aspect) and with the location-based system itself (human-computer interaction aspect). A number of relevant theoretical approaches are discussed in an attempt to provide a holistic theoretical background for LM use. Additionally, the actual implementation of the LOCUNET system is described and some of the findings are discussed.

  1. Interaction Design Beyond the Product : Creating Technology-Enhanced Activity Spaces

    DEFF Research Database (Denmark)

    Kaptelinin, Victor; Bannon, Liam J.

    2012-01-01

    The field of interaction design to date has been predominantly concerned with designing products, that is, devices, systems, and more recently services. A growing body of theoretical and empirical analyses suggests that the scope of interaction design needs to be expanded: An explicit concern...... of the field should include not only helping designers create better products but also helping people themselves create better environments for their work, learning, and leisure activities. In this article we argue that expanding the scope of interaction design beyond products requires a revision of some...... of the most central concepts in interaction design, including the notion of “the object of design” and our understanding of the impact of technologies on human practices. The aim of the article is to explore some of these conceptual challenges and discuss possible ways of dealing with them. We differentiate...

  2. Development of integrated platform for computational material design

    Energy Technology Data Exchange (ETDEWEB)

    Kiyoshi, Matsubara; Kumi, Itai; Nobutaka, Nishikawa; Akifumi, Kato [Center for Computational Science and Engineering, Fuji Research Institute Corporation (Japan); Hideaki, Koike [Advance Soft Corporation (Japan)

    2003-07-01

    The goal of our project is to design and develop a problem-solving environment (PSE) that will help computational scientists and engineers develop large complicated application software and simulate complex phenomena by using networking and parallel computing. The integrated platform, which is designed for PSE in the Japanese national project of Frontier Simulation Software for Industrial Science, is defined by supporting the entire range of problem solving activity from program formulation and data setup to numerical simulation, data management, and visualization. A special feature of our integrated platform is based on a new architecture called TASK FLOW. It integrates the computational resources such as hardware and software on the network and supports complex and large-scale simulation. This concept is applied to computational material design and the project 'comprehensive research for modeling, analysis, control, and design of large-scale complex system considering properties of human being'. Moreover this system will provide the best solution for developing large and complicated software and simulating complex and large-scaled phenomena in computational science and engineering. A prototype has already been developed and the validation and verification of an integrated platform will be scheduled by using the prototype in 2003. In the validation and verification, fluid-structure coupling analysis system for designing an industrial machine will be developed on the integrated platform. As other examples of validation and verification, integrated platform for quantum chemistry and bio-mechanical system are planned.

  3. Development of integrated platform for computational material design

    International Nuclear Information System (INIS)

    Kiyoshi, Matsubara; Kumi, Itai; Nobutaka, Nishikawa; Akifumi, Kato; Hideaki, Koike

    2003-01-01

    The goal of our project is to design and develop a problem-solving environment (PSE) that will help computational scientists and engineers develop large complicated application software and simulate complex phenomena by using networking and parallel computing. The integrated platform, which is designed for PSE in the Japanese national project of Frontier Simulation Software for Industrial Science, is defined by supporting the entire range of problem solving activity from program formulation and data setup to numerical simulation, data management, and visualization. A special feature of our integrated platform is based on a new architecture called TASK FLOW. It integrates the computational resources such as hardware and software on the network and supports complex and large-scale simulation. This concept is applied to computational material design and the project 'comprehensive research for modeling, analysis, control, and design of large-scale complex system considering properties of human being'. Moreover this system will provide the best solution for developing large and complicated software and simulating complex and large-scaled phenomena in computational science and engineering. A prototype has already been developed and the validation and verification of an integrated platform will be scheduled by using the prototype in 2003. In the validation and verification, fluid-structure coupling analysis system for designing an industrial machine will be developed on the integrated platform. As other examples of validation and verification, integrated platform for quantum chemistry and bio-mechanical system are planned

  4. Collaborative virtual reality environments for computational science and design

    International Nuclear Information System (INIS)

    Papka, M. E.

    1998-01-01

    The authors are developing a networked, multi-user, virtual-reality-based collaborative environment coupled to one or more petaFLOPs computers, enabling the interactive simulation of 10 9 atom systems. The purpose of this work is to explore the requirements for this coupling. Through the design, development, and testing of such systems, they hope to gain knowledge that allows computational scientists to discover and analyze their results more quickly and in a more intuitive manner

  5. An object-oriented computational model to study cardiopulmonary hemodynamic interactions in humans.

    Science.gov (United States)

    Ngo, Chuong; Dahlmanns, Stephan; Vollmer, Thomas; Misgeld, Berno; Leonhardt, Steffen

    2018-06-01

    This work introduces an object-oriented computational model to study cardiopulmonary interactions in humans. Modeling was performed in object-oriented programing language Matlab Simscape, where model components are connected with each other through physical connections. Constitutive and phenomenological equations of model elements are implemented based on their non-linear pressure-volume or pressure-flow relationship. The model includes more than 30 physiological compartments, which belong either to the cardiovascular or respiratory system. The model considers non-linear behaviors of veins, pulmonary capillaries, collapsible airways, alveoli, and the chest wall. Model parameters were derisved based on literature values. Model validation was performed by comparing simulation results with clinical and animal data reported in literature. The model is able to provide quantitative values of alveolar, pleural, interstitial, aortic and ventricular pressures, as well as heart and lung volumes during spontaneous breathing and mechanical ventilation. Results of baseline simulation demonstrate the consistency of the assigned parameters. Simulation results during mechanical ventilation with PEEP trials can be directly compared with animal and clinical data given in literature. Object-oriented programming languages can be used to model interconnected systems including model non-linearities. The model provides a useful tool to investigate cardiopulmonary activity during spontaneous breathing and mechanical ventilation. Copyright © 2018 Elsevier B.V. All rights reserved.

  6. Synthetic tetracycline-inducible regulatory networks: computer-aided design of dynamic phenotypes

    Directory of Open Access Journals (Sweden)

    Kaznessis Yiannis N

    2007-01-01

    Full Text Available Abstract Background Tightly regulated gene networks, precisely controlling the expression of protein molecules, have received considerable interest by the biomedical community due to their promising applications. Among the most well studied inducible transcription systems are the tetracycline regulatory expression systems based on the tetracycline resistance operon of Escherichia coli, Tet-Off (tTA and Tet-On (rtTA. Despite their initial success and improved designs, limitations still persist, such as low inducer sensitivity. Instead of looking at these networks statically, and simply changing or mutating the promoter and operator regions with trial and error, a systematic investigation of the dynamic behavior of the network can result in rational design of regulatory gene expression systems. Sophisticated algorithms can accurately capture the dynamical behavior of gene networks. With computer aided design, we aim to improve the synthesis of regulatory networks and propose new designs that enable tighter control of expression. Results In this paper we engineer novel networks by recombining existing genes or part of genes. We synthesize four novel regulatory networks based on the Tet-Off and Tet-On systems. We model all the known individual biomolecular interactions involved in transcription, translation, regulation and induction. With multiple time-scale stochastic-discrete and stochastic-continuous models we accurately capture the transient and steady state dynamics of these networks. Important biomolecular interactions are identified and the strength of the interactions engineered to satisfy design criteria. A set of clear design rules is developed and appropriate mutants of regulatory proteins and operator sites are proposed. Conclusion The complexity of biomolecular interactions is accurately captured through computer simulations. Computer simulations allow us to look into the molecular level, portray the dynamic behavior of gene regulatory

  7. A Toolset for Supporting Iterative Human Automation: Interaction in Design

    Science.gov (United States)

    Feary, Michael S.

    2010-01-01

    The addition of automation has greatly extended humans' capability to accomplish tasks, including those that are difficult, complex and safety critical. The majority of Human - Automation Interacton (HAl) results in more efficient and safe operations, ho,,:,ever ertain unpected atomatlon behaviors or "automation surprises" can be frustrating and, In certain safety critical operations (e.g. transporttion, manufacturing control, medicine), may result in injuries or. the loss of life.. (Mellor, 1994; Leveson, 1995; FAA, 1995; BASI, 1998; Sheridan, 2002). This papr describes he development of a design tool that enables on the rapid development and evaluation. of automaton prototypes. The ultimate goal of the work is to provide a design platform upon which automation surprise vulnerability analyses can be integrated.

  8. New Challenges for Design Participation in the Era of Ubiquitous Computing

    DEFF Research Database (Denmark)

    Brereton, Margot; Buur, Jacob

    2008-01-01

    Since the event of participatory design in the work democracy projects of the 1970’s and 1980’s in Scandinavia, computing technology and people’s engagement with it have undergone fundamental changes. Although participatory design continues to be a precondition for designing computing that aligns...... with human practices, the motivations to engage in participatory design have changed, and the new era requires formats that are different from the original ones. Through the analysis of three case studies this paper seeks to explain why participatory design must be brought to bear on the field of ubiquitous...... computing, and how this challenges the original participatory design thinking. In particular we will argue that more casual, exploratory formats of engagement with people are required, and rather than planning the all-encompassing systems development project, participatory design needs to move towards...

  9. Understanding and modelling man-machine interaction

    International Nuclear Information System (INIS)

    Cacciabue, P.C.

    1996-01-01

    This paper gives an overview of the current state of the art in man-machine system interaction studies, focusing on the problems derived from highly automated working environments and the role of humans in the control loop. In particular, it is argued that there is a need for sound approaches to the design and analysis of man-machine interaction (MMI), which stem from the contribution of three expertises in interfacing domains, namely engineering, computer science and psychology: engineering for understanding and modelling plants and their material and energy conservation principles; psychology for understanding and modelling humans an their cognitive behaviours; computer science for converting models in sound simulations running in appropriate computer architectures. (orig.)

  10. Understanding and modelling Man-Machine Interaction

    International Nuclear Information System (INIS)

    Cacciabue, P.C.

    1991-01-01

    This paper gives an overview of the current state of the art in man machine systems interaction studies, focusing on the problems derived from highly automated working environments and the role of humans in the control loop. In particular, it is argued that there is a need for sound approaches to design and analysis of Man-Machine Interaction (MMI), which stem from the contribution of three expertises in interfacing domains, namely engineering, computer science and psychology: engineering for understanding and modelling plants and their material and energy conservation principles; psychology for understanding and modelling humans and their cognitive behaviours; computer science for converting models in sound simulations running in appropriate computer architectures. (author)

  11. Giga-voxel computational morphogenesis for structural design

    Science.gov (United States)

    Aage, Niels; Andreassen, Erik; Lazarov, Boyan S.; Sigmund, Ole

    2017-10-01

    In the design of industrial products ranging from hearing aids to automobiles and aeroplanes, material is distributed so as to maximize the performance and minimize the cost. Historically, human intuition and insight have driven the evolution of mechanical design, recently assisted by computer-aided design approaches. The computer-aided approach known as topology optimization enables unrestricted design freedom and shows great promise with regard to weight savings, but its applicability has so far been limited to the design of single components or simple structures, owing to the resolution limits of current optimization methods. Here we report a computational morphogenesis tool, implemented on a supercomputer, that produces designs with giga-voxel resolution—more than two orders of magnitude higher than previously reported. Such resolution provides insights into the optimal distribution of material within a structure that were hitherto unachievable owing to the challenges of scaling up existing modelling and optimization frameworks. As an example, we apply the tool to the design of the internal structure of a full-scale aeroplane wing. The optimized full-wing design has unprecedented structural detail at length scales ranging from tens of metres to millimetres and, intriguingly, shows remarkable similarity to naturally occurring bone structures in, for example, bird beaks. We estimate that our optimized design corresponds to a reduction in mass of 2-5 per cent compared to currently used aeroplane wing designs, which translates into a reduction in fuel consumption of about 40-200 tonnes per year per aeroplane. Our morphogenesis process is generally applicable, not only to mechanical design, but also to flow systems, antennas, nano-optics and micro-systems.

  12. Empathy in Distance Learning Design Practice

    Science.gov (United States)

    Matthews, Michael T.; Williams, Gregory S.; Yanchar, Stephen C.; McDonald, Jason K.

    2017-01-01

    The notion of designer empathy has become a cornerstone of design philosophy in fields such as product design, human-computer interaction, and service design. But the literature on instructional designer empathy and learner analysis suggests that distance learning designers are generally quite removed from the learners with whom they could be…

  13. BUILD-IT : a computer vision-based interaction technique for a planning tool

    NARCIS (Netherlands)

    Rauterberg, G.W.M.; Fjeld, M.; Krueger, H.; Bichsel, M.; Leonhardt, U.; Meier, M.; Thimbleby, H.; O'Conaill, B.; Thomas, P.J.

    1997-01-01

    Shows a method that goes beyond the established approaches of human-computer interaction. We first bring a serious critique of traditional interface types, showing their major drawbacks and limitations. Promising alternatives are offered by virtual (or immersive) reality (VR) and by augmented

  14. MVPACK: a computer-aided design tool for multivariable control systems

    International Nuclear Information System (INIS)

    Mensah, S.; Frketich, G.

    1985-10-01

    The design and analysis of high-performance controllers for complex plants require a collection of interactive, powerful computer software. MVPACK, an open-ended package for the computer-aided design of control systems, has been developed in the Reactor Control Branch of the Chalk River Nuclear Laboratories. The package is fully interactive and includes a comprehensive state-of-the-art mathematical library to support development of complex, multivariable, control algorithms. Coded in RATFOR, MVPACK is portable with minimal changes. It operates with a flexible data structure which makes efficient use of minicomputer resources and provides a standard framework for program generation. The existence of a help mechanism enhances the simplicity of package utilization. This paper provides a brief tutorial overview of the package. It reviews the specifications used in the design and implementation of the package and briefly describes the database structure, supporting libraries and some design and analysis modules of MVPACK. Several application examples to illustrate the capability of the package are given. Experience with MVPACK shows that the package provides a synergistic environment for the design of control and regulation systems, and that it is a unique tool for training of control system engineers

  15. Computer-aided control system design

    International Nuclear Information System (INIS)

    Lebenhaft, J.R.

    1986-01-01

    Control systems are typically implemented using conventional PID controllers, which are then tuned manually during plant commissioning to compensate for interactions between feedback loops. As plants increase in size and complexity, such controllers can fail to provide adequate process regulations. Multivariable methods can be utilized to overcome these limitations. At the Chalk River Nuclear Laboratories, modern control systems are designed and analyzed with the aid of MVPACK, a system of computer programs that appears to the user like a high-level calculator. The software package solves complicated control problems, and provides useful insight into the dynamic response and stability of multivariable systems

  16. The UK Human Genome Mapping Project online computing service.

    Science.gov (United States)

    Rysavy, F R; Bishop, M J; Gibbs, G P; Williams, G W

    1992-04-01

    This paper presents an overview of computing and networking facilities developed by the Medical Research Council to provide online computing support to the Human Genome Mapping Project (HGMP) in the UK. The facility is connected to a number of other computing facilities in various centres of genetics and molecular biology research excellence, either directly via high-speed links or through national and international wide-area networks. The paper describes the design and implementation of the current system, a 'client/server' network of Sun, IBM, DEC and Apple servers, gateways and workstations. A short outline of online computing services currently delivered by this system to the UK human genetics research community is also provided. More information about the services and their availability could be obtained by a direct approach to the UK HGMP-RC.

  17. Vision-based interaction

    CERN Document Server

    Turk, Matthew

    2013-01-01

    In its early years, the field of computer vision was largely motivated by researchers seeking computational models of biological vision and solutions to practical problems in manufacturing, defense, and medicine. For the past two decades or so, there has been an increasing interest in computer vision as an input modality in the context of human-computer interaction. Such vision-based interaction can endow interactive systems with visual capabilities similar to those important to human-human interaction, in order to perceive non-verbal cues and incorporate this information in applications such

  18. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    Science.gov (United States)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  19. Human-technology interaction for standoff IED detection

    Science.gov (United States)

    Zhang, Evan; Zou, Yiyang; Zachrich, Liping; Fulton, Jack

    2011-03-01

    IEDs kill our soldiers and innocent people every day. Lessons learned from Iraq and Afghanistan clearly indicated that IEDs cannot be detected/defeated by technology alone; human-technology interaction must be engaged. In most cases, eye is the best detector, brain is the best computer, and technologies are tools, they must be used by human being properly then can achieve full functionality. In this paper, a UV Raman/fluorescence, CCD and LWIR 3 sensor fusion system for standoff IED detection and a handheld fusion system for close range IED detection are developed and demonstrated. We must train solders using their eyes or CCD/LWIR cameras to do wide area search while on the move to find small suspected area first then use the spectrometer because the laser spot is too small, to scan a one-mile long and 2-meter wide road needs 185 days although our fusion system can detect the IED in 30m with 1s interrogating time. Even if the small suspected area (e.g., 0.5mx0.5m) is found, human eyes still cannot detect the IED, soldiers must use or interact with the technology - laser based spectrometer to scan the area then they are able to detect and identify the IED in 10 minutes not 185 days. Therefore, the human-technology interaction approach will be the best solution for IED detection.

  20. La sparizione del design. Parte II: Less is Less

    Directory of Open Access Journals (Sweden)

    Lorenzo Marras

    2014-06-01

    Full Text Available The evolution of Interaction Design could be read as a radicalization of the dogma of modern functionalism, Less is More, and a "rediscovery" of certain theories of Minimal Art. This radicalization is reflected in the same evolution that has taken place since the early Nineties within the Human-Computer Interaction, with the gradual replacement of User Experience as a major category of interaction design. Designing the interactive experience (emotional and aesthetic becomes more important than Usability. But if the experience becomes the specific object of design, the materiality of the object, its shell, loses its importance. The evolution of design, through the spread of computing,  leads to a pervasive dematerialization of everyday objects.

  1. Interactive house investigation and radon diagnostics computer program

    International Nuclear Information System (INIS)

    Gillette, L.M.

    1990-01-01

    This paper reports on the interactive computer program called Dungeons and Radon which was developed as part of the Environmental Protection Agency's (EPA's) Radon Contractor Proficiency (RCP) Program's Radon Technology for Mitigators (RTM) course which is currently being offered in the Regional Radon Training Centers (RRTCs). The program was designed by Terry Brennan to be used in training radon mitigation contractors. The Macintosh based program consists of a series of animated, sound and voice enhanced house scenes. The participants choose where and what to investigate and where to perform diagnostic tests in order to gather enough information to design a successful mitigation system

  2. The design implications of social interaction in a workplace setting

    OpenAIRE

    A Backhouse; P Drew

    1992-01-01

    Space has been traditionally conceptualised as a passive host to its user activities. Increasingly, however, it is recognised that patterns of human interaction are derivative of the spatial configuration of which they are an integral part. This work is almost wholly confined to computational statistics of undifferentiated interactional encounters. In this paper specifically qualitative techniques will be used to extend and refine this model in order to demonstrate empirically that user behav...

  3. Computer-aided roll pass design in rolling of airfoil shapes

    Science.gov (United States)

    Akgerman, N.; Lahoti, G. D.; Altan, T.

    1980-01-01

    This paper describes two computer-aided design (CAD) programs developed for modeling the shape rolling process for airfoil sections. The first program, SHPROL, uses a modular upper-bound method of analysis and predicts the lateral spread, elongation, and roll torque. The second program, ROLPAS, predicts the stresses, roll separating force, the roll torque and the details of metal flow by simulating the rolling process, using the slab method of analysis. ROLPAS is an interactive program; it offers graphic display capabilities and allows the user to interact with the computer via a keyboard, CRT, and a light pen. The accuracy of the computerized models was evaluated by (a) rolling a selected airfoil shape at room temperature from 1018 steel and isothermally at high temperature from Ti-6Al-4V, and (b) comparing the experimental results with computer predictions. The comparisons indicated that the CAD systems, described here, are useful for practical engineering purposes and can be utilized in roll pass design and analysis for airfoil and similar shapes.

  4. A Generative Computer Model for Preliminary Design of Mass Housing

    Directory of Open Access Journals (Sweden)

    Ahmet Emre DİNÇER

    2014-05-01

    Full Text Available Today, we live in what we call the “Information Age”, an age in which information technologies are constantly being renewed and developed. Out of this has emerged a new approach called “Computational Design” or “Digital Design”. In addition to significantly influencing all fields of engineering, this approach has come to play a similar role in all stages of the design process in the architectural field. In providing solutions for analytical problems in design such as cost estimate, circulation systems evaluation and environmental effects, which are similar to engineering problems, this approach is being used in the evaluation, representation and presentation of traditionally designed buildings. With developments in software and hardware technology, it has evolved as the studies based on design of architectural products and production implementations with digital tools used for preliminary design stages. This paper presents a digital model which may be used in the preliminary stage of mass housing design with Cellular Automata, one of generative design systems based on computational design approaches. This computational model, developed by scripts of 3Ds Max software, has been implemented on a site plan design of mass housing, floor plan organizations made by user preferences and facade designs. By using the developed computer model, many alternative housing types could be rapidly produced. The interactive design tool of this computational model allows the user to transfer dimensional and functional housing preferences by means of the interface prepared for model. The results of the study are discussed in the light of innovative architectural approaches.

  5. Towards future interactive intelligent systems for animals : Study and recognition of embodied interactions

    NARCIS (Netherlands)

    Pons, Patricia; Jaen, Javier; Catala, Alejandro

    2017-01-01

    User-centered design applied to non-human animals is showing to be a promising research line known as Animal Computer Interaction (ACI), aimed at improving animals' wellbeing using technology. Within this research line, intelligent systems for animal entertainment could have remarkable benefits for

  6. Some Technical Implications of Distributed Cognition on the Design on Interactive Learning Environments.

    Science.gov (United States)

    Dillenbourg, Pierre

    1996-01-01

    Maintains that diagnosis, explanation, and tutoring, the functions of an interactive learning environment, are collaborative processes. Examines how human-computer interaction can be improved using a distributed cognition framework. Discusses situational and distributed knowledge theories and provides a model on how they can be used to redesign…

  7. Spatial computing in interactive architecture

    NARCIS (Netherlands)

    S.O. Dulman (Stefan); M. Krezer; L. Hovestad

    2014-01-01

    htmlabstractDistributed computing is the theoretical foundation for applications and technologies like interactive architecture, wearable computing, and smart materials. It evolves continuously, following needs rising from scientific developments, novel uses of technology, or simply the curiosity to

  8. Child-Computer Interaction SIG

    DEFF Research Database (Denmark)

    Hourcade, Juan Pablo; Revelle, Glenda; Zeising, Anja

    2016-01-01

    This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss four topics that represent new challenges and opportunities for the community. The four areas are: interactive technologies for children under the age of five, technology for inclusion, privacy...... and information security in the age of the quantified self, and the maker movement....

  9. Designing for Interactional Empowerment

    OpenAIRE

    Ståhl, Anna

    2014-01-01

    This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ abil­ity to reflect, express themselves and engage in profound meaning-making. This has been explored through design of three systems eMoto, Affective Di­ary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these ...

  10. Designs 2002 further computational and constructive design theory

    CERN Document Server

    2003-01-01

    This volume is a sequel to the 1996 compilation, Computational and Constructive Design Theory. It contains research papers and surveys of recent research work on two closely related aspects of the study of combinatorial designs: design construction and computer-aided study of designs. Audience: This volume is suitable for researchers in the theory of combinatorial designs

  11. Resilient computer system design

    CERN Document Server

    Castano, Victor

    2015-01-01

    This book presents a paradigm for designing new generation resilient and evolving computer systems, including their key concepts, elements of supportive theory, methods of analysis and synthesis of ICT with new properties of evolving functioning, as well as implementation schemes and their prototyping. The book explains why new ICT applications require a complete redesign of computer systems to address challenges of extreme reliability, high performance, and power efficiency. The authors present a comprehensive treatment for designing the next generation of computers, especially addressing safety-critical, autonomous, real time, military, banking, and wearable health care systems.   §  Describes design solutions for new computer system - evolving reconfigurable architecture (ERA) that is free from drawbacks inherent in current ICT and related engineering models §  Pursues simplicity, reliability, scalability principles of design implemented through redundancy and re-configurability; targeted for energy-,...

  12. Biomimetic design processes in architecture: morphogenetic and evolutionary computational design

    International Nuclear Information System (INIS)

    Menges, Achim

    2012-01-01

    Design computation has profound impact on architectural design methods. This paper explains how computational design enables the development of biomimetic design processes specific to architecture, and how they need to be significantly different from established biomimetic processes in engineering disciplines. The paper first explains the fundamental difference between computer-aided and computational design in architecture, as the understanding of this distinction is of critical importance for the research presented. Thereafter, the conceptual relation and possible transfer of principles from natural morphogenesis to design computation are introduced and the related developments of generative, feature-based, constraint-based, process-based and feedback-based computational design methods are presented. This morphogenetic design research is then related to exploratory evolutionary computation, followed by the presentation of two case studies focusing on the exemplary development of spatial envelope morphologies and urban block morphologies. (paper)

  13. Application of the Decomposition Method to the Design Complexity of Computer-based Display

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Hyoung Ju; Lee, Seung Woo; Seong, Poong Hyun [Korea Advanced Institute of Science and Technology, Daejeon (Korea, Republic of); Park, Jin Kyun [Korea Atomic Energy Research Institute, Daejeon (Korea, Republic of)

    2012-05-15

    The importance of the design of human machine interfaces (HMIs) for human performance and safety has long been recognized in process industries. In case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs since poor implementation of HMIs can impair the operators' information searching ability which is considered as one of the important aspects of human behavior. To support and increase the efficiency of the operators' information searching behavior, advanced HMIs based on computer technology are provided. Operators in advanced main control room (MCR) acquire information through video display units (VDUs), and large display panel (LDP) required for the operation of NPPs. These computer-based displays contain a very large quantity of information and present them in a variety of formats than conventional MCR. For example, these displays contain more elements such as abbreviations, labels, icons, symbols, coding, and highlighting than conventional ones. As computer-based displays contain more information, complexity of the elements becomes greater due to less distinctiveness of each element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. And according to Gestalt theory, people tend to group similar elements based on attributes such as shape, color or pattern based on the principle of similarity. Therefore, it is necessary to consider not only human operator's perception but the number of element consisting of computer-based display

  14. Application of the Decomposition Method to the Design Complexity of Computer-based Display

    International Nuclear Information System (INIS)

    Kim, Hyoung Ju; Lee, Seung Woo; Seong, Poong Hyun; Park, Jin Kyun

    2012-01-01

    The importance of the design of human machine interfaces (HMIs) for human performance and safety has long been recognized in process industries. In case of nuclear power plants (NPPs), HMIs have significant implications for the safety of the NPPs since poor implementation of HMIs can impair the operators' information searching ability which is considered as one of the important aspects of human behavior. To support and increase the efficiency of the operators' information searching behavior, advanced HMIs based on computer technology are provided. Operators in advanced main control room (MCR) acquire information through video display units (VDUs), and large display panel (LDP) required for the operation of NPPs. These computer-based displays contain a very large quantity of information and present them in a variety of formats than conventional MCR. For example, these displays contain more elements such as abbreviations, labels, icons, symbols, coding, and highlighting than conventional ones. As computer-based displays contain more information, complexity of the elements becomes greater due to less distinctiveness of each element. A greater understanding is emerging about the effectiveness of designs of computer-based displays, including how distinctively display elements should be designed. And according to Gestalt theory, people tend to group similar elements based on attributes such as shape, color or pattern based on the principle of similarity. Therefore, it is necessary to consider not only human operator's perception but the number of element consisting of computer-based display

  15. Designing for friendship: Becoming friends with your ECA

    NARCIS (Netherlands)

    Stronks, Bas; Marriott, A.; Nijholt, Antinus; Pelachaud, C.; van der Vet, P.E.; Rist, T.; Heylen, Dirk K.J.; Ruttkay, Z.M.; Vilhjalmsson, H.

    2002-01-01

    This paper is about the design of Embodied Conversational Agents (ECAs). In this field of Human Computer Interaction (HCI) and Artificial Intelligence (AI), the design of ECAs, or ‘virtual humans’, and the communication between those agents and human users is the main object of our research. A lot

  16. A Human-Centred Tangible approach to learning Computational Thinking

    Directory of Open Access Journals (Sweden)

    Tommaso Turchi

    2016-08-01

    Full Text Available Computational Thinking has recently become a focus of many teaching and research domains; it encapsulates those thinking skills integral to solving complex problems using a computer, thus being widely applicable in our society. It is influencing research across many disciplines and also coming into the limelight of education, mostly thanks to public initiatives such as the Hour of Code. In this paper we present our arguments for promoting Computational Thinking in education through the Human-centred paradigm of Tangible End-User Development, namely by exploiting objects whose interactions with the physical environment are mapped to digital actions performed on the system.

  17. Visual exploration and analysis of human-robot interaction rules

    Science.gov (United States)

    Zhang, Hui; Boyles, Michael J.

    2013-01-01

    We present a novel interaction paradigm for the visual exploration, manipulation and analysis of human-robot interaction (HRI) rules; our development is implemented using a visual programming interface and exploits key techniques drawn from both information visualization and visual data mining to facilitate the interaction design and knowledge discovery process. HRI is often concerned with manipulations of multi-modal signals, events, and commands that form various kinds of interaction rules. Depicting, manipulating and sharing such design-level information is a compelling challenge. Furthermore, the closed loop between HRI programming and knowledge discovery from empirical data is a relatively long cycle. This, in turn, makes design-level verification nearly impossible to perform in an earlier phase. In our work, we exploit a drag-and-drop user interface and visual languages to support depicting responsive behaviors from social participants when they interact with their partners. For our principal test case of gaze-contingent HRI interfaces, this permits us to program and debug the robots' responsive behaviors through a graphical data-flow chart editor. We exploit additional program manipulation interfaces to provide still further improvement to our programming experience: by simulating the interaction dynamics between a human and a robot behavior model, we allow the researchers to generate, trace and study the perception-action dynamics with a social interaction simulation to verify and refine their designs. Finally, we extend our visual manipulation environment with a visual data-mining tool that allows the user to investigate interesting phenomena such as joint attention and sequential behavioral patterns from multiple multi-modal data streams. We have created instances of HRI interfaces to evaluate and refine our development paradigm. As far as we are aware, this paper reports the first program manipulation paradigm that integrates visual programming

  18. Digital design and computer architecture

    CERN Document Server

    Harris, David

    2010-01-01

    Digital Design and Computer Architecture is designed for courses that combine digital logic design with computer organization/architecture or that teach these subjects as a two-course sequence. Digital Design and Computer Architecture begins with a modern approach by rigorously covering the fundamentals of digital logic design and then introducing Hardware Description Languages (HDLs). Featuring examples of the two most widely-used HDLs, VHDL and Verilog, the first half of the text prepares the reader for what follows in the second: the design of a MIPS Processor. By the end of D

  19. Fitts' law as a design artefact

    DEFF Research Database (Denmark)

    Bertelsen, Olav Wedege

    1994-01-01

    Fitts' law is described and discussed as an example of use of theory in human-computer interaction design. The dichotomy between academic theory and applied theory is rejected and replaced by a radical pragmatic notion of theories as design artefacts. Different roles of theory in design...

  20. Sonic Interaction Design

    DEFF Research Database (Denmark)

    ) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory......Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID...... aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems...

  1. Ghost-in-the-Machine reveals human social signals for human-robot interaction.

    Science.gov (United States)

    Loth, Sebastian; Jettka, Katharina; Giuliani, Manuel; de Ruiter, Jan P

    2015-01-01

    We used a new method called "Ghost-in-the-Machine" (GiM) to investigate social interactions with a robotic bartender taking orders for drinks and serving them. Using the GiM paradigm allowed us to identify how human participants recognize the intentions of customers on the basis of the output of the robotic recognizers. Specifically, we measured which recognizer modalities (e.g., speech, the distance to the bar) were relevant at different stages of the interaction. This provided insights into human social behavior necessary for the development of socially competent robots. When initiating the drink-order interaction, the most important recognizers were those based on computer vision. When drink orders were being placed, however, the most important information source was the speech recognition. Interestingly, the participants used only a subset of the available information, focussing only on a few relevant recognizers while ignoring others. This reduced the risk of acting on erroneous sensor data and enabled them to complete service interactions more swiftly than a robot using all available sensor data. We also investigated socially appropriate response strategies. In their responses, the participants preferred to use the same modality as the customer's requests, e.g., they tended to respond verbally to verbal requests. Also, they added redundancy to their responses, for instance by using echo questions. We argue that incorporating the social strategies discovered with the GiM paradigm in multimodal grammars of human-robot interactions improves the robustness and the ease-of-use of these interactions, and therefore provides a smoother user experience.

  2. Accelerating Robot Development through Integral Analysis of Human-Robot Interaction

    NARCIS (Netherlands)

    Kooijmans, T.; Kanda, T.; Bartneck, C.; Ishiguro, H.; Hagita, N.

    2007-01-01

    The development of interactive robots is a complicated process, involving a plethora of psychological, technical, and contextual influences. To design a robot capable of operating "intelligently" in everyday situations, one needs a profound understanding of human-robot interaction (HRI). We propose

  3. Russian HyperTutor: Designing Interactive Multimedia for the Macintosh.

    Science.gov (United States)

    Mitrevski, George

    1995-01-01

    Describes an interactive, multimedia computer program designed to teach Russian grammar, and accompany a commercial textbook. Each of the 35 lessons integrates graphics, sound, and animation. A dictionary and extensive vocabulary exercises are also included. Tutorials provide simple but concise grammar explanations that the teacher can edit or…

  4. Human-Robot Interaction and Human Self-Realization

    DEFF Research Database (Denmark)

    Nørskov, Marco

    2014-01-01

    is to test the basis for this type of discrimination when it comes to human-robot interaction. Furthermore, the paper will take Heidegger's warning concerning technology as a vantage point and explore the possibility of human-robot interaction forming a praxis that might help humans to be with robots beyond...

  5. LATUX: An Iterative Workflow for Designing, Validating, and Deploying Learning Analytics Visualizations

    Science.gov (United States)

    Martinez-Maldonado, Roberto; Pardo, Abelardo; Mirriahi, Negin; Yacef, Kalina; Kay, Judy; Clayphan, Andrew

    2015-01-01

    Designing, validating, and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human-computer interaction, computer graphics, educational design, and psychology. Whilst each has established its own design methodologies, we now…

  6. Interaction of promethazine and adiphenine to human hemoglobin: A comparative spectroscopic and computational analysis

    Science.gov (United States)

    Maurya, Neha; ud din Parray, Mehraj; Maurya, Jitendra Kumar; Kumar, Amit; Patel, Rajan

    2018-06-01

    The binding nature of amphiphilic drugs viz. promethazine hydrochloride (PMT) and adiphenine hydrochloride (ADP), with human hemoglobin (Hb) was unraveled by fluorescence, absorbance, time resolved fluorescence, fluorescence resonance energy transfer (FRET) and circular dichroism (CD) spectral techniques in combination with molecular docking and molecular dynamic simulation methods. The steady state fluorescence spectra indicated that both PMT and ADP quenches the fluorescence of Hb through static quenching mechanism which was further confirmed by time resolved fluorescence spectra. The UV-Vis spectroscopy suggested ground state complex formation. The activation energy (Ea) was observed more in the case of Hb-ADP than Hb-PMT interaction system. The FRET result indicates the high probability of energy transfer from β Trp37 residue of Hb to the PMT (r = 2.02 nm) and ADP (r = 2.33 nm). The thermodynamic data reveal that binding of PMT with Hb are exothermic in nature involving hydrogen bonding and van der Waal interaction whereas in the case of ADP hydrophobic forces play the major role and binding process is endothermic in nature. The CD results show that both PMT and ADP, induced secondary structural changes of Hb and unfold the protein by losing a large helical content while the effect is more pronounced with ADP. Additionally, we also utilized computational approaches for deep insight into the binding of these drugs with Hb and the results are well matched with our experimental results.

  7. Advanced human-system interface design review guideline. Evaluation procedures and guidelines for human factors engineering reviews

    Energy Technology Data Exchange (ETDEWEB)

    O`Hara, J.M.; Brown, W.S. [Brookhaven National Lab., Upton, NY (United States); Baker, C.C.; Welch, D.L.; Granda, T.M.; Vingelis, P.J. [Carlow International Inc., Falls Church, VA (United States)

    1994-07-01

    Advanced control rooms will use advanced human-system interface (HSI) technologies that may have significant implications for plant safety in that they will affect the operator`s overall role in the system, the method of information presentation, and the ways in which operators interact with the system. The U.S. Nuclear Regulatory Commission (NRC) reviews the HSI aspects of control rooms to ensure that they are designed to good human factors engineering principles and that operator performance and reliability are appropriately supported to protect public health and safety. The principal guidance available to the NRC, however, was developed more than ten years ago, well before these technological changes. Accordingly, the human factors guidance needs to be updated to serve as the basis for NRC review of these advanced designs. The purpose of this project was to develop a general approach to advanced HSI review and the human factors guidelines to support. NRC safety reviews of advanced systems. This two-volume report provides the results of the project. Volume I describes the development of the Advanced HSI Design Review Guideline (DRG) including (1) its theoretical and technical foundation, (2) a general model for the review of advanced HSIs, (3) guideline development in both hard-copy and computer-based versions, and (4) the tests and evaluations performed to develop and validate the DRG. Volume I also includes a discussion of the gaps in available guidance and a methodology for addressing them. Volume 2 provides the guidelines to be used for advanced HSI review and the procedures for their use.

  8. Advanced human-system interface design review guideline. Evaluation procedures and guidelines for human factors engineering reviews

    International Nuclear Information System (INIS)

    O'Hara, J.M.; Brown, W.S.; Baker, C.C.; Welch, D.L.; Granda, T.M.; Vingelis, P.J.

    1994-07-01

    Advanced control rooms will use advanced human-system interface (HSI) technologies that may have significant implications for plant safety in that they will affect the operator's overall role in the system, the method of information presentation, and the ways in which operators interact with the system. The U.S. Nuclear Regulatory Commission (NRC) reviews the HSI aspects of control rooms to ensure that they are designed to good human factors engineering principles and that operator performance and reliability are appropriately supported to protect public health and safety. The principal guidance available to the NRC, however, was developed more than ten years ago, well before these technological changes. Accordingly, the human factors guidance needs to be updated to serve as the basis for NRC review of these advanced designs. The purpose of this project was to develop a general approach to advanced HSI review and the human factors guidelines to support. NRC safety reviews of advanced systems. This two-volume report provides the results of the project. Volume I describes the development of the Advanced HSI Design Review Guideline (DRG) including (1) its theoretical and technical foundation, (2) a general model for the review of advanced HSIs, (3) guideline development in both hard-copy and computer-based versions, and (4) the tests and evaluations performed to develop and validate the DRG. Volume I also includes a discussion of the gaps in available guidance and a methodology for addressing them. Volume 2 provides the guidelines to be used for advanced HSI review and the procedures for their use

  9. An Experimental Study of Embodied Interaction and Human Perception of Social Presence for Interactive Robots in Public Settings

    DEFF Research Database (Denmark)

    Jochum, Elizabeth Ann; Heath, Damith; Vlachos, Evgenios

    2018-01-01

    The human perception of cognitive robots as social depends on many factors, including those that do not necessarily pertain to a robot’s cognitive functioning. Experience Design offers a useful framework for evaluating when participants interact with robots as products or tools and when they regard...... them as social actors. This study describes a between-participants experiment conducted at a science museum, where visitors were invited to play a game of noughts and crosses with a Baxter robot. The goal is to foster meaningful interactions that promote engagement between the human and robot...... in a museum context. Using an Experience Design framework, we tested the robot in three different conditions to better understand which factors contribute to the perception of robots as social. The experiment also outlines best practices for conducting human-robot interaction research in museum exhibitions...

  10. Human factor engineering analysis for computerized human machine interface design issues

    International Nuclear Information System (INIS)

    Wang Zhifang; Gu Pengfei; Zhang Jianbo

    2010-01-01

    The application of digital I and C technology in nuclear power plants is a significant improvement in terms of functional performances and flexibility, and it also poses a challenge to operation safety. Most of the new NPPs under construction are adopting advanced control room design which utilizes the computerized human machine interface (HMI) as the main operating means. Thus, it greatly changes the way the operators interact with the plant. This paper introduces the main challenges brought out by computerized technology on the human factor engineering aspect and addresses the main issues to be dealt with in the computerized HMI design process. Based on a operator task-resources-cognitive model, it states that the root cause of human errors is the mismatch between resources demand and their supply. And a task-oriented HMI design principle is discussed. (authors)

  11. Design of Feedback in Interactive Multimedia Language Learning Environments

    Directory of Open Access Journals (Sweden)

    Vehbi Türel

    2012-01-01

    Full Text Available In interactive multimedia environments, different digital elements (i. e. video, audio, visuals, text, animations, graphics and glossary can be combined and delivered on the same digital computer screen (TDM 1997: 151, CCED 1987, Brett 1998: 81, Stenton 1998: 11, Mangiafico 1996: 46. This also enables effectively provision and presentation of feedback in pedagogically more efficient ways, which meets not only the requirement of different teaching and learning theories, but also the needs of language learners who vary in their learning-style preferences (Robinson 1991: 156, Peter 1994: 157f.. This study aims to bring out the pedagogical and design principles that might help us to more effectively design and customise feedback in interactive multimedia language learning environments. While so doing, some examples of thought out and customized computerised feedback from an interactive multimedia language learning environment, which were designed and created by the author of this study and were also used for language learning purposes, will be shown.

  12. Designing for multi-user interaction in the home environment : Implementing social translucence

    NARCIS (Netherlands)

    Niemantsverdriet, K.; Broekhuijsen, M.J.; van Essen, H.A.; Eggen, J.H.

    2016-01-01

    Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration

  13. Visualization tool for human-machine interface designers

    Science.gov (United States)

    Prevost, Michael P.; Banda, Carolyn P.

    1991-06-01

    As modern human-machine systems continue to grow in capabilities and complexity, system operators are faced with integrating and managing increased quantities of information. Since many information components are highly related to each other, optimizing the spatial and temporal aspects of presenting information to the operator has become a formidable task for the human-machine interface (HMI) designer. The authors describe a tool in an early stage of development, the Information Source Layout Editor (ISLE). This tool is to be used for information presentation design and analysis; it uses human factors guidelines to assist the HMI designer in the spatial layout of the information required by machine operators to perform their tasks effectively. These human factors guidelines address such areas as the functional and physical relatedness of information sources. By representing these relationships with metaphors such as spring tension, attractors, and repellers, the tool can help designers visualize the complex constraint space and interacting effects of moving displays to various alternate locations. The tool contains techniques for visualizing the relative 'goodness' of a configuration, as well as mechanisms such as optimization vectors to provide guidance toward a more optimal design. Also available is a rule-based design checker to determine compliance with selected human factors guidelines.

  14. Data Analysis Tools and Methods for Improving the Interaction Design in E-Learning

    Science.gov (United States)

    Popescu, Paul Stefan

    2015-01-01

    In this digital era, learning from data gathered from different software systems may have a great impact on the quality of the interaction experience. There are two main directions that come to enhance this emerging research domain, Intelligent Data Analysis (IDA) and Human Computer Interaction (HCI). HCI specific research methodologies can be…

  15. 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...

  16. Place-Specific Computing

    DEFF Research Database (Denmark)

    Messeter, Jörn; Johansson, Michael

    project place- specific computing is explored through design oriented research. This article reports six pilot studies where design students have designed concepts for place-specific computing in Berlin (Germany), Cape Town (South Africa), Rome (Italy) and Malmö (Sweden). Background and arguments...... for place-specific computing as a genre of interaction design are described. A total number of 36 design concepts designed for 16 designated zones in the four cities are presented. An analysis of the design concepts is presented indicating potentials, possibilities and problems as directions for future......An increased interest in the notion of place has evolved in interaction design. Proliferation of wireless infrastructure, developments in digital media, and a ‘spatial turn’ in computing provides the base for place-specific computing as a suggested new genre of interaction design. In the REcult...

  17. Integration of rocket turbine design and analysis through computer graphics

    Science.gov (United States)

    Hsu, Wayne; Boynton, Jim

    1988-01-01

    An interactive approach with engineering computer graphics is used to integrate the design and analysis processes of a rocket engine turbine into a progressive and iterative design procedure. The processes are interconnected through pre- and postprocessors. The graphics are used to generate the blade profiles, their stacking, finite element generation, and analysis presentation through color graphics. Steps of the design process discussed include pitch-line design, axisymmetric hub-to-tip meridional design, and quasi-three-dimensional analysis. The viscous two- and three-dimensional analysis codes are executed after acceptable designs are achieved and estimates of initial losses are confirmed.

  18. Psychology of system design

    CERN Document Server

    Meister, D

    2014-01-01

    This is a book about systems, including: systems in which humans control machines; systems in which humans interact with humans and the machine component is relatively unimportant; systems which are heavily computerized and those that are not; and governmental, industrial, military and social systems. The book deals with both traditional systems like farming, fishing and the military, and with systems just now tentatively emerging, like the expert and the interactive computer system. The emphasis is on the system concept and its implications for analysis, design and evaluation of these many di

  19. Heritage Inquiries: A Designerly Approach to Human Values

    DEFF Research Database (Denmark)

    Giaccardi, Elisa; Iversen, Ole Sejer

    into how we come together through separate understandings and attachments to artifacts, places, and events of the past as well as of the present. The aim of the workshop is to explore how design research in the heritage domain can contribute to human-centered interaction design, with a particular...

  20. Interaction Design for Public Spaces

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne

    2008-01-01

    In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I...... will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts. The outcome of the project will be guidelines and conceptual frameworks which...... will help interaction designers when designing for bodily movement, and communicating and staging interactive content in public spaces....

  1. Interaction between core analysis methodology and nuclear design: some PWR examples

    International Nuclear Information System (INIS)

    Rothleder, B.M.; Eich, W.J.

    1982-01-01

    The interaction between core analysis methodology and nuclear design is exemplified by PSEUDAX, a major improvement related to the Advanced Recycle methodology program (ARMP) computer code system, still undergoing development by the Electric Power Research Institute. The mechanism of this interaction is explored by relating several specific nulcear design changes to the demands placed by these changes on the ARMP system, and by examining the meeting of these demands, first within the standard ARMP methodology and then through augmentation of the standard methodology by development of PSEUDAX

  2. Explicit Interaction

    DEFF Research Database (Denmark)

    Löwgren, Jonas; Eriksen, Mette Agger; Linde, Per

    2006-01-01

    We report an ongoing study of palpable computing to support surgical rehabilitation, in the general field of interaction design for ubiquitous computing. Through explorative design, fieldwork and participatory design techniques, we explore the design principle of explicit interaction as an interp...

  3. A Qualitative Analysis of NASA’s Human Computer Interaction Group Examining the Root Causes of Focusing on Derivative System Improvements Versus Core User Needs

    Science.gov (United States)

    2017-12-01

    toward qualitative analysis methods where they excelled at user research and workflow process analysis consistent with their formal training, rather...to a single one (e.g., one type of user research or graphic design) at larger Silicon Valley firms. The core competency of the design team tended...NAVAL POSTGRADUATE SCHOOL MONTEREY, CALIFORNIA MBA PROFESSIONAL REPORT A QUALITATIVE ANALYSIS OF NASA’S HUMAN COMPUTER

  4. Human-Robot Interaction Directed Research Project

    Science.gov (United States)

    Sandor, Aniko; Cross, Ernest V., II; Chang, Mai Lee

    2014-01-01

    Human-robot interaction (HRI) is a discipline investigating the factors affecting the interactions between humans and robots. It is important to evaluate how the design of interfaces and command modalities affect the human's ability to perform tasks accurately, efficiently, and effectively when working with a robot. By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed to appropriately support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for the design of robotic systems. This DRP concentrates on three areas associated with interfaces and command modalities in HRI which are applicable to NASA robot systems: 1) Video Overlays, 2) Camera Views, and 3) Command Modalities. The first study focused on video overlays that investigated how Augmented Reality (AR) symbology can be added to the human-robot interface to improve teleoperation performance. Three types of AR symbology were explored in this study, command guidance (CG), situation guidance (SG), and both (SCG). CG symbology gives operators explicit instructions on what commands to input, whereas SG symbology gives operators implicit cues so that operators can infer the input commands. The combination of CG and SG provided operators with explicit and implicit cues allowing the operator to choose which symbology to utilize. The objective of the study was to understand how AR symbology affects the human operator's ability to align a robot arm to a target using a flight stick and the ability to allocate attention between the symbology and external views of the world. The study evaluated the effects type of symbology (CG and SG) has on operator tasks performance and attention allocation during teleoperation of a robot arm. The second study expanded on the first study by evaluating the effects of the type of

  5. Computer-aided design of curved surfaces with automatic model generation

    Science.gov (United States)

    Staley, S. M.; Jerard, R. B.; White, P. R.

    1980-01-01

    The design and visualization of three-dimensional objects with curved surfaces have always been difficult. The paper given below describes a computer system which facilitates both the design and visualization of such surfaces. The system enhances the design of these surfaces by virtue of various interactive techniques coupled with the application of B-Spline theory. Visualization is facilitated by including a specially built model-making machine which produces three-dimensional foam models. Thus, the system permits the designer to produce an inexpensive model of the object which is suitable for evaluation and presentation.

  6. Computational study of a High Pressure Turbine Nozzle/Blade Interaction

    Science.gov (United States)

    Kopriva, James; Laskowski, Gregory; Sheikhi, Reza

    2015-11-01

    A downstream high pressure turbine blade has been designed for this study to be coupled with the upstream uncooled nozzle of Arts and Rouvroit [1992]. The computational domain is first held to a pitch-line section that includes no centrifugal forces (linear sliding-mesh). The stage geometry is intended to study the fundamental nozzle/blade interaction in a computationally cost efficient manner. Blade/Nozzle count of 2:1 is designed to maintain computational periodic boundary conditions for the coupled problem. Next the geometry is extended to a fully 3D domain with endwalls to understand the impact of secondary flow structures. A set of systematic computational studies are presented to understand the impact of turbulence on the nozzle and down-stream blade boundary layer development, resulting heat transfer, and downstream wake mixing in the absence of cooling. Doing so will provide a much better understanding of stage mixing losses and wall heat transfer which, in turn, can allow for improved engine performance. Computational studies are performed using WALE (Wale Adapted Local Eddy), IDDES (Improved Delayed Detached Eddy Simulation), SST (Shear Stress Transport) models in Fluent.

  7. A personal-computer-based package for interactive assessment of magnetohydrodynamic equilibrium and poloidal field coil design in axisymmetric toroidal geometry

    International Nuclear Information System (INIS)

    Kelleher, W.P.; Steiner, D.

    1989-01-01

    A personal-computer (PC)-based calculational approach assesses magnetohydrodynamic (MHD) equilibrium and poloidal field (PF) coil arrangement in a highly interactive mode, well suited for tokamak scoping studies. The system developed involves a two-step process: the MHD equilibrium is calculated and then a PF coil arrangement, consistent with the equilibrium is determined in an interactive design environment. In this paper the approach is used to examine four distinctly different toroidal configurations: the STARFIRE rector, a spherical torus (ST), the Big Dee, and an elongated tokamak. In these applications the PC-based results are benchmarked against those of a mainframe code for STARFIRE, ST, and Big Dee. The equilibrium and PF coil arrangement calculations obtained with the PC approach agree within a few percent with those obtained with the mainframe code

  8. Algorithmic Mechanism Design of Evolutionary Computation.

    Science.gov (United States)

    Pei, Yan

    2015-01-01

    We consider algorithmic design, enhancement, and improvement of evolutionary computation as a mechanism design problem. All individuals or several groups of individuals can be considered as self-interested agents. The individuals in evolutionary computation can manipulate parameter settings and operations by satisfying their own preferences, which are defined by an evolutionary computation algorithm designer, rather than by following a fixed algorithm rule. Evolutionary computation algorithm designers or self-adaptive methods should construct proper rules and mechanisms for all agents (individuals) to conduct their evolution behaviour correctly in order to definitely achieve the desired and preset objective(s). As a case study, we propose a formal framework on parameter setting, strategy selection, and algorithmic design of evolutionary computation by considering the Nash strategy equilibrium of a mechanism design in the search process. The evaluation results present the efficiency of the framework. This primary principle can be implemented in any evolutionary computation algorithm that needs to consider strategy selection issues in its optimization process. The final objective of our work is to solve evolutionary computation design as an algorithmic mechanism design problem and establish its fundamental aspect by taking this perspective. This paper is the first step towards achieving this objective by implementing a strategy equilibrium solution (such as Nash equilibrium) in evolutionary computation algorithm.

  9. Software Design for Interactive Graphic Radiation Treatment Simulation Systems*

    Science.gov (United States)

    Kalet, Ira J.; Sweeney, Christine; Jacky, Jonathan

    1990-01-01

    We examine issues in the design of interactive computer graphic simulation programs for radiation treatment planning (RTP), as well as expert system programs that automate parts of the RTP process, in light of ten years of experience at designing, building and using such programs. An experiment in object-oriented design using standard Pascal shows that while some advantage is gained from the design, it is still difficult to achieve modularity and to integrate expert system components. A new design based on the Common LISP Object System (CLOS) is described. This series of designs for RTP software shows that this application benefits in specific ways from object-oriented design methods and appropriate languages and tools.

  10. A computational design approach for virtual screening of peptide interactions across K+ channel families

    Directory of Open Access Journals (Sweden)

    Craig A. Doupnik

    2015-01-01

    Full Text Available Ion channels represent a large family of membrane proteins with many being well established targets in pharmacotherapy. The ‘druggability’ of heteromeric channels comprised of different subunits remains obscure, due largely to a lack of channel-specific probes necessary to delineate their therapeutic potential in vivo. Our initial studies reported here, investigated the family of inwardly rectifying potassium (Kir channels given the availability of high resolution crystal structures for the eukaryotic constitutively active Kir2.2 channel. We describe a ‘limited’ homology modeling approach that can yield chimeric Kir channels having an outer vestibule structure representing nearly any known vertebrate or invertebrate channel. These computationally-derived channel structures were tested in silico for ‘docking’ to NMR structures of tertiapin (TPN, a 21 amino acid peptide found in bee venom. TPN is a highly selective and potent blocker for the epithelial rat Kir1.1 channel, but does not block human or zebrafish Kir1.1 channel isoforms. Our Kir1.1 channel-TPN docking experiments recapitulated published in vitro findings for TPN-sensitive and TPN-insensitive channels. Additionally, in silico site-directed mutagenesis identified ‘hot spots’ within the channel outer vestibule that mediate energetically favorable docking scores and correlate with sites previously identified with in vitro thermodynamic mutant-cycle analysis. These ‘proof-of-principle’ results establish a framework for virtual screening of re-engineered peptide toxins for interactions with computationally derived Kir channels that currently lack channel-specific blockers. When coupled with electrophysiological validation, this virtual screening approach may accelerate the drug discovery process, and can be readily applied to other ion channels families where high resolution structures are available.

  11. When computers were human

    CERN Document Server

    Grier, David Alan

    2013-01-01

    Before Palm Pilots and iPods, PCs and laptops, the term ""computer"" referred to the people who did scientific calculations by hand. These workers were neither calculating geniuses nor idiot savants but knowledgeable people who, in other circumstances, might have become scientists in their own right. When Computers Were Human represents the first in-depth account of this little-known, 200-year epoch in the history of science and technology. Beginning with the story of his own grandmother, who was trained as a human computer, David Alan Grier provides a poignant introduction to the wider wo

  12. Nuclear power plant human computer interface design incorporating console simulation, operations personnel, and formal evaluation techniques

    International Nuclear Information System (INIS)

    Chavez, C.; Edwards, R.M.; Goldberg, J.H.

    1993-01-01

    New CRT-based information displays which enhance the human machine interface are playing a very important role and are being increasingly used in control rooms since they present a higher degree of flexibility compared to conventional hardwired instrumentation. To prototype a new console configuration and information display system at the Experimental Breeder Reactor II (EBR-II), an iterative process of console simulation and evaluation involving operations personnel is being pursued. Entire panels including selector switches and information displays are simulated and driven by plant dynamical simulations with realistic responses that reproduce the actual cognitive and physical environment. Careful analysis and formal evaluation of operator interaction while using the simulated console will be conducted to determine underlying principles for effective control console design for this particular group of operation personnel. Additional iterations of design, simulation, and evaluation will then be conducted as necessary

  13. Safety Metrics for Human-Computer Controlled Systems

    Science.gov (United States)

    Leveson, Nancy G; Hatanaka, Iwao

    2000-01-01

    The rapid growth of computer technology and innovation has played a significant role in the rise of computer automation of human tasks in modem production systems across all industries. Although the rationale for automation has been to eliminate "human error" or to relieve humans from manual repetitive tasks, various computer-related hazards and accidents have emerged as a direct result of increased system complexity attributed to computer automation. The risk assessment techniques utilized for electromechanical systems are not suitable for today's software-intensive systems or complex human-computer controlled systems.This thesis will propose a new systemic model-based framework for analyzing risk in safety-critical systems where both computers and humans are controlling safety-critical functions. A new systems accident model will be developed based upon modem systems theory and human cognitive processes to better characterize system accidents, the role of human operators, and the influence of software in its direct control of significant system functions Better risk assessments will then be achievable through the application of this new framework to complex human-computer controlled systems.

  14. Flaws in current human training protocols for spontaneous Brain-Computer Interfaces: lessons learned from instructional design

    Directory of Open Access Journals (Sweden)

    Fabien eLotte

    2013-09-01

    Full Text Available While recent research on Brain-Computer Interfaces (BCI has highlighted their potential for many applications, they remain barely used outside laboratories. The main reason is their lack of robustness. Indeed, with current BCI, mental state recognition is usually slow and often incorrect. Spontaneous BCI (i.e., mental imagery-based BCI often rely on mutual learning efforts by the user and the machine, with BCI users learning to produce stable EEG patterns (spontaneous BCI control being widely acknowledged as a skill while the computer learns to automatically recognize these EEG patterns, using signal processing. Most research so far was focused on signal processing, mostly neglecting the human in the loop. However, how well the user masters the BCI skill is also a key element explaining BCI robustness. Indeed, if the user is not able to produce stable and distinct EEG patterns, then no signal processing algorithm would be able to recognize them. Unfortunately, despite the importance of BCI training protocols, they have been scarcely studied so far, and used mostly unchanged for years.In this paper, we advocate that current human training approaches for spontaneous BCI are most likely inappropriate. We notably study instructional design literature in order to identify the key requirements and guidelines for a successful training procedure that promotes a good and efficient skill learning. This literature study highlights that current spontaneous BCI user training procedures satisfy very few of these requirements and hence are likely to be suboptimal. We therefore identify the flaws in BCI training protocols according to instructional design principles, at several levels: in the instructions provided to the user, in the tasks he/she has to perform, and in the feedback provided. For each level, we propose new research directions that are theoretically expected to address some of these flaws and to help users learn the BCI skill more efficiently.

  15. Practical speech user interface design

    CERN Document Server

    Lewis, James R

    2010-01-01

    Although speech is the most natural form of communication between humans, most people find using speech to communicate with machines anything but natural. Drawing from psychology, human-computer interaction, linguistics, and communication theory, Practical Speech User Interface Design provides a comprehensive yet concise survey of practical speech user interface (SUI) design. It offers practice-based and research-based guidance on how to design effective, efficient, and pleasant speech applications that people can really use. Focusing on the design of speech user interfaces for IVR application

  16. 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.

  17. HOME COMPUTER USE AND THE DEVELOPMENT OF HUMAN CAPITAL*

    Science.gov (United States)

    Malamud, Ofer; Pop-Eleches, Cristian

    2012-01-01

    This paper uses a regression discontinuity design to estimate the effect of home computers on child and adolescent outcomes by exploiting a voucher program in Romania. Our main results indicate that home computers have both positive and negative effects on the development of human capital. Children who won a voucher to purchase a computer had significantly lower school grades but show improved computer skills. There is also some evidence that winning a voucher increased cognitive skills, as measured by Raven’s Progressive Matrices. We do not find much evidence for an effect on non-cognitive outcomes. Parental rules regarding homework and computer use attenuate the effects of computer ownership, suggesting that parental monitoring and supervision may be important mediating factors. PMID:22719135

  18. A Utopian agenda in Child-Computer Interaction

    DEFF Research Database (Denmark)

    Iversen, Ole Sejer; Dindler, Christian

    2012-01-01

    While participatory techniques and practices have become commonplace in parts of the Child-Computer Interaction (CCI) related literature we believe that the tradition of Participatory Design has more to offer CCI. In particular, the Scandinavian Cooperative Design tradition, manifest through...... the Utopia project, provides a valuable resource for setting an agenda for CCI research that explicitly addresses ideals and values in research and practice. Based on a revisit of the Utopia project we position the ideals of democracy, skilfulness, and emancipation as the core ideals of a Utopian agenda...... and discuss how these resonate with issues and challenges in CCI research. Moreover, we propose that a Utopian agenda entails an explicit alignment between these ideals, a participatory epistemology, and methodology in terms of tools and techniques in CCI practice....

  19. AirDraw: Leveraging Smart Watch Motion Sensors for Mobile Human Computer Interactions

    OpenAIRE

    Sajjadi, Seyed A; Moazen, Danial; Nahapetian, Ani

    2017-01-01

    Wearable computing is one of the fastest growing technologies today. Smart watches are poised to take over at least of half the wearable devices market in the near future. Smart watch screen size, however, is a limiting factor for growth, as it restricts practical text input. On the other hand, wearable devices have some features, such as consistent user interaction and hands-free, heads-up operations, which pave the way for gesture recognition methods of text entry. This paper proposes a new...

  20. Wings: A New Paradigm in Human-Centered Design

    Science.gov (United States)

    Schutte, Paul C.

    1997-01-01

    allocation and control and display design; and a deliberate distinction between two fundamental functions of design, to complement and to interpret human performance. The complementary function extends the human's capabilities beyond his or her current limitations - this includes sensing, computation, memory, physical force, and human decision making styles and skills. The interpretive (or hermeneutic, Hollnagel 1991) function translates information, functionality, and commands between the human and the aircraft. The Wings design concept allows the human to remain aware of the aircraft through natural interpretation. It also affords great improvements in system performance by maximizing the human's natural abilities and complementing the human's skills in a natural way. This paper will discuss the Wings design concept by describing the reversal in the traditional design process, the function allocation strategy of Wings, and the functions of complementing and interpreting the human.

  1. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2018-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...

  2. Computer-based personality judgments are more accurate than those made by humans.

    Science.gov (United States)

    Youyou, Wu; Kosinski, Michal; Stillwell, David

    2015-01-27

    Judging others' personalities is an essential skill in successful social living, as personality is a key driver behind people's interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants' Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy.

  3. Computation as Medium

    DEFF Research Database (Denmark)

    Jochum, Elizabeth Ann; Putnam, Lance

    2017-01-01

    Artists increasingly utilize computational tools to generate art works. Computational approaches to art making open up new ways of thinking about agency in interactive art because they invite participation and allow for unpredictable outcomes. Computational art is closely linked...... to the participatory turn in visual art, wherein spectators physically participate in visual art works. Unlike purely physical methods of interaction, computer assisted interactivity affords artists and spectators more nuanced control of artistic outcomes. Interactive art brings together human bodies, computer code......, and nonliving objects to create emergent art works. Computation is more than just a tool for artists, it is a medium for investigating new aesthetic possibilities for choreography and composition. We illustrate this potential through two artistic projects: an improvisational dance performance between a human...

  4. Ubiquitous human computing.

    Science.gov (United States)

    Zittrain, Jonathan

    2008-10-28

    Ubiquitous computing means network connectivity everywhere, linking devices and systems as small as a drawing pin and as large as a worldwide product distribution chain. What could happen when people are so readily networked? This paper explores issues arising from two possible emerging models of ubiquitous human computing: fungible networked brainpower and collective personal vital sign monitoring.

  5. Changes in the mechanical environment of stenotic arteries during interaction with stents: computational assessment of parametric stent designs.

    Science.gov (United States)

    Holzapfel, Gerhard A; Stadler, Michael; Gasser, Thomas C

    2005-02-01

    Clinical studies have identified factors such as the stent design and the deployment technique that are one cause for the success or failure of angioplasty treatments. In addition, the success rate may also depend on the stenosis type. Hence, for a particular stenotic artery, the optimal intervention can only be identified by studying the influence of factors such as stent type, strut thickness, geometry of the stent cell, and stent-artery radial mismatch with the wall. We propose a methodology that allows a set of stent parameters to be varied, with the aim of evaluating the difference in the mechanical environment within the wall before and after angioplasty with stenting. Novel scalar quantities attempt to characterize the wall changes inform of the contact pressure caused by the stent struts, and the stresses within the individual components of the wall caused by the stent. These quantities are derived numerically and serve as indicators, which allow the determination of the correct size and type of the stent for each individual stenosis. In addition, the luminal change due to angioplasty may be computed as well. The methodology is demonstrated by using a full three-dimensional geometrical model of a postmortem specimen of a human iliac artery with a stenosis using imaging data. To describe the material behavior of the artery, we considered mechanical data of eight different vascular tissues, which formed the stenosis. The constitutive models for the tissue components capture the typical anisotropic, nonlinear and dissipative characteristics under supra-physiological loading conditions. Three-dimensional stent models were parametrized in such a way as to enable new designs to be generated simply with regard to variations in their geometric structure. For the three-dimensional stent-artery interaction we use a contact algorithm based on smooth contact surfaces of at least C-continuity, which prevents numerical problems known from standard facet-based contact

  6. Hi-Jack: a novel computational framework for pathway-based inference of host–pathogen interactions

    KAUST Repository

    Kleftogiannis, Dimitrios A.

    2015-03-09

    Motivation: Pathogens infect their host and hijack the host machinery to produce more progeny pathogens. Obligate intracellular pathogens, in particular, require resources of the host to replicate. Therefore, infections by these pathogens lead to alterations in the metabolism of the host, shifting in favor of pathogen protein production. Some computational identification of mechanisms of host-pathogen interactions have been proposed, but it seems the problem has yet to be approached from the metabolite-hijacking angle. Results: We propose a novel computational framework, Hi-Jack, for inferring pathway-based interactions between a host and a pathogen that relies on the idea of metabolite hijacking. Hi-Jack searches metabolic network data from hosts and pathogens, and identifies candidate reactions where hijacking occurs. A novel scoring function ranks candidate hijacked reactions and identifies pathways in the host that interact with pathways in the pathogen, as well as the associated frequent hijacked metabolites. We also describe host-pathogen interaction principles that can be used in the future for subsequent studies. Our case study on Mycobacterium tuberculosis (Mtb) revealed pathways in human-e.g. carbohydrate metabolism, lipids metabolism and pathways related to amino acids metabolism-that are likely to be hijacked by the pathogen. In addition, we report interesting potential pathway interconnections between human and Mtb such as linkage of human fatty acid biosynthesis with Mtb biosynthesis of unsaturated fatty acids, or linkage of human pentose phosphate pathway with lipopolysaccharide biosynthesis in Mtb. © The Author 2015. Published by Oxford University Press. All rights reserved.

  7. Coping with human errors through system design: Implications for ecological interface design

    DEFF Research Database (Denmark)

    Rasmussen, Jens; Vicente, Kim J.

    1989-01-01

    Research during recent years has revealed that human errors are not stochastic events which can be removed through improved training programs or optimal interface design. Rather, errors tend to reflect either systematic interference between various models, rules, and schemata, or the effects...... of the adaptive mechanisms involved in learning. In terms of design implications, these findings suggest that reliable human-system interaction will be achieved by designing interfaces which tend to minimize the potential for control interference and support recovery from errors. In other words, the focus should...... be on control of the effects of errors rather than on the elimination of errors per se. In this paper, we propose a theoretical framework for interface design that attempts to satisfy these objectives. The goal of our framework, called ecological interface design, is to develop a meaningful representation...

  8. A structural approach to constructing perspective efficient and reliable human-computer interfaces

    International Nuclear Information System (INIS)

    Balint, L.

    1989-01-01

    The principles of human-computer interface (HCI) realizations are investigated with the aim of getting closer to a general framework and thus, to a more or less solid background of constructing perspective efficient, reliable and cost-effective human-computer interfaces. On the basis of characterizing and classifying the different HCI solutions, the fundamental problems of interface construction are pointed out especially with respect to human error occurrence possibilities. The evolution of HCI realizations is illustrated by summarizing the main properties of past, present and foreseeable future interface generations. HCI modeling is pointed out to be a crucial problem in theoretical and practical investigations. Suggestions concerning HCI structure (hierarchy and modularity), HCI functional dynamics (mapping from input to output information), minimization of human error caused system failures (error-tolerance, error-recovery and error-correcting) as well as cost-effective HCI design and realization methodology (universal and application-oriented vs. application-specific solutions) are presented. The concept of RISC-based and SCAMP-type HCI components is introduced with the aim of having a reduced interaction scheme in communication and a well defined architecture in HCI components' internal structure. HCI efficiency and reliability are dealt with, by taking into account complexity and flexibility. The application of fast computerized prototyping is also briefly investigated as an experimental device of achieving simple, parametrized, invariant HCI models. Finally, a concise outline of an approach of how to construct ideal HCI's is also suggested by emphasizing the open questions and the need of future work related to the proposals, as well. (author). 14 refs, 6 figs

  9. Interactive Genetic Algorithm - An Adaptive and Interactive Decision Support Framework for Design of Optimal Groundwater Monitoring Plans

    Science.gov (United States)

    Babbar-Sebens, M.; Minsker, B. S.

    2006-12-01

    In the water resources management field, decision making encompasses many kinds of engineering, social, and economic constraints and objectives. Representing all of these problem dependant criteria through models (analytical or numerical) and various formulations (e.g., objectives, constraints, etc.) within an optimization- simulation system can be a very non-trivial issue. Most models and formulations utilized for discerning desirable traits in a solution can only approximate the decision maker's (DM) true preference criteria, and they often fail to consider important qualitative and incomputable phenomena related to the management problem. In our research, we have proposed novel decision support frameworks that allow DMs to actively participate in the optimization process. The DMs explicitly indicate their true preferences based on their subjective criteria and the results of various simulation models and formulations. The feedback from the DMs is then used to guide the search process towards solutions that are "all-rounders" from the perspective of the DM. The two main research questions explored in this work are: a) Does interaction between the optimization algorithm and a DM assist the system in searching for groundwater monitoring designs that are robust from the DM's perspective?, and b) How can an interactive search process be made more effective when human factors, such as human fatigue and cognitive learning processes, affect the performance of the algorithm? The application of these frameworks on a real-world groundwater long-term monitoring (LTM) case study in Michigan highlighted the following salient advantages: a) in contrast to the non-interactive optimization methodology, the proposed interactive frameworks were able to identify low cost monitoring designs whose interpolation maps respected the expected spatial distribution of the contaminants, b) for many same-cost designs, the interactive methodologies were able to propose multiple alternatives

  10. Structural analysis of magnetic fusion energy systems in a combined interactive/batch computer environment

    International Nuclear Information System (INIS)

    Johnson, N.E.; Singhal, M.K.; Walls, J.C.; Gray, W.H.

    1979-01-01

    A system of computer programs has been developed to aid in the preparation of input data for and the evaluation of output data from finite element structural analyses of magnetic fusion energy devices. The system utilizes the NASTRAN structural analysis computer program and a special set of interactive pre- and post-processor computer programs, and has been designed for use in an environment wherein a time-share computer system is linked to a batch computer system. In such an environment, the analyst must only enter, review and/or manipulate data through interactive terminals linked to the time-share computer system. The primary pre-processor programs include NASDAT, NASERR and TORMAC. NASDAT and TORMAC are used to generate NASTRAN input data. NASERR performs routine error checks on this data. The NASTRAN program is run on a batch computer system using data generated by NASDAT and TORMAC. The primary post-processing programs include NASCMP and NASPOP. NASCMP is used to compress the data initially stored on magnetic tape by NASTRAN so as to facilitate interactive use of the data. NASPOP reads the data stored by NASCMP and reproduces NASTRAN output for selected grid points, elements and/or data types

  11. Designing Second Generation Anti-Alzheimer Compounds as Inhibitors of Human Acetylcholinesterase: Computational Screening of Synthetic Molecules and Dietary Phytochemicals.

    Directory of Open Access Journals (Sweden)

    Hafsa Amat-Ur-Rasool

    Full Text Available Alzheimer's disease (AD, a big cause of memory loss, is a progressive neurodegenerative disorder. The disease leads to irreversible loss of neurons that result in reduced level of acetylcholine neurotransmitter (ACh. The reduction of ACh level impairs brain functioning. One aspect of AD therapy is to maintain ACh level up to a safe limit, by blocking acetylcholinesterase (AChE, an enzyme that is naturally responsible for its degradation. This research presents an in-silico screening and designing of hAChE inhibitors as potential anti-Alzheimer drugs. Molecular docking results of the database retrieved (synthetic chemicals and dietary phytochemicals and self-drawn ligands were compared with Food and Drug Administration (FDA approved drugs against AD as controls. Furthermore, computational ADME studies were performed on the hits to assess their safety. Human AChE was found to be most approptiate target site as compared to commonly used Torpedo AChE. Among the tested dietry phytochemicals, berberastine, berberine, yohimbine, sanguinarine, elemol and naringenin are the worth mentioning phytochemicals as potential anti-Alzheimer drugs The synthetic leads were mostly dual binding site inhibitors with two binding subunits linked by a carbon chain i.e. second generation AD drugs. Fifteen new heterodimers were designed that were computationally more efficient inhibitors than previously reported compounds. Using computational methods, compounds present in online chemical databases can be screened to design more efficient and safer drugs against cognitive symptoms of AD.

  12. Designing Second Generation Anti-Alzheimer Compounds as Inhibitors of Human Acetylcholinesterase: Computational Screening of Synthetic Molecules and Dietary Phytochemicals.

    Science.gov (United States)

    Amat-Ur-Rasool, Hafsa; Ahmed, Mehboob

    2015-01-01

    Alzheimer's disease (AD), a big cause of memory loss, is a progressive neurodegenerative disorder. The disease leads to irreversible loss of neurons that result in reduced level of acetylcholine neurotransmitter (ACh). The reduction of ACh level impairs brain functioning. One aspect of AD therapy is to maintain ACh level up to a safe limit, by blocking acetylcholinesterase (AChE), an enzyme that is naturally responsible for its degradation. This research presents an in-silico screening and designing of hAChE inhibitors as potential anti-Alzheimer drugs. Molecular docking results of the database retrieved (synthetic chemicals and dietary phytochemicals) and self-drawn ligands were compared with Food and Drug Administration (FDA) approved drugs against AD as controls. Furthermore, computational ADME studies were performed on the hits to assess their safety. Human AChE was found to be most approptiate target site as compared to commonly used Torpedo AChE. Among the tested dietry phytochemicals, berberastine, berberine, yohimbine, sanguinarine, elemol and naringenin are the worth mentioning phytochemicals as potential anti-Alzheimer drugs The synthetic leads were mostly dual binding site inhibitors with two binding subunits linked by a carbon chain i.e. second generation AD drugs. Fifteen new heterodimers were designed that were computationally more efficient inhibitors than previously reported compounds. Using computational methods, compounds present in online chemical databases can be screened to design more efficient and safer drugs against cognitive symptoms of AD.

  13. 01010000 01001100 01000001 01011001: Play Elements in Computer Programming

    Science.gov (United States)

    Breslin, Samantha

    2013-01-01

    This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…

  14. Improving the radiologist–CAD interaction: designing for appropriate trust

    International Nuclear Information System (INIS)

    Jorritsma, W.; Cnossen, F.; Ooijen, P.M.A. van

    2015-01-01

    Computer-aided diagnosis (CAD) has great potential to improve radiologists' diagnostic performance. However, the reported performance of the radiologist–CAD team is lower than what might be expected based on the performance of the radiologist and the CAD system in isolation. This indicates that the interaction between radiologists and the CAD system is not optimal. An important factor in the interaction between humans and automated aids (such as CAD) is trust. Suboptimal performance of the human–automation team is often caused by an inappropriate level of trust in the automation. In this review, we examine the role of trust in the radiologist–CAD interaction and suggest ways to improve the output of the CAD system so that it allows radiologists to calibrate their trust in the CAD system more effectively. Observer studies of the CAD systems show that radiologists often have an inappropriate level of trust in the CAD system. They sometimes under-trust CAD, thereby reducing its potential benefits, and sometimes over-trust it, leading to diagnostic errors they would not have made without CAD. Based on the literature on trust in human–automation interaction and the results of CAD observer studies, we have identified four ways to improve the output of CAD so that it allows radiologists to form a more appropriate level of trust in CAD. Designing CAD systems for appropriate trust is important and can improve the performance of the radiologist–CAD team. Future CAD research and development should acknowledge the importance of the radiologist–CAD interaction, and specifically the role of trust therein, in order to create the perfect artificial partner for the radiologist. This review focuses on the role of trust in the radiologist–CAD interaction. The aim of the review is to encourage CAD developers to design for appropriate trust and thereby improve the performance of the radiologist–CAD team. - Highlights: • Radiologists often have an inappropriate

  15. Motivation, Participation, and Engagement in Human Work Interaction Design Literature

    DEFF Research Database (Denmark)

    Barricelli, Barbara Rita; Clemmensen, Torkil; Campos, Pedro

    2016-01-01

    This position paper is aimed at presenting as discussion material at the CoPDA 2016 Workshop the preliminary results of a short review of the literature published by the HWID community in the last 10 years in four books. Specifically, the attention is posed on understanding the importance of moti...... of motivation, participation, and engagement in Interaction Design projects for smart and pervasive workplaces...

  16. The human interactome knowledge base (hint-kb): An integrative human protein interaction database enriched with predicted protein–protein interaction scores using a novel hybrid technique

    KAUST Repository

    Theofilatos, Konstantinos A.

    2013-07-12

    Proteins are the functional components of many cellular processes and the identification of their physical protein–protein interactions (PPIs) is an area of mature academic research. Various databases have been developed containing information about experimentally and computationally detected human PPIs as well as their corresponding annotation data. However, these databases contain many false positive interactions, are partial and only a few of them incorporate data from various sources. To overcome these limitations, we have developed HINT-KB (http://biotools.ceid.upatras.gr/hint-kb/), a knowledge base that integrates data from various sources, provides a user-friendly interface for their retrieval, cal-culatesasetoffeaturesofinterest and computesaconfidence score for every candidate protein interaction. This confidence score is essential for filtering the false positive interactions which are present in existing databases, predicting new protein interactions and measuring the frequency of each true protein interaction. For this reason, a novel machine learning hybrid methodology, called (Evolutionary Kalman Mathematical Modelling—EvoKalMaModel), was used to achieve an accurate and interpretable scoring methodology. The experimental results indicated that the proposed scoring scheme outperforms existing computational methods for the prediction of PPIs.

  17. Reducing constraints on quantum computer design by encoded selective recoupling

    International Nuclear Information System (INIS)

    Lidar, D.A.; Wu, L.-A.

    2002-01-01

    The requirement of performing both single-qubit and two-qubit operations in the implementation of universal quantum logic often leads to very demanding constraints on quantum computer design. We show here how to eliminate the need for single-qubit operations in a large subset of quantum computer proposals: those governed by isotropic and XXZ , XY -type anisotropic exchange interactions. Our method employs an encoding of one logical qubit into two physical qubits, while logic operations are performed using an analogue of the NMR selective recoupling method

  18. After-effects of human-computer interaction indicated by P300 of the event-related brain potential.

    Science.gov (United States)

    Trimmel, M; Huber, R

    1998-05-01

    After-effects of human-computer interaction (HCI) were investigated by using the P300 component of the event-related brain potential (ERP). Forty-nine subjects (naive non-users, beginners, experienced users, programmers) completed three paper/pencil tasks (text editing, solving intelligence test items, filling out a questionnaire on sensation seeking) and three HCI tasks (text editing, executing a tutor program or programming, playing Tetris). The sequence of 7-min tasks was randomized between subjects and balanced between groups. After each experimental condition ERPs were recorded during an acoustic discrimination task at F3, F4, Cz, P3 and P4. Data indicate that: (1) mental after-effects of HCI can be detected by P300 of the ERP; (2) HCI showed in general a reduced amplitude; (3) P300 amplitude varied also with type of task, mainly at F4 where it was smaller after cognitive tasks (intelligence test/programming) and larger after emotion-based tasks (sensation seeking/Tetris); (4) cognitive tasks showed shorter latencies; (5) latencies were widely location-independent (within the range of 356-358 ms at F3, F4, P3 and P4) after executing the tutor program or programming; and (6) all observed after-effects were independent of the user's experience in operating computers and may therefore reflect short-term after-effects only and no structural changes of information processing caused by HCI.

  19. Human Computing and Machine Understanding of Human Behavior: A Survey

    NARCIS (Netherlands)

    Pantic, Maja; Pentland, Alex; Nijholt, Antinus; Huang, Thomas; Quek, F.; Yang, Yie

    2006-01-01

    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should

  20. MVPACK: a package for the computer-aided design of multivariable control systems

    International Nuclear Information System (INIS)

    Mensah, S.

    1984-01-01

    The design and analysis of high performing controllers for large complex plants require a collection of interactive, powerful computer software. MVPACK, an open-ended package for the computer aided design of control systems has been developed in the Reactor Control Branch of the Chalk River Nuclear Laboratories. The package is fully interactive, and includes a comprehensive state-of-the-art mathematical library to support development of complex multivariable control algorithms. Coded in RATFOR, MVPACK operates with a flexible data structure which makes efficient use of minicomputer resources and provides a standard framework for program generation. The existence of a help mechanism enhances the simplicity of package utilization. This report provides the technical description of the package. It reviews the specifications used in the design and implementation of the package. The database structure, the supporting libraries and the design and analysis modules of MVPACK are described. The report includes several application examples to illustrate the capability of the package. Experience with MVPACK shows that the package provides a synergistic environment for control and regulation systems design, and that it is a unique tool in training of control system engineers

  1. Computer-assisted Biology Learning Materials: Designing and Developing an Interactive CD on Spermatogenesis

    Science.gov (United States)

    Haviz, M.

    2018-04-01

    The purpose of this article is to design and develop an interactive CD on spermatogenesis. This is a research and development. Procedure of development is making an outline of media program, making flowchart, making story board, gathering of materials, programming and finishing. The quantitative data obtained were analyzed by descriptive statistics. Qualitative data obtained were analyzed with Miles and Huberman techniques. The instrument used is a validation sheet. The result of CD design with a Macro flash MX program shows there are 17 slides generated. This prototype obtained a valid value after a self-review technique with many revisions, especially on sound and programming. This finding suggests that process-oriented spermatogenesis can be audio-visualized into a more comprehensive form of learning media. But this interactive CD product needs further testing to determine consistency and resistance to revisions.

  2. Application of a computational situation assessment model to human system interface design and experimental validation of its effectiveness

    International Nuclear Information System (INIS)

    Lee, Hyun-Chul; Koh, Kwang-Yong; Seong, Poong-Hyun

    2013-01-01

    Highlights: ► We validate the effectiveness of a proposed procedure thru an experiment. ► The proposed procedure addresses the salient coding of the key information. ► It was found that salience coding affects operators’ attention significantly. ► The first observation to the key information quickly guided to the correct situation awareness. ► It was validated the proposed procedure is effective for better situation awareness. - Abstract: To evaluate the effects of human cognitive characteristics on situation awareness, a computational situation assessment model of nuclear power plant operators has been developed, as well as a procedure to apply the developed model to the design of human system interfaces (HSIs). The concept of the proposed procedure is to identify the key information source, which is expected to guarantee fast and accurate diagnosis when operators attend to it. The developed computational model is used to search the diagnostic paths and the key information source. In this study, an experiment with twelve trained participants was executed to validate the effectiveness of the proposed procedure. Eighteen scenarios covering various accidents were administered twice for each subject, and experimental data were collected and analyzed. As a result of the data analysis, it was validated that the salience level of information sources significantly influences the attention of operators, and the first observation of the key information sources leads operators to a quick and correct situation assessment. Therefore, we conclude that the proposed procedure for applying the developed model to HSI design is effective

  3. Computer Applications in the Design Process.

    Science.gov (United States)

    Winchip, Susan

    Computer Assisted Design (CAD) and Computer Assisted Manufacturing (CAM) are emerging technologies now being used in home economics and interior design applications. A microcomputer in a computer network system is capable of executing computer graphic functions such as three-dimensional modeling, as well as utilizing office automation packages to…

  4. The design of neonatal incubators: a systems-oriented, human-centered approach.

    Science.gov (United States)

    Ferris, T K; Shepley, M M

    2013-04-01

    This report describes a multidisciplinary design project conducted in an academic setting reflecting a systems-oriented, human-centered philosophy in the design of neonatal incubator technologies. Graduate students in Architectural Design and Human Factors Engineering courses collaborated in a design effort that focused on supporting the needs of three user groups of incubator technologies: infant patients, family members and medical personnel. Design teams followed established human-centered design methods that included interacting with representatives from the user groups, analyzing sets of critical tasks and conducting usability studies with existing technologies. An iterative design and evaluation process produced four conceptual designs of incubators and supporting equipment that better address specific needs of the user groups. This report introduces the human-centered design approach, highlights some of the analysis findings and design solutions, and offers a set of design recommendations for future incubation technologies.

  5. More playful user interfaces interfaces that invite social and physical interaction

    CERN Document Server

    2015-01-01

    This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implement...

  6. Egocentric interaction as a tool for designing ambient ecologies – The case of the easy ADL ecology

    DEFF Research Database (Denmark)

    Surie, Dipak; Janlert, Lars-Erik; Pederson, Thomas

    2012-01-01

    ambient intelligence could be realised. This work describes such an ambient ecological system comprising of a set of smart everyday objects, a personal activity-centric middleware, a set of mock-up ubiquitous computing applications and a human agent within a living laboratory home environment......Ambient intelligence is a human-centered vision characterized by the seamless integration of information, communication, sensing and actuation, and interface technologies for supporting human agents with their everyday activities. There are many challenges to address including the need...... for an interaction paradigm that encompasses the multiple dimensions of a human agent and their environment. This work describes a human-centered interaction paradigm referred to as the egocentric interaction paradigm that considers a human agents body and mind as a centre of reference to which all interaction...

  7. Experiences in control system design aided by interactive computer programs: temperature control of the laser isotope separation vessel

    International Nuclear Information System (INIS)

    Gavel, D.T.; Pittenger, L.C.; McDonald, J.S.; Cramer, P.G.; Herget, C.J.

    1985-01-01

    A robust control system has been designed to regulate temperature in a vacuum vessel. The thermodynamic process is modeled by a set of nonlinear, implicit differential equations. The control design and analysis task exercised many of the computer-aided control systems design software packages, including MATLAB, DELIGHT, and LSAP. The working environment is a VAX computer. Advantages and limitations of the software and environment, and the impact on final controller design is discussed

  8. Experiences in control system design aided by interactive computer programs: Temperature control of the laser isotope separation vessel

    Science.gov (United States)

    Gavel, D. T.; Pittenger, L. C.; McDonald, J. S.; Cramer, P. G.; Herget, C. J.

    A robust control system has been designed to regulate temperature in a vacuum vessel. The thermodynamic process is modeled by a set of nonlinear, implicit differential equations. The control design and analysis task exercised many of the computer-aided control systems design software packages, including MATLAB, DELIGHT, AND LSAP. The working environment is a VAX computer. Advantages and limitations of the software and environment, and the impact on final controller design is discussed.

  9. Service Interaction Flow Analysis Technique for Service Personalization

    DEFF Research Database (Denmark)

    Korhonen, Olli; Kinnula, Marianne; Syrjanen, Anna-Liisa

    2017-01-01

    Service interaction flows are difficult to capture, analyze, outline, and represent for research and design purposes. We examine how variation of personalized service flows in technology-mediated service interaction can be modeled and analyzed to provide information on how service personalization...... could support interaction. We have analyzed service interaction cases in a context of technology-mediated car rental service. With the analysis technique we propose, inspired by Interaction Analysis method, we were able to capture and model the situational service interaction. Our contribution regarding...... technology-mediated service interaction design is twofold: First, with the increased understanding on the role of personalization in managing variation in technology-mediated service interaction, our study contributes to designing service management information systems and human-computer interfaces...

  10. Computational Analysis of the Interaction Energies between Amino Acid Residues of the Measles Virus Hemagglutinin and Its Receptors

    Directory of Open Access Journals (Sweden)

    Fengqi Xu

    2018-05-01

    Full Text Available Measles virus (MV causes an acute and highly devastating contagious disease in humans. Employing the crystal structures of three human receptors, signaling lymphocyte-activation molecule (SLAM, CD46, and Nectin-4, in complex with the measles virus hemagglutinin (MVH, we elucidated computationally the details of binding energies between the amino acid residues of MVH and those of the receptors with an ab initio fragment molecular orbital (FMO method. The calculated inter-fragment interaction energies (IFIEs revealed a number of significantly interacting amino acid residues of MVH that played essential roles in binding to the receptors. As predicted from previously reported experiments, some important amino-acid residues of MVH were shown to be common but others were specific to interactions with the three receptors. Particularly, some of the (non-polar hydrophobic residues of MVH were found to be attractively interacting with multiple receptors, thus indicating the importance of the hydrophobic pocket for intermolecular interactions (especially in the case of Nectin-4. In contrast, the electrostatic interactions tended to be used for specific molecular recognition. Furthermore, we carried out FMO calculations for in silico experiments of amino acid mutations, finding reasonable agreements with virological experiments concerning the substitution effect of residues. Thus, the present study demonstrates that the electron-correlated FMO method is a powerful tool to search exhaustively for amino acid residues that contribute to interactions with receptor molecules. It is also applicable for designing inhibitors of MVH and engineered MVs for cancer therapy.

  11. Designing Human Technologies

    DEFF Research Database (Denmark)

    Simonsen, Jesper

    and the design process, in ethical and society-related concerns, and in evaluating how designs fulfill needs and solve problems. Designing Human Technologies subscribes to a broad technology concept including information and communication, mobile, environmental/sustainable and energy technologies......Design is increasingly becoming a part of the university curriculum and research agenda. The keynote present and discuss Designing Human Technologies – an initiative aiming at establishing a design oriented main subject area alongside traditional main subject areas such as Natural Science......, the Humanities, and Social Science. The initiative broadens the perspective of IS and recognize reflections on aesthetics, ethics, values, connections to politics, and strategies for enabling a better future as legitimate parts of the research agenda. Designing Human Technologies is a design-oriented Strategic...

  12. A Single Camera Motion Capture System for Human-Computer Interaction

    Science.gov (United States)

    Okada, Ryuzo; Stenger, Björn

    This paper presents a method for markerless human motion capture using a single camera. It uses tree-based filtering to efficiently propagate a probability distribution over poses of a 3D body model. The pose vectors and associated shapes are arranged in a tree, which is constructed by hierarchical pairwise clustering, in order to efficiently evaluate the likelihood in each frame. Anew likelihood function based on silhouette matching is proposed that improves the pose estimation of thinner body parts, i. e. the limbs. The dynamic model takes self-occlusion into account by increasing the variance of occluded body-parts, thus allowing for recovery when the body part reappears. We present two applications of our method that work in real-time on a Cell Broadband Engine™: a computer game and a virtual clothing application.

  13. Interactive computer graphics displays for hierarchical data structures

    International Nuclear Information System (INIS)

    Cahn, D.F.; Murano, C.V.

    1980-05-01

    An interactive computer graphical display program was developed as an aid to user visualization and manipulation of hierarchically structured data systems such as thesauri. In the present configuration, a thesaurus term and its primary and secondary conceptual neighbors are presented to the user in tree graph form on a CRT; the user then designates, via light pen or keyboard, any of the neighbors as the next term of interest and receives a new display centered on this term. By successive specification of broader, narrower, and related terms, the user can course rapidly through the thesaurus space and refine his search file. At any stage, he deals with a term-centered, conceptually meaningful picture of a localized portion of the thesaurus, and is freed from the artificial difficulties of handling the traditional alphabetized thesaurus. Intentional limitation of the associative range of each display frame, and the use of color, case, and interconnecting vectors to encode relationships among terms, enhance interpretability of the display. Facile movement through the term space, provided by interactive computation, allows the display to remain simple, and is an essential element of the system. 3 figures

  14. 4th International Conference on Man–Machine Interactions

    CERN Document Server

    Brachman, Agnieszka; Kozielski, Stanisław; Czachórski, Tadeusz

    2016-01-01

    This book provides an overview of the current state of research on development and application of methods, algorithms, tools and systems associated with the studies on man-machine interaction. Modern machines and computer systems are designed not only to process information, but also to work in dynamic environment, supporting or even replacing human activities in areas such as business, industry, medicine or military. The interdisciplinary field of research on man-machine interactions focuses on broad range of aspects related to the ways in which human make or use computational artifacts, systems and infrastructure.   This monograph is the fourth edition in the series and presents new concepts concerning analysis, design and evaluation of man-machine systems. The selection of high-quality, original papers covers a wide scope of research topics focused on the main problems and challenges encountered within rapidly evolving new forms of human-machine relationships. The presented material is structured into fol...

  15. 2012 International Conference on Human-centric Computing

    CERN Document Server

    Jin, Qun; Yeo, Martin; Hu, Bin; Human Centric Technology and Service in Smart Space, HumanCom 2012

    2012-01-01

    The theme of HumanCom is focused on the various aspects of human-centric computing for advances in computer science and its applications and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of human-centric computing. In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in human-centric computing. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.

  16. The use of graphics in the design of the human-telerobot interface

    Science.gov (United States)

    Stuart, Mark A.; Smith, Randy L.

    1989-01-01

    The Man-Systems Telerobotics Laboratory (MSTL) of NASA's Johnson Space Center employs computer graphics tools in their design and evaluation of the Flight Telerobotic Servicer (FTS) human/telerobot interface on the Shuttle and on the Space Station. It has been determined by the MSTL that the use of computer graphics can promote more expedient and less costly design endeavors. Several specific examples of computer graphics applied to the FTS user interface by the MSTL are described.

  17. Interactive virtual simulation using a 3D computer graphics model for microvascular decompression surgery.

    Science.gov (United States)

    Oishi, Makoto; Fukuda, Masafumi; Hiraishi, Tetsuya; Yajima, Naoki; Sato, Yosuke; Fujii, Yukihiko

    2012-09-01

    The purpose of this paper is to report on the authors' advanced presurgical interactive virtual simulation technique using a 3D computer graphics model for microvascular decompression (MVD) surgery. The authors performed interactive virtual simulation prior to surgery in 26 patients with trigeminal neuralgia or hemifacial spasm. The 3D computer graphics models for interactive virtual simulation were composed of the brainstem, cerebellum, cranial nerves, vessels, and skull individually created by the image analysis, including segmentation, surface rendering, and data fusion for data collected by 3-T MRI and 64-row multidetector CT systems. Interactive virtual simulation was performed by employing novel computer-aided design software with manipulation of a haptic device to imitate the surgical procedures of bone drilling and retraction of the cerebellum. The findings were compared with intraoperative findings. In all patients, interactive virtual simulation provided detailed and realistic surgical perspectives, of sufficient quality, representing the lateral suboccipital route. The causes of trigeminal neuralgia or hemifacial spasm determined by observing 3D computer graphics models were concordant with those identified intraoperatively in 25 (96%) of 26 patients, which was a significantly higher rate than the 73% concordance rate (concordance in 19 of 26 patients) obtained by review of 2D images only (p computer graphics model provided a realistic environment for performing virtual simulations prior to MVD surgery and enabled us to ascertain complex microsurgical anatomy.

  18. Interactive computer graphics applications for compressible aerodynamics

    Science.gov (United States)

    Benson, Thomas J.

    1994-01-01

    Three computer applications have been developed to solve inviscid compressible fluids problems using interactive computer graphics. The first application is a compressible flow calculator which solves for isentropic flow, normal shocks, and oblique shocks or centered expansions produced by two dimensional ramps. The second application couples the solutions generated by the first application to a more graphical presentation of the results to produce a desk top simulator of three compressible flow problems: 1) flow past a single compression ramp; 2) flow past two ramps in series; and 3) flow past two opposed ramps. The third application extends the results of the second to produce a design tool which solves for the flow through supersonic external or mixed compression inlets. The applications were originally developed to run on SGI or IBM workstations running GL graphics. They are currently being extended to solve additional types of flow problems and modified to operate on any X-based workstation.

  19. Characterization of Aerodynamic Interactions with the Mars Science Laboratory Reaction Control System Using Computation and Experiment

    Science.gov (United States)

    Schoenenberger, Mark; VanNorman, John; Rhode, Matthew; Paulson, John

    2013-01-01

    On August 5 , 2012, the Mars Science Laboratory (MSL) entry capsule successfully entered Mars' atmosphere and landed the Curiosity rover in Gale Crater. The capsule used a reaction control system (RCS) consisting of four pairs of hydrazine thrusters to fly a guided entry. The RCS provided bank control to fly along a flight path commanded by an onboard computer and also damped unwanted rates due to atmospheric disturbances and any dynamic instabilities of the capsule. A preliminary assessment of the MSL's flight data from entry showed that the capsule flew much as predicted. This paper will describe how the MSL aerodynamics team used engineering analyses, computational codes and wind tunnel testing in concert to develop the RCS system and certify it for flight. Over the course of MSL's development, the RCS configuration underwent a number of design iterations to accommodate mechanical constraints, aeroheating concerns and excessive aero/RCS interactions. A brief overview of the MSL RCS configuration design evolution is provided. Then, a brief description is presented of how the computational predictions of RCS jet interactions were validated. The primary work to certify that the RCS interactions were acceptable for flight was centered on validating computational predictions at hypersonic speeds. A comparison of computational fluid dynamics (CFD) predictions to wind tunnel force and moment data gathered in the NASA Langley 31-Inch Mach 10 Tunnel was the lynch pin to validating the CFD codes used to predict aero/RCS interactions. Using the CFD predictions and experimental data, an interaction model was developed for Monte Carlo analyses using 6-degree-of-freedom trajectory simulation. The interaction model used in the flight simulation is presented.

  20. Conversational interfaces for task-oriented spoken dialogues: design aspects influencing interaction quality

    NARCIS (Netherlands)

    Niculescu, A.I.

    2011-01-01

    This dissertation focuses on the design and evaluation of speech-based conversational interfaces for task-oriented dialogues. Conversational interfaces are software programs enabling interaction with computer devices through natural language dialogue. Even though processing conversational speech is

  1. Interactive augmented reality system for product design review

    Science.gov (United States)

    Caruso, Giandomenico; Re, Guido Maria

    2010-01-01

    The product development process, of industrial products, includes a phase dedicated to the design review that is a crucial phase where various experts cooperate in selecting the optimal product shape. Although computer graphics allows us to create very realistic virtual representations of the products, it is not uncommon that designers decide to build physical mock-ups of their newly conceived products because they need to physically interact with the prototype and also to evaluate the product within a plurality of real contexts. This paper describes the hardware and software development of our Augmented Reality design review system that allows to overcome some issues related to the 3D visualization and to the interaction with the virtual objects. Our system is composed by a Video See Through Head Mounted Display, which allows to improve the 3D visualization by controlling the convergence of the video cameras automatically, and a wireless control system, which allows us to create some metaphors to interact with the virtual objects. During the development of the system, in order to define and tune the algorithms, we have performed some testing sessions. Then, we have performed further tests in order to verify the effectiveness of the system and to collect additional data and comments about usability and ergonomic aspects.

  2. Computational imaging with multi-camera time-of-flight systems

    KAUST Repository

    Shrestha, Shikhar; Heide, Felix; Heidrich, Wolfgang; Wetzstein, Gordon

    2016-01-01

    Depth cameras are a ubiquitous technology used in a wide range of applications, including robotic and machine vision, human computer interaction, autonomous vehicles as well as augmented and virtual reality. In this paper, we explore the design

  3. Computer simulation of biomolecule–biomaterial interactions at surfaces and interfaces

    International Nuclear Information System (INIS)

    Wang, Qun; Wang, Meng-hao; Lu, Xiong; Wang, Ke-feng; Zhang, Xing-dong; Liu, Yaling; Zhang, Hong-ping

    2015-01-01

    Biomaterial surfaces and interfaces are intrinsically complicated systems because they involve biomolecules, implanted biomaterials, and complex biological environments. It is difficult to understand the interaction mechanism between biomaterials and biomolecules through conventional experimental methods. Computer simulation is an effective way to study the interaction mechanism at the atomic and molecular levels. In this review, we summarized the recent studies on the interaction behaviors of biomolecules with three types of the most widely used biomaterials: hydroxyapatite (HA), titanium oxide (TiO 2 ), and graphene(G)/graphene oxide(GO). The effects of crystal forms, crystallographic planes, surface defects, doping atoms, and water environments on biomolecules adsorption are discussed in detail. This review provides valuable theoretical guidance for biomaterial designing and surface modification. (topical review)

  4. Quantifying human-environment interactions using videography in the context of infectious disease transmission.

    Science.gov (United States)

    Julian, Timothy R; Bustos, Carla; Kwong, Laura H; Badilla, Alejandro D; Lee, Julia; Bischel, Heather N; Canales, Robert A

    2018-05-08

    Quantitative data on human-environment interactions are needed to fully understand infectious disease transmission processes and conduct accurate risk assessments. Interaction events occur during an individual's movement through, and contact with, the environment, and can be quantified using diverse methodologies. Methods that utilize videography, coupled with specialized software, can provide a permanent record of events, collect detailed interactions in high resolution, be reviewed for accuracy, capture events difficult to observe in real-time, and gather multiple concurrent phenomena. In the accompanying video, the use of specialized software to capture humanenvironment interactions for human exposure and disease transmission is highlighted. Use of videography, combined with specialized software, allows for the collection of accurate quantitative representations of human-environment interactions in high resolution. Two specialized programs include the Virtual Timing Device for the Personal Computer, which collects sequential microlevel activity time series of contact events and interactions, and LiveTrak, which is optimized to facilitate annotation of events in real-time. Opportunities to annotate behaviors at high resolution using these tools are promising, permitting detailed records that can be summarized to gain information on infectious disease transmission and incorporated into more complex models of human exposure and risk.

  5. The Self-Organization of Human Interaction

    DEFF Research Database (Denmark)

    Dale, Rick; Fusaroli, Riccardo; Duran, Nicholas

    2013-01-01

    We describe a “centipede’s dilemma” that faces the sciences of human interaction. Research on human interaction has been involved in extensive theoretical debate, although the vast majority of research tends to focus on a small set of human behaviors, cognitive processes, and interactive contexts...

  6. Computer Based Training Authors' and Designers' training

    Directory of Open Access Journals (Sweden)

    Frédéric GODET

    2016-03-01

    Full Text Available This communication, through couple of studies driven since 10 years, tries to show how important is the training of authors in Computer Based Training (CBT. We submit here an approach to prepare designers mastering Interactive Multimedia modules in this domain. Which institutions are really dedicating their efforts in training authors and designers in this area of CBTs? Television devices and broadcast organisations offered since year 60s' a first support for Distance Learning. New media, New Information and Communication Technologies (NICT allowed several public and private organisations to start Distance Learning projects. As usual some of them met their training objectives, other of them failed. Did their really failed? Currently, nobody has the right answer. Today, we do not have enough efficient tools allowing us to evaluate trainees' acquisition in a short term view. Training evaluation needs more than 10 to 20 years of elapsed time to bring reliable measures. Nevertheless, given the high investments already done in this area, we cannot wait until the final results of the pedagogical evaluation. A lot of analyses showed relevant issues which can be used as directions for CBTs authors and designers training. Warning - Our studies and the derived conclusions are mainly based on projects driven in the field. We additionally bring our several years experience in the training of movie film authors in the design of interactive multimedia products. Some of our examples are extracting from vocational training projects where we were involved in all development phases from the analysis of needs to the evaluation of the acquisition within the trainee's / employee job's. Obviously, we cannot bring and exhaustive approach in this domain where a lot of parameters are involved as frame for the CBT interactive multimedia modules authors' and designers' training.

  7. Homo ludens in the loop playful human computation systems

    CERN Document Server

    Krause, Markus

    2014-01-01

    The human mind is incredible. It solves problems with ease that will elude machines even for the next decades. This book explores what happens when humans and machines work together to solve problems machines cannot yet solve alone. It explains how machines and computers can work together and how humans can have fun helping to face some of the most challenging problems of artificial intelligence. In this book, you will find designs for games that are entertaining and yet able to collect data to train machines for complex tasks such as natural language processing or image understanding. You wil

  8. Computer-based personality judgments are more accurate than those made by humans

    Science.gov (United States)

    Youyou, Wu; Kosinski, Michal; Stillwell, David

    2015-01-01

    Judging others’ personalities is an essential skill in successful social living, as personality is a key driver behind people’s interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants’ Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy. PMID:25583507

  9. Computing the influences of different Intraocular Pressures on the human eye components using computational fluid-structure interaction model.

    Science.gov (United States)

    Karimi, Alireza; Razaghi, Reza; Navidbakhsh, Mahdi; Sera, Toshihiro; Kudo, Susumu

    2017-01-01

    Intraocular Pressure (IOP) is defined as the pressure of aqueous in the eye. It has been reported that the normal range of IOP should be within the 10-20 mmHg with an average of 15.50 mmHg among the ophthalmologists. Keratoconus is an anti-inflammatory eye disorder that debilitated cornea unable to reserve the normal structure contrary to the IOP in the eye. Consequently, the cornea would bulge outward and invoke a conical shape following by distorted vision. In addition, it is known that any alterations in the structure and composition of the lens and cornea would exceed a change of the eye ball as well as the mechanical and optical properties of the eye. Understanding the precise alteration of the eye components' stresses and deformations due to different IOPs could help elucidate etiology and pathogenesis to develop treatments not only for keratoconus but also for other diseases of the eye. In this study, at three different IOPs, including 10, 20, and 30 mmHg the stresses and deformations of the human eye components were quantified using a Three-Dimensional (3D) computational Fluid-Structure Interaction (FSI) model of the human eye. The results revealed the highest amount of von Mises stress in the bulged region of the cornea with 245 kPa at the IOP of 30 mmHg. The lens was also showed the von Mises stress of 19.38 kPa at the IOPs of 30 mmHg. In addition, by increasing the IOP from 10 to 30 mmHg, the radius of curvature in the cornea and lens was increased accordingly. In contrast, the sclera indicated its highest stress at the IOP of 10 mmHg due to over pressure phenomenon. The variation of IOP illustrated a little influence in the amount of stress as well as the resultant displacement of the optic nerve. These results can be used for understanding the amount of stresses and deformations in the human eye components due to different IOPs as well as for clarifying significant role of IOP on the radius of curvature of the cornea and the lens.

  10. Human factors design review guidelines for advanced nuclear control room technologies

    International Nuclear Information System (INIS)

    O'Hara, J.; Brown, W.; Granda, T.; Baker, C.

    1991-01-01

    Advanced control rooms (ACRs) for future nuclear power plants are being designed utilizing computer-based technologies. The US Nuclear Regulatory Commission reviews the human engineering aspects of such control rooms to ensure that they are designed to good human factors engineering principles and that operator performance and reliability are appropriately supported in order to protect public health and safety. This paper describes the rationale, general approach, and initial development of an NRC Advanced Control Room Design Review Guideline. 20 refs., 1 fig

  11. The Development of an Interactive Computer-Based Training Program for Timely and Humane On-Farm Pig Euthanasia.

    Science.gov (United States)

    Mullins, Caitlyn R; Pairis-Garcia, Monique D; Campler, Magnus R; Anthony, Raymond; Johnson, Anna K; Coleman, Grahame J; Rault, Jean-Loup

    2018-02-05

    With extensive knowledge and training in the prevention, management, and treatment of disease conditions in animals, veterinarians play a critical role in ensuring good welfare on swine farms by training caretakers on the importance of timely euthanasia. To assist veterinarians and other industry professionals in training new and seasoned caretakers, an interactive computer-based training program was created. It consists of three modules, each containing five case studies, which cover three distinct production stages (breeding stock, piglets, and wean to grower-finisher pigs). Case study development was derived from five specific euthanasia criteria defined in the 2015 Common Swine Industry Audit, a nationally recognized auditing program used in the US. Case studies provide information regarding treatment history, clinical signs, and condition severity of the pig and prompt learners to make management decisions regarding pig treatment and care. Once a decision is made, feedback is provided so learners understand the appropriateness of their decision compared to current industry guidelines. In addition to training farm personnel, this program may also be a valuable resource if incorporated into veterinary, graduate, and continuing education curricula. This innovative tool represents the first interactive euthanasia-specific training program in the US swine industry and offers the potential to improve timely and humane on-farm pig euthanasia.

  12. Experimental evaluation of multimodal human computer interface for tactical audio applications

    NARCIS (Netherlands)

    Obrenovic, Z.; Starcevic, D.; Jovanov, E.; Oy, S.

    2002-01-01

    Mission critical and information overwhelming applications require careful design of the human computer interface. Typical applications include night vision or low visibility mission navigation, guidance through a hostile territory, and flight navigation and orientation. Additional channels of

  13. Eyewear Computing – Augmenting the Human with Head-mounted Wearable Assistants (Dagstuhl Seminar 16042)

    OpenAIRE

    Bulling, Andreas; Cakmakci, Ozan; Kunze, Kai; Rehg, James M.

    2016-01-01

    The seminar was composed of workshops and tutorials on head-mounted eye tracking, egocentric vision, optics, and head-mounted displays. The seminar welcomed 30 academic and industry researchers from Europe, the US, and Asia with a diverse background, including wearable and ubiquitous computing, computer vision, developmental psychology, optics, and human-computer interaction. In contrast to several previous Dagstuhl seminars, we used an ignite talk format to reduce the time of talks to...

  14. LATTICE: an interactive lattice computer code

    International Nuclear Information System (INIS)

    Staples, J.

    1976-10-01

    LATTICE is a computer code which enables an interactive user to calculate the functions of a synchrotron lattice. This program satisfies the requirements at LBL for a simple interactive lattice program by borrowing ideas from both TRANSPORT and SYNCH. A fitting routine is included

  15. Emotion based human-robot interaction

    Directory of Open Access Journals (Sweden)

    Berns Karsten

    2018-01-01

    Full Text Available Human-machine interaction is a major challenge in the development of complex humanoid robots. In addition to verbal communication the use of non-verbal cues such as hand, arm and body gestures or mimics can improve the understanding of the intention of the robot. On the other hand, by perceiving such mechanisms of a human in a typical interaction scenario the humanoid robot can adapt its interaction skills in a better way. In this work, the perception system of two social robots, ROMAN and ROBIN of the RRLAB of the TU Kaiserslautern, is presented in the range of human-robot interaction.

  16. Understanding guide dog team interactions: design opportunities to support work and play

    NARCIS (Netherlands)

    Hauser, S.; Wakkary, R.L.; Neustaedter, C.

    2014-01-01

    The visually impaired have been a longstanding and well-recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field with regards to research

  17. SPACEBAR: Kinematic design by computer graphics

    Science.gov (United States)

    Ricci, R. J.

    1975-01-01

    The interactive graphics computer program SPACEBAR, conceived to reduce the time and complexity associated with the development of kinematic mechanisms on the design board, was described. This program allows the direct design and analysis of mechanisms right at the terminal screen. All input variables, including linkage geometry, stiffness, and applied loading conditions, can be fed into or changed at the terminal and may be displayed in three dimensions. All mechanism configurations can be cycled through their range of travel and viewed in their various geometric positions. Output data includes geometric positioning in orthogonal coordinates of each node point in the mechanism, velocity and acceleration of the node points, and internal loads and displacements of the node points and linkages. All analysis calculations take at most a few seconds to complete. Output data can be viewed at the scope and also printed at the discretion of the user.

  18. Computational Design Modelling : Proceedings of the Design Modelling Symposium

    CERN Document Server

    Kilian, Axel; Palz, Norbert; Scheurer, Fabian

    2012-01-01

    This book publishes the peer-reviewed proceeding of the third Design Modeling Symposium Berlin . The conference constitutes a platform for dialogue on experimental practice and research within the field of computationally informed architectural design. More than 60 leading experts the computational processes within the field of computationally informed architectural design to develop a broader and less exotic building practice that bears more subtle but powerful traces of the complex tool set and approaches we have developed and studied over recent years. The outcome are new strategies for a reasonable and innovative implementation of digital potential in truly innovative and radical design guided by both responsibility towards processes and the consequences they initiate.

  19. Quantifying Engagement: Measuring Player Involvement in Human-Avatar Interactions

    Science.gov (United States)

    Norris, Anne E.; Weger, Harry; Bullinger, Cory; Bowers, Alyssa

    2014-01-01

    This research investigated the merits of using an established system for rating behavioral cues of involvement in human dyadic interactions (i.e., face-to-face conversation) to measure involvement in human-avatar interactions. Gameplay audio-video and self-report data from a Feasibility Trial and Free Choice study of an effective peer resistance skill building simulation game (DRAMA-RAMA™) were used to evaluate reliability and validity of the rating system when applied to human-avatar interactions. The Free Choice study used a revised game prototype that was altered to be more engaging. Both studies involved girls enrolled in a public middle school in Central Florida that served a predominately Hispanic (greater than 80%), low-income student population. Audio-video data were coded by two raters, trained in the rating system. Self-report data were generated using measures of perceived realism, predictability and flow administered immediately after game play. Hypotheses for reliability and validity were supported: Reliability values mirrored those found in the human dyadic interaction literature. Validity was supported by factor analysis, significantly higher levels of involvement in Free Choice as compared to Feasibility Trial players, and correlations between involvement dimension sub scores and self-report measures. Results have implications for the science of both skill-training intervention research and game design. PMID:24748718

  20. Computer aided design of solonoid magnets

    Energy Technology Data Exchange (ETDEWEB)

    DeOlivares, J.M.

    1978-06-01

    Computer programs utilizing Legendre functions and elliptic integral functions have been written to aid in the design of solenoid magnets. The field inside an axisymmetric magnet can be expanded in a converging power series of Legendre functions. The Legendre function approach is very useful for designing solenoid magnets with a high degree of field uniformity. This approach has been programed on the LBL CDC 7600 computer so that one can design an axisymmetric magnet which meets any desired field structure. Two examples of computer designed solenoids are presented. A computer program utilizing elliptic integral functions was also written for the LBL CDC 7600 computer. This method was used in a computer program to verify the results obtained from the Legendre approach and for field calculations within the conductor. The elliptic integral field calculations within the conductor showed that thin solenoids produce field peaking at the ends of the magnet. Computer data is generated for various magnet geometries and compared with theoretical predictions. Computer results and theoretical prediction both show that field peaking is reduced for longer coils, increased for thinner coils and field peaking is a logarithmic function of length, thickness and radius.

  1. The Interactive Electronic Technical Manual: Requirements, Current Status, and Implementation. Strategy Considerations.

    Science.gov (United States)

    1991-07-01

    authoring systems. Concurrently, great strides in computer-aided design and computer-aided maintenance have contributed to this capability. 12 Junod ...J.; William A. Nugent; and L. John Junod . Plan for the Navy/Air Force Test of the Interactive Electronic Technical Manual (IETM) at Cecil Field...AFHRL Logistics and Human Factors Division, WPAFB. Aug 1990. 12. Junod , John L. PY90 Interactive Electronic Technical Manual (IETM) Portable Delivery

  2. Interaction debugging : an integral approach to analyze human-robot interaction

    NARCIS (Netherlands)

    Kooijmans, T.; Kanda, T.; Bartneck, C.; Ishiguro, H.; Hagita, N.

    2006-01-01

    Along with the development of interactive robots, controlled experiments and field trials are regularly conducted to stage human-robot interaction. Experience in this field has shown that analyzing human-robot interaction for evaluation purposes fosters the development of improved systems and the

  3. Design articulation for Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Krogh, Peter; Graves Petersen, Marianne

    2009-01-01

    In this paper we present three categories of design articulations addressing the characteristic qualities of aesthetics of interaction. By aesthetics of interaction we point to the process in which interactive technology brings about aesthetic experience in the use of interactive technology......-designers. In this case the categories of design articulations frame intended aesthetic experiences. Our mission is that of using aesthetic theory to inform the design of interactive technology, which shapes aesthetic experiences in everyday use....

  4. A new approach in the design of an interactive environment for teaching Hamiltonian digraphs

    International Nuclear Information System (INIS)

    Iordan, A E; Panoiu, M

    2014-01-01

    In this article the authors present the necessary steps in object orientated design of an interactive environment that is dedicated to the process of acquaintances assimilation in Hamiltonian graphs theory domain, especially for the simulation of algorithms which determine the Hamiltonian trails and circuits. The modelling of the interactive environment is achieved through specific UML diagrams representing the steps of analysis, design and implementation. This interactive environment is very useful for both students and professors, because computer programming domain, especially digraphs theory domain is comprehended and assimilated with difficulty by students

  5. Games as Actors - Interaction, Play, Design, and Actor Network Theory

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return for the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games a chieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative......, and by doing so they create in humans what in modern play theory is known as a “state of play”...

  6. Best of Affective Computing and Intelligent Interaction 2013 in Multimodal Interactions

    NARCIS (Netherlands)

    Soleymani, Mohammad; Soleymani, M.; Pun, T.; Pun, Thierry; Nijholt, Antinus

    The fifth biannual Humaine Association Conference on Affective Computing and Intelligent Interaction (ACII 2013) was held in Geneva, Switzerland. This conference featured the recent advancement in affective computing and relevant applications in education, entertainment and health. A number of

  7. Interactive Graph Layout of a Million Nodes

    Directory of Open Access Journals (Sweden)

    Peng Mi

    2016-12-01

    Full Text Available Sensemaking of large graphs, specifically those with millions of nodes, is a crucial task in many fields. Automatic graph layout algorithms, augmented with real-time human-in-the-loop interaction, can potentially support sensemaking of large graphs. However, designing interactive algorithms to achieve this is challenging. In this paper, we tackle the scalability problem of interactive layout of large graphs, and contribute a new GPU-based force-directed layout algorithm that exploits graph topology. This algorithm can interactively layout graphs with millions of nodes, and support real-time interaction to explore alternative graph layouts. Users can directly manipulate the layout of vertices in a force-directed fashion. The complexity of traditional repulsive force computation is reduced by approximating calculations based on the hierarchical structure of multi-level clustered graphs. We evaluate the algorithm performance, and demonstrate human-in-the-loop layout in two sensemaking case studies. Moreover, we summarize lessons learned for designing interactive large graph layout algorithms on the GPU.

  8. Atomic switch networks-nanoarchitectonic design of a complex system for natural computing.

    Science.gov (United States)

    Demis, E C; Aguilera, R; Sillin, H O; Scharnhorst, K; Sandouk, E J; Aono, M; Stieg, A Z; Gimzewski, J K

    2015-05-22

    Self-organized complex systems are ubiquitous in nature, and the structural complexity of these natural systems can be used as a model to design new classes of functional nanotechnology based on highly interconnected networks of interacting units. Conventional fabrication methods for electronic computing devices are subject to known scaling limits, confining the diversity of possible architectures. This work explores methods of fabricating a self-organized complex device known as an atomic switch network and discusses its potential utility in computing. Through a merger of top-down and bottom-up techniques guided by mathematical and nanoarchitectonic design principles, we have produced functional devices comprising nanoscale elements whose intrinsic nonlinear dynamics and memorization capabilities produce robust patterns of distributed activity and a capacity for nonlinear transformation of input signals when configured in the appropriate network architecture. Their operational characteristics represent a unique potential for hardware implementation of natural computation, specifically in the area of reservoir computing-a burgeoning field that investigates the computational aptitude of complex biologically inspired systems.

  9. Cloud Computing for Mission Design and Operations

    Science.gov (United States)

    Arrieta, Juan; Attiyah, Amy; Beswick, Robert; Gerasimantos, Dimitrios

    2012-01-01

    The space mission design and operations community already recognizes the value of cloud computing and virtualization. However, natural and valid concerns, like security, privacy, up-time, and vendor lock-in, have prevented a more widespread and expedited adoption into official workflows. In the interest of alleviating these concerns, we propose a series of guidelines for internally deploying a resource-oriented hub of data and algorithms. These guidelines provide a roadmap for implementing an architecture inspired in the cloud computing model: associative, elastic, semantical, interconnected, and adaptive. The architecture can be summarized as exposing data and algorithms as resource-oriented Web services, coordinated via messaging, and running on virtual machines; it is simple, and based on widely adopted standards, protocols, and tools. The architecture may help reduce common sources of complexity intrinsic to data-driven, collaborative interactions and, most importantly, it may provide the means for teams and agencies to evaluate the cloud computing model in their specific context, with minimal infrastructure changes, and before committing to a specific cloud services provider.

  10. Computational Design of Urban Layouts

    KAUST Repository

    Wonka, Peter

    2015-10-07

    A fundamental challenge in computational design is to compute layouts by arranging a set of shapes. In this talk I will present recent urban modeling projects with applications in computer graphics, urban planning, and architecture. The talk will look at different scales of urban modeling (streets, floorplans, parcels). A common challenge in all these modeling problems are functional and aesthetic constraints that should be respected. The talk also highlights interesting links to geometry processing problems, such as field design and quad meshing.

  11. Uninhabited Military Vehicles (UMVs): Human Factors Issues in Augmenting the Force (Vehicules Militaires sans Pilote (UMV): Questions Relatives aux Facteurs Humains lies a l’augmentation des Forces)

    Science.gov (United States)

    2007-07-01

    of this type of capability. Within two years, solar -electric airplanes incorporating energy storage for night-time operations will be capable of...Applications,” Proceedings of the IEEE, Vol. 77(4), pp. 541-580. [72] Diaper , D. (1989). Task Analysis for Human-Computer Interaction, Chichester, U...Geddes, N. (1990). A plan and goal based method for computer-human system design. In: D. Diaper (Ed.) Human-Computer InteractionINTERACT ‘90

  12. EZLP: An Interactive Computer Program for Solving Linear Programming Problems. Final Report.

    Science.gov (United States)

    Jarvis, John J.; And Others

    Designed for student use in solving linear programming problems, the interactive computer program described (EZLP) permits the student to input the linear programming model in exactly the same manner in which it would be written on paper. This report includes a brief review of the development of EZLP; narrative descriptions of program features,…

  13. Improving science and mathematics education with computational modelling in interactive engagement environments

    Science.gov (United States)

    Neves, Rui Gomes; Teodoro, Vítor Duarte

    2012-09-01

    A teaching approach aiming at an epistemologically balanced integration of computational modelling in science and mathematics education is presented. The approach is based on interactive engagement learning activities built around computational modelling experiments that span the range of different kinds of modelling from explorative to expressive modelling. The activities are designed to make a progressive introduction to scientific computation without requiring prior development of a working knowledge of programming, generate and foster the resolution of cognitive conflicts in the understanding of scientific and mathematical concepts and promote performative competency in the manipulation of different and complementary representations of mathematical models. The activities are supported by interactive PDF documents which explain the fundamental concepts, methods and reasoning processes using text, images and embedded movies, and include free space for multimedia enriched student modelling reports and teacher feedback. To illustrate, an example from physics implemented in the Modellus environment and tested in undergraduate university general physics and biophysics courses is discussed.

  14. Optical Design Using Small Dedicated Computers

    Science.gov (United States)

    Sinclair, Douglas C.

    1980-09-01

    Since the time of the 1975 International Lens Design Conference, we have developed a series of optical design programs for Hewlett-Packard desktop computers. The latest programs in the series, OSLO-25G and OSLO-45G, have most of the capabilities of general-purpose optical design programs, including optimization based on exact ray-trace data. The computational techniques used in the programs are similar to ones used in other programs, but the creative environment experienced by a designer working directly with these small dedicated systems is typically much different from that obtained with shared-computer systems. Some of the differences are due to the psychological factors associated with using a system having zero running cost, while others are due to the design of the program, which emphasizes graphical output and ease of use, as opposed to computational speed.

  15. Computer Assistance for Writing Interactive Programs: TICS.

    Science.gov (United States)

    Kaplow, Roy; And Others

    1973-01-01

    Investigators developed an on-line, interactive programing system--the Teacher-Interactive Computer System (TICS)--to provide assistance to those who were not programers, but nevertheless wished to write interactive instructional programs. TICS had two components: an author system and a delivery system. Underlying assumptions were that…

  16. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  17. Computational design of a PDZ domain peptide inhibitor that rescues CFTR activity.

    Directory of Open Access Journals (Sweden)

    Kyle E Roberts

    Full Text Available The cystic fibrosis transmembrane conductance regulator (CFTR is an epithelial chloride channel mutated in patients with cystic fibrosis (CF. The most prevalent CFTR mutation, ΔF508, blocks folding in the endoplasmic reticulum. Recent work has shown that some ΔF508-CFTR channel activity can be recovered by pharmaceutical modulators ("potentiators" and "correctors", but ΔF508-CFTR can still be rapidly degraded via a lysosomal pathway involving the CFTR-associated ligand (CAL, which binds CFTR via a PDZ interaction domain. We present a study that goes from theory, to new structure-based computational design algorithms, to computational predictions, to biochemical testing and ultimately to epithelial-cell validation of novel, effective CAL PDZ inhibitors (called "stabilizers" that rescue ΔF508-CFTR activity. To design the "stabilizers", we extended our structural ensemble-based computational protein redesign algorithm K* to encompass protein-protein and protein-peptide interactions. The computational predictions achieved high accuracy: all of the top-predicted peptide inhibitors bound well to CAL. Furthermore, when compared to state-of-the-art CAL inhibitors, our design methodology achieved higher affinity and increased binding efficiency. The designed inhibitor with the highest affinity for CAL (kCAL01 binds six-fold more tightly than the previous best hexamer (iCAL35, and 170-fold more tightly than the CFTR C-terminus. We show that kCAL01 has physiological activity and can rescue chloride efflux in CF patient-derived airway epithelial cells. Since stabilizers address a different cellular CF defect from potentiators and correctors, our inhibitors provide an additional therapeutic pathway that can be used in conjunction with current methods.

  18. Human-centered design of the human-system interfaces of medical equipment: thyroid uptake system

    International Nuclear Information System (INIS)

    Monteiro, Jonathan K.R.; Farias, Marcos S.; Santos, Isaac J.A. Luquetti; Monteiro, Beany G.

    2013-01-01

    Technology plays an important role in modern medical centers, making healthcare increasingly complex, relying on complex technical equipment. This technical complexity is particularly noticeable in the nuclear medicine. Poorly design human-system interfaces can increase the risks for human error. The human-centered approach emphasizes the development of the equipment with a deep understanding of the users activities, current work practices, needs and abilities of the users. An important concept of human-centered design is that the ease-of-use of the equipment can be ensured only if users are actively incorporated in all phases of the life cycle of design process. Representative groups of users are exposed to the equipment at various stages in development, in a variety of testing, evaluation and interviewing situations. The users feedback obtained is then used to refine the design, with the result serving as input to the next interaction of design process. The limits of the approach are that the users cannot address any particular future needs without prior experience or knowledge about the equipment operation. The aim of this paper is to present a methodological framework that contributes to the design of the human-system interfaces, through an approach related to the users and their activities. A case study is described in which the methodological framework is being applied in development of new human-system interfaces of the thyroid uptake system. (author)

  19. Social Psychology Of Persuasion Applied To Human-agent Interaction

    Directory of Open Access Journals (Sweden)

    Shenghua Liu

    2008-01-01

    Full Text Available This paper discusses and evaluates the application of a social psychologically enriched, user-centered approach to agent architecture design. The major aim is to facilitate human-agent interaction (HAI by making agents not only algorithmically more intelligent but also socially more skillful in communicating with the user. A decision-making model and communicative argumentation strategies have been incorporated into the agent architecture. In the presented content resource management experiments, enhancement of human task performance is demonstrated for users that are supported by a persuasive agent. This superior performance seems to be rooted in a more trusting collaborative relationship between the user and the agent, rather than in the appropriateness of the agent's decision-making suggestions alone. In particular, the second experiment demonstrated that interface interaction design should follow the principles of task-orientation and implicitness. Making the influence of the agent too salient can trigger counterintentional effects, such as users' discomfort and psychological reactance.

  20. Muscle-tendon interaction and elastic energy usage in human walking

    DEFF Research Database (Denmark)

    Ishikawa, Masaki; Komi, Paavo V.; Grey, Michael James

    2005-01-01

    The present study was designed to explore how the interaction between the fascicles and tendinous tissues is involved in storage and utilization of elastic energy during human walking. Eight male subjects walked with a natural cadence (1.4 +/- 0.1 m/s) on a 10-m-long force plate system. In vivo......-stance phase. In contrast, the soleus fascicles were lengthened until the end of the single-stance phase. These findings suggest that the elastic recoil takes place not as a spring-like bouncing but as a catapult action in natural human walking. The interaction between the muscle fascicles and tendinous...