WorldWideScience

Sample records for human-computer interaction researchers

  1. 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...

  2. 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 m

  3. Human Computer Interaction: An intellectual approach

    Directory of Open Access Journals (Sweden)

    Kuntal Saroha

    2011-08-01

    Full Text Available This paper discusses the research that has been done in thefield of Human Computer Interaction (HCI relating tohuman psychology. Human-computer interaction (HCI isthe study of how people design, implement, and useinteractive computer systems and how computers affectindividuals, organizations, and society. This encompassesnot only ease of use but also new interaction techniques forsupporting user tasks, providing better access toinformation, and creating more powerful forms ofcommunication. It involves input and output devices andthe interaction techniques that use them; how information ispresented and requested; how the computer’s actions arecontrolled and monitored; all forms of help, documentation,and training; the tools used to design, build, test, andevaluate user interfaces; and the processes that developersfollow when creating Interfaces.

  4. 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

  5. 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.

  6. 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.

  7. 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.

  8. Deep architectures for Human Computer Interaction

    NARCIS (Netherlands)

    Noulas, A.K.; Kröse, B.J.A.

    2008-01-01

    In this work we present the application of Conditional Restricted Boltzmann Machines in Human Computer Interaction. These provide a well suited framework to model the complex temporal patterns produced from humans in the audio and video modalities. They can be trained in a semisupervised fashion and

  9. 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...

  10. 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

  11. 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.

  12. 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

  13. Visual Interpretation Of Hand Gestures For Human Computer Interaction

    Directory of Open Access Journals (Sweden)

    M.S.Sahane

    2014-01-01

    Full Text Available The use of hand gestures provides an attractive alternative to cumbersome interface devices for human-computer interaction (HCI. In particular, visual interpretation of hand gestures can help in achieving the ease and naturalness desired for HCI. This discussion is organized on the basis of the method used for modeling, analyzing, and recognizing gestures. We propose pointing gesture-based large display interaction using a depth camera. A user interacts with applications for large display by using pointing gestures with the barehand. The calibration between large display and depth camera can be automatically performed by using RGB-D camera.. We also discuss implemented gestural systems as well as other potential applications of vision-based gesture recognition. We discuss directions of future research in gesture recognition, including its integration with other natural modes of human computer interaction.

  14. Citation Counting, Citation Ranking, and h-Index of Human-Computer Interaction Researchers: A Comparison between Scopus and Web of Science

    CERN Document Server

    Meho, Lokman I

    2008-01-01

    This study examines the differences between Scopus and Web of Science in the citation counting, citation ranking, and h-index of 22 top human-computer interaction (HCI) researchers from EQUATOR--a large British Interdisciplinary Research Collaboration project. Results indicate that Scopus provides significantly more coverage of HCI literature than Web of Science, primarily due to coverage of relevant ACM and IEEE peer-reviewed conference proceedings. No significant differences exist between the two databases if citations in journals only are compared. Although broader coverage of the literature does not significantly alter the relative citation ranking of individual researchers, Scopus helps distinguish between the researchers in a more nuanced fashion than Web of Science in both citation counting and h-index. Scopus also generates significantly different maps of citation networks of individual scholars than those generated by Web of Science. The study also presents a comparison of h-index scores based on Goo...

  15. On the Rhetorical Contract in Human-Computer Interaction.

    Science.gov (United States)

    Wenger, Michael J.

    1991-01-01

    An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…

  16. Study on Human-Computer Interaction in Immersive Virtual Environment

    Institute of Scientific and Technical Information of China (English)

    段红; 黄柯棣

    2002-01-01

    Human-computer interaction is one of the most important issues in research of Virtual Environments. This paper introduces interaction software developed for a virtual operating environment for space experiments. Core components of the interaction software are: an object-oriented database for behavior management of virtual objects, a software agent called virtual eye for viewpoint control, and a software agent called virtual hand for object manipulation. Based on the above components, some instance programs for object manipulation have been developed. The user can observe the virtual environment through head-mounted display system, control viewpoint by head tracker and/or keyboard, and select and manipulate virtual objects by 3D mouse.

  17. Human-Computer Interactions and Decision Behavior

    Science.gov (United States)

    1984-01-01

    software interfaces. The major components of the reseach program included the Diaiogue Management System. (DMS) operating environment, the role of...specification; and new methods for modeling, designing, and developing human-computer interfaces based on syntactic and semantic specification. The DMS...achieving communication is language. Accordingly, the transaction model employs a linguistic model consisting of parts that relate computer responses

  18. Effective Use of Human Computer Interaction in Digital Academic Supportive Devices

    OpenAIRE

    Thuseethan, S.; Kuhanesan, S.

    2015-01-01

    In this research, a literature in human-computer interaction is reviewed and the technology aspect of human computer interaction related with digital academic supportive devices is also analyzed. According to all these concerns, recommendations to design good human-computer digital academic supportive devices are analyzed and proposed. Due to improvements in both hardware and software, digital devices have unveiled continuous advances in efficiency and processing capacity. However, many of th...

  19. 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 ...

  20. 近距离3D人机交互技术研究实现%Research and implementation of 3D human computer interactive technology in close scenario

    Institute of Scientific and Technical Information of China (English)

    刘川; 邬春学

    2015-01-01

    3D human-computer interaction is an amalgamation of computer graphics, virtual reality and pattern recognition, which consists of virtual environment and 3D object recognition. A total solution consisting of virtual environment rendering and 3D object recognition is proposed and applied in the close human-computer interaction scenes, which simulate virtual scenario with the ratio of 1∶1. The research analyses the transformation between virtual environment and reality; three main factors which have influence on stereo display of virtual object have been explored, which include the camera angle, the distance between two cameras in OpenGL and the stereo image pairs generation;3D object recognition is implemented on Intel Perceptual Computing. Experiments show that the solution has excellent 3D effect in simulation virtual scenario with 1∶1 ratio and high gesture recognition rate.%3D人机交互技术是计算机图形学、虚拟现实和模式识别的交叉融合领域,可分为虚拟环境的显示和三维物体识别。该研究将虚拟环境显示和三维物体识别整合成一个完整的解决方案并应用到1∶1模拟虚拟场景的近距离交互。研究了虚拟现实之间的坐标转换;分析了影响虚拟物体立体显示的三个主要因素:OpenGL中摄像机的张角,摄像机间距和立体图像对的产生;并实现了基于Intel Perceptual Computing的三维物体识别。实验结果显示:该方案在1∶1模拟虚拟场景方面具有良好的3D显示效果,同时在手势识别方面有较高的识别率。

  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...

  2. Measuring Appeal in Human Computer Interaction

    DEFF Research Database (Denmark)

    Neben, Tillmann; Xiao, Bo Sophia; Lim, Eric T.

    2015-01-01

    has relied predominantly on subjective self-rating scales, this research-in-progress paper proposes complementary objective measurement for appeal. We start by reviewing the linkages between the theoretical constructs related to appeal and their neurophysiological correlates. We then review past......Appeal refers to the positive emotional response to an aesthetic, beautiful, or in another way desirable stimulus. It is a recurring topic in information systems (IS) research, and is important for understanding many phenomena of user behavior and decision-making. While past IS research on appeal...

  3. Human-computer interaction: psychology as a science of design.

    Science.gov (United States)

    Carroll, J M

    1997-01-01

    Human-computer interaction (HCI) study is the region of intersection between psychology and the social sciences, on the one hand, and computer science and technology, on the other. HCI researchers analyze and design specific user interface technologies (e.g. pointing devices). They study and improve the processes of technology development (e.g. task analysis, design rationale). They develop and evaluate new applications of technology (e.g. word processors, digital libraries). Throughout the past two decades, HCI has progressively integrated its scientific concerns with the engineering goal of improving the usability of computer systems and applications, which has resulted in a body of technical knowledge and methodology. HCI continues to provide a challenging test domain for applying and developing psychological and social theory in the context of technology development and use.

  4. Human computer interaction issues in Clinical Trials Management Systems.

    Science.gov (United States)

    Starren, Justin B; Payne, Philip R O; Kaufman, David R

    2006-01-01

    Clinical trials increasingly rely upon web-based Clinical Trials Management Systems (CTMS). As with clinical care systems, Human Computer Interaction (HCI) issues can greatly affect the usefulness of such systems. Evaluation of the user interface of one web-based CTMS revealed a number of potential human-computer interaction problems, in particular, increased workflow complexity associated with a web application delivery model and potential usability problems resulting from the use of ambiguous icons. Because these design features are shared by a large fraction of current CTMS, the implications extend beyond this individual system.

  5. 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

  6. 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

  7. Formal modelling techniques in human-computer interaction

    NARCIS (Netherlands)

    Haan, de G.; Veer, van der G.C.; Vliet, van J.C.

    1991-01-01

    This paper is a theoretical contribution, elaborating the concept of models as used in Cognitive Ergonomics. A number of formal modelling techniques in human-computer interaction will be reviewed and discussed. The analysis focusses on different related concepts of formal modelling techniques in hum

  8. The epistemology and ontology of human-computer interaction

    NARCIS (Netherlands)

    Brey, Philip

    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: computer

  9. 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.

  10. 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.

  11. 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

  12. Wearable joystick for gloves-on human/computer interaction

    Science.gov (United States)

    Bae, Jaewook; Voyles, Richard M.

    2006-05-01

    In this paper, we present preliminary work on a novel wearable joystick for gloves-on human/computer interaction in hazardous environments. Interacting with traditional input devices can be clumsy and inconvenient for the operator in hazardous environments due to the bulkiness of multiple system components and troublesome wires. During a collapsed structure search, for example, protective clothing, uneven footing, and "snag" points in the environment can render traditional input devices impractical. Wearable computing has been studied by various researchers to increase the portability of devices and to improve the proprioceptive sense of the wearer's intentions. Specifically, glove-like input devices to recognize hand gestures have been developed for general-purpose applications. But, regardless of their performance, prior gloves have been fragile and cumbersome to use in rough environments. In this paper, we present a new wearable joystick to remove the wires from a simple, two-degree of freedom glove interface. Thus, we develop a wearable joystick that is low cost, durable and robust, and wire-free at the glove. In order to evaluate the wearable joystick, we take into consideration two metrics during operator tests of a commercial robot: task completion time and path tortuosity. We employ fractal analysis to measure path tortuosity. Preliminary user test results are presented that compare the performance of both a wearable joystick and a traditional joystick.

  13. A Glance into the Future of Human Computer Interactions

    CERN Document Server

    Farooq, Umer; Nazir, Sohail

    2011-01-01

    Computers have a direct impact on our lives nowadays. Human's interaction with the computer has modified with the passage of time as improvement in technology occurred the better the human computer interaction became. Today we are facilitated by the operating system that has reduced all the complexity of hardware and we undergo our computation in a very convenient way irrespective of the process occurring at the hardware level. Though the human computer interaction has improved but it's not done yet. If we come to the future the computer's role in our lives would be a lot more rather our life would be of the artificial intelligence. In our future the biggest resource would be component of time and wasting time for a key board entry or a mouse input would be unbearable so the need would be of the computer interaction environment that along with the complexity reduction also minimizes the time wastage in the human computer interaction. Accordingly in our future the computation would also be increased it would n...

  14. A Glance into the Future of Human Computer Interaction

    CERN Document Server

    Farooq, Umer; Nazir, Sohail

    2011-01-01

    Computers have a direct impact on our lives nowadays. Human's interaction with the computer has modified with the passage of time as improvement in technology occurred the better the human computer interaction became. Today we are facilitated by the operating system that has reduced all the complexity of hardware and we undergo our computation in a very convenient way irrespective of the process occurring at the hardware level. Though the human computer interaction has improved but it's not done yet. If we come to the future the computer's role in our lives would be a lot more rather our life would be of the artificial intelligence. In our future the biggest resource would be component of time and wasting time for a key board entry or a mouse input would be unbearable so the need would be of the computer interaction environment that along with the complexity reduction also minimizes the time wastage in the human computer interaction. Accordingly in our future the computation would also be increased it would n...

  15. 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.

  16. Human Computer Interaction Approach in Developing Customer Relationship Management

    Directory of Open Access Journals (Sweden)

    Mohd H.N.M. Nasir

    2008-01-01

    Full Text Available Problem statement: Many published studies have found that more than 50% of Customer Relationship Management (CRM system implementations have failed due to the failure of system usability and does not fulfilled user expectation. This study presented the issues that contributed to the failures of CRM system and proposed a prototype of CRM system developed using Human Computer Interaction approaches in order to resolve the identified issues. Approach: In order to capture the users' requirements, a single in-depth case study of a multinational company was chosen in this research, in which the background, current conditions and environmental interactions were observed, recorded and analyzed for stages of patterns in relation to internal and external influences. Some techniques of blended data gathering which are interviews, naturalistic observation and studying user documentation were employed and then the prototype of CRM system was developed which incorporated User-Centered Design (UCD approach, Hierarchical Task Analysis (HTA, metaphor and identification of users' behaviors and characteristics. The implementation of these techniques, were then measured in terms of usability. Results: Based on the usability testing conducted, the results showed that most of the users agreed that the system is comfortable to work with by taking the quality attributes of learnability, memorizeablity, utility, sortability, font, visualization, user metaphor, information easy view and color as measurement parameters. Conclusions/Recommendations: By combining all these techniques, a comfort level for the users that leads to user satisfaction and higher usability degree can be achieved in a proposed CRM system. Thus, it is important that the companies should put usability quality attribute into a consideration before developing or procuring CRM system to ensure the implementation successfulness of the CRM system.

  17. Combining Natural Human-Computer Interaction and Wireless Communication

    Directory of Open Access Journals (Sweden)

    Ştefan Gheorghe PENTIUC

    2011-01-01

    Full Text Available In this paper we present how human-computer interaction can be improved by using wireless communication between devices. Devices that offer a natural user interaction, like the Microsoft Surface Table and tablet PCs, can work together to enhance the experience of an application. Users can use physical objects for a more natural way of handling the virtual world on one hand, and interact with other users wirelessly connected on the other. Physical objects, that interact with the surface table, have a tag attached to them, allowing us to identify them, and take the required action. The TCP/IP protocol was used to handle the wireless communication over the wireless network. A server and a client application were developed for the used devices. To get a wide range of targeted mobile devices, different frameworks for developing cross platform applications were analyzed.

  18. A Framework and Implementation of User Interface and Human-Computer Interaction Instruction

    Science.gov (United States)

    Peslak, Alan

    2005-01-01

    Researchers have suggested that up to 50 % of the effort in development of information systems is devoted to user interface development (Douglas, Tremaine, Leventhal, Wills, & Manaris, 2002; Myers & Rosson, 1992). Yet little study has been performed on the inclusion of important interface and human-computer interaction topics into a current…

  19. Advancements in Violin-Related Human-Computer Interaction

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2014-01-01

    Finesse is required while performing with many traditional musical instruments, as they are extremely responsive to human inputs. The violin is specifically examined here, as it excels at translating a performer’s gestures into sound in manners that evoke a wide range of affective qualities...... 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......-Computer Interaction technologies for the violin are developed in order to allow musicians to explore new methods of creating music. Through this process, the aim is to provide musicians with control systems that let them transcend the interface itself, and focus on musically compelling performances....

  20. Interaction in Information Systems - Beyond Human-Computer Interaction

    DEFF Research Database (Denmark)

    Bækgaard, Lars

    The purpose of this paper is to discuss and analyze the role of interaction in information systems. Interaction represents dynamic relations between actors and other elements in information systems. We introduce a semi-formal notation that we use to describe a set of interaction patterns and we...... illustrate how the notation can be used to describe mediated interaction. We use the interaction patterns to evaluate a set of modeling languages. No single language supports all relevant aspects of interaction modeling. We use the interaction patterns to identify to general and supplementary forms...... of interaction-interaction based on exchange of objects and interaction based on exchange of commands. None of the modeling languages that we analyze support both forms in a rich way....

  1. Towards a semio-cognitive theory of human-computer interaction

    OpenAIRE

    Scolari, Carlos Alberto

    2001-01-01

    The research here presented is theoretical and introduces a critical analysis of instrumental approaches in Human-Computer Interaction (HCI). From a semiotic point of view interfaces are not "natural" or "neutral" instruments, but rather complex sense production devices. Interaction, in other words, is far from being a "transparent" process.In this abstract we present the fundaments of a theoretical model that combines Semiotics with Cognitive Science approaches.

  2. 08292 Abstracts Collection -- The Study of Visual Aesthetics in Human-Computer Interaction

    OpenAIRE

    Hassenzahl, Marc; Lindgaard, Gitte; Platz, Axel; Tractinsky, Noam

    2008-01-01

    From 13.07. to 16.07.2008, the Dagstuhl Seminar 08292 ``The Study of Visual Aesthetics in Human-Computer Interaction'' was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first secti...

  3. AFFECTIVE AND EMOTIONAL ASPECTS OF HUMAN-COMPUTER INTERACTION: Game-Based and Innovative Learning Approaches

    OpenAIRE

    A. Askim GULUMBAY, Anadolu University, TURKEY

    2006-01-01

    This book was edited by, Maja Pivec, an educator at the University of Applied Sciences, and published by IOS Pres in 2006. The learning process can be seen as an emotional and personal experience that is addictive and leads learners to proactive behavior. New research methods in this field are related to affective and emotional approaches to computersupported learning and human-computer interactions.Bringing together scientists and research aspects from psychology, educational sciences, cogni...

  4. AFFECTIVE AND EMOTIONAL ASPECTS OF HUMAN-COMPUTER INTERACTION: Game-Based and Innovative Learning Approaches

    Directory of Open Access Journals (Sweden)

    A. Askim GULUMBAY, Anadolu University, TURKEY

    2006-07-01

    Full Text Available This book was edited by, Maja Pivec, an educator at the University of Applied Sciences, and published by IOS Pres in 2006. The learning process can be seen as an emotional and personal experience that is addictive and leads learners to proactive behavior. New research methods in this field are related to affective and emotional approaches to computersupported learning and human-computer interactions.Bringing together scientists and research aspects from psychology, educational sciences, cognitive sciences, various aspects of communication and human computer interaction, interface design andcomputer science on one hand and educators and game industry on the other, this should open gates to evolutionary changes of the learning industry. The major topics discussed are emotions, motivation, games and game-experience.

  5. Research on the Human-computer Interaction Design for Children' s Smart Toys%儿童智能玩具中人机交互设计的研究

    Institute of Scientific and Technical Information of China (English)

    吴国荣; 王微

    2012-01-01

    以人机交互在现实生活中的信息传播、交流为启示,分析了电子时代玩具的功能、造型等信息,并结合日常生活中人对机器的广泛运用,进而分析了近年来在计算机软件及产品设计领域开发的人机界面设计。通过语音识别、肢体触碰、图像交互以及数字交互等新技术研究领域,实现交互式智能玩具在儿童成长阶段发挥的重要作用,让儿童在潜移默化中"寓教于乐、健康成长"。%Inspired by the information dissemination and communication of human-computer interaction in real life, it analyzed the function and modeling of the electronic age toys. Combined with the extensive use of human for machine in the daily life, and then it analyzed the human-computer interface design of software and product man-machine in the recent years. Through the research field of voice recognition, physical touch, image interaction and digital interactive technology, the interactive smart toys play an important role in the child growth which make the children entertaining and grow healthy.

  6. Real Time Multiple Hand Gesture Recognition System for Human Computer Interaction

    Directory of Open Access Journals (Sweden)

    Siddharth S. Rautaray

    2012-05-01

    Full Text Available With the increasing use of computing devices in day to day life, the need of user friendly interfaces has lead towards the evolution of different types of interfaces for human computer interaction. Real time vision based hand gesture recognition affords users the ability to interact with computers in more natural and intuitive ways. Direct use of hands as an input device is an attractive method which can communicate much more information by itself in comparison to mice, joysticks etc allowing a greater number of recognition system that can be used in a variety of human computer interaction applications. The gesture recognition system consist of three main modules like hand segmentation, hand tracking and gesture recognition from hand features. The designed system further integrated with different applications like image browser, virtual game etc. possibilities for human computer interaction. Computer Vision based systems has the potential to provide more natural, non-contact solutions. The present research work focuses on to design and develops a practical framework for real time hand gesture.

  7. 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.

  8. 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.

  9. 基于人机交互的界面设计研究%Research on the Interface Design Based on Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    孙扬; 浦云明; 黄淑贞

    2012-01-01

    Making the application of interaction design in the computer application software interface as the breakthrough point, analyzes and summarizes the principles and prototype construction of interaction design, and analyses and improves the 91Note interation design scheme, leads the application of interaction design principle in the practice according to its availability and easy using. Discusses some non-technical issues to improve the quality of software products for bet- ter customer service.%以交互设计在计算机应用软件界面上的应用为切入点.分析总结交互设计原则和交互设计中的原型构建M题,并根据可用性与易用性原则,分析改进现有91Note交互设计方案,领会交互设计原则在实践中的应用。从非技术问题上改进软件质量,使软件产品更好地为用户服务。

  10. 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.

  11. 基于肤色识别的人机交互方法在游戏中的应用研究%Research on Human-Computer Interaction Methods in Game Application Based on Skin Color Recognition

    Institute of Scientific and Technical Information of China (English)

    闫玉宝; 夏露; 侯宪锋

    2012-01-01

    利用计算机视觉技术实现游戏人机交互来提高游戏的娱乐性,是当前国内外应用研究的热点.文中提出了采用肤色检测技术应用于游戏交互的方法.通过摄像头对肤色进行采样,再利用统计方法对皮肤颜色进行分析建立肤色模型;采用背景差分阈值分割法和Camshift算法进行手势跟踪监测,获取手的位置;将手的位置作为信号传递给游戏角色,从而控制游戏.在VC ++6.0下,使用OpenCV和OpenGL开源库,构建了普通摄像头视觉游戏实验平台,通过手势的运动轨迹控制粒子系统喷射方向.实验结果表明,通过肤色进行手势跟踪监测,进而控制游戏角色运动,具有很好的实时性和交互性.%The game human-computer interaction is fulfilled by making use of computer vision technology to improve the game entertainment. It is a current research hotspot at home and abroad. This paper puts forward the method that the skin detection technology is applied to game interaction. Skin detection technology is applied in human-computer interaction in this paper. Skin color is sampled through the camera, and skin color model is established by making use of statistical methods for analysis of skin color. In order to reduce the influence of the background color recognition, the RGB model translates into HSV model. It takes advantage of the background difference threshold segmentation method and Camshaft algorithm for hand tracking monitoring to get the position of the hand. So as to control the game, the position of handle as a signal is transmitted to characters. And in VC+ + 6. 0, it uses open source library OpenCV and gestures OpenGL to build a common experimental platform game camera vision, with gestures trajectory controlling particle system injection. The experimental result shows that making use of the skin color tracking and monitoring gesture to control game character movement has very good real-time and interactivity.

  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...

  13. 体感设备与被动立体相结合的人机交互方法研究%Research on the method of human-computer interaction in combining somatosensory equipment with passive stereo

    Institute of Scientific and Technical Information of China (English)

    谭剑波; 张光刘; 李琳

    2011-01-01

    The technology of human-computer interaction full of sense of immersion and manipulation is the target of researchers in the area of virtual reality, and three-dimensional display and somatosensory interaction has become the hot topics at present. By means of introducing the Somatosensory equipment into the display environment of passive stereo, this paper designs and develops a three-dimensional tennis game. Taking the advantage of a stereo display of 3D, and through reasonably planning the relationships and mapping links among objects, participants' visual sense and somatosensory equipment in the game, the sense of immersion and manipulation is improved dramatically.%富有沉浸感和操纵感的人机交互技术是虚拟现实学科研究者的追求目标,立体显示与体感交互是当前的热点问题.文章将体感设备引入被动立体的显示环境,设计开发了一个立体网球游戏,利用立体显示的三维视觉特性,通过合理规划游戏中的对象、参与人的视觉感官以及体感设备三者之间的联系和映射关系,使沉浸感和操纵感得到很大的提升.

  14. 儿童学习型游戏人机交互界面的设计研究%Research on Design of Human Computer Interaction Interface for Childr- en's Learning Game

    Institute of Scientific and Technical Information of China (English)

    杨明朗; 郭峰; 刘贺

    2012-01-01

    Taking the rapid appear of children' s learning game as inspiration, it analyzed the general situation of the human computer interaction interface design for children' s learning game at present, and discussed the question of human computer interaction interface design for children' s learning game which didn' t accord with children' s cognitive habits, pay more attention to visual effect and neglected the sound effects, poor of interactive. Based on this, it proposed the design of the children' s learning game human computer interaction interface should proceed with graphical user interface, voice user interface, the entity of user interface, search for a most conforms to the children' s cognitive characteristics of the human computer interaction interface.%摘要:以儿童学习型游戏的大量出现为启示,分析了现阶段儿童学习型游戏人机交互界面设计的概况,进而论述了儿童学习型游戏人机交互界面设计存在的不符合儿童认知习惯、过分注重视觉效果而忽视听觉效果、交互性差的问题。在此基础上,提出了儿童学习型游戏人机交互界面的设计应从图形化用户交互界面、声音用户界面、实体用户界面入手,探寻最符合儿童认知特性的人机交互界面。

  15. 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

  16. Design of Food Management Information System Based on Human-computer Interaction

    Directory of Open Access Journals (Sweden)

    Xingkai Cui

    2015-07-01

    Full Text Available Food safety problem is directly related with public health. This study takes the necessity of establishing food management information system as the breakthrough point, through the interpretation of the overview of human-computer interaction technology, as well as the conceptual framework of human-computer interaction, it discusses the construction of food management information system, expecting to promote China's food safety management process so as to guarantee public health guarantee.

  17. The human-computer interaction design of self-operated mobile telemedicine devices

    OpenAIRE

    Zheng, Shaoqing

    2015-01-01

    Human-computer interaction (HCI) is an important issue in the area of medicine, for example, the operation of surgical simulators, virtual rehabilitation systems, telemedicine treatments, and so on. In this thesis, the human-computer interaction of a self-operated mobile telemedicine device is designed. The mobile telemedicine device (i.e. intelligent Medication Box or iMedBox) is used for remotely monitoring patient health and activity information such as ECG (electrocardiogram) signals, hom...

  18. 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

  19. An Overview of a Decade of Journal Publications about Culture and Human-Computer Interaction (HCI)

    Science.gov (United States)

    Clemmensen, Torkil; Roese, Kerstin

    In this paper, we analyze the concept of human-computer interaction in cultural and national contexts. Building and extending upon the framework for understanding research in usability and culture by Honold [3], we give an overview of publications in culture and HCI between 1998 and 2008, with a narrow focus on high-level journal publications only. The purpose is to review current practice in how cultural HCI issues are studied, and to analyse problems with the measures and interpretation of this studies. We find that Hofstede's cultural dimensions has been the dominating model of culture, participants have been picked because they could speak English, and most studies have been large scale quantitative studies. In order to balance this situation, we recommend that more researchers and practitioners do qualitative, empirical work studies.

  20. 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…

  1. 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…

  2. REVIEW: Affective and Emotional Aspects of Human-Computer Interaction: Game-Based and Innovative Learning Approaches

    OpenAIRE

    GULUMBAY, Reviewed By Dr. A. Askim

    2006-01-01

    This book was edited by, Maja Pivec, an educator at the University of Applied Sciences, and published by IOS Pres in 2006. The learning process can be seen as an emotional and personal experience that is addictive and leads learners to proactive behavior. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. Bringing together scientists and research aspects from psychology, educational sciences, cog...

  3. Human-Computer Interaction Software: Lessons Learned, Challenges Ahead

    Science.gov (United States)

    1989-01-01

    domain communi- Iatelligent s t s s Me cation. Users familiar with problem Inteligent support systes. High-func- anddomains but inxperienced with comput...8217i. April 1987, pp. 7.3-78. His research interests include artificial intel- Creating better HCI softw-are will have a 8. S.K Catrd. I.P. Moran. arid

  4. Mobile human-computer interaction perspective on mobile learning

    CSIR Research Space (South Africa)

    Botha, Adèle

    2010-10-01

    Full Text Available , will have to be incorporated in some sense, as virtual reality through mobile technology becomes a reality. Elements of context can be naively described as situations where the user’s physical relation to space and time would be significant (high context... mobile technology as an ICT in education. This investigation has led our research to suggest additional insights for MHCI and simultaneously provided a better understanding of the development and implementation of mobiles in teaching and learning...

  5. Impact of Cognitive Architectures on Human-Computer Interaction

    Science.gov (United States)

    2014-09-01

    simulation. In this work they were preparing for the Synthetic Theatre of War-1997 exercise where between 10,000 and 50,000 automated agents would...work with up to 1,000 humans.27 The results of this exercise are documented by Laird et al.28 5. Conclusions and Future Work To assess whether cognitive...RW, MacKenzie IS. Towards a standard for pointing device evaluation, perspectives on 27 years of Fitts’ law research in HCI. International Journal of

  6. 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.

  7. A Project-Based Learning Setting to Human-Computer Interaction for Teenagers

    Science.gov (United States)

    Geyer, Cornelia; Geisler, Stefan

    2012-01-01

    Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give…

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

    NARCIS (Netherlands)

    Shen, Jie; Wenzhe, Shi; Pantic, Maja

    2011-01-01

    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 an

  9. Human-Computer Interaction (HCI) in Educational Environments: Implications of Understanding Computers as Media.

    Science.gov (United States)

    Berg, Gary A.

    2000-01-01

    Reviews literature in the field of human-computer interaction (HCI) as it applies to educational environments. Topics include the origin of HCI; human factors; usability; computer interface design; goals, operations, methods, and selection (GOMS) models; command language versus direct manipulation; hypertext; visual perception; interface…

  10. The experience of agency in human-computer interactions: a review.

    Science.gov (United States)

    Limerick, Hannah; Coyle, David; Moore, James W

    2014-01-01

    The sense of agency is the experience of controlling both one's body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied "real-life" situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces.

  11. Computer Aided Design in Digital Human Modeling for Human Computer Interaction in Ergonomic Assessment: A Review

    Directory of Open Access Journals (Sweden)

    Suman Mukhopadhyay , Sanjib Kumar Das and Tania Chakraborty

    2012-12-01

    Full Text Available Research in Human-Computer Interaction (HCI hasbeen enormously successful in the area of computeraidedergonomics or human-centric designs. Perfectfit for people has always been a target for productdesign. Designers traditionally used anthropometricdimensions for 3D product design which created a lotof fitting problems when dealing with thecomplexities of the human body shapes. Computeraided design (CAD, also known as Computer aideddesign and drafting (CADD is the computertechnology used for the design processing and designdocumentation. CAD has now been used extensivelyin many applications such as automotive,shipbuilding, aerospace industries, architectural andindustrial designs, prosthetics, computer animationfor special effects in movies, advertising andtechnical manuals. As a technology, digital humanmodeling (DHM has rapidly emerged as atechnology that creates, manipulates and controlhuman representations and human-machine systemsscenes on computers for interactive ergonomic designproblem solving. DHM promises to profoundlychange how products or systems are designed, howergonomics analysis is performed, how disorders andimpairments are assessed and how therapies andsurgeries are conducted. The imperative andemerging need for the DHM appears to be consistentwith the fact that the past decade has witnessedsignificant growth in both the software systemsoffering DHM capabilities as well as the corporateadapting the technology.The authors shall dwell atlength and deliberate on how research in DHM hasfinally brought about an enhanced HCI, in thecontext of computer-aided ergonomics or humancentricdesign and discuss about future trends in thiscontext.

  12. Human-Centered Software Engineering: Software Engineering Architectures, Patterns, and Sodels for Human Computer Interaction

    Science.gov (United States)

    Seffah, Ahmed; Vanderdonckt, Jean; Desmarais, Michel C.

    The Computer-Human Interaction and Software Engineering (CHISE) series of edited volumes originated from a number of workshops and discussions over the latest research and developments in the field of Human Computer Interaction (HCI) and Software Engineering (SE) integration, convergence and cross-pollination. A first volume in this series (CHISE Volume I - Human-Centered Software Engineering: Integrating Usability in the Development Lifecycle) aims at bridging the gap between the field of SE and HCI, and addresses specifically the concerns of integrating usability and user-centered systems design methods and tools into the software development lifecycle and practices. This has been done by defining techniques, tools and practices that can fit into the entire software engineering lifecycle as well as by defining ways of addressing the knowledge and skills needed, and the attitudes and basic values that a user-centered development methodology requires. The first volume has been edited as Vol. 8 in the Springer HCI Series (Seffah, Gulliksen and Desmarais, 2005).

  13. Portable tongue-supported human computer interaction system design and implementation.

    Science.gov (United States)

    Quain, Rohan; Khan, Masood Mehmood

    2014-01-01

    Tongue supported human-computer interaction (TSHCI) systems can help critically ill patients interact with both computers and people. These systems can be particularly useful for patients suffering injuries above C7 on their spinal vertebrae. Despite recent successes in their application, several limitations restrict performance of existing TSHCI systems and discourage their use in real life situations. This paper proposes a low-cost, less-intrusive, portable and easy to use design for implementing a TSHCI system. Two applications of the proposed system are reported. Design considerations and performance of the proposed system are also presented.

  14. 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.

  15. 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.

  16. 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...

  17. 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...

  18. Hand gesture recognition based on motion history images for a simple human-computer interaction system

    Science.gov (United States)

    Timotius, Ivanna K.; Setyawan, Iwan

    2013-03-01

    A human-computer interaction can be developed using several kind of tools. One choice is using images captured using a camera. This paper proposed a simple human-computer interaction system based on hand movement captured by a web camera. The system aims to classify the captured movement into one of three classes. The first two classes contain hand movements to the left and right, respectively. The third class contains non-hand movements or hand movements to other directions. The method used in this paper is based on Motion History Images (MHIs) and nearest neighbor classifier. The resulting MHIs are processed in two manners, namely by summing the pixel values along the vertical axis and reshaping into vectors. We also use two distance criteria in this paper, respectively the Euclidian distance and cross correlation. This paper compared the performance of the combinations of different MHI data processing and distance criteria using 10 runs of 2-fold cross validation. Our experiments show that reshaping the MHI data into vectors combined with a Euclidean distance criterion gives the highest average accuracy, namely 55.67%.

  19. Metaphors for the Nature of Human-Computer Interaction in an Empowering Environment: Interaction Style Influences the Manner of Human Accomplishment.

    Science.gov (United States)

    Weller, Herman G.; Hartson, H. Rex

    1992-01-01

    Describes human-computer interface needs for empowering environments in computer usage in which the machine handles the routine mechanics of problem solving while the user concentrates on its higher order meanings. A closed-loop model of interaction is described, interface as illusion is discussed, and metaphors for human-computer interaction are…

  20. Categorisation of visualisation methods to support the design of Human-Computer Interaction Systems.

    Science.gov (United States)

    Li, Katie; Tiwari, Ashutosh; Alcock, Jeffrey; Bermell-Garcia, Pablo

    2016-07-01

    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).

  1. 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.

  2. 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

  3. Using minimal human-computer interfaces for studying the interactive development of social awareness

    Directory of Open Access Journals (Sweden)

    Tom eFroese

    2014-09-01

    Full Text Available According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other’s presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience.

  4. Using minimal human-computer interfaces for studying the interactive development of social awareness.

    Science.gov (United States)

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI) can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other's presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience.

  5. An Human-Computer Interactive Augmented Reality System for Coronary Artery Diagnosis Planning and Training.

    Science.gov (United States)

    Li, Qiming; Huang, Chen; Lv, Shengqing; Li, Zeyu; Chen, Yimin; Ma, Lizhuang

    2017-09-02

    In order to let the doctor carry on the coronary artery diagnosis and preoperative planning in a more intuitive and more natural way, and to improve the training effect for interns, an augmented reality system for coronary artery diagnosis planning and training (ARS-CADPT) is designed and realized in this paper. At first, a 3D reconstruction algorithm based on computed tomographic (CT) images is proposed to model the coronary artery vessels (CAV). Secondly, the algorithms of static gesture recognition and dynamic gesture spotting and recognition are presented to realize the real-time and friendly human-computer interaction (HCI), which is the characteristic of ARS-CADPT. Thirdly, a Sort-First parallel rendering and splicing display subsystem is developed, which greatly expands the capacity of student users. The experimental results show that, with the use of ARS-CADPT, the reconstruction accuracy of CAV model is high, the HCI is natural and fluent, and the visual effect is good. In a word, the system fully meets the application requirement.

  6. 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.

  7. 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.

  8. Adaptation of hybrid human-computer interaction systems using EEG error-related potentials.

    Science.gov (United States)

    Chavarriaga, Ricardo; Biasiucci, Andrea; Forster, Killian; Roggen, Daniel; Troster, Gerhard; Millan, Jose Del R

    2010-01-01

    Performance improvement in both humans and artificial systems strongly relies in the ability of recognizing erroneous behavior or decisions. This paper, that builds upon previous studies on EEG error-related signals, presents a hybrid approach for human computer interaction that uses human gestures to send commands to a computer and exploits brain activity to provide implicit feedback about the recognition of such commands. Using a simple computer game as a case study, we show that EEG activity evoked by erroneous gesture recognition can be classified in single trials above random levels. Automatic artifact rejection techniques are used, taking into account that subjects are allowed to move during the experiment. Moreover, we present a simple adaptation mechanism that uses the EEG signal to label newly acquired samples and can be used to re-calibrate the gesture recognition system in a supervised manner. Offline analysis show that, although the achieved EEG decoding accuracy is far from being perfect, these signals convey sufficient information to significantly improve the overall system performance.

  9. 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.

  10. Delays and user performance in human-computer-network interaction tasks.

    Science.gov (United States)

    Caldwell, Barrett S; Wang, Enlie

    2009-12-01

    This article describes a series of studies conducted to examine factors affecting user perceptions, responses, and tolerance for network-based computer delays affecting distributed human-computer-network interaction (HCNI) tasks. HCNI tasks, even with increasing computing and network bandwidth capabilities, are still affected by human perceptions of delay and appropriate waiting times for information flow latencies. Conducted were 6 laboratory studies with university participants in China (Preliminary Experiments 1 through 3) and the United States (Experiments 4 through 6) to examine users' perceptions of elapsed time, effect of perceived network task performance partners on delay tolerance, and expectations of appropriate delays based on task, situation, and network conditions. Results across the six experiments indicate that users' delay tolerance and estimated delay were affected by multiple task and expectation factors, including task complexity and importance, situation urgency and time availability, file size, and network bandwidth capacity. Results also suggest a range of user strategies for incorporating delay tolerance in task planning and performance. HCNI user experience is influenced by combinations of task requirements, constraints, and understandings of system performance; tolerance is a nonlinear function of time constraint ratios or decay. Appropriate user interface tools providing delay feedback information can help modify user expectations and delay tolerance. These tools are especially valuable when delay conditions exceed a few seconds or when task constraints and system demands are high. Interface designs for HCNI tasks should consider assistant-style presentations of delay feedback, information freshness, and network characteristics. Assistants should also gather awareness of user time constraints.

  11. Using minimal human-computer interfaces for studying the interactive development of social awareness

    Science.gov (United States)

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI) can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other's presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience. PMID:25309490

  12. Human-Computer Interaction and Information Management Research Needs

    Science.gov (United States)

    2003-10-01

    35 4.1 NSF’s Digital Libraries and Digital Government Programs and their Joint Workshop with the Library...and retrieval across multiple digital libraries • Efficient management and distribution of large data sets • Approaches for efficiently and...later HCI&IM CG meetings. 4.1 NSF’s Digital Libraries and Digital Government Programs and their Joint Workshop with the Library of Congress on

  13. 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.

  14. Rapid Human-Computer Interactive Conceptual Design of Mobile and Manipulative Robot Systems

    Science.gov (United States)

    2015-05-19

    Learning Comparative User Models for Accelerating Human-Computer Collaborative Search, Evolutionary and Biologically Inspired Music , Sound, Art and...has been investigated theoretically to some extent ([12]) and successfully applied to artistic tasks ([11, 5]). Our hypothesis is that it is possible...model’s prediction to the sign of the original entry. If the signs coincide for all entries, the network is considered to be successfully trained

  15. Advancements in remote physiological measurement and applications in human-computer interaction

    Science.gov (United States)

    McDuff, Daniel

    2017-04-01

    Physiological signals are important for tracking health and emotional states. Imaging photoplethysmography (iPPG) is a set of techniques for remotely recovering cardio-pulmonary signals from video of the human body. Advances in iPPG methods over the past decade combined with the ubiquity of digital cameras presents the possibility for many new, lowcost applications of physiological monitoring. This talk will highlight methods for recovering physiological signals, work characterizing the impact of video parameters and hardware on these measurements, and applications of this technology in human-computer interfaces.

  16. 人机交互的若干关键技术%Some Key Techniques on Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    王红兵; 瞿裕忠; 徐冬梅; 王; 尧

    2001-01-01

    人机交互(Human-Computer Interaction)是研究人、计算机以及它们相互影响的技术.人机结合以人为主,将是未来计算机系统的特点,实现人机高效合作将是新一代人机界面的主要目的.多通道用户界面、计算机支持的协同工作、三维人机交互等是实现高效自然的人机交互的关键技术.

  17. 人机交互中的场景开发%Scenarios Development in Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    张向波; 邢朝伟

    2003-01-01

    场景是人机交互HCI(Human-Computer Interaction)中的重要技术.文章针对交互系统设计中通常存在的问题,比较深入地分析了基于模型的人机交互过程,对任务分析中场景的作用、应用、包含内容作了较深入的探讨.结果说明场景开发是交互系统深入研究、成功开发的关键步骤之一.

  18. 人机交互中的语音情感识别研究进展%A survey of speech emotion recognition in human computer interaction

    Institute of Scientific and Technical Information of China (English)

    张石清; 李乐民; 赵知劲

    2013-01-01

    Speech emotion recognition is a current active research topic in the fields of signal processing,pattern recognition,artificial intelligence,human computer interaction,etc.The ultimate purpose of such research is to endow computers with emotion ability and make human computer interaction be genuinely harmonic and natural.This paper reviews the recent advance of several key problems involved in speech emotion recognition,including emotional description theory,emotional speech databases,emotional acoustic analysis as well as emotion recognition methods.In addition,the existing research problems and the future direction are presented.%语音情感识别是当前信号处理、模式识别、人工智能、人机交互等领域的热点研究课题,其研究的最终目的是赋予计算机情感能力,使得人机交互做到真正的和谐和自然.本文综述了语音情感识别所涉及到的几个关键问题,包括情感表示理论、情感语音数据库、情感声学特征分析以及情感识别方法四个方面的最新进展,并指出了研究中存在的问题及下一步发展的方向.

  19. 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

  20. The Importance of Human-Computer Interaction in Radiology E-learning.

    Science.gov (United States)

    den Harder, Annemarie M; Frijlingh, Marissa; Ravesloot, Cécile J; Oosterbaan, Anne E; van der Gijp, Anouk

    2016-04-01

    With the development of cross-sectional imaging techniques and transformation to digital reading of radiological imaging, e-learning might be a promising tool in undergraduate radiology education. In this systematic review of the literature, we evaluate the emergence of image interaction possibilities in radiology e-learning programs and evidence for effects of radiology e-learning on learning outcomes and perspectives of medical students and teachers. A systematic search in PubMed, EMBASE, Cochrane, ERIC, and PsycInfo was performed. Articles were screened by two authors and included when they concerned the evaluation of radiological e-learning tools for undergraduate medical students. Nineteen articles were included. Seven studies evaluated e-learning programs with image interaction possibilities. Students perceived e-learning with image interaction possibilities to be a useful addition to learning with hard copy images and to be effective for learning 3D anatomy. Both e-learning programs with and without image interaction possibilities were found to improve radiological knowledge and skills. In general, students found e-learning programs easy to use, rated image quality high, and found the difficulty level of the courses appropriate. Furthermore, they felt that their knowledge and understanding of radiology improved by using e-learning. In conclusion, the addition of radiology e-learning in undergraduate medical education can improve radiological knowledge and image interpretation skills. Differences between the effect of e-learning with and without image interpretation possibilities on learning outcomes are unknown and should be subject to future research.

  1. Perspectives on the Design of Human-Computer Interactions: Issues and Implications.

    Science.gov (United States)

    Gavora, Mark J.; Hannafin, Michael

    1994-01-01

    Considers several perspectives on interaction strategies for computer-aided learning; examines dimensions of interaction; and presents a model for the design of interaction strategies. Topics include pacing; navigation; mental processes; cognitive and physical responses; the role of quality and quantity; a conceptual approach; and suggestions for…

  2. An Investigation of Human-Computer Interaction Approaches Beneficial to Weak Learners in Complex Animation Learning

    Science.gov (United States)

    Yeh, Yu-Fang

    2016-01-01

    Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…

  3. 计算机人机界面交互的美感体现%Beauty of Human-computer Interface Interaction

    Institute of Scientific and Technical Information of China (English)

    高超; 王坤茜

    2014-01-01

    By the angle of the application of aesthetic principles in human-computer interface, the paper explores the application of aesthetics in human-computer interface, and sums up improve the use efficient and use feeling in human-computer interaction by enhancing the beauty of human-computer interface.%本文从美学原则在计算机人机界面中的应用的角度进行分析,探讨美学在计算机人机界面中的应用,从而总结出,如何通过提高计算机人机交互界面的美感来提升用户进行人机交互时的使用效率及使用感受。

  4. Emotion Modelling and Facial Affect Recognition in Human-Computer and Human-Robot Interaction

    OpenAIRE

    Malatesta, Lori; Murray, John; Raouzaiou, Amaryllis; Hiolle, Antoine; Ca?amero, Lola; Karpouzis, Kostas

    2009-01-01

    This work is funded by the EU FP6 project Feelix Growing: FEEL, Interact, eXpress: a Global appRoach to develOpment With INterdisciplinary Grounding, Contract FP6 IST-045169 (http://feelix-growing.org).

  5. The Electronic Mirror: Human-Computer Interaction and Change in Self-Appraisals.

    Science.gov (United States)

    De Laere, Kevin H.; Lundgren, David C.; Howe, Steven R.

    1998-01-01

    Compares humanlike versus machinelike interactional styles of computer interfaces, testing hypotheses that evaluative feedback conveyed through a humanlike interface will have greater impact on individuals' self-appraisals. Reflected appraisals were more influenced by computer feedback than were self-appraisals. Humanlike and machinelike interface…

  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. 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.…

  8. Brain computer interfaces as intelligent sensors for enhancing human-computer interaction

    NARCIS (Netherlands)

    Poel, M.; Nijboer, F.; Broek, E.L. van den; Fairclough, S.; Nijholt, A.

    2012-01-01

    BCIs are traditionally conceived as a way to control apparatus, an interface that allows you to act on" external devices as a form of input control. We propose an alternative use of BCIs, that of monitoring users as an additional intelligent sensor to enrich traditional means of interaction. This vi

  9. Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction

    NARCIS (Netherlands)

    Tan, Desney S.; Nijholt, Anton

    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 f

  10. The Importance of Human-Computer Interaction in Radiology E-learning

    NARCIS (Netherlands)

    den Harder, Annemarie M; Frijlingh, Marissa; Ravesloot, Cécile J; Oosterbaan, Anne E; van der Gijp, Anouk

    2015-01-01

    With the development of cross-sectional imaging techniques and transformation to digital reading of radiological imaging, e-learning might be a promising tool in undergraduate radiology education. In this systematic review of the literature, we evaluate the emergence of image interaction possibiliti

  11. Human-Computer Interaction for BCI Games: Usability and User Experience

    NARCIS (Netherlands)

    Plass-Oude Bos, Danny; Reuderink, Boris; Laar, van de Bram; Gürkök, Hayrettin; Mühl, Christian; Poel, Mannes; Heylen, Dirk; Nijholt, Anton; Sourin, A.

    2010-01-01

    Brain-computer interfaces (BCI) come with a lot of issues, such as delays, bad recognition, long training times, and cumbersome hardware. Gamers are a large potential target group for this new interaction modality, but why would healthy subjects want to use it? BCI provides a combination of informat

  12. Improving Human-Computer Interaction by Developing Culture-sensitive Applications based on Common Sense Knowledge

    CERN Document Server

    Anacleto, Junia Coutinho

    2010-01-01

    The advent of Web 3.0, claiming for personalization in interactive systems (Lassila & Hendler, 2007), and the need for systems capable of interacting in a more natural way in the future society flooded with computer systems and devices (Harper et al., 2008) show that great advances in HCI should be done. This chapter presents some contributions of LIA for the future of HCI, defending that using common sense knowledge is a possibility for improving HCI, especially because people assign meaning to their messages based on their common sense and, therefore, the use of this knowledge in developing user interfaces can make them more intuitive to the end-user. Moreover, as common sense knowledge varies from group to group of people, it can be used for developing applications capable of giving different feedback for different target groups, as the applications presented along this chapter illustrate, allowing, in this way, interface personalization taking into account cultural issues. For the purpose of using com...

  13. 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

  14. Understanding Usefulness in Human-Computer Interaction to Enhance User Experience Evaluation

    Science.gov (United States)

    MacDonald, Craig Matthew

    2012-01-01

    The concept of usefulness has implicitly played a pivotal role in evaluation research, but the meaning of usefulness has changed over time from system reliability to user performance and learnability/ease of use for non-experts. Despite massive technical and social changes, usability remains the "gold standard" for system evaluation.…

  15. Using Tablet PCs in Classroom for Teaching Human-Computer Interaction: An Experience in High Education

    Science.gov (United States)

    da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar

    2014-01-01

    The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…

  16. Preface (to: Brain-Computer Interfaces. Applying our Minds to Human-Computer Interaction)

    NARCIS (Netherlands)

    Tan, Desney; Tan, Desney S.; Nijholt, Antinus

    2010-01-01

    The advances in cognitive neuroscience and brain imaging technologies provide us with the increasing ability to interface directly with activity in the brain. Researchers have begun to use these technologies to build brain-computer interfaces. Originally, these interfaces were meant to allow

  17. Non-Speech Sound in Human-Computer Interaction: A Review and Design Guidelines.

    Science.gov (United States)

    Hereford, James; Winn, William

    1994-01-01

    Reviews research on uses of computer sound and suggests how sound might be used effectively by instructional and interface designers. Topics include principles of interface design; the perception of sound; earcons, both symbolic and iconic; sound in data analysis; sound in virtual environments; and guidelines for using sound. (70 references) (LRW)

  18. Undergraduate Use of CD-ROM Databases: Observations of Human-Computer Interaction and Relevance Judgments.

    Science.gov (United States)

    Shaw, Debora

    1996-01-01

    Describes a study that observed undergraduates as they searched bibliographic databases on a CD-ROM local area network. Topics include related research, information needs, evolution of search topics, database selection, search strategies, relevance judgments, CD-ROM interfaces, and library instruction. (Author/LRW)

  19. The effects of syntactic complexity on the human-computer interaction

    Science.gov (United States)

    Chechile, R. A.; Fleischman, R. N.; Sadoski, D. M.

    1986-01-01

    Three divided-attention experiments were performed to evaluate the effectiveness of a syntactic analysis of the primary task of editing flight route-way-point information. For all editing conditions, a formal syntactic expression was developed for the operator's interaction with the computer. In terms of the syntactic expression, four measures of syntactic were examined. Increased syntactic complexity did increase the time to train operators, but once the operators were trained, syntactic complexity did not influence the divided-attention performance. However, the number of memory retrievals required of the operator significantly accounted for the variation in the accuracy, workload, and task completion time found on the different editing tasks under attention-sharing conditions.

  20. The Changing Face of Human-Computer Interaction in the Age of Ubiquitous Computing

    Science.gov (United States)

    Rogers, Yvonne

    HCI is reinventing itself. No longer only about being user-centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crèche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice.

  1. Composite pattern structured light projection for human computer interaction in space

    Science.gov (United States)

    Guan, Chun; Hassebrook, Laurence G.; Lau, Daniel L.; Yalla, Veera Ganesh

    2005-05-01

    Interacting with computer technology while wearing a space suit is difficult at best. We present a sensor that can interpret body gestures in 3-Dimensions. Having the depth dimension allows simple thresholding to isolate the hands as well as use their positioning and orientation as input controls to digital devices such as computers and/or robotic devices. Structured light pattern projection is a well known method of accurately extracting 3-Dimensional information of a scene. Traditional structured light methods require several different patterns to recover the depth, without ambiguity and albedo sensitivity, and are corrupted by object motion during the projection/capture process. The authors have developed a methodology for combining multiple patterns into a single composite pattern by using 2-Dimensional spatial modulation techniques. A single composite pattern projection does not require synchronization with the camera so the data acquisition rate is only limited by the video rate. We have incorporated dynamic programming to greatly improve the resolution of the scan. Other applications include machine vision, remote controlled robotic interfacing in space, advanced cockpit controls and computer interfacing for the disabled. We will present performance analysis, experimental results and video examples.

  2. Support vector machines to detect physiological patterns for EEG and EMG-based human-computer interaction: a review

    Science.gov (United States)

    Quitadamo, L. R.; Cavrini, F.; Sbernini, L.; Riillo, F.; Bianchi, L.; Seri, S.; Saggio, G.

    2017-02-01

    Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human-computer interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.

  3. 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.

  4. 人机交互技术在现代展示设计中的应用%Application of Human-computer Interaction in Modern Display Design

    Institute of Scientific and Technical Information of China (English)

    周波; 杨京玲

    2011-01-01

    Taking the application of human-computer interaction in modem display design as an inspiration, it analyzed the key technologies of human-computer interaction such as multi-channel user interface, computer supported cooperative work, three-dimensional human-computer interaction, etc. And then, it discussed the significance of the interactive modes in multimedia and hypermedia through the history of human-computer interaction. Further on, it analyzed the principles and advantages of the application of human-computer interaction in display design. On this basis, it pointed out that the future of the development in display design should be oriented to human-computer interaction. In order to achieve the desired result of display design, designer should choose the appropriate method base on the correct analysis and understanding of display design.%以人机交互技术在现代展示设计中的应用为启示,分析了多通道用户界面、计算机支持的协同工作、三维人机交互等实现高效自然人机交互的关键技术,并结合人机交互技术的发展历程,论述了多媒体与超媒体的交互方式对展示设计的意义,进而分析了在展示设计中人机交互技术的应用原则和使用优势。在此基础上,提出了人机交互是展示设计的发展方向,会展设计师应该基于对展示主客体的正确分析和理解,遵循相应的设计原则,选择恰当的交互实现方式,以达到预期的展示设计效果。

  5. Handbook of human computation

    CERN Document Server

    Michelucci, Pietro

    2013-01-01

    This volume addresses the emerging area of human computation, The chapters, written by leading international researchers, explore existing and future opportunities to combine the respective strengths of both humans and machines in order to create powerful problem-solving capabilities. The book bridges scientific communities, capturing and integrating the unique perspective and achievements of each. It coalesces contributions from industry and across related disciplines in order to motivate, define, and anticipate the future of this exciting new frontier in science and cultural evolution. Reade

  6. Feature selection for speech emotion recognition in Spanish and Basque: on the use of machine learning to improve human-computer interaction.

    Directory of Open Access Journals (Sweden)

    Andoni Arruti

    Full Text Available Study of emotions in human-computer interaction is a growing research area. This paper shows an attempt to select the most significant features for emotion recognition in spoken Basque and Spanish Languages using different methods for feature selection. RekEmozio database was used as the experimental data set. Several Machine Learning paradigms were used for the emotion classification task. Experiments were executed in three phases, using different sets of features as classification variables in each phase. Moreover, feature subset selection was applied at each phase in order to seek for the most relevant feature subset. The three phases approach was selected to check the validity of the proposed approach. Achieved results show that an instance-based learning algorithm using feature subset selection techniques based on evolutionary algorithms is the best Machine Learning paradigm in automatic emotion recognition, with all different feature sets, obtaining a mean of 80,05% emotion recognition rate in Basque and a 74,82% in Spanish. In order to check the goodness of the proposed process, a greedy searching approach (FSS-Forward has been applied and a comparison between them is provided. Based on achieved results, a set of most relevant non-speaker dependent features is proposed for both languages and new perspectives are suggested.

  7. Feature selection for speech emotion recognition in Spanish and Basque: on the use of machine learning to improve human-computer interaction.

    Science.gov (United States)

    Arruti, Andoni; Cearreta, Idoia; Alvarez, Aitor; Lazkano, Elena; Sierra, Basilio

    2014-01-01

    Study of emotions in human-computer interaction is a growing research area. This paper shows an attempt to select the most significant features for emotion recognition in spoken Basque and Spanish Languages using different methods for feature selection. RekEmozio database was used as the experimental data set. Several Machine Learning paradigms were used for the emotion classification task. Experiments were executed in three phases, using different sets of features as classification variables in each phase. Moreover, feature subset selection was applied at each phase in order to seek for the most relevant feature subset. The three phases approach was selected to check the validity of the proposed approach. Achieved results show that an instance-based learning algorithm using feature subset selection techniques based on evolutionary algorithms is the best Machine Learning paradigm in automatic emotion recognition, with all different feature sets, obtaining a mean of 80,05% emotion recognition rate in Basque and a 74,82% in Spanish. In order to check the goodness of the proposed process, a greedy searching approach (FSS-Forward) has been applied and a comparison between them is provided. Based on achieved results, a set of most relevant non-speaker dependent features is proposed for both languages and new perspectives are suggested.

  8. The Human-Computer Interface and Information Literacy: Some Basics and Beyond.

    Science.gov (United States)

    Church, Gary M.

    1999-01-01

    Discusses human/computer interaction research, human/computer interface, and their relationships to information literacy. Highlights include communication models; cognitive perspectives; task analysis; theory of action; problem solving; instructional design considerations; and a suggestion that human/information interface may be a more appropriate…

  9. 基于虚拟成像技术与语音人机交互技术的移动终端的研究∗%The Research of Mobile Terminals based on Virtual Imaging Technology and Voice Human-computer Interaction Research of Mobile Terminal

    Institute of Scientific and Technical Information of China (English)

    林峻; 陈锦彪

    2016-01-01

    在智能电网发展背景下,针对电力一线作业人员应用平板电脑与 PDA 等,存在户外携带便利性较差,不能简化原有的工作,需要双手拿平板电脑或 PDA 操作录入等问题,结合电网发展对电子化作业的需求,探索将虚拟成像技术与语音人机交互技术应用于移动终端,详细阐述了其技术原理与实现方式,采用成熟的 Mediatek 平台与 Android 操作系统,配备高像素数码摄像头、双麦克风降噪处理系统,同时实现 WCDMA、GSM、GPS、蓝牙和 WiFi 等通信定位功能,将所有功能集成于电力安全帽,形成移动作业的新平台。解放电力工作人员双手,实现了作业同时电子化办公、电力系统内的数据交换及远程可视指导作业等。在配网电力检修操作中进行新作业模式尝试,摸索出了科技成果在员工操作培训模式的改进方式,形成了全新的高效作业方式,具有良好的应用前景。%Under the background of the smart grid development,the tablet computers and PDA when applied in the pow-er line homework personnel have poor outdoor carrying convenience,can not simplify the original work,need hands to carry tablet PC or PDA.Combined with power grid development on the demand of electronic exploration,apply virtual imaging technology and speech interactive mobile terminals,elaborate on the technical principle and implementation way,use the mature Mediatek platform and Android operating system,equip with high pixel digital photo head and the double micro-phone down processing.Realize the WCDMA and GSM,GPS,bluetooth and WiFi positioning functions at the same time loith as communication and integrate functions in the power safety helmet to form the new platform of mobile operations. Hands liberation tapping at a keyboard power staff achieves the operating electronic office in the power system data exchange and remote visual guidance,etc.New operations are tried in the

  10. Wearable Computing System with Input-Output Devices Based on Eye-Based Human Computer Interaction Allowing Location Based Web Services

    Directory of Open Access Journals (Sweden)

    Kohei Arai

    2013-08-01

    Full Text Available Wearable computing with Input-Output devices Base on Eye-Based Human Computer Interaction: EBHCI which allows location based web services including navigation, location/attitude/health condition monitoring is proposed. Through implementation of the proposed wearable computing system, all the functionality is confirmed. It is also found that the system does work well. It can be used easily and also is not expensive. Experimental results for EBHCI show excellent performance in terms of key-in accuracy as well as input speed. It is accessible to internet, obviously, and has search engine capability.

  11. Action Research and Interactive Research

    DEFF Research Database (Denmark)

    Svensson, lennart; Nielsen, Kurt Aagaard

    2006-01-01

    The authors present trends in Nordic action research. They ask critical questions in the development towards mode 2 and points out alternative roads for a scientific consolidation of action research and interactive research.......The authors present trends in Nordic action research. They ask critical questions in the development towards mode 2 and points out alternative roads for a scientific consolidation of action research and interactive research....

  12. Action Research and Interactive Research

    DEFF Research Database (Denmark)

    Svensson, lennart; Nielsen, Kurt Aagaard

    2006-01-01

    The authors present trends in Nordic action research. They ask critical questions in the development towards mode 2 and points out alternative roads for a scientific consolidation of action research and interactive research.......The authors present trends in Nordic action research. They ask critical questions in the development towards mode 2 and points out alternative roads for a scientific consolidation of action research and interactive research....

  13. Human-computer Interaction Based on Gaze Tracking and Gesture Recognition%基于视线跟踪和手势识别的人机交互

    Institute of Scientific and Technical Information of China (English)

    肖志勇; 秦华标

    2009-01-01

    提出一种新的基于视线跟踪和手势识别的交互方式用于远距离操作计算机.系统通过摄像头采集用户的图像,利用图像识别算法检测人眼和手指的位置,由人眼和指尖的连线确定用户指向屏幕的位置,通过判别用户手势的变化实现各种操作,达到人机交互的目的.实验结果表明,该交互方式可以较好地定位屏幕和判断用户的操作,实现自然、友好的远距离人机交互.%This paper presents a novel human-computer interaction for long-distance operation based on gaze tracking and gesture recognition. The system analyzes the image captured by camera and finds the position of eyes and fingers through some recognition algorithms. The position which user points to the screen finds through the line from the eye to the finger. By recognizing user's gestures, the system executes various operations. Experimental results demonstrate that the interaction can locate the position on the screen and recognize user's gesture. This method achieves friendly and natural long-distance human-computer interaction.

  14. Supporting Negotiation Behavior with Haptics-Enabled Human-Computer Interfaces

    OpenAIRE

    Küçükyılmaz, Ayşe; Sezgin, Tevfik Metin; Başdoğan, Çağatay

    2012-01-01

    An active research goal for human-computer interaction is to allow humans to communicate with computers in an intuitive and natural fashion, especially in real-life interaction scenarios. One approach that has been advocated to achieve this has been to build computer systems with human-like qualities and capabilities. In this paper, we present insight on how human-computer interaction can be enriched by employing the computers with behavioral patterns that naturally appear in human-human nego...

  15. Human computer interaction positioning system based on RFID for museum%基于RFID的博物馆人机互动定位系统

    Institute of Scientific and Technical Information of China (English)

    周祥云; 钱慧; 余轮

    2011-01-01

    Designed a positioning system of human-computer interaction based on RFID for digital museum, bringing about the functions of zone location of people, the monitoring of people-flow's distribution and the track of people's moving trace. It met the management and application requirement of museum. Based on the track of people's moving trace, the paper proposed an application program of human-computer game-interaction combined with the location technology of RFID, and the scheme has been applied in the museum.%设计了一种基于RFID技术的数字博物馆人机互动定位系统。该系统具备人员区域定位、人流量分布监测和人员移动轨迹的追踪功能,满足了博物馆的管理应用需求。在实现人员移动轨迹追踪的基础上提出了一种结合RFID定位技术的人机互动游戏应用方案,并将该方案应用到博物馆中。

  16. 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...

  17. Analysis of the Trend of Development of Multimedia Human-Computer Interaction Techniques in the Field of Product Design%浅析多媒体人机交互技术在产品设计领域的发展趋势

    Institute of Scientific and Technical Information of China (English)

    宋培培

    2012-01-01

    This paper introduced the development of science and technology is flourishing, international exchange is frequent, global economic and cultural interdependence is enhanced since the 1990s. Multimedia human-computer interaction technology has gotten rapid development. Meanwhile, it also plays a significant role in the field of product design and product display and sales. According to the detailed analysis on the main interactive ways of multimedia human-computer interaction in the product design, including network virtual interactive and multimedia, multi-channel intelligent human-computer interaction, as well as existent problems in these interactions, through the research of existing human-computer interaction technology, the future direction and trend of development of multimedia human-computer interaction technology in the field of product design is proposed.%介绍了自20世纪90年代以来,科学技术蓬勃发展,国际交流频繁,全球经济文化相互依赖增强.多媒体人机交互技术发展迅速.同时,在产品设计领域以及产品展示和销售方面也起到了很大的作用.针对产品设计中的多媒体人机交互的主要交互方式,包括了网络虚拟的交互方式和多媒体、多通道的智能人机交互方式.以及这些交互方式中所存在问题做了详细分析.通过现有的这些人机交互技术的分析研究,提出了多媒体人机交互技术在产品设计领域未来的发展方向及发展趋势.

  18. Handling emotions in human-computer dialogues

    CERN Document Server

    Pittermann, Johannes; Minker, Wolfgang

    2010-01-01

    This book presents novel methods to perform robust speech-based emotion recognition at low complexity. It describes a flexible dialogue model to conveniently integrate emotions and other dialogue-influencing parameters in human-computer interaction.

  19. 感知媒体--机器感知与人机交互%Perceptive Media: Machine Perception and Human Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    2000-01-01

    Computer hardware has always changed rapidly, but input/output devices, interaction techniques, and software for human-computer interaction have not experienced similar growth and improvement. The GUI-based style of interaction has made computers simpler and easier to use, especially for office productivity applications where computers are used as tools to accomplish specific tasks. However, as the way we use computers changes and computing becomes more pervasive and ubiquitous, largely due to advances in bandwidth and mobility, GUIs will not easily support the range of interactions necessary to meet users' needs. In order to accommodate a wider range of scenarios, tasks, users, and preferences, we need to move toward interfaces that are natural, intuitive, adaptive, and unobtrusive. "Perceptive media" is an interdisciplinary initiative to combine multimedia display and machine perception to create useful, adaptive, responsive interfaces between people and technology. This article describes and investigates aspects of perceptive media and gives examples of work in one particular sub-area, Vision Based Interfaces.

  20. Evaluation of mental workload and familiarity in human computer interaction with integrated development environments using single-channel EEG

    OpenAIRE

    2015-01-01

    With modern developments in sensing technology it has become possible to detect and classify brain activity into distinct states such as attention and relaxation using commercially avail- able EEG devices. These devices provide a low-cost and minimally intrusive method to observe a subject’s cognitive load whilst interacting with a computer system, thus providing a basis for deter- mining the overall effectiveness of the design of a computer interface. In this paper, a single-channel dry sens...

  1. Ubiquitous Human Computing

    OpenAIRE

    Zittrain, Jonathan L.

    2008-01-01

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

  2. Succeeding with interactive research

    DEFF Research Database (Denmark)

    Krogh, Andreas Hagedorn; Nielsen, Morten Velsing

    2017-01-01

    with and about society, and provides a set of systematic reflections on how to manage opposing pressures, tensions and dilemmas in interactive research projects. We formulate and address three major interactive research management tasks: ensuring continual commitment from external stakeholders, maintaining...... the capacity for critique and ensuring that scientific standards are met. Based on our own experience and theories of interactive governance, network management and collaborative leadership, as well as on existing methodological literature, we provide guidance and suggest concrete tools and methods...

  3. 1-B it 人机交互系统%One-Bit human-computer interactive system

    Institute of Scientific and Technical Information of China (English)

    程煜; 张鸣宇; 陶霖密

    2015-01-01

    通过研制普适的非对称交互系统,解决运动能力障碍人群借助通用计算设备通过互联网进行交流这一问题。虚拟鼠标替代传统鼠标、中文输入法替代传统键盘输入功能、快捷键替代传统键盘快捷操作功能,作为交互系统的基础支持完全根据用户自身意志完成各类操作;配置1-Bit输入设备有效减轻了运动障碍人群的操作负担。基于上述方法,设计并开发实现了1-Bit人机交互系统,该系统能够利用1-Bit输入设备完成对普通计算机的操作。实验测试和分析表明,用户可以基于1-Bit输入设备操作电脑,包括文字输入、网页浏览、音视频播放、日常护理等功能,满足用户的日常电脑使用需求,同时该交互系统具有易于学习、功能方便扩展的特性。%Through developing a universal asymmetric interactive system, the obstacle of communication in the In-ternet among movement disability crowds through general computing equipment is solved.A virtual mouse took the place of the traditional mouse.A Chinese input method and shortcut keys were used instead of the original keyboard input.Users can operate computers according to their own will.The set of the one-Bit input device can further re-duce the burden for the disabled people.Based on the above-mentioned method, a one-Bit interaction system was developed and implemented, which can manipulate computers by the one-Bit input device.The user tests and anal-ysis of the system indicate that users can manipulate computers with multi-functions, including text entry, website browsing, audio and video play, and health care via one-Bit input device.The system is easy to learn and its func-tions can be developed and expanded easily, which meets the daily requirements for a user to operate a computer.

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

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Nielsen, Lene

    2005-01-01

    ORGANISATIONS Olav W. Bertelsen & Pär-Ola Zander PROCESS MANAGEMENT TOOLS IN HIGHER EDUCATION E-LEARNING - A NEWRESEARCH AREA Karin Tweddell Levinsen FROM HANDICRAFT SCHOOL TO DESIGN UNIVERSITY Eva Brandt THE USE PROJECT: BRIDGING THE GAP BETWEEN USABILITY EVALUATIONAND SOFTWARE DEVELOPMENT Als, B., Frøkjær, E...

  5. 基于人眼注视非穿戴自然人机交互%Gazing Based Non-Wearable and Natural Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    王佳雯; 管业鹏

    2016-01-01

    提出了一种基于人眼注视的非穿戴自然人机交互新方法。基于人体生物结构特征,采用主动形状模型确定人眼轮廓特征点,并根据HSV色彩空间构建人眼特征直方图,采用粒子滤波法,对人眼目标跟踪与定位。基于最大三角化划分人眼轮廓特征,构建人眼几何模型,通过图像帧间均值滤波,确定人眼注视交互目标,实现非穿戴的人机交互,满足用户交互的灵活性、舒适性和自由性等要求。通过实验对比,验证了该方法有效、可行。%A novel non-wearable and natural human-computer interaction(HCI)method has been proposed based on eye gazing. According to human being biological structure characteristics ,an active shape model is employed to locate some feature points in the eye profile. A histogram of eye feature has been built according to the HSV color space. A particle filter method has been adopted to track and locate the eye. A 2D eye geometric model is constructed based on the maximal triangulation of the eye contour features. A temporal median filter strategy has been developed to determine a stable gazing interactive target. Non-wearable and natural HCI modal is realized in which the user can move flexibly both in comfort and freedom interactive ways. Experiment results indicate that the developed approach is efficient and can be used to natural non-wearable HCI.

  6. 多模态人机交互中基于笔输入的手势识别%Pen-Based Gesture Recognition in Multimodal Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    王延江; 袁保宗

    2001-01-01

    为研究多模态人机交互系统的理论及构造方法,提出了一种快速的、单笔划手势识别方法.该方法通过提取手势轨迹的关键点及各关键点的运移方向,形成特征码,然后与标准手势符号的各种可能的特征码进行匹配.其中方向特征用于预分类,而关键点位置信息用于细分类.实验结果表明该方法速度快、识别率高.%This paper proposes a fast, one-stroke pen gesture recognition approac h to the studying of multimodal human-computer interaction theory and building method. In the approach, a pen gesture is characterized by a sequence of dominan t points along the gesture trajectory and a sequence of writing directions betwe en consecutive dominant points. The recognition result can be obtained by matchi ng the feature code of the input gesture with the various possible feature codes of each standard gesture. The directional feature is used for gesture pre-class ification and the positional information is used for fine classification. Experi mental results show that this approach is fast and can get a high recognition rate.

  7. Gesture Recognition for Human-computer Interaction by Using Neural Networks%手势语言识别的神经网络方法

    Institute of Scientific and Technical Information of China (English)

    袁景和; 王勇; 常胜江; 张延炘

    2002-01-01

    For the purpose of human-computer interaction(HCI),a visual approach based on gesture recognition is proposed in this paper.The technique essentially includes detection and segmentation,feature extraction,and recognition of a number of gestures which are assigned as some control commands.Each of the processing stages employs a neural network for skin-color detection,principal component analysis(PCA) as well as clustering encoding of the hand-gestures.Details of the approach and experiment results are provided.The experimental recognizing accuracy is 94 %.%提供了一种用于人机交互(HCI)的手势语言可视化识别方法.该方法包括用于几种控制命令的手势的探测、分割、特征提取及识别,每一步的处理都用到了神经网络方法,像肤色探测、主元分析(PCA)以及聚类编码识别.实验结果显示正确识别率高达94 %.

  8. 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.

  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. 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.

  11. What is the Value of Embedding Artificial Emotional Prosody in Human-Computer Interactions? Implications for Theory and Design in Psychological Science.

    Science.gov (United States)

    Mitchell, Rachel L C; Xu, Yi

    2015-01-01

    In computerized 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 recognized in human-computer interaction contexts. Current attempts to artificially synthesize 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 synthesized non-verbal 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 behavioral, socio-cognitive and neural levels.

  12. 载人航天某装置人机交互式结构优化设计%Structural optimization using human-computer interaction for an aerospace assembly

    Institute of Scientific and Technical Information of China (English)

    刘磊; 刘洪英; 马爱军; 胡清华; 冯雪梅; 石蒙; 董睿; 赵亚雄

    2016-01-01

    To solve the problem of the structural optimization of a complicated structure under dynamic response constraints, a human-computer interaction method is proposed to take the advantages of human and computer in the structural optimization, and it is used in the structural optimization of an aerospace assembly. The assembly, after the structural optimization, exhibits remarkable performance improvement in that the first integral vibration frequency increases 41.1% and the maximal the frequency response acceleration of cared points drops 24.3% under the sinusoidal vibration test load conditions while the mass remains essentially unchanged. The result satisfies the requirement of the optimal design and proves the effectiveness and feasibility of the method.%为了解决复杂结构在动力学响应约束下优化的难题,综合人工以及计算机在复杂结构优化中的优点,提出一种人机交互式优化方法用于载人航天某复杂装置的优化设计。经过结构优化后的装置,在质量保持基本不变的情况下一阶振动频率提升41.1%,正弦试验条件下关心节点的最大加速度响应值减小24.3%,优化效果明显,满足优化设计要求,验证了该优化设计方法的可行、有效。

  13. Unimodal and Multimodal Human Perception of Affective States During Human-computer Interaction%人机交互中情感状态单多模的人类感知

    Institute of Scientific and Technical Information of China (English)

    姜雪婷; 王宇; 田丽迎

    2016-01-01

    情感识别是人机交互领域的重要研究课题之一,随着研究通道的增多,研究成本和工作量也越来越大。本文在7种模式下通过未受训的观察员来检测人机交互过程中人类的基本情感状态(包括:厌恶、恐惧、快乐、悲伤和惊讶)的自然表达,并评估稳定性。用混合效应逻辑回归模型对2个观察员( oo)之间的一致性进行计算和分析,结果显示一致性普遍偏低。除了比较单模态和多模态的整体一致性,还比较了单个情感状态在单个模式下的一致性,而比较结果则用超可加性、可加性、冗余性和抑制性效应进行分类。目前,自动情感检测结果的意义还在研究中。%Emotion perception is one of the most important research topics in the field of human-computer interaction. With the increase of channels, research costs and the workload are also increasing. In this paper, the human’ s basic emotion states were been detected by untrained people in seven conditions during human-computer interaction, and assess stability. It computed and analyzed the agreement between two observers( oo) with mixed-effects logistic regression models. The result is generally low. In addition to the overall consistency of the unimodal and multimodal condition, it also compared the consistency of individual affec-tive states in a single model, and classified the results with the superadditive, additive, redundancy and inhibitory effect. The significance of the results of automatic emotion detection is still been discussed.

  14. 人机交互视角下网民符码传播心理探析%Code Communication P sychology of Internet Users from the P erspective of Human-Computer Interaction

    Institute of Scientific and Technical Information of China (English)

    方艳; 明珠; 陈佩

    2016-01-01

    人机交互( Human-Computer Interaction, HCI)是研究人、计算机以及它们之间相互影响的技术。网上的网民符号交流,通过的是技术的平台和技术的手段,同时也是双方心理的“印迹”、传播伦理的表征。本文从人机交互的心理层次对网民使用文字、图像以及图文并茂的符码传播心理进行考察。%Human-Computer Interaction ( HCI) is the technology that studies on people, computer and the relations between them. The Internet users contact each other by codes, through the technology platform and means, which imprints both sides’ psychologies and presents the Internet ethic as well. This paper explores the code communication psychology of the Internet users from Human-Computer Interaction.

  15. Discussion on Technology and Development of Submarine Command and Control System Human-Computer Interaction%潜艇指控系统人机交互技术发展分析*

    Institute of Scientific and Technical Information of China (English)

    程飞

    2013-01-01

      介绍和分析了国外潜艇指控系统人机交互技术的发展情况和技术特点,回顾了国内潜艇指控系统人机交互手段的发展,从满足未来海军潜艇作战需求出发,对潜艇指控人机交互技术的发展进行了前瞻性分析。%In this paper,an introduction and analysis are given for general development situation and technical feature of Human-computer Interaction for foreign submarine C2 system,and then the Human-computer Interaction for domestic submarine C2 systems are reviewed briefly.In the view of satisfying operational requirement of our future submarine,we analyzed the development of Human-computer Interaction for submarine C2 system.

  16. Investigation of Lecture method on Fitts' Law in Human-computer Interaction Courses%人机交互课程中费茨定律的讲授方案探析

    Institute of Scientific and Technical Information of China (English)

    涂华伟

    2016-01-01

    费茨定律(Fitts’Law)是人机交互界面设计中的重要指导理论。因此,费茨定律的讲授是人机交互课堂的重要环节。在本文中,作者以自身教学实践为基础,提出费茨定律的三层次讲解模型(理论层次、应用层次和科研层次),以系统地讲授费茨定律的理论及应用。具体而言,这个模型首先对比香农定理和费茨定律,分析费茨定律起源及其参数含义。其次参考商业操作系统(iOS和Windows)的设计,说明费茨定律的应用场景。最后以发表在人机交互顶级会议CHI上新颖的研究成果为例,阐述费茨定律的理论指导作用。课堂反馈初步说明了该教学模型的有效性。该教学方式不仅为更好地讲解费茨定律提供了借鉴,也为讲授人机交互课程的其他知识给出了思路。%Fitts' law plays an important role in human-computer interface design. Hence, the lecture on Fitts' law is vital in Human-computer Interaction (HCI) courses. In this article, the author proposes a three-level lecture model (theory, application and research levels) based on the author' teaching experience. Specifically, this model first compares Shannon's theorem to Fit-ts' law so as to analyze the origin of Fitts' Law and the meanings of its parameters. Then this model refers to commercial OS design such as iOS and Windows to illustrate application scenarios of Fitts' law. Last, this model demonstrates the function of Fitts' law as a theoretical guidance by taking research outcomes published in the top level HCI conference CHI as examples. The initial feedback demonstrates the effectiveness of the lecture model. The proposed method not only provides references of how to better lecture on Fitts' law, but also offers thoughts to lecture on other HCI knowledge.

  17. Design of 3D Virtual Manipulatives Supported by Natural Human Computer Interaction%人机自然交互支持的3D虚拟教具设计

    Institute of Scientific and Technical Information of China (English)

    袁丽一; 张宝运

    2012-01-01

    现有学习软件或虚拟教具存在交互方式不自然、抽象性差、不智能的缺点,应用基于自然的人机交互技术,以物理教学中的平抛运动教具作为实例,设计实现一种3D虚拟教具用以模拟教学过程中的真实教具。这种虚拟教具主要采用手势识别技术实现人和计算机的自然她交互,同时采用虚拟现实技术构建微具实体。应用人机自然交互技术支持的3D虚拟教具,具有交互方式自然、空间感强和抽象表现力强的特点,体现了和谐自然地人机交互方式在教育中的广泛应用前景。%The current learning software or virtual manipulatives have the shortcomings of unnatural interaction, poor abstractness and unintelligent in application. Using natural human computer interaction technology and taking the horizontal projectile motion in physics instruction as an example, a kind of 3D virtual manipulatives was designed which had the ability to simulate the real teaching aids. Gesture recognition technology was used to realize the natural human-computer interaction. The well designed 3D virtual manipulatives has the characteristic of natural interaction, great abstractness and spatial impression which reflects the board application prospects of natural human computer interaction in education.

  18. Action Research and Interactive Research

    DEFF Research Database (Denmark)

    First part of the book is written by senior researchers on specific issues like validity, gender, new forms of organisations, methodologies and methods, earlier and new trends. - The second part of the book is written by doctoral students reporting experiences doing action research in their PhD-projects....

  19. Action Research and Interactive Research

    DEFF Research Database (Denmark)

    First part of the book is written by senior researchers on specific issues like validity, gender, new forms of organisations, methodologies and methods, earlier and new trends. - The second part of the book is written by doctoral students reporting experiences doing action research in their PhD-projects....

  20. The Human-Computer Domain Relation in UX Models

    DEFF Research Database (Denmark)

    Clemmensen, Torkil

    This paper argues that the conceptualization of the human, the computer and the domain of use in competing lines of UX research have problematic similarities and superficial differences. The paper qualitatively analyses concepts and models in five research papers that together represent two...... influential lines of UX research: aesthetics and temporal UX, and two use situations: using a website and starting to use a smartphone. The results suggest that the two lines of UX research share a focus on users’ evaluative judgments of technology, both focuses on product qualities rather than activity...... domains, give little details about users, and treat human-computer interaction as perception. The conclusion gives similarities and differences between the approaches to UX. The implications for theory building are indicated....

  1. 基于认知耦合态的翻转课堂人机交互设计%Human-Computer Interaction Design for Flipped Classroom Based on Cognitive Coupling States

    Institute of Scientific and Technical Information of China (English)

    陈凤燕; 朱旭; 程仁贵; 孟世敏

    2014-01-01

    在无监督环境中,保持学生持续而有效的学习是翻转课堂的难点。翻转课堂无监督学习环境是人机情境。从人机交互角度,学生沉浸在持续学习中,达到有效学习、深度学习状态,也称“人机认知耦合态”。认知耦合态是学生认知结构、个性、能力和教师设计的学习内容、情境、轨道匹配的状态,是学生和机器相互依赖,形成高效学习体。人机耦合态设计理念上需理解学生心理规律及过程,让计算机成为“教助理”引导学生学习;设计形式上需采集人机交互数据、观测学习过程、创意耦合情境、调制认知过程。翻转课堂中人机认知耦合设计重点是教学资源结构、认知思维过程、在线导学互动、学习成像形式、认知大数据处理技术、实证教学实施方法。基于人机认知耦合态的翻转课堂是教育数字化、实证化思想的实践,也是信息技术与教育深度融合的尝试。%The difficult point in the flipped classroom is how to keep persistent and effective learning in unsupervised environment. The unsupervised learning environment in the flipped classroom is human-computer situation. In human-computer interaction, the persistent learning requires that students immerse themselves in interactive situation, so as to achieve the effective learning and deep learning, which is known as Cognitive Coupling State (CCS). The CCS is a match between the cognitive structure, personality, ability of students and the learning content, design situation, track of teachers ’ design. Students and machines rely on each other. When one designs the CCS, he should study the psychology of students and use computers as teaching assistants to guide students’ learning. Collecting the data of the human-computer interaction, observing learning process, creating coupling situation and modulating cognitive process are needed in the design of CCS. The key points of

  2. Human Computation An Integrated Approach to Learning from the Crowd

    CERN Document Server

    Law, Edith

    2011-01-01

    Human computation is a new and evolving research area that centers around harnessing human intelligence to solve computational problems that are beyond the scope of existing Artificial Intelligence (AI) algorithms. With the growth of the Web, human computation systems can now leverage the abilities of an unprecedented number of people via the Web to perform complex computation. There are various genres of human computation applications that exist today. Games with a purpose (e.g., the ESP Game) specifically target online gamers who generate useful data (e.g., image tags) while playing an enjoy

  3. 人机交互技术在现代展示设计中的应用%Application of Human-Computer Interaction Technology in Modern Exhibition Design

    Institute of Scientific and Technical Information of China (English)

    方芳

    2014-01-01

    随着各种新型交互方式充斥着人类的生活空间,使人们得以了解、探知一个全新的感官世界。通过设计各种交互媒体设施,将多种新型的交互方式应用于现代空间陈列之中,让观众通过看、听、触等方式欣赏、品味乃至探讨展品的“外延”与“内涵”,使展览生动有趣,激发观众的新奇感与兴奋感,有效提升其对展品的阅读、理解能力。%New ways for interacting with each other which are iflled in human living space allow us to discover a whole new world of senses. People integrate the “intrinsic” and “extrinsic” exhibition into the environment or atmosphere by their senses such as seeing, hearing, touching etc when a variety of interactive media facilities are applied to this new way of modern interactive exhibition space, which makes the exhibition interesting and inspires novelty and excitement of the audience as well as effectively enhances the audience's ability of understanding the exhibition.

  4. INTERACT

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Borggreen, Gunhild; Murphey, TD

    This paper considers the impact of visual art and performance on robotics and human-computer interaction and outlines a research project that combines puppetry and live performance with robotics. Kinesics—communication through movement—is the foundation of many theatre and performance traditions...... interaction between a human operator and an artificial actor or agent. We can apply insights from puppetry to develop culturally-aware robots. Here we describe the development of a robotic marionette theatre wherein robotic controllers assume the role of human puppeteers. The system has been built, tested...

  5. 基于多屏协同的智能电视人机交互系统%SMART TV HUMAN-COMPUTER INTERACTION SYSTEM BASED ON MULTI-SCREEN COLLABORATION

    Institute of Scientific and Technical Information of China (English)

    黄兴旺; 孙鹏; 韩锐; 刘春梅

    2016-01-01

    基于多屏协同的智能电视人机交互系统定义了移动设备对智能电视的远程操控和文本输入的通信机制,以解决用户对智能电视的操作不灵活的问题,尤其改善用户的文本输入操作体验。该通信机制稳定、可扩展性强,适用于不同平台的远程操控和文本输入需求。该系统基于 UPnP 协议实现了快速连接移动设备和智能电视,并且以 Android 系统广播机制和输入机制为依据,提出了基于虚拟驱动的输入扩展机制,达到了原生鼠标键盘事件的效果,实现了利用移动设备对智能电视进行交互控制的设计。实验证明,该人机交互系统,具有无缝连接、操作简单的优点,尤其适合用户进行文本输入操作。%The smart TV human-computer interaction system based on multi-screen collaboration defines a communication mechanism for mobile devices in regard to remote control and text input on smart TV so as to solve the problem that user’s control on smart TV is not flexible,in particular to improve user’s experience of text inputting operation.This mechanism is stable and has high scalability,and is suitable for the requirement of remote control and text input on different platforms.Based on UPnP protocol the system implements fast connection on mobile devices and smart TV,and presents the virtual drive-based input extension mechanism based on Android system broadcast mechanism and input mechanism,this achieves the effect of the native mouse and keyboard events,thus realises the design of using mobile devices to interactively control smart TV.Experiments show that this human-computer interaction system has the advantages of seamless connectivity and simple operation,and is particularly suitable for users in text input operation.

  6. Design of human computer interaction system of virtual crops based on Leap Motion%基于Leap Motion的虚拟农作物人机交互系统设计

    Institute of Scientific and Technical Information of China (English)

    吴福理; 丁胤; 丁维龙; 谢涛

    2016-01-01

    In recent years, the Somatosensory Technology has been applied in many fields including entertainment, education, automation and medicine etc. But in agriculture, it still has rarely involved. The traditional human-computer interaction system of virtual plant operating at a particular operating system or on a mobile platform, and interactive mode is interactive through the mouse and keyboard, need parameters and commands more cumbersome user input, resulting in the lack of good user interaction experience. In view of the above situation, in this paper, we designed and developed virtual farming object interaction system based on cloud computing and somatosensory interactive technology. The system firstly generated a 3D model of the virtual crop in the cloud, and the model was stored in the cloud. Our virtual crop model included rice and tomato. The cloud-side provided the data calculation ability and responded the browser requesting, the browser-side was responsible for display, caching and a small amount of calculation, and Leap Motion was responsible for interaction on the browser-side. In order to obtain the relevant parameters for rice modeling, we had done experiments in China National Rice Research Institute in Zhejiang, Hangzhou between 2015 and 2016. The selected rice stage was from the jointing stage to the heading stage. For each plant, we measured three blades in different leaf positions, which included blade lengths, blade widths, the changed widths along the blades, and blade growth positions. The 3D data of virtual crops needed to be generated by algorithms on Amazon cloud platform. The topological structures of tomato plants were described by the parametric L-system in our system, and we separated the structures into stems, rachis, blades, fruit branches and flower branches. Using WebGL to render 3D crop models on browser allowed and incorporated users to directly interact with it. In this paper, we defined a 3D virtual crop data exchange protocol

  7. The application of 2.5D human-computer interaction inversion to aeromagnetic anomaly interpretation%2.5D人机交互反演在航磁异常解释中的应用

    Institute of Scientific and Technical Information of China (English)

    周子阳; 常树帅; 宁媛丽; 陈江源

    2016-01-01

    2.5D joint inversion of gravity and magnetic module in RGIS data processing software uses 2.5D human-computer interaction inversion method of gravity and magnetic anomalies,which has advantages of simple interface,convenient operation,and real-time dis-play of inversional curve. Taking inversion of GanC-2011-0011 aeromagnetic anomaly in the Dunhuang area of Gansu Province as an ex-ample,this paper describes concrete methods of data import,parameter setting and modeling. The inversion result is basically in accord with verification result with drilling. It is shown that the inversion result is reliable.%RGIS软件中2.5D重磁联合反演模块采用2.5D人机交互重磁异常反演方法,具有界面简洁、操作方便、反演曲线实时显示等优点.笔者以甘肃敦煌地区甘C-2011-0011航磁异常反演为例,介绍了该软件数据输入、参数设置及模型建立的具体方法.反演结果与实际钻孔验证结果基本吻合,表明反演结果可靠.

  8. Aesthetic Approaches to Human-Computer Interaction

    DEFF Research Database (Denmark)

    This volume consists of revised papers from the First International Workshop on Activity Theory Based Practical Methods for IT Design. The workshop took place in Copenhagen, Denmark, September 2-3, 2004. The particular focus of the workshop was the development of methods based on activity theory...... for practical development of IT-based systems....

  9. Human-computer interaction fundamentals and practice

    CERN Document Server

    Kim, Gerard Jounghyun

    2015-01-01

    Introduction What HCI Is and Why It Is Important Principles of HCI     ""Know Thy User""      Understand the Task      Reduce Memory Load      Strive for Consistency      Remind Users and Refresh Their Memory      Prevent Errors/Reversal of Action      Naturalness SummaryReferences Specific HCI Guidelines Guideline Categories Examples of HCI Guidelines      Visual Display Layout (General HCI Design)      Information Structuring and Navigation (General HCI Design)      Taking User Input (General H

  10. Aesthetic Approaches to Human-Computer Interaction

    DEFF Research Database (Denmark)

    This volume consists of revised papers from the First International Workshop on Activity Theory Based Practical Methods for IT Design. The workshop took place in Copenhagen, Denmark, September 2-3, 2004. The particular focus of the workshop was the development of methods based on activity theory ...

  11. Rationale awareness for quality assurance in iterative human computation processes

    CERN Document Server

    Xiao, Lu

    2012-01-01

    Human computation refers to the outsourcing of computation tasks to human workers. It offers a new direction for solving a variety of problems and calls for innovative ways of managing human computation processes. The majority of human computation tasks take a parallel approach, whereas the potential of an iterative approach, i.e., having workers iteratively build on each other's work, has not been sufficiently explored. This study investigates whether and how human workers' awareness of previous workers' rationales affects the performance of the iterative approach in a brainstorming task and a rating task. Rather than viewing this work as a conclusive piece, the author believes that this research endeavor is just the beginning of a new research focus that examines and supports meta-cognitive processes in crowdsourcing activities.

  12. Multi-channel virtual reality human-computer interactive terminal design and application%多通道虚拟现实人机交互终端设计及其应用

    Institute of Scientific and Technical Information of China (English)

    徐守祥; 胡文; 于成龙; 马超

    2015-01-01

    设计了一款多通道虚拟现实人机交互终端,它依据虚拟环境产生真实的环境模拟,为真人带来沉浸式的环境带入体验。给出了利用虚拟环境中的语义对象控制该交互终端,产生三维环境、立体声音、自然气象、碰撞接触和气味仿真等感知功能的方法,为人的大脑依附于虚拟世界的化身上给出了一种新途径,通过虚拟世界环境的变换,实现真人的时空穿越体验。借助Unity虚拟现实开发平台和虚拟现实头盔,给出了该方案的原型系统。%In order to bring immersive environment into reality experience, we propose a multi-channel virtual reality human-computer interactive terminal, which is based on the virtual environment to simulate real environment. In the virtual environment, semantic objects are given as the controller of the interactive terminal. It produces three-dimensional environment, stereo sound, natural calamities, impact and odor perception. The embodiment of human brain attached to the virtual world generates a new way by the transformation of virtual world environment to achieve a real-time travel experience. By means of Unity development platform and virtual reality helmet, the scheme of prototype system is presented.

  13. STUDY ON HUMAN-COMPUTER SYSTEM FOR STABLE VIRTUAL DISASSEMBLY

    Institute of Scientific and Technical Information of China (English)

    Guan Qiang; Zhang Shensheng; Liu Jihong; Cao Pengbing; Zhong Yifang

    2003-01-01

    The cooperative work between human being and computer based on virtual reality (VR) is investigated to plan the disassembly sequences more efficiently. A three-layer model of human-computer cooperative virtual disassembly is built, and the corresponding human-computer system for stable virtual disassembly is developed. In this system, an immersive and interactive virtual disassembly environment has been created to provide planners with a more visual working scene. For cooperative disassembly, an intelligent module of stability analysis of disassembly operations is embedded into the human-computer system to assist planners to implement disassembly tasks better. The supporting matrix for stability analysis of disassembly operations is defined and the method of stability analysis is detailed. Based on the approach, the stability of any disassembly operation can be analyzed to instruct the manual virtual disassembly. At last, a disassembly case in the virtual environment is given to prove the validity of above ideas.

  14. Human-computer interface design

    Energy Technology Data Exchange (ETDEWEB)

    Bowser, S.E.

    1995-04-01

    Modern military forces assume that computer-based information is reliable, timely, available, usable, and shared. The importance of computer-based information is based on the assumption that {open_quotes}shared situation awareness, coupled with the ability to conduct continuous operations, will allow information age armies to observe, decide, and act faster, more correctly and more precisely than their enemies.{close_quotes} (Sullivan and Dubik 1994). Human-Computer Interface (HCI) design standardization is critical to the realization of the previously stated assumptions. Given that a key factor of a high-performance, high-reliability system is an easy-to-use, effective design of the interface between the hardware, software, and the user, it follows logically that the interface between the computer and the military user is critical to the success of the information-age military. The proliferation of computer technology has resulted in the development of an extensive variety of computer-based systems and the implementation of varying HCI styles on these systems. To accommodate the continued growth in computer-based systems, minimize HCI diversity, and improve system performance and reliability, the U.S. Department of Defense (DoD) is continuing to adopt interface standards for developing computer-based systems.

  15. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia;

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  16. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  17. Mathematical morphology based electro-oculography recognition algorithm for human-computer interaction%基于数学形态学的眼电信号识别及其应用

    Institute of Scientific and Technical Information of China (English)

    陈卫东; 李昕; 刘俊; 郝耀耀; 廖玉玺; 苏煜; 张韶岷; 郑筱祥

    2011-01-01

    Electro-oculography (EOG) signals can be used for recognizing the directions of eye movements and voluntary eye blinks, which can be used to develop a new human-computer interaction (HCI) system.A mathematical morphology based algorithm was presented to process the EOG signals, which always contain some interference components, such as baseline drift, EMG interference and movement artifacts.The new approach can effectively reduce the artifacts and recognize the directions of eye movements and voluntary eye blinks by using a set of thresholds. A HCI system for disabled using the method was designed and tested by both healthy and disabled people. Experimental results showed that the average correct rate was 96.2%. The system can be employed in clinical HCI fields.%通过分析眼电(EOG)信号可以识别人眼球的运动状态及眨眼情况,进而设计一种新型的人机交互(HCI)系统.眼电信号通常包含一些干扰信息,如漂移、肌电干扰、运动伪迹.为了去除这些干扰信息,提出一种利用数学形态学对眼电信号进行处理的方法;通过阈值检测可以准确识别使用者眼球的运动状态和有意识眨眼.设计一个基于眼电的人机交互系统并通过健康与残疾被试的测试.实验结果显示,眼电信号识别的平均正确率达到96.2%,表明该方法可以应用于临床人机交互领域.

  18. The Quantum Human Computer (QHC) Hypothesis

    Science.gov (United States)

    Salmani-Nodoushan, Mohammad Ali

    2008-01-01

    This article attempts to suggest the existence of a human computer called Quantum Human Computer (QHC) on the basis of an analogy between human beings and computers. To date, there are two types of computers: Binary and Quantum. The former operates on the basis of binary logic where an object is said to exist in either of the two states of 1 and…

  19. Study on augmented reality human-computer interactive technology with Vizard and Kinect%基于Vizard和Kinect的增强现实人机交互技术研究

    Institute of Scientific and Technical Information of China (English)

    张利利; 刘江城; 林晓斌

    2016-01-01

    Natural human-computer interaction technology based on posture and language has largely solved the problem of the traditional game experience, and augmented the user experience. This paper presents a method to develop augmented reality interactive technology with Vizard and Kinect. It uses Kinect to obtain tracking identification points of human skeleton, and gets three-dimensional coordinate values of corresponding bones node by Vizard and FAAST. By space vector processing, the body posture can be converted to a state value and then the corresponding control command output is completed, and the interaction control between user and system is realized. The experimental results show that the method is cost low, development cycle short, integrates the real world information with virtual world information seamlessly, thus augments the game user experience.%基于体态和语言的人机自然交互技术很大程度上解决了传统游戏的体验问题,增强了游戏用户的体验感。提出了一种将Vizard和Kinect相结合开发增强现实人机交互技术的方法,即利用Kinect设备获取人体骨骼跟踪识别点,通过Vizard和FAAST取得对应骨骼节点的三维坐标值,并进行空间向量处理,进而判断肢体信息再转换为状态参数,最后完成相应的控制指令输出,实现用户和系统的交互控制。实验结果表明,这种开发方法成本低,周期短,将真实世界信息和虚拟世界信息“无缝”地融合,增强游戏用户的体验感。

  20. 基于多点手势识别的人机交互技术框架%Framework of human-computer interaction based on multi-point gesture recognition

    Institute of Scientific and Technical Information of China (English)

    李文生; 解梅; 邓春健

    2011-01-01

    提出了一种基于机器视觉的多点手势识别方法及其人机交互技术框架.指尖跟踪和手势识别服务程序通过一个普通的摄像机捕获用户手的运动,对多个指尖目标进行实时检测和跟踪,在指尖跟踪结果基础上利用BP神经网络实现多点手势识别,并根据指尖跟踪和手势识别结果构造相应的消息(包括低级指点消息和高级手势消息)发送给客户端应用程序,客户端响应消息并进行相应的处理.该框架可以帮助开发人员的在应用程序中增加类似iPhone多点触摸控制的多点手势识别控制功能,实现更加自然的人机交互,提高用户操作体验.%A framework of human-computer interaction based on multi-point gesture recognition is presented. The server of fingertip tracking and gesture recognition firstly captures the movement of user' s hands by a camera, detects and tracks multiple fingertips in real time, then realizes multi-point gesture recognition by making use of the results of fingertip tracking through BP neural network. Finally,the server constructs messages (including primary fmgertip messages and senior gesture message) according to the result of fingertip tracking and gesture recognition and sends them the client application, the client responds to the messages. The framework can help programmers realize multi-point gesture based control functions just like multi-touch functions of iPhone, achieve a more natural humancomputer interaction and improve the operation experience of user.

  1. Supporting Negotiation Behavior with Haptics-Enabled Human-Computer Interfaces.

    Science.gov (United States)

    Oguz, S O; Kucukyilmaz, A; Sezgin, Tevfik Metin; Basdogan, C

    2012-01-01

    An active research goal for human-computer interaction is to allow humans to communicate with computers in an intuitive and natural fashion, especially in real-life interaction scenarios. One approach that has been advocated to achieve this has been to build computer systems with human-like qualities and capabilities. In this paper, we present insight on how human-computer interaction can be enriched by employing the computers with behavioral patterns that naturally appear in human-human negotiation scenarios. For this purpose, we introduce a two-party negotiation game specifically built for studying the effectiveness of haptic and audio-visual cues in conveying negotiation related behaviors. The game is centered around a real-time continuous two-party negotiation scenario based on the existing game-theory and negotiation literature. During the game, humans are confronted with a computer opponent, which can display different behaviors, such as concession, competition, and negotiation. Through a user study, we show that the behaviors that are associated with human negotiation can be incorporated into human-computer interaction, and the addition of haptic cues provides a statistically significant increase in the human-recognition accuracy of machine-displayed behaviors. In addition to aspects of conveying these negotiation-related behaviors, we also focus on and report game-theoretical aspects of the overall interaction experience. In particular, we show that, as reported in the game-theory literature, certain negotiation strategies such as tit-for-tat may generate maximum combined utility for the negotiating parties, providing an excellent balance between the energy spent by the user and the combined utility of the negotiating parties.

  2. 基于MapX的电力系统GIS人机交互设计%Design of GIS Human-Computer Interaction Based on MapX for Electric Power System

    Institute of Scientific and Technical Information of China (English)

    朱作欣; 朱全胜; 马超; 李卫东

    2011-01-01

    In this paper, based on the method geographic information system (GIS) visual development interface, a GIS map is designed and drawn by MapInfo, which includes basic geographic layer, power station layer, substation layer, 220 kV transmission line layer, and 500 kV transmission line layer. Moreover, some basic functions and advanced functions of human-computer interaction of electric power system GIS based on MapX are achieved. The basic functions include space function, search function, display data function, thematic map function, eagle eye map function, contour map function, and 3D Visualization function. The advanced functions include multi-screen display function and associated adaptive regulatory function. According to different usage features and demands, more advanced functions can be developed on this basis. The design as presented in this paper will have significant effects in the management, analysis and maintenance of the power grid data.%应用基于地理信息系统(GIS)的电力系统可视化界面开发方法,使用MapInfo软件,设计绘制包括基础地理层、发电厂层、变电站层、220 kV输电线路层、500 kV输电线路层的GIS图.在此基础上,实现基于MapX的电力系统GIS人机交互基本功能及高级功能,基本功能包括空间功能、查询功能、详细数据展示功能、专题图功能、鹰眼图功能、等高线图功能、3D可视化功能,高级功能包括关联多屏显示功能、自适应调节功能.在整个系统中,基本功能可以较为简单地进行实现;高级功能突破了简单的二次开发限制,针对性更强,且具备了更专业的人机交互功能.依据电力系统中不同的使用特点和需求,还可以在此基础上开发出更多的其他高级功能.在对电网数据进行管理、分析和维护时具有显著的效果.

  3. Research progress in cation-π interactions

    Institute of Scientific and Technical Information of China (English)

    CHENG JiaGao; LUO XiaoMin; YAN XiuHua; LI Zhong; TANG Yun; JIANG HuaLiang; ZHU WeiLiang

    2008-01-01

    Cation-π interaction is a potent intermolecular interaction between a cation and an aromatic system, which has been viewed as a new kind of binding force, as being compared with the classical interac-tions (e.g. hydrogen bonding, electrostatic and hydrophobic interactions). Cation-π interactions have been observed in a wide range of biological contexts. In this paper, we present an overview of the typi-cal cation-π interactions in biological systems, the experimental and theoretical investigations on cation-π interactions, as well as the research results on cation-π interactions in our group.

  4. Research progress in cation-π interactions

    Institute of Scientific and Technical Information of China (English)

    2008-01-01

    Cation-π interaction is a potent intermolecular interaction between a cation and an aromatic system,which has been viewed as a new kind of binding force,as being compared with the classical interactions(e.g. hydrogen bonding,electrostatic and hydrophobic interactions). Cation-π interactions have been observed in a wide range of biological contexts. In this paper,we present an overview of the typical cation-π interactions in biological systems,the experimental and theoretical investigations on cation-π interactions,as well as the research results on cation-π interactions in our group.

  5. Speech Dialogue with Facial Displays Multimodal Human-Computer Conversation

    CERN Document Server

    Nagao, K; Nagao, Katashi; Takeuchi, Akikazu

    1994-01-01

    Human face-to-face conversation is an ideal model for human-computer dialogue. One of the major features of face-to-face communication is its multiplicity of communication channels that act on multiple modalities. To realize a natural multimodal dialogue, it is necessary to study how humans perceive information and determine the information to which humans are sensitive. A face is an independent communication channel that conveys emotional and conversational signals, encoded as facial expressions. We have developed an experimental system that integrates speech dialogue and facial animation, to investigate the effect of introducing communicative facial expressions as a new modality in human-computer conversation. Our experiments have shown that facial expressions are helpful, especially upon first contact with the system. We have also discovered that featuring facial expressions at an early stage improves subsequent interaction.

  6. Research on Spoken Interaction in Finland.

    Science.gov (United States)

    Hakulinen, Auli; Sorjonen, Marja-Leena

    1993-01-01

    Topics addressed in this review include ethnology and traditional dialect study, philology, linguistic conversion analysis, and interaction within the social sciences. Finland's size affects these research activities and research on spoken interaction is shifting to group projects with a common focus. (Contains 68 references.) (JP)

  7. Applying Human Computation Methods to Information Science

    Science.gov (United States)

    Harris, Christopher Glenn

    2013-01-01

    Human Computation methods such as crowdsourcing and games with a purpose (GWAP) have each recently drawn considerable attention for their ability to synergize the strengths of people and technology to accomplish tasks that are challenging for either to do well alone. Despite this increased attention, much of this transformation has been focused on…

  8. Interactional Metadiscourse in Research Article Abstracts

    Science.gov (United States)

    Gillaerts, Paul; Van de Velde, Freek

    2010-01-01

    This paper deals with interpersonality in research article abstracts analysed in terms of interactional metadiscourse. The evolution in the distribution of three prominent interactional markers comprised in Hyland's (2005a) model, viz. hedges, boosters and attitude markers, is investigated in three decades of abstract writing in the field of…

  9. Human -Computer Interface using Gestures based on Neural Network

    Directory of Open Access Journals (Sweden)

    Aarti Malik

    2014-10-01

    Full Text Available - Gestures are powerful tools for non-verbal communication. Human computer interface (HCI is a growing field which reduces the complexity of interaction between human and machine in which gestures are used for conveying information or controlling the machine. In the present paper, static hand gestures are utilized for this purpose. The paper presents a novel technique of recognizing hand gestures i.e. A-Z alphabets, 0-9 numbers and 6 additional control signals (for keyboard and mouse control by extracting various features of hand ,creating a feature vector table and training a neural network. The proposed work has a recognition rate of 99%. .

  10. Researching interaction guidelines - Mapping playful quality to design interactive products

    NARCIS (Netherlands)

    Chen, Y.C.; Liu, W.

    2012-01-01

    The interactions in IT supported activities in a Generation Y work context were studied and discussed, which general design guidelines have een revealed. However, further research about practical design guidelines hasn’t been performed. This study aims to serve as supplement of this part based on p

  11. Human-computer interface incorporating personal and application domains

    Science.gov (United States)

    Anderson, Thomas G.

    2011-03-29

    The present invention provides a human-computer interface. The interface includes provision of an application domain, for example corresponding to a three-dimensional application. The user is allowed to navigate and interact with the application domain. The interface also includes a personal domain, offering the user controls and interaction distinct from the application domain. The separation into two domains allows the most suitable interface methods in each: for example, three-dimensional navigation in the application domain, and two- or three-dimensional controls in the personal domain. Transitions between the application domain and the personal domain are under control of the user, and the transition method is substantially independent of the navigation in the application domain. For example, the user can fly through a three-dimensional application domain, and always move to the personal domain by moving a cursor near one extreme of the display.

  12. Human-computer interface glove using flexible piezoelectric sensors

    Science.gov (United States)

    Cha, Youngsu; Seo, Jeonggyu; Kim, Jun-Sik; Park, Jung-Min

    2017-05-01

    In this note, we propose a human-computer interface glove based on flexible piezoelectric sensors. We select polyvinylidene fluoride as the piezoelectric material for the sensors because of advantages such as a steady piezoelectric characteristic and good flexibility. The sensors are installed in a fabric glove by means of pockets and Velcro bands. We detect changes in the angles of the finger joints from the outputs of the sensors, and use them for controlling a virtual hand that is utilized in virtual object manipulation. To assess the sensing ability of the piezoelectric sensors, we compare the processed angles from the sensor outputs with the real angles from a camera recoding. With good agreement between the processed and real angles, we successfully demonstrate the user interaction system with the virtual hand and interface glove based on the flexible piezoelectric sensors, for four hand motions: fist clenching, pinching, touching, and grasping.

  13. Application Exploration of Techniques of New Type Human-computer Interaction in Games%新型人机互动技术在游戏中的应用探索

    Institute of Scientific and Technical Information of China (English)

    薛凯

    2011-01-01

    随着计算机性能的不断发展,人机交互的瓶颈问题越来越突出.传统的人机交互手段已经远远不能满足现代计算机互动游戏所需要的信息量.因此使用最廉价和最普及的人机交互设备(网络摄像头和麦克风)拓展了人机交互的信息量,从而增强人机交互的效率,实现一个不用鼠标键盘进行游戏控制的新的游戏形态.%At present,the bottle-neck of human-machine interaction is more and more outstanding along with computer performance development.The traditional man-machine interactive technique can't provide enough information to modern computer interactive games.Therefore,the information amount of human-machine interaction is expanded by using the cheapest and popular human-machine equipments(web camera and microphone) to increase the efficiency of human-machine.A new game form can be realized without a mouse and keyboard controlling.

  14. TECHNIQUES AND ALGORITHMS OF INTERACTIVE AUGMENTED REALITY VISUALIZATION: RESEARCH AND DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    Kravtsov A. A.

    2015-11-01

    Full Text Available The author performed a research with the purpose of improving visualization of three-dimensional objects by means of augmented reality technology with the use of massively available mobile devices as a platform. This article summarizes the main results and provides suggestions for future research. Since graphical user interfaces made it to the consumer market about 30 years ago, interaction with the computer has not changed significantly. The focus of current user interface techniques is only on human-computer interactions, not on human-real world interactions. With that in mind, the concept of augmented reality appears very promising. Besides other improvements, it provides a better user interface for visualization of virtual objects in real environments. Modern smartphones and tablet computers, as well as improved software tools have provided the prerequisites for mass usage of handheld augmented reality. The following issues were raised by research: realistic object rendering, the ability to change object parameters in real time, storing of objects, manipulation of objects in space, issues of augmented reality graphical user interface design

  15. Human-Computer Etiquette Cultural Expectations and the Design Implications They Place on Computers and Technology

    CERN Document Server

    Hayes, Caroline C

    2010-01-01

    Written by experts from various fields, this edited collection explores a wide range of issues pertaining to how computers evoke human social expectations. The book illustrates how socially acceptable conventions can strongly impact the effectiveness of human-computer interactions and how to consider such norms in the design of human-computer interfaces. Providing a complete introduction to the design of social responses to computers, the text emphasizes the value of social norms in the development of usable and enjoyable technology. It also describes the role of socially correct behavior in t

  16. (Research in elementary particles and interactions). [1992

    Energy Technology Data Exchange (ETDEWEB)

    Adair, R.; Sandweiss, J.; Schmidt, M.

    1992-05-01

    Research of the Yale University groups in the areas of elementary particles and their interactions are outlined. Work on the following topics is reported: development of CDF trigger system; SSC detector development; study of heavy flavors at TPL; search for composite objects produced in relativistic heavy-ion collisions; high-energy polarized lepton-nucleon scattering; rare K{sup +} decays; unpolarized high-energy muon scattering; muon anomalous magnetic moment; theoretical high-energy physics including gauge theories, symmetry breaking, string theory, and gravitation theory; study of e{sup +}e{sup {minus}} interactions with the SLD detector at SLAC; and the production and decay of particles containing charm and beauty quarks.

  17. What Virtual Reality Research in Addictions Can Tell Us about the Future of Obesity Assessment and Treatment

    National Research Council Canada - National Science Library

    Bordnick, Patrick S; Carter, Brian L; Traylor, Amy C

    2011-01-01

    Virtual reality (VR), a system of human-computer interaction that allows researchers and clinicians to immerse people in virtual worlds, is gaining considerable traction as a research, education, and treatment tool...

  18. Interaction with geospatial data

    OpenAIRE

    SCHOENING, Johannes

    2015-01-01

    My research interest lies at the interaction between human-computer interaction (HCI) and geoinformatics. I am interested in developing new methods and novel user interfaces to navigate through spatial information. This article will give a brief overview on my past and current research topics and streams. Generally speaking, geography is playing an increasingly important role in computer science and also in the field of HCI ranging from social computing to natural user interfaces (NUIs). At t...

  19. [Research advances on interactions among bryophytes].

    Science.gov (United States)

    Bu, Zhao-Jun; Chen, Xu; Jiang, Li-Hong; Li, Hong-Kai; Zhao, Hong-Yan

    2009-02-01

    This paper summarized the present research status and advances on the intra- and interspecific positive interaction, intra- and inter-specific competition, niche, and coexistence of bryophytes. Bryophytes are generally the dominant plants in harsh environments, and there is a trade-off between their water retention and light and nutrient resource availability. Because of the lesser importance of competition in harsh environments, the positive interaction among bryophytes is common, but the intra- and inter-specific competition among bryophytes and the competition between bryophytes and vascular plants are not rare. Competition hierarchy may exist among some bryophytes, but often changes with environments. In the process of bryophyte community formation, the random process, nature of colonization, and difference in regeneration strategy can result in the niche overlap and coexistence of bryophytes, and the niche differentiation resulted from competition is also one of the mechanisms for bryophytes coexistence. Bryophytes should not be simply classified as stress tolerated-ruderal life history strategists, and competition is still one of important factors for constructing some bryophyte communities and vegetations co-existed by bryophytes and vascular plants.

  20. Individual Difference Effects in Human-Computer Interaction

    Science.gov (United States)

    1991-10-01

    evaluated in terns of the amount of sales revenue af -er deducting production costs. nhe time variable was measured in terms of the amount of time a subject...subject acted as an inventory/ production manage:r of a hypothetical firm which was simulated by a computer program. The cubject’s task was to obtain the...34search list" will be examined. Thus, the u3ar w.ll probably match "apple pie" but not "apple cider " or "appl-? butter’ because these items would not

  1. Questioning Mechanisms During Tutoring, Conversation, and Human-Computer Interaction

    Science.gov (United States)

    1993-06-01

    O74W10 I8 Publi I"&ln 0W4 Sft fo ftm colimm" fi Infoowiivi it qnf~ teo *5 to veli iff9 ¶fO’i w~ ’triffi. oftetwist" tft t0w 1 fo~Wr n 7vg mirwIt~ittO...show a positive relationship between question asking and achievement (Fishbein, Eckart, Lauver, van Leeuwen . & Langmeyer, 1990). In summary, the...331-339. Fishbein, H. D., Eckart, T., Lauver, E., Van Leeuwen . R., & Langmeyer. D. (1990). Learners’ questions and comprehension in a tutoring setting

  2. Brain-Computer Interfaces and Human-Computer Interaction

    NARCIS (Netherlands)

    Tan, Desney; Nijholt, Anton; Tan, Desney S.; Nijholt, Anton

    2010-01-01

    Advances in cognitive neuroscience and brain imaging technologies have started to provide us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that can monitor some of the physical processes that occur within the brain that correspo

  3. Brain-Computer Interfaces and Human-Computer Interaction

    NARCIS (Netherlands)

    Tan, Desney; Tan, Desney S.; Nijholt, Antinus

    2010-01-01

    Advances in cognitive neuroscience and brain imaging technologies have started to provide us with the ability to interface directly with the human brain. This ability is made possible through the use of sensors that can monitor some of the physical processes that occur within the brain that

  4. Questioning Mechanisms during Tutoring, Conversation, and Human-Computer Interaction

    Science.gov (United States)

    1993-06-01

    Box 519 Monterey, CA 93940-5380 1961 Tuttle Park Place Santa Barbara, CA 93102 Columbus, OH 43210-1102 Dr. Charles E. Davis Margaret Day, Librarian Dr...Rue Andre-Pascal University of British Columbia Cameron Station, Bldg 5 75016 Paris Vancouver, BC CANADA Alexandria, VA 22314 FRANCE V6T IZ4 Dr. Richard... Julia S. Hough Dr. William Howell Dr. Steven Hunka Cambridge University Press Chief Scientist 3-104 Educ. N. 40 West 20th Street AFHRIJCA University

  5. Gesture controlled human-computer interface for the disabled.

    Science.gov (United States)

    Szczepaniak, Oskar M; Sawicki, Dariusz J

    2017-02-28

    The possibility of using a computer by a disabled person is one of the difficult problems of the human-computer interaction (HCI), while the professional activity (employment) is one of the most important factors affecting the quality of life, especially for disabled people. The aim of the project has been to propose a new HCI system that would allow for resuming employment for people who have lost the possibility of a standard computer operation. The basic requirement was to replace all functions of a standard mouse without the need of performing precise hand movements and using fingers. The Microsoft's Kinect motion controller had been selected as a device which would recognize hand movements. Several tests were made in order to create optimal working environment with the new device. The new communication system consisted of the Kinect device and the proper software had been built. The proposed system was tested by means of the standard subjective evaluations and objective metrics according to the standard ISO 9241-411:2012. The overall rating of the new HCI system shows the acceptance of the solution. The objective tests show that although the new system is a bit slower, it may effectively replace the computer mouse. The new HCI system fulfilled its task for a specific disabled person. This resulted in the ability to return to work. Additionally, the project confirmed the possibility of effective but nonstandard use of the Kinect device. Med Pr 2017;68(1):1-21.

  6. 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

  7. Secure Human-Computer Identification against Peeping Attacks (SecHCI): A Survey

    OpenAIRE

    Li, SJ; Shum, HY

    2003-01-01

    This paper focuses on human-computer identification systems against peeping attacks, in which adversaries can observe (and even control) interactions between humans (provers) and computers (verifiers). Real cases on peeping attacks were reported by Ross J. Anderson ten years before. Fixed passwords are insecure to peeping attacks since adversaries can simply replay the observed passwords. Some identification techniques can be used to defeat peeping attacks, but auxiliary devices must be used ...

  8. A Selected Interactive Videodisc Bibliography. TDC Research Report No. 2.

    Science.gov (United States)

    Montgomery, Rae; Sayre, Scott

    This bibliography lists 360 monographs, journal articles, research reports, and conference proceedings on interactive videodisc and educational applications of this technology. Materials through December 1988 are included. A sidebar provides background on interactive video technology. (MES)

  9. ACTION RESEARCH : IMPROVING STUDENTS’ SPOKEN INTERACTIONS THROUGH POSTER SESSION

    Directory of Open Access Journals (Sweden)

    Seftika Seftika

    2015-10-01

    Full Text Available Abstract Spoken interaction is beneficial in learning a language. In fact the classrooom interaction did not take place well. Due to the lack of students’ interaction, this study aimed to improve students’ spoken interaction through Poster Session. A classroom action research was carried out at the English major students at the fourth semester of STKIP Muhammadiyah Pringsewu Lampung.In collecting the data the researcher used observation, test, and documentation. The data collected were analyzed and synthesized both qualitatively and quantitatively, and then meaning and interpretation were built to know clearly the process which was occurred during the research. The results indicate that there is improvement of Students’ spoken interaction using Poster Session. Poster Session facilitates students to practise English spoken interaction, it enhances them to be involved in learner-learner interaction. Due to the fact that their interaction is great, it influences their speaking skill.  Key Words: Interaction, speaking, Poster Session

  10. Hand Gesture and Neural Network Based Human Computer Interface

    Directory of Open Access Journals (Sweden)

    Aekta Patel

    2014-06-01

    Full Text Available Computer is used by every people either at their work or at home. Our aim is to make computers that can understand human language and can develop a user friendly human computer interfaces (HCI. Human gestures are perceived by vision. The research is for determining human gestures to create an HCI. Coding of these gestures into machine language demands a complex programming algorithm. In this project, We have first detected, recognized and pre-processing the hand gestures by using General Method of recognition. Then We have found the recognized image’s properties and using this, mouse movement, click and VLC Media player controlling are done. After that we have done all these functions thing using neural network technique and compared with General recognition method. From this we can conclude that neural network technique is better than General Method of recognition. In this, I have shown the results based on neural network technique and comparison between neural network method & general method.

  11. Impact of familiarity on information complexity in human-computer interfaces

    Directory of Open Access Journals (Sweden)

    Bakaev Maxim

    2016-01-01

    Full Text Available A quantitative measure of information complexity remains very much desirable in HCI field, since it may aid in optimization of user interfaces, especially in human-computer systems for controlling complex objects. Our paper is dedicated to exploration of subjective (subject-depended aspect of the complexity, conceptualized as information familiarity. Although research of familiarity in human cognition and behaviour is done in several fields, the accepted models in HCI, such as Human Processor or Hick-Hyman’s law do not generally consider this issue. In our experimental study the subjects performed search and selection of digits and letters, whose familiarity was conceptualized as frequency of occurrence in numbers and texts. The analysis showed significant effect of information familiarity on selection time and throughput in regression models, although the R2 values were somehow low. Still, we hope that our results might aid in quantification of information complexity and its further application for optimizing interaction in human-machine systems.

  12. Human/computer control of undersea teleoperators

    Science.gov (United States)

    Sheridan, T. B.; Verplank, W. L.; Brooks, T. L.

    1978-01-01

    The potential of supervisory controlled teleoperators for accomplishment of manipulation and sensory tasks in deep ocean environments is discussed. Teleoperators and supervisory control are defined, the current problems of human divers are reviewed, and some assertions are made about why supervisory control has potential use to replace and extend human diver capabilities. The relative roles of man and computer and the variables involved in man-computer interaction are next discussed. Finally, a detailed description of a supervisory controlled teleoperator system, SUPERMAN, is presented.

  13. OPTIMIZATION DESIGN OF HYDRAU-LIC MANIFOLD BLOCKS BASED ON HUMAN-COMPUTER COOPERATIVE GENETIC ALGORITHM

    Institute of Scientific and Technical Information of China (English)

    Feng Yi; Li Li; Tian Shujun

    2003-01-01

    Optimization design of hydraulic manifold blocks (HMB) is studied as a complex solid spatial layout problem. Based on comprehensive research into structure features and design rules of HMB, an optimal mathematical model for this problem is presented. Using human-computer cooperative genetic algorithm (GA) and its hybrid optimization strategies, integrated layout and connection design schemes of HMB can be automatically optimized. An example is given to testify it.

  14. UZIG USGS research: Advances through interdisciplinary interaction

    Science.gov (United States)

    Nimmo, J.R.; Andraski, B.J.; Rafael, M.-C.

    2009-01-01

    Because vadose zone research relates to diverse disciplines, applications, and modes of research, collaboration across traditional operational and topical divisions is especially likely to yield major advances in understanding. The Unsaturated Zone Interest Group (UZIG) is an informal organization sponsored by the USGS to encourage and support interdisciplinary collaboration in vadose or unsaturated zone hydrologic research across organizational boundaries. It includes both USGS and non-USGS scientists. Formed in 1987, the UZIG operates to promote communication, especially through periodic meetings with presentations, discussions, and fi eld trips. The 10th meeting of the UZIG at Los Alamos, NM, in August 2007 was jointly sponsored by the USGS and Los Alamos National Laboratory. Presentations at this meeting served as the initial basis for selecting papers for this special section of Vadose Zone Journal, the purpose of which is to present noteworthy cuting-edge unsaturated zone research promoted by, facilitated by, or presented in connection with the UZIG. ?? Soil Science Society of America.

  15. Exploratory research into pathogen surface interactions.

    Energy Technology Data Exchange (ETDEWEB)

    Sinclair, Michael B.; Lane, Todd W. (Sandia National Laboratories, Livermore, CA); Jones, Howland D. T.; Rebeil, Roberto; Altman, Susan Jeanne; Kaiser, Julie (Sandia National Laboratories, Livermore, CA); McGrath, Lucas K.; Souza, Caroline Ann

    2006-02-01

    In this short-duration project the research team was able to achieve growth of both drinking water biofilms and monospecific biofilms of Legionella pneurnophila. Preliminary comparative proteomic analyses were carried out on planktonic and biofilm-associated Legionella. After delay for completion of permitting and review by the director of the National Institutes for Allergy and Infectious Disease, the Utah 112 strain of Francisella novicida was obtained and preliminary culture and comparative proteomic analyses were carried out. Comprehensive literature searches and data mining were carried out on all research topics.

  16. A novel machine fault diagnosis method based on multivariate graph visualization analysis and human-computer interaction (HCI)%基于多元图可视化分析和人机交互的设备故障诊断方法研究

    Institute of Scientific and Technical Information of China (English)

    崔建新; 洪文学; 高海波

    2011-01-01

    Aiming at the limitations of the data-oriented fault dignosis method, this paper presents a novel fault diagnosis technology which is based on the visualization analysis of empirical samples' fault patterns expressed by multivariate graphs and the human-computer interaction (HCI) according to the basic theories of multivariate graph expression. It realizes the combination of the data-oriented machine fault diagnosis and the object-oriented fault diagnosis by experts' participation in the fault dignosis process, thus overcoming the obstacles in single mechine learning. The fault diagnosis technology based on multivariate graphical visual analysis and HCI was tested by the experiments using the fault database of the machine learning repository, Irvine, University of California (UCI). The experimental results show the process of the visual analysis and HCI can improve the aecuracy of the data-oriented prosing fault diagnosis.%针对面向数据的故障诊断方法的局限性,根据多元图表示基本理论,提出了基于多元图表达的经验样本故障模式可视化分析和人机交互(HCI)的故障诊断技术,该技术通过专家参与机器自动识别诊断过程实现了面向对象领域的故障诊断方法和面向数据的故障诊断方法的有效结合,克服了单一机器学习的局限性.采用国际标准UCI数据库中的故障数据库进行了数据实验,实验结果显示,信息可视化人机交互过程有利于提高面向数据的故障诊断研究的分类正确率.

  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. 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…

  19. Research-based teacher education: Interactions between research and teaching

    NARCIS (Netherlands)

    Bronkhorst, L.H.

    2013-01-01

    Throughout the literature, research and teaching are described as being fundamentally different; they are reported to rely on different norms to ascertain what counts as knowledge as well as what accepted ways of knowledge development are. In spite of this, it is generally assumed that teaching coul

  20. Public–private interaction in pharmaceutical research

    OpenAIRE

    Cockburn, Iain.; Henderson, Rebecca.

    1996-01-01

    We empirically examine interaction between the public and private sectors in pharmaceutical research using qualitative data on the drug discovery process and quantitative data on the incidence of coauthorship between public and private institutions. We find evidence of significant reciprocal interaction, and reject a simple “linear” dichotomous model in which the public sector performs basic research and the private sector exploits it. Linkages to the public sector...

  1. Human Computer Interface Design Criteria. Volume 1. User Interface Requirements

    Science.gov (United States)

    2010-03-19

    2 entitled Human Computer Interface ( HCI )Design Criteria Volume 1: User Interlace Requirements which contains the following major changes from...MISSILE SYSTEMS CENTER Air Force Space Command 483 N. Aviation Blvd. El Segundo, CA 90245 4. This standard has been approved for use on all Space and...and efficient model of how the system works and can generalize this knowledge to other systems. According to Mayhew in Principles and Guidelines in

  2. Unmanned Surface Vehicle Human-Computer Interface for Amphibious Operations

    Science.gov (United States)

    2013-08-01

    FIGURES Figure 1. MOCU Baseline HCI using Both Aerial Photo and Digital Nautical Chart ( DNC ) Maps to Control and Monitor Land, Sea, and Air...Action DNC Digital Nautical Chart FNC Future Naval Capability HCI Human-Computer Interface HRI Human-Robot Interface HSI Human-Systems Integration...Digital Nautical Chart ( DNC ) Maps to Control and Monitor Land, Sea, and Air Vehicles. 3.2 BASELINE MOCU HCI The Baseline MOCU interface is a tiled

  3. Researching Classroom Interaction in the light of social justice.

    NARCIS (Netherlands)

    Prof.Dr. Petra Ponte; Nicolina Montesano-Montessori

    2010-01-01

    A research into classroom interaction (behaviour and communication) between teachers and pupils in the light of social justice. The research is based on the concern that educational praxis, defined as 'practice which implies a conscious awareness of the practitioners that their actions are morally

  4. Public–private interaction in pharmaceutical research

    Science.gov (United States)

    Cockburn, Iain; Henderson, Rebecca

    1996-01-01

    We empirically examine interaction between the public and private sectors in pharmaceutical research using qualitative data on the drug discovery process and quantitative data on the incidence of coauthorship between public and private institutions. We find evidence of significant reciprocal interaction, and reject a simple “linear” dichotomous model in which the public sector performs basic research and the private sector exploits it. Linkages to the public sector differ across firms, reflecting variation in internal incentives and policy choices, and the nature of these linkages correlates with their research performance. PMID:8917485

  5. 基于感性工学下的数字化交互设计在工业设计中的应用与研究%Application and Research on Digital Interaction Design Based on Kansei Engineering under the Industrial Design

    Institute of Scientific and Technical Information of China (English)

    康辉; 毛惠志

    2014-01-01

    本文通过对数字化人机交互与人机交互界面进行研究分析,并依据感性工学的研究原理,提出了从三方面考虑人机工程学对用户界面设计的体现作用。以期不断提升和优化人机与用户界面,使人机互动更便捷。%The digital human-computer interaction and interactive interface were studied,and based on research principles of kansei engineering,ergonomics effect embody in user interface design was considered from three aspects. It will be improved and optimized the human machine with the user interface,and human-computer in-teraction will be more convenient.

  6. 2004 Atomic and Molecular Interactions Gordon Research Conference

    Energy Technology Data Exchange (ETDEWEB)

    Dr. Paul J. Dagdigian

    2004-10-25

    The 2004 Gordon Research Conference on Atomic and Molecular Interactions was held July 11-16 at Colby-Sawyer College, New London, New Hampshire. This latest edition in a long-standing conference series featured invited talks and contributed poster papers on dynamics and intermolecular interactions in a variety of environments, ranging from the gas phase through surfaces and condensed media. A total of 90 conferees participated in the conference.

  7. Kansei Colour Concepts to Improve Effective Colour Selection in Designing Human Computer Interfaces

    Directory of Open Access Journals (Sweden)

    Tharangie K G D

    2010-05-01

    Full Text Available Colours have a major impact on Human Computer Interaction. Although there is a very thin line between appropriate and inappropriate use of colours, if used properly, colours can be a powerful tool to improve the usefulness of a computer interface in a wide variety of areas. Many designers mostly consider the physical aspect of the colour and tend to forget that psychological aspect of colour exists. However the findings of this study confirm that the psychological aspect or the affective dimension of colour also plays an important role in colour Interface design towards user satisfaction. Using Kansei Engineering principles the study explores the affective variability of colours and how it can be manipulated to provide better design guidance and solutions. A group of twenty adults from Sri Lanka, age ranging from 30 to 40 took part in the study. Survey was conducted using a Kansei colour questionnaire in normal atmospheric conditions. The results reveal that the affective variability of colours plays an important role in human computer interaction as an influential factor in drawing the user towards or withdrawing from the Interface. Thereby improving or degrading the user satisfaction.

  8. The embodied turn in research on language and social interaction

    DEFF Research Database (Denmark)

    Nevile, Maurice

    2015-01-01

    on Language and Social Interaction from 1987-2013. I consider closely two areas where analysts have confronted challenges, and how they have responded: settling on precise and analytically helpful terminology for the body; and transcribing and representing the body, particularly its temporality and manner.......I use the term the embodied turn to mean the point when interest in the body became established among researchers on language and social interaction, exploiting the greater ease of video-recording. This review paper tracks the growth of "embodiment" in over 400 papers published in Research...

  9. The embodied turn in research on language and social interaction

    DEFF Research Database (Denmark)

    Nevile, Maurice

    2015-01-01

    I use the term the embodied turn to mean the point when interest in the body became established among researchers on language and social interaction, exploiting the greater ease of video-recording. This review paper tracks the growth of "embodiment" in over 400 papers published in Research...... on Language and Social Interaction from 1987-2013. I consider closely two areas where analysts have confronted challenges, and how they have responded: settling on precise and analytically helpful terminology for the body; and transcribing and representing the body, particularly its temporality and manner....

  10. Assess program: Interactive data management systems for airborne research

    Science.gov (United States)

    Munoz, R. M.; Reller, J. O., Jr.

    1974-01-01

    Two data systems were developed for use in airborne research. Both have distributed intelligence and are programmed for interactive support among computers and with human operators. The C-141 system (ADAMS) performs flight planning and telescope control functions in addition to its primary role of data acquisition; the CV-990 system (ADDAS) performs data management functions in support of many research experiments operating concurrently. Each system is arranged for maximum reliability in the first priority function, precision data acquisition.

  11. Research-practice interactions as reported in recent design research studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan; Voogt, Joke; Pieters, Jules

    2012-01-01

    Ormel, B., Pareja Roblin, N., McKenney, S., Voogt, J., & Pieters, J. (2012). Research-practice interactions as reported in recent design research studies: Still promising, still hazy. Educational Technology Research & Development, 60(6), 967-986. doi:10.1007/s11423-012-9261-6

  12. Research-practice interactions as reported in recent design research studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan; Voogt, Joke; Pieters, Jules

    2012-01-01

    Ormel, B., Pareja Roblin, N., McKenney, S., Voogt, J., & Pieters, J. (2012). Research-practice interactions as reported in recent design research studies: Still promising, still hazy. Educational Technology Research & Development, 60(6), 967-986. doi:10.1007/s11423-012-9261-6

  13. Interaction Widget

    DEFF Research Database (Denmark)

    Ingstrup, Mads

    2003-01-01

    This pattern describes the idea of making a user interface of discrete, reusable entities---here called interaction widgets. The idea behind widgets is described using two perspectives, that of the user and that of the developer. It is the forces from these two perspectives that are balanced in t...... in the pattern. The intended audience of the pattern is developers and researchers within the field of human computer interaction.......This pattern describes the idea of making a user interface of discrete, reusable entities---here called interaction widgets. The idea behind widgets is described using two perspectives, that of the user and that of the developer. It is the forces from these two perspectives that are balanced...

  14. Educational Technology Research Journals: "Interactive Learning Environments," 2004-2013

    Science.gov (United States)

    Christensen, Steven S.; Andrews, Carolyn; Harris, Scott P.; Lloyd, Adam; Turley, Chad; West, Richard E.

    2015-01-01

    This study examined the journal "Interactive Learning Environments" to discover trends from 2004-2013. The authors looked at trends in article topics, research methods, authorship, citations, keyword frequencies, phrase counts of article abstracts, and article citations according to Google Scholar. Evidence is provided of the journal's…

  15. Educational Technology Research Journals: "Interactive Learning Environments," 2004-2013

    Science.gov (United States)

    Christensen, Steven S.; Andrews, Carolyn; Harris, Scott P.; Lloyd, Adam; Turley, Chad; West, Richard E.

    2015-01-01

    This study examined the journal "Interactive Learning Environments" to discover trends from 2004-2013. The authors looked at trends in article topics, research methods, authorship, citations, keyword frequencies, phrase counts of article abstracts, and article citations according to Google Scholar. Evidence is provided of the journal's…

  16. 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.

  17. The use of analytical models in human-computer interface design

    Science.gov (United States)

    Gugerty, Leo

    1993-01-01

    Recently, a large number of human-computer interface (HCI) researchers have investigated building analytical models of the user, which are often implemented as computer models. These models simulate the cognitive processes and task knowledge of the user in ways that allow a researcher or designer to estimate various aspects of an interface's usability, such as when user errors are likely to occur. This information can lead to design improvements. Analytical models can supplement design guidelines by providing designers rigorous ways of analyzing the information-processing requirements of specific tasks (i.e., task analysis). These models offer the potential of improving early designs and replacing some of the early phases of usability testing, thus reducing the cost of interface design. This paper describes some of the many analytical models that are currently being developed and evaluates the usefulness of analytical models for human-computer interface design. This paper will focus on computational, analytical models, such as the GOMS model, rather than less formal, verbal models, because the more exact predictions and task descriptions of computational models may be useful to designers. The paper also discusses some of the practical requirements for using analytical models in complex design organizations such as NASA.

  18. Nuclear Fusion Research Understanding Plasma-Surface Interactions

    CERN Document Server

    Clark, Robert E.H

    2005-01-01

    It became clear in the early days of fusion research that the effects of the containment vessel (erosion of "impurities") degrade the overall fusion plasma performance. Progress in controlled nuclear fusion research over the last decade has led to magnetically confined plasmas that, in turn, are sufficiently powerful to damage the vessel structures over its lifetime. This book reviews current understanding and concepts to deal with this remaining critical design issue for fusion reactors. It reviews both progress and open questions, largely in terms of available and sought-after plasma-surface interaction data and atomic/molecular data related to these "plasma edge" issues.

  19. Effects of muscle fatigue on the usability of a myoelectric human-computer interface.

    Science.gov (United States)

    Barszap, Alexander G; Skavhaug, Ida-Maria; Joshi, Sanjay S

    2016-10-01

    Electromyography-based human-computer interface development is an active field of research. However, knowledge on the effects of muscle fatigue for specific devices is limited. We have developed a novel myoelectric human-computer interface in which subjects continuously navigate a cursor to targets by manipulating a single surface electromyography (sEMG) signal. Two-dimensional control is achieved through simultaneous adjustments of power in two frequency bands through a series of dynamic low-level muscle contractions. Here, we investigate the potential effects of muscle fatigue during the use of our interface. In the first session, eight subjects completed 300 cursor-to-target trials without breaks; four using a wrist muscle and four using a head muscle. The wrist subjects returned for a second session in which a static fatiguing exercise took place at regular intervals in-between cursor-to-target trials. In the first session we observed no declines in performance as a function of use, even after the long period of use. In the second session, we observed clear changes in cursor trajectories, paired with a target-specific decrease in hit rates.

  20. Handling interactions among SDGs: a critical role for research

    Science.gov (United States)

    Stafford Smith, M.

    2015-12-01

    At Rio+20, the Sustainable Development Goals (SDGs) were conceived mainly as a mechanism to integrate and coordinate among the many multilateral agreements that already exist at the global level, as well as to identify any gaps among them. In Sep 2015 nations signed off on 17 goals with 169 targets, which had been developed through the most open process of consultation the United Nations has ever run. Agreement on a reasonably concise set of goals for achieving global sustainability and human development is an existential step forward, and to be applauded. However, the process led to much fragmented lobbying which is reflected in a loss of focus on the original objective of integration. There are many areas of the goals where interactions lead to trade-offs that need managing, and synergies which should be captured capturing. A few trade-offs, such as that between more energy use and less greenhouse gas emissions, are explicit in a target to double the rate of improvement in energy efficiency by 2030 (target 7.3). But there are many other interactions which are characterised poorly or not at all. In some cases integrative indicators are known; in others we do not necessarily know what to focus on to manage the interaction. Furthermore, the package of SDGs will be implemented at both global and national levels. Integrated thinking will be needed in this process of implementation, for example to assist developing countries to leapfrog western development pathways, and to promote a systems view on how environmental, social and economic outcomes are deeply integrated in the effecting of country development plans. Existing research can inform many of these interactions, whilst in other areas there in fact profound and fascinating new research needed to help decision makers. I will discuss this framing and highlight research, both existing and needed, that could speed up the world's ability to deliver on its SDG commitment.

  1. In Computer Graphics Human-computer Interaction Research of 3D Pick up Method%计算机图形学人机交互中三维拾取方法的研究

    Institute of Scientific and Technical Information of China (English)

    贺涛

    2013-01-01

    介绍了计算机图形学中热点问题三维拾取的基本原理,对包括射线拾取策略和包围盒策略在内的实现方法进行了研究,并利用OpenGL函数库实现了三维拾取,给出了包围盒策略在DEM应用的实例.

  2. Kinect体感技术在人机交互中的应用研究%The Research And Application of Kinect Technology in the Field of Human-computer Interaction

    Institute of Scientific and Technical Information of China (English)

    倪晨; 邱鹏; 王锋; 曹慧

    2013-01-01

    本文通过查阅国内外相关文献,了解了人机交互技术尤其是可以实现高效人机交互的Kinect体感技术的发展方向,并以此为研究基础,综述了Kinect体感技术的理论基础和国内外应用现状,讨论了其广泛应用需要解决的技术难题,展望了其在人机交互领域的应用前景,得出了Kinect体感技术有利于推动人机交互的智能化进展,是人机交互改革的又一个新起点的结论.

  3. NASA Research Being Shared Through Live, Interactive Video Tours

    Science.gov (United States)

    Petersen, Ruth A.; Zona, Kathleen A.

    2001-01-01

    On June 2, 2000, the NASA Glenn Research Center Learning Technologies Project (LTP) coordinated the first live remote videoconferencing broadcast from a Glenn facility. The historic event from Glenn's Icing Research Tunnel featured wind tunnel technicians and researchers performing an icing experiment, obtaining results, and discussing the relevance to everyday flight operations and safety. After a brief overview of its history, students were able to "walk through" the tunnel, stand in the control room, and observe a live icing experiment that demonstrated how ice would grow on an airplane wing in flight through an icing cloud. The tour was interactive, with a spirited exchange of questions and explanations between the students and presenters. The virtual tour of the oldest and largest refrigerated icing research tunnel in the world was the second of a series of videoconferencing connections with the AP Physics students at Bay Village High School, Bay Village, Ohio. The first connection, called Aircraft Safety and Icing Research, introduced the Tailplane Icing Program. In an effort to improve aircraft safety by reducing the number of in-flight icing events, Glenn's Icing Branch uses its icing research aircraft to conduct flight tests. The presenter engaged the students in discussions of basic aircraft flight mechanics and the function of the horizontal tailplane, as well as the effect of ice on airfoil (wing or tail) surfaces. A brief video of actual flight footage provided a view of the pilot's actions and reactions and of the horizon during tailplane icing conditions.

  4. Interactive Publication: The document as a research tool

    Science.gov (United States)

    Thoma, George R.; Ford, Glenn; Antani, Sameer; Demner-Fushman, Dina; Chung, Michael; Simpson, Matthew

    2010-01-01

    The increasing prevalence of multimedia and research data generated by scientific work affords an opportunity to reformulate the idea of a scientific article from the traditional static document, or even one with links to supplemental material in remote databases, to a self-contained, multimedia-rich interactive publication. This paper describes our concept of such a document, and the design of tools for authoring (Forge) and visualization/analysis (Panorama). They are platform-independent applications written in Java, and developed in Eclipse1 using its Rich Client Platform (RCP) framework. Both applications operate on PDF files with links to XML files that define the media type, location, and action to be performed. We also briefly cite the challenges posed by the potentially large size of interactive publications, the need for evaluating their value to improved comprehension and learning, and the need for their long-term preservation by the National Library of Medicine and other libraries. PMID:20657757

  5. Interactive Publication: The document as a research tool.

    Science.gov (United States)

    Thoma, George R; Ford, Glenn; Antani, Sameer; Demner-Fushman, Dina; Chung, Michael; Simpson, Matthew

    2010-07-01

    The increasing prevalence of multimedia and research data generated by scientific work affords an opportunity to reformulate the idea of a scientific article from the traditional static document, or even one with links to supplemental material in remote databases, to a self-contained, multimedia-rich interactive publication. This paper describes our concept of such a document, and the design of tools for authoring (Forge) and visualization/analysis (Panorama). They are platform-independent applications written in Java, and developed in Eclipse using its Rich Client Platform (RCP) framework. Both applications operate on PDF files with links to XML files that define the media type, location, and action to be performed. We also briefly cite the challenges posed by the potentially large size of interactive publications, the need for evaluating their value to improved comprehension and learning, and the need for their long-term preservation by the National Library of Medicine and other libraries.

  6. [Research in elementary particles and interactions]. Technical progress report

    Energy Technology Data Exchange (ETDEWEB)

    Adair, R.; Sandweiss, J.; Schmidt, M.

    1992-05-01

    Research of the Yale University groups in the areas of elementary particles and their interactions are outlined. Work on the following topics is reported: development of CDF trigger system; SSC detector development; study of heavy flavors at TPL; search for composite objects produced in relativistic heavy-ion collisions; high-energy polarized lepton-nucleon scattering; rare K{sup +} decays; unpolarized high-energy muon scattering; muon anomalous magnetic moment; theoretical high-energy physics including gauge theories, symmetry breaking, string theory, and gravitation theory; study of e{sup +}e{sup {minus}} interactions with the SLD detector at SLAC; and the production and decay of particles containing charm and beauty quarks.

  7. Researching One's Own Field. Interaction Dynamics and Methodological Challenges in the Context of Higher Education Research

    Directory of Open Access Journals (Sweden)

    Gerlinde Malli

    2015-01-01

    Full Text Available In contrast to quantitative approaches, where interaction effects are usually regarded as errors or disruption, we understand interviews as social situations and the interaction dynamics between interviewee and interviewer as constitutive for data collection and interpretation. We conducted interviews with various actors from the academic field for a research project in higher education research. Based on our field experience we assume that interviews also offer opportunities for the respondents to present themselves in a discursive process. In this article we first show that many of our interviewees perceived us as evaluators. We argue that the interviewees' self-presentations and rhetorical strategies were shaped by the evaluative and competitive environment in which they took place, i.e. that of the entrepreneurial university. Furthermore we sum up various types of interactive effects which can occur when researchers interview actors with a higher status in the academic field. These research up-effects as well as the interviewees' perception of us as evaluators influenced both how and what they told us as well as what they kept silent. Therefore we plead that researchers should look out more carefully for interaction dynamics when interpreting data, as they also might be pointers to tensions, conflicts or opposing perspectives. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs1501111

  8. Interactive Voice/Web Response System in clinical research.

    Science.gov (United States)

    Ruikar, Vrishabhsagar

    2016-01-01

    Emerging technologies in computer and telecommunication industry has eased the access to computer through telephone. An Interactive Voice/Web Response System (IxRS) is one of the user friendly systems for end users, with complex and tailored programs at its backend. The backend programs are specially tailored for easy understanding of users. Clinical research industry has experienced revolution in methodologies of data capture with time. Different systems have evolved toward emerging modern technologies and tools in couple of decades from past, for example, Electronic Data Capture, IxRS, electronic patient reported outcomes, etc.

  9. Symbolic Interaction and Applied Social Research: A FOCUS ON TRANSLATIONAL SCIENCE RESEARCH(1.)

    Science.gov (United States)

    Kotarba, Joseph A

    2014-08-01

    In symbolic interaction, a traditional yet unfortunate and unnecessary distinction has been made between basic and applied research. The argument has been made that basic research is intended to generate new knowledge, whereas applied research is intended to apply knowledge to the solution of practical (social and organizational) problems. I will argue that the distinction between basic and applied research in symbolic interaction is outdated and dysfunctional. The masters of symbolic interactionist thought have left us a proud legacy of shaping their scholarly thinking and inquiry in response to and in light of practical issues of the day (e.g., Znaniecki, and Blumer). Current interactionist work continues this tradition in topical areas such as social justice studies. Applied research, especially in term of evaluation and needs assessment studies, can be designed to serve both basic and applied goals. Symbolic interaction provides three great resources to do this. The first is its orientation to dynamic sensitizing concepts that direct research and ask questions instead of supplying a priori and often impractical answers. The second is its orientation to qualitative methods, and appreciation for the logic of grounded theory. The third is interactionism's overall holistic approach to interfacing with the everyday life world. The primary illustrative case here is the qualitative component of the evaluation of an NIH-funded, translational medical research program. The qualitative component has provided interactionist-inspired insights into translational research, such as examining cultural change in medical research in terms of changes in the form and content of formal and informal discourse among scientists; delineating the impact of significant symbols such as "my lab" on the social organization of science; and appreciating the essence of the self-concept "scientist" on the increasingly bureaucratic and administrative identities of medical researchers. This

  10. Quantitative Research Methods, Study Quality, and Outcomes: The Case of Interaction Research

    Science.gov (United States)

    Plonsky, Luke; Gass, Susan

    2011-01-01

    This article constitutes the first empirical assessment of methodological quality in second language acquisition (SLA). We surveyed a corpus of 174 studies (N = 7,951) within the tradition of research on second-language interaction, one of the longest and most influential traditions of inquiry in SLA. Each report was coded for methodological…

  11. Simulated Interactive Research Experiments as Educational Tools for Advanced Science

    Science.gov (United States)

    Tomandl, Mathias; Mieling, Thomas; Losert-Valiente Kroon, Christiane M.; Hopf, Martin; Arndt, Markus

    2015-09-01

    Experimental research has become complex and thus a challenge to science education. Only very few students can typically be trained on advanced scientific equipment. It is therefore important to find new tools that allow all students to acquire laboratory skills individually and independent of where they are located. In a design-based research process we have investigated the feasibility of using a virtual laboratory as a photo-realistic and scientifically valid representation of advanced scientific infrastructure to teach modern experimental science, here, molecular quantum optics. We found a concept based on three educational principles that allows undergraduate students to become acquainted with procedures and concepts of a modern research field. We find a significant increase in student understanding using our Simulated Interactive Research Experiment (SiReX), by evaluating the learning outcomes with semi-structured interviews in a pre/post design. This suggests that this concept of an educational tool can be generalized to disseminate findings in other fields.

  12. Simulated Interactive Research Experiments as Educational Tools for Advanced Science

    Science.gov (United States)

    Tomandl, Mathias; Mieling, Thomas; Losert-Valiente Kroon, Christiane M.; Hopf, Martin; Arndt, Markus

    2015-01-01

    Experimental research has become complex and thus a challenge to science education. Only very few students can typically be trained on advanced scientific equipment. It is therefore important to find new tools that allow all students to acquire laboratory skills individually and independent of where they are located. In a design-based research process we have investigated the feasibility of using a virtual laboratory as a photo-realistic and scientifically valid representation of advanced scientific infrastructure to teach modern experimental science, here, molecular quantum optics. We found a concept based on three educational principles that allows undergraduate students to become acquainted with procedures and concepts of a modern research field. We find a significant increase in student understanding using our Simulated Interactive Research Experiment (SiReX), by evaluating the learning outcomes with semi-structured interviews in a pre/post design. This suggests that this concept of an educational tool can be generalized to disseminate findings in other fields. PMID:26370627

  13. Simulated Interactive Research Experiments as Educational Tools for Advanced Science.

    Science.gov (United States)

    Tomandl, Mathias; Mieling, Thomas; Losert-Valiente Kroon, Christiane M; Hopf, Martin; Arndt, Markus

    2015-09-15

    Experimental research has become complex and thus a challenge to science education. Only very few students can typically be trained on advanced scientific equipment. It is therefore important to find new tools that allow all students to acquire laboratory skills individually and independent of where they are located. In a design-based research process we have investigated the feasibility of using a virtual laboratory as a photo-realistic and scientifically valid representation of advanced scientific infrastructure to teach modern experimental science, here, molecular quantum optics. We found a concept based on three educational principles that allows undergraduate students to become acquainted with procedures and concepts of a modern research field. We find a significant increase in student understanding using our Simulated Interactive Research Experiment (SiReX), by evaluating the learning outcomes with semi-structured interviews in a pre/post design. This suggests that this concept of an educational tool can be generalized to disseminate findings in other fields.

  14. Interaction Matrices as a Tool for Prioritizing Radioecology Research

    Energy Technology Data Exchange (ETDEWEB)

    Mora, J.C.; Robles, Beatriz [Centro de Investigaciones Energeticas, Medioambientales y Tecnologicas - CIEMAT (Spain); Bradshaw, Clare; Stark, Karolina [Stockholm University (Sweden); Sweeck, Liev; Vives i Batlle, Jordi [Belgian Nuclear Research Centre SCK-CEN (Belgium); Beresford, Nick [Centre for Ecology and Hydrology - CEH (United Kingdom); Thoerring, Havard; Dowdall, Mark [Norwegian Radiation Protection Authority - NRPA (Norway); Outola, Iisa; Turtiainen, Tuukka; Vetikko, Virve [STUK - Radiation and Nuclear Safety Authority (Finland); Steiner, Martin [Federal Office for Radiation Protection - BfS (Germany); Beaugelin-Seiller, Karine; Fevrier, Laureline; Hurtevent, Pierre; Boyer, Patrick [Institut de Radioprotection et de Surete Nucleaire - IRSN (France)

    2014-07-01

    Interaction Matrices as a Tool for Prioritizing Radioecology Research J.C. Mora CIEMAT In 2010 the Strategy for Allied Radioecology (STAR) was launched with several objectives aimed towards integrating the radioecology research efforts of nine institutions in Europe. One of these objectives was the creation of European Radioecology Observatories. The Chernobyl Exclusion Zone (CEZ) and the Upper Silesian Coal Basin (USCB), a coal mining area in Poland, have been chosen after a selection process. A second objective was to develop a system for improving and validating the capabilities of predicting the behaviour of the main radionuclides existing at these observatories. Interaction Matrices (IM) have been used since the 1990's as a tool for developing ecological conceptual models and have also been used within radioecology. The Interaction Matrix system relies on expert judgement for structuring knowledge of a given ecosystem at the conceptual level and was selected for use in the STAR project. A group of experts, selected from each institution of STAR, designed two matrices with the main compartments for each ecosystem (a forest in CEZ and a lake in USCB). All the features, events and processes (FEPs) which could affect the behaviour of the considered radionuclides, focusing on radiocaesium in the Chernobyl forest and radium in the Rontok-Wielki lake, were also included in each IM. Two new sets of experts were appointed to review, improve and prioritize the processes included in each IM. A first processing of the various candidate interaction matrices produced a single interaction matrix for each ecosystem which incorporated all experts combined knowledge. During the prioritization of processes in the IMs, directed towards developing a whole predictive model of radionuclides behaviour in those ecosystems, raised interesting issues related to the processes and parameters involved, regarding the existing knowledge in them. This exercise revealed several processes

  15. The Pendulum Swing of User Instruction and Interaction: The Resurrection of "How to Use" Technology to Learn in the 21st Century

    Science.gov (United States)

    Ramsay, Judith; Terras, Melody M.

    2015-01-01

    The use of technology to support learning is well recognised. One generation ago a major strand of human--computer interaction research focussed on the development of forms of instruction in how to interact with computers. Today, however, the advanced usability of modern technologies has all but removed the presence of many user manuals. Learners,…

  16. The Focus of Current HCI Research in Usability Evaluation and Feedback

    DEFF Research Database (Denmark)

    Høegh, Rune Thaarup

    2007-01-01

    This paper presents the findings from a systematic literature study of the research on usability evaluation and feedback. The literature study covers the papers published from five key human-computer interaction journals for a period of four years, and depicts the most current research within...

  17. Cyberpsychology: a human-interaction perspective based on cognitive modeling.

    Science.gov (United States)

    Emond, Bruno; West, Robert L

    2003-10-01

    This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human-Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.

  18. U.S. Army weapon systems human-computer interface style guide. Version 2

    Energy Technology Data Exchange (ETDEWEB)

    Avery, L.W.; O`Mara, P.A.; Shepard, A.P.; Donohoo, D.T.

    1997-12-31

    A stated goal of the US Army has been the standardization of the human computer interfaces (HCIs) of its system. Some of the tools being used to accomplish this standardization are HCI design guidelines and style guides. Currently, the Army is employing a number of HCI design guidance documents. While these style guides provide good guidance for the command, control, communications, computers, and intelligence (C4I) domain, they do not necessarily represent the more unique requirements of the Army`s real time and near-real time (RT/NRT) weapon systems. The Office of the Director of Information for Command, Control, Communications, and Computers (DISC4), in conjunction with the Weapon Systems Technical Architecture Working Group (WSTAWG), recognized this need as part of their activities to revise the Army Technical Architecture (ATA), now termed the Joint Technical Architecture-Army (JTA-A). To address this need, DISC4 tasked the Pacific Northwest National Laboratory (PNNL) to develop an Army weapon systems unique HCI style guide, which resulted in the US Army Weapon Systems Human-Computer Interface (WSHCI) Style Guide Version 1. Based on feedback from the user community, DISC4 further tasked PNNL to revise Version 1 and publish Version 2. The intent was to update some of the research and incorporate some enhancements. This document provides that revision. The purpose of this document is to provide HCI design guidance for the RT/NRT Army system domain across the weapon systems subdomains of ground, aviation, missile, and soldier systems. Each subdomain should customize and extend this guidance by developing their domain-specific style guides, which will be used to guide the development of future systems within their subdomains.

  19. TRIQS: A toolbox for research on interacting quantum systems

    Science.gov (United States)

    Parcollet, Olivier; Ferrero, Michel; Ayral, Thomas; Hafermann, Hartmut; Krivenko, Igor; Messio, Laura; Seth, Priyanka

    2015-11-01

    We present the TRIQS library, a Toolbox for Research on Interacting Quantum Systems. It is an open-source, computational physics library providing a framework for the quick development of applications in the field of many-body quantum physics, and in particular, strongly-correlated electronic systems. It supplies components to develop codes in a modern, concise and efficient way: e.g. Green's function containers, a generic Monte Carlo class, and simple interfaces to HDF5. TRIQS is a C++/Python library that can be used from either language. It is distributed under the GNU General Public License (GPLv3). State-of-the-art applications based on the library, such as modern quantum many-body solvers and interfaces between density-functional-theory codes and dynamical mean-field theory (DMFT) codes are distributed along with it.

  20. Research progress in neuro-immune interactions in Caenorhabditis elegans

    Directory of Open Access Journals (Sweden)

    Jin-ling CAI

    2012-09-01

    Full Text Available The innate immune response may be activated quickly once the organism is invaded by exotic pathogens. An excessive immune response may result in inflammation and tissue damage, whereas an insufficient immune response may result in infection. Nervous system may regulate the intensity of innate immune responses by releasing neurotransmitters, neuropeptides and hormones. Compared with the complicated neuro-immune system in mammals, it is much simpler in Caenorhabditis elegans. Besides, C. elegans is accessible to genetic, molecular biology and behavioral analyses, so it has been used in studies on neuro-immune interactions. It has been revealed recently in the studies with C. elegans that the neuronal pathways regulating innate immune responses primarily include a transforming growth factor-β (TGF-β pathway, an insulin/insulin-like growth factor receptor (IGF pathway and dopaminergic neurotransmission. Since these pathways are evolutionally conservative, so it might be able to provide some new ideas for the research on neuro-immune interactions at molecular levels. The recent progress in this field has been reviewed in present paper.

  1. Research on the Application of Fluid-Structure Interaction in Soil Rock Mixture Slope

    Directory of Open Access Journals (Sweden)

    Wang Yongcun

    2015-06-01

    Full Text Available traditional seepage theory has defects, and the fluid-structure interaction research has developed. Through the analysis of the fluid-structure interaction problems in engineering, this paper expounds the characteristics of fluid-structure interaction, research methods and research status quo, mathematical model of the slope is put forward.

  2. A Commentary on Parent-Child Cognitive Interaction Research: What Have we Learned From Two Decades of Research

    Directory of Open Access Journals (Sweden)

    Yvette Renee Harris

    2016-08-01

    Full Text Available The role of family influences on preschool and school age cognitive development has received considerable empirical attention from cognitive developmental psychology researchers in the last few decades. As a result of the interest, investigators have focused their attention on developing coding/observational systems to capture the interactions occurring between mothers and their young children. This paper reviews a select body of research on parent child cognitive learning interactions with the goal of determining how the researchers have operationalized the behaviors that occur within learning interactions. The paper concludes with a discussion of the suggestions on next steps for conducting parent child cognitive learning interaction research in the future.

  3. A Commentary on Parent-Child Cognitive Learning Interaction Research: What Have We Learned from Two Decades of Research?

    Science.gov (United States)

    Harris, Yvette R; Almutairi, Seham

    2016-01-01

    The role of family influences on preschool and school age cognitive development has received considerable empirical attention from cognitive developmental psychology researchers in the last few decades. As a result of the interest, investigators have focused their attention on developing coding/observational systems to capture the interactions occurring between mothers and their young children. This paper reviews a select body of research on parent-child cognitive learning interactions with the goal of determining how the researchers have operationalized the behaviors that occur within learning interactions. The paper concludes with a discussion of the suggestions on next steps for conducting parent-child cognitive learning interaction research in the future.

  4. Environmental Research Translation: Enhancing Interactions with Communities at Contaminated Sites

    Science.gov (United States)

    Ramirez-Andreotta, Monica D.; Brusseau, Mark L.; Artiola, Janick F.; Maier, Raina M.; Gandolfi, A. Jay

    2014-01-01

    The characterization and remediation of contaminated sites are complex endeavors fraught with numerous challenges. One particular challenge that is receiving increased attention is the development and encouragement of full participation by communities and community members affected by a given site in all facets of decision-making. Many disciplines have been grappling with the challenges associated with environmental and risk communication, public participation in environmental data generation, and decision-making and increasing community capacity. The concepts and methods developed by these disciplines are reviewed, with a focus on their relevance to the specific dynamics associated with environmental contamination sites. The contributions of these disciplines are then synthesized and integrated to help develop Environmental Research Translation (ERT), a proposed framework for environmental scientists to promote interaction and communication among involved parties at contaminated sites. This holistic approach is rooted in public participation approaches to science, which includes: a transdisciplinary team, effective collaboration, information transfer, public participation in environmental projects, and a cultural model of risk communication. Although there are challenges associated with the implementation of ERT, it is anticipated that application of this proposed translational science method could promote more robust community participation at contaminated sites. PMID:25173762

  5. Environmental Research Translation: Enhancing Interactions with Communities at Contaminated Sites

    Science.gov (United States)

    Ramirez-Andreotta, M.; Brusseau, M. L. L.; Artiola, J. F.; Maier, R. M.; Gandolfi, A. J.

    2015-12-01

    The characterization and remediation of contaminated sites are complex endeavors fraught with numerous challenges. One particular challenge that is receiving increased attention is the development and encouragement of full participation by communities and community members affected by a given site in all facets of decision-making. Many disciplines have been grappling with the challenges associated with environmental and risk communication, public participation in environmental data generation and decision-making, and increasing community capacity. The concepts and methods developed by these disciplines are reviewed, with a focus on their relevance to the specific dynamics associated with contaminated sites. The contributions of these disciplines are then synthesized and integrated to help develop Environmental Research Translation (ERT), a proposed framework for environmental scientists to promote interaction and communication among involved parties at contaminated sites. This holistic approach is rooted in public participation approaches to science, which includes: a transdisciplinary team, effective collaboration, information transfer, public participation in environmental projects, and a cultural model of risk communication. Although there are challenges associated with the implementation of ERT, it is anticipated that application of this proposed translational science method could promote more robust community participation at contaminated sites.

  6. 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......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...

  7. A Language/Action Model of Human-Computer Communication in a Psychiatric Hospital

    Science.gov (United States)

    Morelli, R. A.; Goethe, J. W.; Bronzino, J. D.

    1990-01-01

    When a staff physician says to an intern he is supervising “I think you should try medication X,” this statement may differ in meaning from the same string of words spoken between colleagues. In the first case, the statement may have the force of an order (“Do this!”), while in the latter it is merely a suggestion. In either case, the utterance sets up important expectations which constrain the future actions of the parties involved. This paper lays out an analytic framework, based on speech act theory, for representing such “conversations for action” so that they may be used to inform the design of human-computer interaction. The language/action design perspective views the information system -- in this case an expert system that monitors drug treatment -- as one of many “agents” within a broad communicative network. Speech act theory is used to model a typical psychiatric hospital unit as a system of communicative action. In addition to identifying and characterizing the primary communicative agents and speech acts, the model presents a taxonomy of key conversational patterns and shows how they may be applied to the design of a clinical monitoring system. In the final section, the advantages and implications of this design approach are discussed.

  8. 基于光学的多点触摸交互系统技术研究%Research of Multi-touch Interactive System Based on Optics

    Institute of Scientific and Technical Information of China (English)

    沈翔

    2012-01-01

    This thesis researches multi-touch interactive system based on infrared projection and sensing. This system maps image to multi touch gesture through designing infrared sensing and image processing of reflected light. The system maintains human computer interaction through transmission gesture to application by protocol. It also utilizes open source development framework to expand fields of application and satisfy needs of many fields.%基于红外线投射和感应的多点触摸交互系统,通过设计红外线感应以及对反射光的图像处理,将图像映射成多点触摸手势.系统通过标准协议将手势传输到应用程序,完成交互.系统利用开源开发框架,扩展系统应用范围,满足各个领域的需要.

  9. The Institutional Embedding of Interactive Policy Making. Insights from a comparative research based on eight interactive projects in the Netherlands

    NARCIS (Netherlands)

    Edelenbos, J.; Klok, P.J.; Tatenhove, van J.P.M.

    2009-01-01

    In this article, the authors address citizen involvement at the central government level in the Netherlands. Through comparative research in which they systematically analyze eight interactive projects in three governmental departments, the authors especially pay attention to the relation between

  10. The Institutional Embedding of Interactive Policy Making Insights From a Comparative Research Based on Eight Interactive Projects in the Netherlands

    NARCIS (Netherlands)

    Edelenbos, Jurian; Klok, Pieter J.; van Tatenhove, Jan

    2009-01-01

    In this article, the authors address citizen involvement at the central government level in the Netherlands. Through comparative research in which they systematically analyze eight interactive projects in three governmental departments, the authors especially pay attention to the relation between

  11. Interacting with the Reader: Politeness in Engineering Research Article Discussions

    Directory of Open Access Journals (Sweden)

    Luz Gil-Salom

    2009-12-01

    Full Text Available The writer’s strategy to combine the exposition of factual information with personal judgement and interaction with the reader has been analysed in a number of studies (Hunston, 1994; Hyland, 1998a, 1998b; Latour and Woolgar, 1979; Skelton, 1997. Myers’ studies (1989, 1992 on the pragmatics of politeness in scientific articles analyse politeness strategies in regularities of scientific style that are usually explained in terms of conventions. In the context of scientific communication, the researcher performs two basic tasks: presenting a claim and contradicting former theories or beliefs. Both actions could be interpreted as impolite behaviours and constitute what Brown and Levinson (1987 call face threatening acts (FTAs. In this study we explore the presence of face-redressive politeness strategies in the discussion sections of engineering research articles. The data are drawn from a corpus of 46 discussion sections in the fields of computing, telecommunications, nanotechnology and robotics.La estrategia del escritor de combinar la exposición de información factual a la vez que expresa sus opiniones personales y mantiene la interacción con el lector ya ha sido objeto de análisis (Hunston, 1994; Hyland, 1998a, 1998b; Latour y Woolgar, 1979; Skelton, 1997. Los estudios de Myers (1989, 1992, enfocados a la pragmática de la cortesía en artículos científicos, analizan las estrategias de cortesía presentes en las regularidades del discurso científico, que tienden a ser consideradas como convenciones del género. En el contexto de la comunicación científica, el investigador realiza dos tareas básicas: presentar una hipótesis o afirmación científica y contradecir teorías u opiniones asumidas por la comunidad científica. Ambas acciones son susceptibles de ser consideradas descorteses y constituyen lo que Brown y Levinson (1987 denominan ‘actos de amenaza de la imagen pública’ (face threatening acts en su denominación inglesa

  12. User interface issues in supporting human-computer integrated scheduling

    Science.gov (United States)

    Cooper, Lynne P.; Biefeld, Eric W.

    1991-09-01

    The topics are presented in view graph form and include the following: characteristics of Operations Mission Planner (OMP) schedule domain; OMP architecture; definition of a schedule; user interface dimensions; functional distribution; types of users; interpreting user interaction; dynamic overlays; reactive scheduling; and transitioning the interface.

  13. A Novel Approach to Improve the Planning of Adaptive and Interactive Sessions for the treatment of Major Depression

    OpenAIRE

    BRESÓ GUARDADO, ADRIÁN; Martínez Miranda, Juan Crisóforo; Fuster García, Elíes; García Gómez, Juan Miguel

    2016-01-01

    Human Computer Interaction (HCI) is a research field which aims to improve the relationship between users and interactive computer systems. A main objective of this research area is to make the user experience more pleasant and efficient, minimizing the barrier between the users' cognition of what they want to accomplish and the computer's understanding of the user's tasks, by means of userfriendly, useful and usable designs. A bad HCI design is one of the main reasons behind user rejection o...

  14. Proactive human-computer collaboration for information discovery

    Science.gov (United States)

    DiBona, Phil; Shilliday, Andrew; Barry, Kevin

    2016-05-01

    Lockheed Martin Advanced Technology Laboratories (LM ATL) is researching methods, representations, and processes for human/autonomy collaboration to scale analysis and hypotheses substantiation for intelligence analysts. This research establishes a machinereadable hypothesis representation that is commonsensical to the human analyst. The representation unifies context between the human and computer, enabling autonomy in the form of analytic software, to support the analyst through proactively acquiring, assessing, and organizing high-value information that is needed to inform and substantiate hypotheses.

  15. Towards human-computer synergetic analysis of large-scale biological data.

    Science.gov (United States)

    Singh, Rahul; Yang, Hui; Dalziel, Ben; Asarnow, Daniel; Murad, William; Foote, David; Gormley, Matthew; Stillman, Jonathan; Fisher, Susan

    2013-01-01

    Advances in technology have led to the generation of massive amounts of complex and multifarious biological data in areas ranging from genomics to structural biology. The volume and complexity of such data leads to significant challenges in terms of its analysis, especially when one seeks to generate hypotheses or explore the underlying biological processes. At the state-of-the-art, the application of automated algorithms followed by perusal and analysis of the results by an expert continues to be the predominant paradigm for analyzing biological data. This paradigm works well in many problem domains. However, it also is limiting, since domain experts are forced to apply their instincts and expertise such as contextual reasoning, hypothesis formulation, and exploratory analysis after the algorithm has produced its results. In many areas where the organization and interaction of the biological processes is poorly understood and exploratory analysis is crucial, what is needed is to integrate domain expertise during the data analysis process and use it to drive the analysis itself. In context of the aforementioned background, the results presented in this paper describe advancements along two methodological directions. First, given the context of biological data, we utilize and extend a design approach called experiential computing from multimedia information system design. This paradigm combines information visualization and human-computer interaction with algorithms for exploratory analysis of large-scale and complex data. In the proposed approach, emphasis is laid on: (1) allowing users to directly visualize, interact, experience, and explore the data through interoperable visualization-based and algorithmic components, (2) supporting unified query and presentation spaces to facilitate experimentation and exploration, (3) providing external contextual information by assimilating relevant supplementary data, and (4) encouraging user-directed information

  16. Experimental design for research on shock-turbulence interaction

    Science.gov (United States)

    Radcliffe, S. W.

    1969-01-01

    Report investigates the production of acoustic waves in the interaction of a supersonic shock and a turbulence environment. The five stages of the investigation are apparatus design, development of instrumentation, preliminary experiment, turbulence generator selection, and main experiments.

  17. Interactive Water Resources Modeling and Model Use: An Overview

    Science.gov (United States)

    Loucks, Daniel P.; Kindler, Janusz; Fedra, Kurt

    1985-02-01

    This serves as an introduction for the following sequence of five papers on interactive water resources and environmental management, policy modeling, and model use. We review some important shortcomings of many management and policy models and argue for improved human-computer-model interaction and communication. This interaction can lead to more effective model use which in turn should facilitate the exploration, analysis, and synthesis of alternative designs, plans, and policies by those directly involved in the planning, management, or policy making process. Potential advantages of interactive modeling and model use, as well as some problems and research needs, are discussed.

  18. From fear to flow personality and information interaction

    CERN Document Server

    Heinstrom, Jannica

    2010-01-01

    From Fear to Flow explores how personality traits may influence attitude, behaviour and reaction to information. Consideration is made for individual differences in information behaviour and reasons behind individual search differences. The book reviews personality and information behaviour and discusses how personality may influence the attitude towards information. Reaction to information is examined in contexts such as everyday life, decision-making, work, studies and human-computer interaction.Introduces a little researched area which is current and needed in our Informatio

  19. Basic Research in Human–Computer–Biosphere Interaction

    Directory of Open Access Journals (Sweden)

    Hill Hiroki Kobayashi

    2014-09-01

    Full Text Available In this study, we present a vision of how a human–computer–biosphere interaction (HCBI can facilitate a sustainable society. HCBI extends and transforms the subject of human–computer interaction from countable people, objects, pets, and plants into an auditory biosphere that is an uncountable, a complex, and a non-linguistic soundscape. As an example, utilizing HCBI to experience forest soundscapes can help us feel one with nature, without physically being present in nature. The goal of HCBI is to achieve ecological interactions between humans and nature through computer systems without causing environmental destruction. To accomplish this, information connectivity must be created despite the physical separation between humans and the environment. This combination should also ensure ecological neutrality. In this paper, we present an overview of an HCBI concept, related work, methodologies, and developed interfaces. We used pre-recorded animal calls to enable a bio-acoustical feedback from the target wildlife. In this study, we primarily focus on the design and evaluation of a bio-acoustic interaction system utilizing tracking collars, microphones, speakers, infrared cameras, infrared heat sensors, micro-climate sensors, radio-tracking devices, GPS devices, radio clocks, embedded Linux boards, high-capacity batteries, and high-speed wireless communication devices. Our experiments successfully demonstrated bio-acoustic interactions between wildlife—more specifically, an endangered species of a wild cat—and human beings via a computer system, thus validating the HCBI concept.

  20. Issues in human/computer control of dexterous remote hands

    Science.gov (United States)

    Salisbury, K.

    1987-01-01

    Much research on dexterous robot hands has been aimed at the design and control problems associated with their autonomous operation, while relatively little research has addressed the problem of direct human control. It is likely that these two modes can be combined in a complementary manner yielding more capability than either alone could provide. While many of the issues in mixed computer/human control of dexterous hands parallel those found in supervisory control of traditional remote manipulators, the unique geometry and capabilities of dexterous hands pose many new problems. Among these are the control of redundant degrees of freedom, grasp stabilization and specification of non-anthropomorphic behavior. An overview is given of progress made at the MIT AI Laboratory in control of the Salisbury 3 finger hand, including experiments in grasp planning and manipulation via controlled slip. It is also suggested how we might introduce human control into the process at a variety of functional levels.

  1. Exploring the Human Computer Interface and Photic Driving.

    Science.gov (United States)

    1999-03-01

    Gamma waves (>30 HZ) are believed to be associated with the mechanism of consciousness [BARL93]. Classification Comments Frequency _____________Range...band, which is associated with relaxation and meditation . Researchers have produced PD in the theta, beta and gamma bands [GIZY93, MANG93, and SAKA93...maximum 200 words) The application of a stroboscopic light within a certain frequency range may cause a subject’s brain waves to follow or become

  2. 2012 ATOMIC AND MOLECULAR INTERACTIONS GORDON RESEARCH CONFERENCE AND GORDON RESEARCH SEMINAR, JULY 15-20, 2012

    Energy Technology Data Exchange (ETDEWEB)

    Zwier, Timothy

    2012-07-20

    At the 2012 Atomic and Molecular Interactions Gordon Conference, there will be talks in several broadly defined and partially overlapping areas:  Intramolecular and single-collision reaction dynamics;  Photophysics and photochemistry of excited states;  Clusters, aerosols and solvation;  Interactions at interfaces;  Conformations and folding of large molecules;  Interactions under extreme conditions of temperature and pressure. The theme of the Gordon Research Seminar on Atomic & Molecular Interactions, in keeping with the tradition of the Atomic and Molecular Interactions Gordon Research Conference, is far-reaching and involves fundamental research in the gas and condensed phases along with application of these ideas to practical chemical fields. The oral presentations, which will contain a combination of both experiment and theory, will focus on four broad categories:  Ultrafast Phenomena;  Excited States, Photoelectrons, and Photoions;  Chemical Reaction Dynamics;  Biomolecules and Clusters.

  3. Future research directions to reconcile wind turbine - wildlife interactions

    NARCIS (Netherlands)

    May, R.; Gill, A.B.; Koppel, Johann; Langston, R.H.W.; Reichenbach, Marc; Scheidat, M.; Smallwood, Shawn; Voigt, C.; Hueppop, O.; Portman, Michelle

    2017-01-01

    Concurrent with the development of wind energy, research activity on wind energy generation and wildlife has evolved significantly during the last decade. This chapter presents an overview of remaining key knowledge gaps, consequent future research directions and their significance for management an

  4. 2012 Gordon Research Conference, Electron donor-acceptor interactions, August 5-10 2012

    Energy Technology Data Exchange (ETDEWEB)

    McCusker, James [Michigan State Univ., East Lansing, MI (United States)

    2012-08-10

    The upcoming incarnation of the Gordon Research Conference on Electron Donor Acceptor Interactions will feature sessions on classic topics including proton-coupled electron transfer, dye-sensitized solar cells, and biological electron transfer, as well as emerging areas such as quantum coherence effects in donor-acceptor interactions, spintronics, and the application of donor-acceptor interactions in chemical synthesis.

  5. 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,

  6. Analysing group interaction in focus group research: Impact on content and the role of the moderator

    Directory of Open Access Journals (Sweden)

    Mette Grønkjær

    2011-03-01

    Full Text Available Interaction between group participants is considered the distinct advantage and hallmark of focus group research. It is therefore necessary to include the social interaction dynamics in analysing focus group data. Little information is however available on analysis of the social interaction in the group and the analytical outcome for the content of the data. This paper contributes to the discussion of the value of participant interaction in focus group research by analysing sequences of interaction collected recently during a research project. This project utilized focus groups to investigate the perceptions and meanings of alcohol use in Denmark. As a frame for analysing group interaction, elements of conversation analysis were used. The aim of this paper is to illustrate group interaction and its impact on the content of focus group data, and highlight the role and some of the challenges posed by group interaction for moderating the focus group discussion. The interaction analyses led to the construction of four interactional events: Negotiating and constructing normality in interaction, disagreement and/or consensus, homogeneity and the impact on interaction and content, and coming to and making sense of a dead-end (including the risk of hierarchical issues. The interactional events are followed by considerations on the impact they may have on the role of the moderator.

  7. A Study of Electromyogram Based on Human-Computer Interface

    Institute of Scientific and Technical Information of China (English)

    Jun-Ru Ren; Tie-Jun Liu; Yu Huang; De-Zhong Yao

    2009-01-01

    In this paper,a new control system based on forearm electromyogram (EMG) is proposed for computer peripheral control and artificial prosthesis control.This control system intends to realize the commands of six pre-defined hand poses:up,down,left,right,yes,and no.In order to research the possibility of using a unified amplifier for both electro-encephalogram (EEG) and EMG,the surface forearm EMG data is acquired by a 4-channel EEG measure-ment system.The Bayesian classifier is used to classify the power spectral density (PSD) of the signal.The experiment result verifies that this control system can supply a high command recognition rate (average 48%) even the EMG data is collected with an EEG system just with single electrode measurement.

  8. Restriction of Variance Interaction Effects and Their Importance for International Business Research

    DEFF Research Database (Denmark)

    Cortina, Jose M.; Köhler, Tine; Nielsen, Bo Bernhard

    2015-01-01

    hypothesis that is very common in international business (IB) research: the restricted variance (RV) hypothesis. Specifically, we describe the nature of an RV interaction and its evidentiary requirements. We also offer several IB examples involving interactions that could have been supported with RV...... arguments. Our hope is that IB researchers can use this paper to bolster their arguments for interaction hypotheses by explaining them in terms of RV....

  9. Research of the punch interaction with composite protective panel

    OpenAIRE

    Kulakov, N.; Lyubin, A.

    2008-01-01

    The work examines the structure of a protection composite panel consisting of a crushing layer (ceramic discrete elements of a cylindrical shape) and a restraining layer below (metallic leaf). This protection panel can be used for an armour-piercing bullet protection of the car. Here is the strength calculation of ceramic elements and metallic protective layer dynamic interaction under bullet impact. The problem was solved under a variety of protection panel parameters in order to define thei...

  10. Information interaction in the network the internet as object of scientific and pedagogical researches

    Directory of Open Access Journals (Sweden)

    Анна Илясовна Готская

    2009-06-01

    Full Text Available In article specificity of information interaction in a network the Internet is considered. The consideration purpose is specification of the concept «information interaction» with reference to interaction in a network the Internet. And also definition of its features for the subsequent designing of educational programs of additional preparation of teachers. Thus information interaction in the Internet is considered as object of scientific and pedagogical researches.

  11. Psychosocial and Cultural Modeling in Human Computation Systems: A Gamification Approach

    Energy Technology Data Exchange (ETDEWEB)

    Sanfilippo, Antonio P.; Riensche, Roderick M.; Haack, Jereme N.; Butner, R. Scott

    2013-11-20

    “Gamification”, the application of gameplay to real-world problems, enables the development of human computation systems that support decision-making through the integration of social and machine intelligence. One of gamification’s major benefits includes the creation of a problem solving environment where the influence of cognitive and cultural biases on human judgment can be curtailed through collaborative and competitive reasoning. By reducing biases on human judgment, gamification allows human computation systems to exploit human creativity relatively unhindered by human error. Operationally, gamification uses simulation to harvest human behavioral data that provide valuable insights for the solution of real-world problems.

  12. Interactions of severe accident research and regulatory positions (ISARRP)

    Energy Technology Data Exchange (ETDEWEB)

    Sehgal, B.R. (comp.) [Royal Inst. of Tech., Stockholm (Sweden). Nuclear Power Safety

    2001-12-01

    The work Programme of the ISARRP Project was divided into several work packages. The work was conducted in the form of presentations and discussions, held during several meetings whose character was that of workshops. Short reports were prepared by the partners assigned to each task. Work Package 1: Critical review of the SA phenomenological research. The objective of this work package was to consider the progress made world-wide in research on the resolution of the outstanding phenomenological issues posed by severe accidents. Work Package 2: Relevance of severe accident research to SAMG requirements and implementation. The objective of this work package was to relate the progress made in the resolution of the SA issues to the practical matter of what results are required or have been used for the management of severe accidents. Clearly, the SAMG is the most important avenue employed by the regulatory organizations to assure themselves of the safe (from public perspective) performance of a nuclear plant in a postulated severe accident event. Work Package 3: Relevance of severe accident research to PSA and the risk informed regulatory approach. The objectives of this work package is to relate the results obtained by the severe accident research to the requirements of a PSA and of the new trend of employing the risk informed approach in promulgating regulations. Clearly a PSA identifies vulnerabilities in the knowledge base, however, their importance is decidedly plant specific. Nevertheless the uncertainties in the phenomenology or in resolution of issues lead to uncertainties in the PSA conclusions and in the adoption of the risk informed approach. Work Package 4: Questionnaire and the evaluation of responses to the questions. The purpose of this work package is to solicit the views of the regulatory organizations towards the results of the SA research and the benefits they have derived from it in terms of regulatory actions, or in the confidence they have gained

  13. The required interactions among institutions involved with Research and Development in the power sector

    Energy Technology Data Exchange (ETDEWEB)

    Vieira Filho, X.; Medeiros, J.C.; Szechtman, M. [Centro de Pesquisas de Energia Eletrica (CEPEL), Rio de Janeiro, RJ (Brazil)

    1994-12-31

    This paper presents the form which CEPEL (Brazilian Federal Research Center in Electric Energy) works for the Brazilian electric system, the interaction with associates, especially with ELETROBRAS (the Federal holding company in Brazil), the modern way of CEPEL operation and interactions with clients, the partnership in Research and Development, the CEPEL philosophy of transferring technology to its clients, and the cost-benefit analysis of Research and Development activities. (author) 2 refs., 4 figs., 1 tab.

  14. Research on Goods and the Ship Interaction Based on ADAMS

    Directory of Open Access Journals (Sweden)

    Song Fangzhen

    2017-01-01

    Full Text Available The equivalent method of the relative movement goods on board is discussed in details. This method is to establish dynamic model based on moving trajectory of gravity-center for goods and to take rigid body geometric model with the trajectory as constraints in ADAMS. The difference of simulation methods for the different goods in carrier rolling is compared. The interact of relative moving objects with bulk carrier is discussed by using the ADAMS model. It is verified that the ballast water can maintain the ship’s stability by means of the ADAMS model.

  15. Risk Issues in Developing Novel User Interfaces for Human-Computer Interaction

    KAUST Repository

    Klinker, Gudrun

    2014-01-01

    © 2014 Springer International Publishing Switzerland. All rights are reserved. When new user interfaces or information visualization schemes are developed for complex information processing systems, it is not readily clear how much they do, in fact, support and improve users\\' understanding and use of such systems. Is a new interface better than an older one? In what respect, and in which situations? To provide answers to such questions, user testing schemes are employed. This chapter reports on a range of risks pertaining to the design and implementation of user interfaces in general, and to newly emerging interfaces (3-dimensionally, immersive, mobile) in particular.

  16. Human-Computer Interaction and Operators' Performance Optimizing Work Design with Activity Theory

    CERN Document Server

    Bedny, Gregory Z

    2010-01-01

    Directed to a broad and interdisciplinary audience, this book provides a complete account of what has been accomplished in applied and systemic-structural activity theory. It presents a new approach to applied psychology and the study of human work that has derived from activity theory. The selected articles demonstrate the basic principles of studying human work and particularly computer-based work in complex sociotechnical systems. The book includes examples of applied and systemic-structural activity theory to HCI and man-machine-systems, aviation, safety, design and optimization of human p

  17. Trends in Human-Computer Interaction to Support Future Intelligence Analysis Capabilities

    Science.gov (United States)

    2011-06-01

    strategies including (DARPA, 2011a): • Intelligent interruption to improve limited working memory ; • Attention management to improve focus during...complex tasks; • Cued memory retrieval to improve situational awareness and context recovery; • Modality switching (i.e., audio, visual) to increase...www.biometry.com www.handresearch.com Vein pattern palm reading by Fujitsu www.dealspwn.com 16 Augmented Cognition / Brain Computer Interfaces NeuroSky MindSet OCZ

  18. Guidelines for the use of vibro-tactile displays in human computer interaction

    NARCIS (Netherlands)

    Erp, J.B.F. van

    2002-01-01

    Vibro-tactile displays convey messages by presenting vibration to the user's skin. In recent years, the interest in and application of vibro-tactile displays is growing. Vibratory displays are introduced in mobile devices, desktop applications and even in aircraft [1]. Despite the growing interest,

  19. Human Computer Interaction (HCI) and Internet Residency: Implications for Both Personal Life and Teaching/Learning

    Science.gov (United States)

    Crearie, Linda

    2016-01-01

    Technological advances over the last decade have had a significant impact on the teaching and learning experiences students encounter today. We now take technologies such as Web 2.0, mobile devices, cloud computing, podcasts, social networking, super-fast broadband, and connectedness for granted. So what about the student use of these types of…

  20. Human-Computer Interaction Based on Hand Gestures Using RGB-D Sensors

    Directory of Open Access Journals (Sweden)

    Sergio Llorente

    2013-09-01

    Full Text Available In this paper we present a new method for hand gesture recognition based on an RGB-D sensor. The proposed approach takes advantage of depth information to cope with the most common problems of traditional video-based hand segmentation methods: cluttered backgrounds and occlusions. The algorithm also uses colour and semantic information to accurately identify any number of hands present in the image. Ten different static hand gestures are recognised, including all different combinations of spread fingers. Additionally, movements of an open hand are followed and 6 dynamic gestures are identified. The main advantage of our approach is the freedom of the user’s hands to be at any position of the image without the need of wearing any specific clothing or additional devices. Besides, the whole method can be executed without any initial training or calibration. Experiments carried out with different users and in different environments prove the accuracy and robustness of the method which, additionally, can be run in real-time.

  1. Knowledge Management of Web Financial Reporting in Human-Computer Interactive Perspective

    Science.gov (United States)

    Wang, Dong; Chen, Yujing; Xu, Jing

    2017-01-01

    Handling and analyzing to web financial data is becoming a challenge issue in knowledge management and education to accounting practitioners. eXtensible Business Reporting Language (XBRL), which is a type of web financial reporting, describes and recognizes financial items by tagging metadata. The goal is to make it possible for financial reports…

  2. An Innovative Solution Based on Human-Computer Interaction to Support Cognitive Rehabilitation

    Directory of Open Access Journals (Sweden)

    José M. Cogollor

    2014-10-01

    Full Text Available This contribution focuses its objective in describing the design and implementation of an innovative system to provide cognitive rehabilitation. People who will take advantage of this platform suffer from a post-stroke disease called Apraxia and Action Disorganisation Syndrome (AADS. The platform has been integrated at Universidad Politécnica de Madrid and tries to reduce the stay in hospital or rehabilitation center by supporting self-rehabilitation at home. So, the system acts as an intelligent machine which guides patients while executing Activities of Daily Living (ADL, such as preparing a simple tea, by informing them about the errors committed and possible actions to correct them. A short introduction to other works related to stroke, patients to work with, how the system works and how it is implemented are provided in the document. Finally, some relevant information from experiment made with healthy people for technical validation is also shown.

  3. Prevention or Identification of Web Intrusion via Human Computer Interaction Behaviour - A Proposal

    Science.gov (United States)

    2004-10-25

    Ana Fred2 and António Alves Vieira1 [1]Escola Superior de Tecnologia de Setúbal Campus do IPS Estefanilha Setúbal, Portugal Tel +351 265790000, Fax...AUTHOR(S) 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Escola Superior de Tecnologia de

  4. Robot Arm Control and Having Meal Aid System with Eye Based Human-Computer Interaction (HCI)

    Science.gov (United States)

    Arai, Kohei; Mardiyanto, Ronny

    Robot arm control and having meal aid system with eye based HCI is proposed. The proposed system allows disabled person to select desirable food from the meal tray by their eyes only. Robot arm which is used for retrieving the desirable food is controlled by human eye. At the tip of the robot arm, tiny camera is equipped. Disabled person wear a glass of which a single Head Mount Display: HMD and tiny camera is mounted so that disabled person can take a look at the desired food and retrieve it by looking at the food displayed onto HMD. Experimental results show that disabled person can retrieve the desired food successfully. It also is confirmed that robot arm control by eye based HCI is much faster than that by hands.

  5. Incorporating a Human-Computer Interaction Course into Software Development Curriculums

    Science.gov (United States)

    Janicki, Thomas N.; Cummings, Jeffrey; Healy, R. Joseph

    2015-01-01

    Individuals have increasing options on retrieving information related to hardware and software. Specific hardware devices include desktops, tablets and smart devices. Also, the number of software applications has significantly increased the user's capability to access data. Software applications include the traditional web site, smart device…

  6. Modeling Goal-Directed User Exploration in Human-Computer Interaction

    Science.gov (United States)

    2011-02-01

    is implemented as a LISP program outside the confines of a cognitive architecture. The normalization assumption is implemented by simply normalizing...invoke a LISP function to compute the infoscent of the link with respect to the goal. The LISP function will then update the utilities of the three...competing productions (see Section 4.2.1.1) based on the link’s infoscent. This LISP function is an example of a black-box implementation of the

  7. NUMERICAL RESEARCH OF INTERACTING OF AIRSHIP WITH ATMOSPHERIC JET STREAMS

    Directory of Open Access Journals (Sweden)

    2016-01-01

    Full Text Available The results of numerical research of aerodynamic characteristics of airship with or without gondola in steady movement of the airship through the atmospheric jet streams. The influence of gondola and location of the airship relative to the axis of the jet stream on the value of the aerodynamic coefficients of airship is defined.

  8. NUMERICAL RESEARCH OF INTERACTING OF AIRSHIP WITH ATMOSPHERIC JET STREAMS

    OpenAIRE

    2016-01-01

    The results of numerical research of aerodynamic characteristics of airship with or without gondola in steady movement of the airship through the atmospheric jet streams. The influence of gondola and location of the airship relative to the axis of the jet stream on the value of the aerodynamic coefficients of airship is defined.

  9. Human Computation in Visualization: Using Purpose Driven Games for Robust Evaluation of Visualization Algorithms.

    Science.gov (United States)

    Ahmed, N; Zheng, Ziyi; Mueller, K

    2012-12-01

    Due to the inherent characteristics of the visualization process, most of the problems in this field have strong ties with human cognition and perception. This makes the human brain and sensory system the only truly appropriate evaluation platform for evaluating and fine-tuning a new visualization method or paradigm. However, getting humans to volunteer for these purposes has always been a significant obstacle, and thus this phase of the development process has traditionally formed a bottleneck, slowing down progress in visualization research. We propose to take advantage of the newly emerging field of Human Computation (HC) to overcome these challenges. HC promotes the idea that rather than considering humans as users of the computational system, they can be made part of a hybrid computational loop consisting of traditional computation resources and the human brain and sensory system. This approach is particularly successful in cases where part of the computational problem is considered intractable using known computer algorithms but is trivial to common sense human knowledge. In this paper, we focus on HC from the perspective of solving visualization problems and also outline a framework by which humans can be easily seduced to volunteer their HC resources. We introduce a purpose-driven game titled "Disguise" which serves as a prototypical example for how the evaluation of visualization algorithms can be mapped into a fun and addicting activity, allowing this task to be accomplished in an extensive yet cost effective way. Finally, we sketch out a framework that transcends from the pure evaluation of existing visualization methods to the design of a new one.

  10. Farm animal welfare research in interaction with society.

    Science.gov (United States)

    Blokhuis, H J; Ekkel, E D; Korte, S M; Hopster, H; van Reenen, C G

    2000-10-01

    Over the last 30 years concern about farm animal welfare has increased and has become a public issue in the Netherlands. Public discussion has stimulated research in this field, financed by both government and industry. Dutch society in general and consumers of animal products in particular, want to see high standards of welfare for production animals. Good animal welfare has gradually gained more impact in the total quality concept of the product. This will encourage scientists to continue to analyse the welfare status of animals and to come up with innovative solutions for the remaining problems. At ID-Lelystad much effort is put into farm animal welfare research. This research includes for example, the development of behavioural tests for quantifying and interpreting fear in cattle, investigations into the effects of dietary iron supply and a lack of roughage on behaviour, immunology, stress physiology, and pathology in veal calves, studies of the ontogeny of tail biting in finishing pigs and feather pecking in laying hens as well as evaluation of the welfare effects of automatic milking in dairy cows. The results of these projects contribute to concrete improvements in animal husbandry and expertise and support policy making and legislation. The animal industry as well as retailers should aim at the further implementation of this knowledge and to specify welfare standards to guarantee consumer acceptance of animal production.

  11. Category Learning Research in the Interactive Online Environment Second Life

    Science.gov (United States)

    Andrews, Jan; Livingston, Ken; Sturm, Joshua; Bliss, Daniel; Hawthorne, Daniel

    2011-01-01

    The interactive online environment Second Life allows users to create novel three-dimensional stimuli that can be manipulated in a meaningful yet controlled environment. These features suggest Second Life's utility as a powerful tool for investigating how people learn concepts for unfamiliar objects. The first of two studies was designed to establish that cognitive processes elicited in this virtual world are comparable to those tapped in conventional settings by attempting to replicate the established finding that category learning systematically influences perceived similarity . From the perspective of an avatar, participants navigated a course of unfamiliar three-dimensional stimuli and were trained to classify them into two labeled categories based on two visual features. Participants then gave similarity ratings for pairs of stimuli and their responses were compared to those of control participants who did not learn the categories. Results indicated significant compression, whereby objects classified together were judged to be more similar by learning than control participants, thus supporting the validity of using Second Life as a laboratory for studying human cognition. A second study used Second Life to test the novel hypothesis that effects of learning on perceived similarity do not depend on the presence of verbal labels for categories. We presented the same stimuli but participants classified them by selecting between two complex visual patterns designed to be extremely difficult to label. While learning was more challenging in this condition , those who did learn without labels showed a compression effect identical to that found in the first study using verbal labels. Together these studies establish that at least some forms of human learning in Second Life parallel learning in the actual world and thus open the door to future studies that will make greater use of the enriched variety of objects and interactions possible in simulated environments

  12. Strategies and Intervening Factors Influencing Student Social Interaction and Experiential Learning in an Interdisciplinary Research Team

    Science.gov (United States)

    Ryser, Laura; Halseth, Greg; Thien, Deborah

    2009-01-01

    Faculty have long incorporated students into interdisciplinary research projects to meet increasingly common demands for collaborative research by federal funding agencies. Despite the critical role of experiential learning in building student research skills and capacity, few have explored social interaction mechanisms used to facilitate student…

  13. Improving and Expanding Social Interaction Skills in Supported Employment Settings: Planning Qualitative Research.

    Science.gov (United States)

    Sikka, Anjoo; Tedder, Norma

    This paper describes the planning of a qualitative research methodology to develop strategies to improve and expand social interaction skills of deaf-blind students in supported employment settings. Characteristics of qualitative research are delineated and include: definition of the domain of the research; an evolving study design; behavior…

  14. Replication in Interaction and Working Memory Research: Révész (2012) and Goo (2012)

    Science.gov (United States)

    Gass, Susan; Valmori, Lorena

    2015-01-01

    This paper argues for the replication of two studies, both of which consider feedback and working memory. In the first part of this paper, we discuss the role of interaction-based research and working memory research in second language acquisition research. We then describe two studies that have unified these two areas in recent published articles…

  15. Does textual feedback hinder spoken interaction in natural language?

    Science.gov (United States)

    Le Bigot, Ludovic; Terrier, Patrice; Jamet, Eric; Botherel, Valerie; Rouet, Jean-Francois

    2010-01-01

    The aim of the study was to determine the influence of textual feedback on the content and outcome of spoken interaction with a natural language dialogue system. More specifically, the assumption that textual feedback could disrupt spoken interaction was tested in a human-computer dialogue situation. In total, 48 adult participants, familiar with the system, had to find restaurants based on simple or difficult scenarios using a real natural language service system in a speech-only (phone), speech plus textual dialogue history (multimodal) or text-only (web) modality. The linguistic contents of the dialogues differed as a function of modality, but were similar whether the textual feedback was included in the spoken condition or not. These results add to burgeoning research efforts on multimodal feedback, in suggesting that textual feedback may have little or no detrimental effect on information searching with a real system. STATEMENT OF RELEVANCE: The results suggest that adding textual feedback to interfaces for human-computer dialogue could enhance spoken interaction rather than create interference. The literature currently suggests that adding textual feedback to tasks that depend on the visual sense benefits human-computer interaction. The addition of textual output when the spoken modality is heavily taxed by the task was investigated.

  16. Human Computation

    CERN Document Server

    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...

  17. 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.

  18. Collaboratives for Wildlife-Wind Turbine Interaction Research: Fostering Multistakeholder Involvement (Poster)

    Energy Technology Data Exchange (ETDEWEB)

    Sinclair, K.

    2013-04-01

    This poster highlights the various wildlife-wind collaboratives (specific to wildlife-wind turbine interaction research) that currently exist. Examples of collaboratives are included along with contact information, objectives, benefits, and ways to advance the knowledge base.

  19. Research-practice interactions as reported in recent design studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan

    2012-01-01

    Ormel, B., Pareja, N., & McKenney, S. (2011, 8-10 June). Research-practice interactions as reported in recent design studies: Still promising, still hazy. Paper presentation at the ORD annual meeting, Maastricht.

  20. Research-practice interactions as reported in recent design studies: Still promising, still hazy

    NARCIS (Netherlands)

    Ormel, Bart; Pareja Roblin, Natalie; McKenney, Susan

    2012-01-01

    Ormel, B., Pareja, N., & McKenney, S. (2011, 8-10 June). Research-practice interactions as reported in recent design studies: Still promising, still hazy. Paper presentation at the ORD annual meeting, Maastricht.

  1. Where have all the people gone? A plea for including social interaction in emotion research

    NARCIS (Netherlands)

    Fischer, A.H.; van Kleef, G.A.

    2010-01-01

    In the present article we argue that emotional interactions are not appropriately captured in present emotion research and theorizing. Emotional stimuli or antecedents are dynamic and change over time because they often interact and have a specific relationship with the subject. Earlier emotional

  2. Exploration of Textual Interactions in CALL Learning Communities: Emerging Research and Opportunities

    Science.gov (United States)

    White, Jonathan R.

    2017-01-01

    Computer-assisted language learning (CALL) has greatly enhanced the realm of online social interaction and behavior. In language classrooms, it allows the opportunity for students to enhance their learning experiences. "Exploration of Textual Interactions in CALL Learning Communities: Emerging Research and Opportunities" is an ideal…

  3. How Do Interaction Experiences Influence Doctoral Students’ Academic Pursuits in Biomedical Research?

    OpenAIRE

    2013-01-01

    This exploratory qualitative study investigated how doctoral students reported their personal and professional interaction experiences that they believed might facilitate or impede their academic pursuits in biomedical research. We collected 19 in-depth interviews with doctoral students in biomedical research from eight universities, and we based our qualitative analytic approach on the work of Miles and Huberman. The results indicated that among different sources and types of interaction, ac...

  4. ARI Basic Research Program FY 2000-2001

    Science.gov (United States)

    2000-07-01

    were tested in the United States and in Sweden . In addition to answering the multiple-choice questions, each participant completed the Bern Sex Role...collaboration with human-computer interaction research at Umea University in Sweden , have supported the causal model. The results from the Team...for the pronounced individual differences and group (e.g., children versus adults, adults versus elderly, normally developing versus ADHD ) that are

  5. Research Workshop on Expert Judgment, Human Error, and Intelligent Systems

    OpenAIRE

    Silverman, Barry G.

    1993-01-01

    This workshop brought together 20 computer scientists, psychologists, and human-computer interaction (HCI) researchers to exchange results and views on human error and judgment bias. Human error is typically studied when operators undertake actions, but judgment bias is an issue in thinking rather than acting. Both topics are generally ignored by the HCI community, which is interested in designs that eliminate human error and bias tendencies. As a result, almost no one at the workshop had met...

  6. How Do Interaction Experiences Influence Doctoral Students' Academic Pursuits in Biomedical Research?

    Science.gov (United States)

    Kong, Xiaoqing; Chakraverty, Devasmita; Jeffe, Donna B.; Andriole, Dorothy A.; Wathington, Heather D.; Tai, Robert H.

    2013-01-01

    This exploratory qualitative study investigated how doctoral students reported their personal and professional interaction experiences that they believed might facilitate or impede their academic pursuits in biomedical research. We collected 19 in-depth interviews with doctoral students in biomedical research from eight universities, and we based…

  7. Researching Classroom Interaction in the light of social justice. : [paper presentation

    NARCIS (Netherlands)

    Montesano-Montessori, Nicolina; Ponte, Petra

    2010-01-01

    A research into classroom interaction (behaviour and communication) between teachers and pupils in the light of social justice. The research is based on the concern that educational praxis, defined as 'practice which implies a conscious awareness of the practitioners that their actions are morally c

  8. How Do Interaction Experiences Influence Doctoral Students' Academic Pursuits in Biomedical Research?

    Science.gov (United States)

    Kong, Xiaoqing; Chakraverty, Devasmita; Jeffe, Donna B.; Andriole, Dorothy A.; Wathington, Heather D.; Tai, Robert H.

    2013-01-01

    This exploratory qualitative study investigated how doctoral students reported their personal and professional interaction experiences that they believed might facilitate or impede their academic pursuits in biomedical research. We collected 19 in-depth interviews with doctoral students in biomedical research from eight universities, and we based…

  9. 基于移动设备中的交互性手势设计探考%Research on Interactive Gesture in Mobile Devices Design

    Institute of Scientific and Technical Information of China (English)

    方芳

    2016-01-01

    Wide use of mobile intelligent devices has turned today's society into a new era of interaction. The number of application users and devices are increasing in an amazing pace. Operational characteristics of the gesture interaction make this interaction become the mainstream model of mobile devices in human-computer interaction and future trends. In this paper, on the one hand we like to investigate and study currently mainstream mobile devices interactive gestures explore and establish the mapping between user-speciifc gestures and their meanings. On the other hand, our research starting from the user, to know their intention, to explore different environments, relevance under the platform of user gestures, to design more efifcient and convenient user gestures, which allows the smart mobile devices into full play its value and better services for users.%移动智能设备的广泛应用使得当今的科技进入了一个全新的交互时代。设备的使用者及软件数量都以令人惊叹的速度增长着。手势交互的操作特性使得这种交互方式成为移动设备中人机交互的主流模式和未来的发展方向。基于此,一方面针对现有主流移动设备手势交互方式进行社会调查,探讨并建立用户特定手势和含义的映射关系;另一方面则从用户出发,研究用户的意图,考察不同环境、平台下用户手势操作的关联性,从而设计出更加高效、便捷的用户手势操作方式,使智能移动设备能够充分发挥其使用价值,更好地为用户服务。

  10. Dancing on the Grid: using e-Science tools to extend choreographic research.

    Science.gov (United States)

    Bailey, Helen; Bachler, Michelle; Buckingham Shum, Simon; Le Blanc, Anja; Popat, Sita; Rowley, Andrew; Turner, Martin

    2009-07-13

    This paper considers the role and impact of new and emerging e-Science tools on practice-led research in dance. Specifically, it draws on findings from the e-Dance project. This 2-year project brings together an interdisciplinary team combining research aspects of choreography, next generation of videoconferencing and human-computer interaction analysis incorporating hypermedia and nonlinear annotations for recording and documentation.

  11. 考虑用户视觉注意机制的人机交互界面设计%Human-Computer Interface Design Considering Visual Attention

    Institute of Scientific and Technical Information of China (English)

    王宁; 余隋怀; 肖琳臻; 周宪

    2016-01-01

    为了有效提高人机交互界面的设计质量和效率,将视觉注意的计算方法引入到人机交互界面设计过程中,提出了一种考虑用户视觉注意机制的人机交互界面设计方法。利用视觉注意计算模型分析了人机交互界面中各元件的视觉注意程度,构建了视觉注意焦点图;采用配对比较法确定各元件的重要度和使用频率,以灰度图的形式建立了人机交互界面重要性分布图。通过比对视觉注意焦点图和重要性分布图,以用户的视觉特性为评价指标对人机交互界面设计方案进行了评估。以智能手机的人机交互界面设计为例,对所提出方法进行验证。结果表明:该方法优化了用户的视觉特性,与传统方法相比,人机交互界面设计质量和效率得以提升;所设计的人机交互界面增强了用户的交互体验。%In order to improve the design efficiency and quality,a new method for human-computer interface design,which considers human visual attention and ergonomics,is proposed.The visual attention of human-computer interface is analyzed and calculated by a context-aware saliency detection algorithm and the visual attention map is established.Meantime,the importance and frequency of use of each component is obtained by the users’investigation.And the significance distribution map of human-computer interface is drawn.By comparing the two maps,the designer can estimate if the component with high significance has high visual attention or not.Studying the design of human computer interaction interface of intelligent mobile phone,the proposed method is validated.The results show that the proposed method optimizes the user’s visual characteristics.Compared with the traditional method, the quality and efficiency of the human-computer interaction interface design is improved.The designed human-computer interaction interface enhances the user’s interactive experience.

  12. Video elicitation interviews: a qualitative research method for investigating physician-patient interactions.

    Science.gov (United States)

    Henry, Stephen G; Fetters, Michael D

    2012-01-01

    We describe the concept and method of video elicitation interviews and provide practical guidance for primary care researchers who want to use this qualitative method to investigate physician-patient interactions. During video elicitation interviews, researchers interview patients or physicians about a recent clinical interaction using a video recording of that interaction as an elicitation tool. Video elicitation is useful because it allows researchers to integrate data about the content of physician-patient interactions gained from video recordings with data about participants' associated thoughts, beliefs, and emotions gained from elicitation interviews. This method also facilitates investigation of specific events or moments during interactions. Video elicitation interviews are logistically demanding and time consuming, and they should be reserved for research questions that cannot be fully addressed using either standard interviews or video recordings in isolation. As many components of primary care fall into this category, high-quality video elicitation interviews can be an important method for understanding and improving physician-patient interactions in primary care.

  13. The challenge of causal inference in gene-environment interaction research: leveraging research designs from the social sciences.

    Science.gov (United States)

    Fletcher, Jason M; Conley, Dalton

    2013-10-01

    The integration of genetics and the social sciences will lead to a more complex understanding of the articulation between social and biological processes, although the empirical difficulties inherent in this integration are large. One key challenge is the implications of moving "outside the lab" and away from the experimental tools available for research with model organisms. Social science research methods used to examine human behavior in nonexperimental, real-world settings to date have not been fully taken advantage of during this disciplinary integration, especially in the form of gene-environment interaction research. This article outlines and provides examples of several prominent research designs that should be used in gene-environment research and highlights a key benefit to geneticists of working with social scientists.

  14. INTERINSTITUTIONAL COOPERATION: RESULTS INDICATORS OF INTERACTIONS OF VISITING RESEARCHERS IN HIGHER EDUCATION AND RESEARCH INSTITUTIONS

    Directory of Open Access Journals (Sweden)

    Fabricio Baron Mussi

    2014-12-01

    Full Text Available This paper aims to define a proposition for a characterization of indicators applicable to evaluate joint research results. In order to do that, literature on interinstitutional cooperation, exchange programs and indicators was assessed, and its guidelines, adopted. Ten cases were selected for evaluation, and the following procedures undertaken: visits to receptor institutions in several cities; visits to workplace where the subjected projects were being developed; interviews with project managers and visiting researchers; interviews with other personnel; review of the approved projects' official documentation collected during the previous steps; and a new contact with the respondents to clarify eventual doubts. Theoretically, this research contributes to the development of a proposal of a set of indicators to characterize and evaluate interdisciplinary cooperation between researchers from universities and distinct research institutes. Practical contributions to be mentioned are the information gathered that can help promotion agencies to improve their supporting edicts offered to scientific and technological development, as well as upgrading their evaluation systems regarding such actions.

  15. Magic-Mirror-Spiral: Looking into the role of 'design ideal' in interaction design research projects

    DEFF Research Database (Denmark)

    Bagalkot, Naveen L.; Nazzi, Elena; Sokoler, Tomas

    2011-01-01

    There is an ongoing discourse arguing for Interaction Design Research to contribute to theory-about-interaction on one hand, and advancement of particular situation on the other. While there is an acknowledgement of the dialectic relation between theory and situation, however, pointers to embrace......MirrorSpiral, explicating the relation between theory, concept, design ideal, design artefact, and situation. We propose this formulation of ‘design-ideal-as-part-of-the-compositional-whole’ as a step towards an Interaction Design Research process that embraces the ‘theory-situation’ dialectic, and aims to contribute to...... the dialectic during a research practice are missing. In order to embrace this dialectic, in this paper we suggest the formulation of a Design Ideal as the interface between theoretical concept and situation. We support our suggestion by a retrospection of our ongoing exploration of Magic...

  16. You talkin' to me? Interactive playback is a powerful yet underused tool in animal communication research.

    Science.gov (United States)

    King, Stephanie L

    2015-07-01

    Over the years, playback experiments have helped further our understanding of the wonderful world of animal communication. They have provided fundamental insights into animal behaviour and the function of communicative signals in numerous taxa. As important as these experiments are, however, there is strong evidence to suggest that the information conveyed in a signal may only have value when presented interactively. By their very nature, signalling exchanges are interactive and therefore, an interactive playback design is a powerful tool for examining the function of such exchanges. While researchers working on frog and songbird vocal interactions have long championed interactive playback, it remains surprisingly underused across other taxa. The interactive playback approach is not limited to studies of acoustic signalling, but can be applied to other sensory modalities, including visual, chemical and electrical communication. Here, I discuss interactive playback as a potent yet underused technique in the field of animal behaviour. I present a concise review of studies that have used interactive playback thus far, describe how it can be applied, and discuss its limitations and challenges. My hope is that this review will result in more scientists applying this innovative technique to their own study subjects, as a means of furthering our understanding of the function of signalling interactions in animal communication systems.

  17. Recent technology products from Space Human Factors research

    Science.gov (United States)

    Jenkins, James P.

    1991-01-01

    The goals of the NASA Space Human Factors program and the research carried out concerning human factors are discussed with emphasis given to the development of human performance models, data, and tools. The major products from this program are described, which include the Laser Anthropometric Mapping System; a model of the human body for evaluating the kinematics and dynamics of human motion and strength in microgravity environment; an operational experience data base for verifying and validating the data repository of manned space flights; the Operational Experience Database Taxonomy; and a human-computer interaction laboratory whose products are the display softaware and requirements and the guideline documents and standards for applications on human-computer interaction. Special attention is given to the 'Convoltron', a prototype version of a signal processor for synthesizing the head-related transfer functions.

  18. Consilient research approaches in studying gene x environment interactions in alcohol research.

    Science.gov (United States)

    Sher, Kenneth J; Dick, Danielle M; Crabbe, John C; Hutchison, Kent E; O'Malley, Stephanie S; Heath, Andrew C

    2010-04-01

    This review article discusses the importance of identifying gene-environment interactions for understanding the etiology and course of alcohol use disorders and related conditions. A number of critical challenges are discussed, including the fact that there is no organizing typology for classifying different types of environmental exposures, many key human environmental risk factors for alcohol dependence have no clear equivalents in other species, much of the genetic variance of alcohol dependence in human is not 'alcohol specific', and the potential range of gene-environment interactions that could be considered is so vast that maintaining statistical control of Type 1 errors is a daunting task. Despite these and other challenges, there appears to be a number of promising approaches that could be taken in order to achieve consilience and ecologically valid translation between human alcohol dependence and animal models. Foremost among these is to distinguish environmental exposures that are thought to have enduring effects on alcohol use motivation (and self-regulation) from situational environmental exposures that facilitate the expression of such motivations but do not, by themselves, have enduring effects. In order to enhance consilience, various domains of human approach motivation should be considered so that relevant environmental exposures can be sampled, as well as the appropriate species to study them in (i.e. where such motivations are ecologically relevant). Foremost among these are social environments, which are central to the initiation and escalation of human alcohol consumption. The value of twin studies, human laboratory studies and pharmacogenetic studies is also highlighted.

  19. Arduino Tool: For Interactive Artwork Installations

    CERN Document Server

    Shaikh, Murtaza Hussain

    2012-01-01

    The emergence of the digital media and computational tools has widened the doors for creativity. The cutting edge in the digital arts and role of new technologies can be explored for the possible creativity. This gives an opportunity to involve arts with technologies to make creative works. The interactive artworks are often installed in the places where multiple people can interact with the installation, which allows the art to achieve its purpose by allowing the people to observe and involve with the installation. The level of engagement of the audience depends on the various factors such as aesthetic satisfaction, how the audience constructs meaning, pleasure and enjoyment. The method to evaluate these experiences is challenging as it depends on integration between the artificial life and real life by means of human computer interaction. This research investigates "How Adriano fits for creative and interactive artwork installations?" using an artwork installation in the campus of NTNU (Norwegian University...

  20. 空间遥操作任务中显控界面关键技术研究进展%Progress of the Key Technologies in Human-Computer Interface in Space Teleoperation

    Institute of Scientific and Technical Information of China (English)

    薛书骐; 姜国华; 田志强; 蒋婷

    2014-01-01

    To improve the human performance of space teleoperation such as space station robotic arm operation task , it is an important technical method to improve the operators'telepresence level . Therefore, ergonomic design of human-computer interface ( HCI) should be carried out .According to the research development of related fields , several key factors including real scene visual inter-face , virtual and augmented reality interface , control strategies against time delay , verbal and haptic interaction, were summarized.Furthermore, a few items of underlying research directions were also discussed .%为提高空间站机械臂等空间遥操作任务的操作表现,提升操作者的临场感是一项重要的技术途径。为此,须开展显控界面的工效学设计。结合目前国内外研究文献,分别就视觉实景界面,增强现实界面,对抗时延的操作策略,语音、力觉交互以及预警机制等几项关键技术进行了梳理和讨论,并提出了几项空间遥操作人机界面可以深入展开的研究方向。

  1. Terminology for the body in social interaction, as appearing in papers published in the journal 'Research on Language and Social Interaction', 1987-2013

    DEFF Research Database (Denmark)

    Nevile, Maurice Richard

    2016-01-01

    This is a list of terms referring generally to the body in descriptions and analyses of social interaction, as used by authors in papers published in ROLSI. The list includes over 200 items, grouped according to common phrasing and within alphabetical order. The list was compiled in preparation...... for the review paper: Nevile, M. (2015) The embodied turn in research on language and social interaction. Research on Language and Social Interaction,48(2): 121-151....

  2. Using Interactive Technology to Disseminate Research Findings to a Diverse Population

    Directory of Open Access Journals (Sweden)

    Denise Stockley

    2009-09-01

    Full Text Available This paper demonstrates how case stories can be used to disseminate the findings of several case studies on negotiating accommodations in the workplace. It highlights the power of interactive technology and of the partnership between the researchers and the Canadian Council for Rehabilitation and Work (CCRW. The paper describes the process of designing an interactive web-based case story for the purpose of disseminating research findings. The interactive case story is an extension of both the case study and the narrative case story. As part of a larger research project, it is our goal to use interactive case stories to investigate the impact of essential skills training on workers with disabilities who negotiate with employers for workplace accommodations. Résumé Le présent article montre comment les histoires de cas peuvent être utilisées pour diffuser les conclusions de plusieurs études de cas sur la négociation entourant l’aménagement du milieu de travail. Il met en évidence le pouvoir de la technologie interactive et du partenariat entre les chercheurs et le Conseil canadien de la réadaptation et du travail (CCRT. L’article décrit le processus de conception d’une histoire de cas interactive en ligne visant à diffuser des résultats de recherche. L’histoire de cas interactive est un prolongement à la fois de l’étude de cas et du récit de l’histoire de cas. Dans le cadre d’un plus vaste projet de recherche, notre but est d’utiliser des histoires de cas interactives pour étudier l’impact de la formation sur les compétences essentielles chez les travailleurs handicapés qui négocient avec leur employeur pour l’aménagement de leur milieu de travail.

  3. Behavioural science at work for Canada: National Research Council laboratories.

    Science.gov (United States)

    Veitch, Jennifer A

    2007-03-01

    The National Research Council is Canada's principal research and development agency. Its 20 institutes are structured to address interdisciplinary problems for industrial sectors, and to provide the necessary scientific infrastructure, such as the national science library. Behavioural scientists are active in five institutes: Biological Sciences, Biodiagnostics, Aerospace, Information Technology, and Construction. Research topics include basic cellular neuroscience, brain function, human factors in the cockpit, human-computer interaction, emergency evacuation, and indoor environment effects on occupants. Working in collaboration with NRC colleagues and with researchers from universities and industry, NRC behavioural scientists develop knowledge, designs, and applications that put technology to work for people, designed with people in mind.

  4. Organizational Change through Interactive Research or a Consultant’s Intervention : Reflections about pros and cons

    OpenAIRE

    Lindskog, Pernilla

    2011-01-01

    This abstract is written at the start up of an interactive oriented research project. The author has previous experience as a consultant and is reflecting upon possible differences between being a consultant and being a researcher. In the paper, a reflection is made on possible differences when using an academic or a consultant approach in an organizational intervention.  The consultants are seen as the change agents, fully devoting themselves to the needs of the clients in performing an orga...

  5. 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

  6. Collection of Information Directly from Patients through an Adaptive Human-computer Interface

    Science.gov (United States)

    Lobach, David F.; Arbanas, Jennifer M.; Mishra, Dharani D.; Wildemuth, Barbara; Campbell, Marci

    2002-01-01

    Clinical information collected directly from patients is critical to the practice of medicine. Past efforts to collect this information using computers have had limited utility because these efforts required users to be facile with the information collecting system. This poster describes the development and function of a computer system that uses technology to overcome the limitations of previous computer-based data collection tools by adapting the human-computer interface to fit the skills of the user. The system has been successfully used at two diverse clinical sites.

  7. Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

    Science.gov (United States)

    Bejczy, Antal K.

    1995-01-01

    This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

  8. Researching Online Foreign Language Interaction and Exchange: Theories, Methods and Challenges. Telecollaboration in Education. Volume 3

    Science.gov (United States)

    Dooly, Melinda; O'Dowd, Robert

    2012-01-01

    This book provides an accessible introduction to some of the methods and theoretical approaches for investigating foreign language (FL) interaction and exchange in online environments. Research approaches which can be applied to Computer-Mediated Communication (CMC) are outlined, followed by discussion of the way in which tools and techniques for…

  9. On the Bus and Online: Instantiating an Interactive Learning Environment through Design-Based Research

    Science.gov (United States)

    Kartoglu, Ümit; Vesper, James L.; Reeves, Thomas C.

    2017-01-01

    The World Health Organization converted an award-winning experiential learning course that takes place on a bus traveling down the "cold chain" for time- and temperature-sensitive pharmaceutical products in Turkey to an online interactive learning environment through design-based research. Similarities and differences in the objectives…

  10. 40 Years of research at Risoe: A platform for the future - interacting with industry and society

    Energy Technology Data Exchange (ETDEWEB)

    Rosendahl, Lis; Lading, Lars [eds.

    1998-08-01

    Risoe`s 40th anniversary was celebrated June 3, 1998 by a symposium held at Risoe. The interaction of research at Risoe with academia and industry was presented in both national and international perspective. Most of the presentations are in English, a few in Danish. (au)

  11. Tick Genome Assembled: New Opportunities for Research on Tick-Host-Pathogen Interactions

    Science.gov (United States)

    de la Fuente, José; Waterhouse, Robert M.; Sonenshine, Daniel E.; Roe, R. Michael; Ribeiro, Jose M.; Sattelle, David B.; Hill, Catherine A.

    2016-01-01

    As tick-borne diseases are on the rise, an international effort resulted in the sequence and assembly of the first genome of a tick vector. This result promotes research on comparative, functional and evolutionary genomics and the study of tick-host-pathogen interactions to improve human, animal and ecosystem health on a global scale. PMID:27695689

  12. Methodology & Themes of Human-Robot Interaction: A Growing Research Field

    Directory of Open Access Journals (Sweden)

    Kerstin Dautenhahn

    2008-11-01

    Full Text Available This article discusses challenges of Human-Robot Interaction, which is a highly inter- and multidisciplinary area. Themes that are important in current research in this lively and growing field are identified and selected work relevant to these themes is discussed.

  13. Epistemological, Artefactual and Interactional-Institutional Foundations of Social Impact of Academic Research

    Science.gov (United States)

    Miettinen, Reijo; Tuunainen, Juha; Esko, Terhi

    2015-01-01

    Because of the gross difficulties in measuring the societal impact of academic research, qualitative approaches have been developed in the last decade mostly based on forms of interaction between university and other societal stakeholders. In this paper, we suggest a framework for qualitative analysis based on the distinction between three…

  14. The Global Interaction Research Initiative at the IT University of Copenhagen, Denmark

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bjørn, Pernille; Glenstrup, Arne John

    2011-01-01

    This showcase paper describes the Global Interaction Research Initiative – GIRI – recently inaugurated at the IT University of Copenhagen. It presents the motivation for this initiative, namely that the use of information technology is the core enabling factor for global collaboration and business...

  15. Interdisciplinary Research Education in Communication and Social Interaction among Healthy Older Adults

    Science.gov (United States)

    Scialfa, Charles; Pichora-Fuller, Kathleen; Spadafora, Pat

    2004-01-01

    An innovative gerontology education program was developed to advance research on aging that is interdisciplinary and promotes the translation of knowledge from lab to life. The program focuses on communication and social interaction in healthy aging. It brings together faculty mentors, graduate students, and post-doctoral fellows from six…

  16. Parent-child mediated learning interactions as determinants of cognitive modifiability: recent research and future directions.

    Science.gov (United States)

    Tzuriel, D

    1999-05-01

    The main objectives of this article are to describe the effects of mediated learning experience (MLE) strategies in mother-child interactions on the child's cognitive modifiability, the effects of distal factors (e.g., socioeconomic status, mother's intelligence, child's personality) on MLE interactions, and the effects of situational variables on MLE processes. Methodological aspects of measurement of MLE interactions and of cognitive modifiability, using a dynamic assessment approach, are discussed. Studies with infants showed that the quality of mother-infant MLE interactions predict later cognitive functioning and that MLE patterns and children's cognitive performance change as a result of intervention programs. Studies with preschool and school-aged children showed that MLE interactions predict cognitive modifiability and that distal factors predict MLE interactions but not the child's cognitive modifiability. The child's cognitive modifiability was predicted by MLE interactions in a structured but not in a free-play situation. Mediation for transcendence (e.g., teaching rules and generalizations) appeared to be the strongest predictor of children's cognitive modifiability. Discussion of future research includes the consideration of a holistic transactional approach, which refers to MLE processes, personality, and motivational-affective factors, the cultural context of mediation, perception of the whole family as a mediational unit, and the "mediational normative scripts."

  17. KASPAR – A Minimally Expressive Humanoid Robot for Human–Robot Interaction Research

    Directory of Open Access Journals (Sweden)

    Kerstin Dautenhahn

    2009-01-01

    Full Text Available This paper provides a comprehensive introduction to the design of the minimally expressive robot KASPAR, which is particularly suitable for human–robot interaction studies. A low-cost design with off-the-shelf components has been used in a novel design inspired from a multi-disciplinary viewpoint, including comics design and Japanese Noh theatre. The design rationale of the robot and its technical features are described in detail. Three research studies will be presented that have been using KASPAR extensively. Firstly, we present its application in robot-assisted play and therapy for children with autism. Secondly, we illustrate its use in human–robot interaction studies investigating the role of interaction kinesics and gestures. Lastly, we describe a study in the field of developmental robotics into computational architectures based on interaction histories for robot ontogeny. The three areas differ in the way as to how the robot is being operated and its role in social interaction scenarios. Each will be introduced briefly and examples of the results will be presented. Reflections on the specific design features of KASPAR that were important in these studies and lessons learnt from these studies concerning the design of humanoid robots for social interaction will also be discussed. An assessment of the robot in terms of utility of the design for human–robot interaction experiments concludes the paper.

  18. 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...... 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...

  19. Research Review: Gene-Environment Interaction Research in Youth Depression--A Systematic Review with Recommendations for Future Research

    Science.gov (United States)

    Dunn, Erin C.; Uddin, Monica; Subramanian, S. V.; Smoller, Jordan W.; Galea, Sandro; Koenen, Karestan C.

    2011-01-01

    Background: Depression is a major public health problem among youth, currently estimated to affect as many as 9% of US children and adolescents. The recognition that both genes (nature) and environments (nurture) are important for understanding the etiology of depression has led to a rapid growth in research exploring gene-environment interactions…

  20. Research Review: Gene-Environment Interaction Research in Youth Depression--A Systematic Review with Recommendations for Future Research

    Science.gov (United States)

    Dunn, Erin C.; Uddin, Monica; Subramanian, S. V.; Smoller, Jordan W.; Galea, Sandro; Koenen, Karestan C.

    2011-01-01

    Background: Depression is a major public health problem among youth, currently estimated to affect as many as 9% of US children and adolescents. The recognition that both genes (nature) and environments (nurture) are important for understanding the etiology of depression has led to a rapid growth in research exploring gene-environment interactions…

  1. US Army Weapon Systems Human-Computer Interface (WSHCI) style guide, Version 1

    Energy Technology Data Exchange (ETDEWEB)

    Avery, L.W.; O`Mara, P.A.; Shepard, A.P.

    1996-09-30

    A stated goal of the U.S. Army has been the standardization of the human computer interfaces (HCIS) of its system. Some of the tools being used to accomplish this standardization are HCI design guidelines and style guides. Currently, the Army is employing a number of style guides. While these style guides provide good guidance for the command, control, communications, computers, and intelligence (C4I) domain, they do not necessarily represent the more unique requirements of the Army`s real time and near-real time (RT/NRT) weapon systems. The Office of the Director of Information for Command, Control, Communications, and Computers (DISC4), in conjunction with the Weapon Systems Technical Architecture Working Group (WSTAWG), recognized this need as part of their activities to revise the Army Technical Architecture (ATA). To address this need, DISC4 tasked the Pacific Northwest National Laboratory (PNNL) to develop an Army weapon systems unique HCI style guide. This document, the U.S. Army Weapon Systems Human-Computer Interface (WSHCI) Style Guide, represents the first version of that style guide. The purpose of this document is to provide HCI design guidance for RT/NRT Army systems across the weapon systems domains of ground, aviation, missile, and soldier systems. Each domain should customize and extend this guidance by developing their domain-specific style guides, which will be used to guide the development of future systems within their domains.

  2. A Model-based Framework for Risk Assessment in Human-Computer Controlled Systems

    Science.gov (United States)

    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.

  3. Human Computation: Object Recognition for Mobile Games Based on Single Player

    Directory of Open Access Journals (Sweden)

    Mohamed Sakr

    2014-07-01

    Full Text Available Smart phones and its applications gain a lot of popularity nowadays. Many people depend on them to finish their tasks banking, social networking, fun and a lot other things. Games with a purpose (GWAP and microtask crowdsourcing are considered two techniques of the human-computation. GWAPs depend on humans to accomplish their tasks. Porting GWAPs to smart phones will be great in increasing the number of humans in it. One of the systems of human-computation is ESP Game. ESP Game is a type of games with a purpose. ESP game will be good candidate to be ported to smart phones. This paper presents a new mobile game called MemoryLabel. It is a single player mobile game. It helps in labeling images and gives description for them. In addition, the game gives description for objects in the image not the whole image. We deploy our algorithm at the University of Menoufia for evaluation. In addition, the game is published on Google play market for android applications. In this trial, we first focused on measuring the total number of labels generated by our game and also the number of objects that have been labeled. The results reveal that the proposed game has promising results in describing images and objects.

  4. An analysis of the aesthetic embodiment of human computer interface%对于计算机人机界面交互美感体现的分析

    Institute of Scientific and Technical Information of China (English)

    宋发君

    2016-01-01

    In this paper,based on in the aspects of man-machine interface of computer application of aesthetic principle,application of man-machine interface aesthetics of computer implementation of, according to the summary,how to rely on computer interactive interface beauty to ascend will users use efficiency of human-computer interaction and feelings for lifting.%本文立足于计算机人机界面应用美学原则这一层面,对计算机人机界面应用美学实施探讨,根据所进行的总结,怎样凭借计算机人机交互界面美感提升来将用户使用人机交互效率与感受提升。

  5. Research on menu-typed man-machine interaction system of digital TIG welding machine

    Institute of Scientific and Technical Information of China (English)

    何建萍; 张春波; 孙广; 吴毅雄; 焦馥杰

    2004-01-01

    A digital man-machine interaction system controlled by communications between two processors of TMS320F240 and AT98C2051 was researched in the paper. The system is easy to set and modify welding process parameters by keyboards, and display information of welding site by LCD (Liquid Crystal Display). As one part of multi-task system about TIG welding machine, the coordination of man-machine interaction system with other tasks is the main point to the stability and reliability of its operation. Experiments result indicates that the system is stable, operation-flexible, high precision, and anti-interfering.

  6. Plant Virus–Insect Vector Interactions: Current and Potential Future Research Directions

    Directory of Open Access Journals (Sweden)

    Ralf G. Dietzgen

    2016-11-01

    Full Text Available Acquisition and transmission by an insect vector is central to the infection cycle of the majority of plant pathogenic viruses. Plant viruses can interact with their insect host in a variety of ways including both non-persistent and circulative transmission; in some cases, the latter involves virus replication in cells of the insect host. Replicating viruses can also elicit both innate and specific defense responses in the insect host. A consistent feature is that the interaction of the virus with its insect host/vector requires specific molecular interactions between virus and host, commonly via proteins. Understanding the interactions between plant viruses and their insect host can underpin approaches to protect plants from infection by interfering with virus uptake and transmission. Here, we provide a perspective focused on identifying novel approaches and research directions to facilitate control of plant viruses by better understanding and targeting virus–insect molecular interactions. We also draw parallels with molecular interactions in insect vectors of animal viruses, and consider technical advances for their control that may be more broadly applicable to plant virus vectors.

  7. Plant Virus-Insect Vector Interactions: Current and Potential Future Research Directions.

    Science.gov (United States)

    Dietzgen, Ralf G; Mann, Krin S; Johnson, Karyn N

    2016-11-09

    Acquisition and transmission by an insect vector is central to the infection cycle of the majority of plant pathogenic viruses. Plant viruses can interact with their insect host in a variety of ways including both non-persistent and circulative transmission; in some cases, the latter involves virus replication in cells of the insect host. Replicating viruses can also elicit both innate and specific defense responses in the insect host. A consistent feature is that the interaction of the virus with its insect host/vector requires specific molecular interactions between virus and host, commonly via proteins. Understanding the interactions between plant viruses and their insect host can underpin approaches to protect plants from infection by interfering with virus uptake and transmission. Here, we provide a perspective focused on identifying novel approaches and research directions to facilitate control of plant viruses by better understanding and targeting virus-insect molecular interactions. We also draw parallels with molecular interactions in insect vectors of animal viruses, and consider technical advances for their control that may be more broadly applicable to plant virus vectors.

  8. PERSUASION, INTERACTION AND THE CONSTRUCTION OF KNOWLEDGE: REPRESENTING SELF AND OTHERS IN RESEARCH WRITING

    Directory of Open Access Journals (Sweden)

    Ken Hyland

    2008-12-01

    Full Text Available It is now increasingly accepted that academic knowledge is closely related to the social practices of academic communities, and particularly to their discourses. Texts are persuasive only when they employ rhetorical conventions that colleagues find convincing, and in recent years corpus analyses have helped to underpin this social constructivist position and to reveal some of the ways this is achieved. In this paper I discuss the role of interaction in this process. Based on an analysis of 240 published research papers from eight disciplines and insider informant interviews, I explore the nature of interactive persuasion in this genre. I show here the importance of interaction in academic argument, suggest some of the ways this is achieved, and indicate how these choices reflect and construct disciplinary communities.

  9. An overview of fuel-coolant interactions (FCI) research at NRC

    Energy Technology Data Exchange (ETDEWEB)

    Basu, S.; Speis, T.P. [Nuclear Regulatory Commission, North Bethesda, MD (United States)

    1996-03-01

    An overview of the fuel-coolant interactions (FCI) research programs sponsored by the U.S. Nuclear Regulatory Commission (NRC) is presented in this paper. A historical perspective of the program is provided with particular reference to in-vessel steam explosion and its consequences on the reactor pressure vessel and the containment integrity. Emphasis is placed on research in the last decade involving fundamentals of FCI phenomenology, namely, premixing, triggering, propagation, and energetics. The status of the current understanding of in-vessel steam explosion-induced containment failure (alpha-mode) issue, and other FCI issues related to reactor vessel and containment integrity are reported, including the extensive review and discussion of these issues at the recently held second Steam Explosion Review Group Workshop (SERG-2). Ongoing NRC research programs are discussed in detail. Future research programs including those recommended at the SERG-2 workshop are outlined.

  10. Using video-based observation research methods in primary care health encounters to evaluate complex interactions.

    Science.gov (United States)

    Asan, Onur; Montague, Enid

    2014-01-01

    The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings. This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared "unmanned" video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies. With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.

  11. When health services researchers and policy makers interact: tales from the tectonic plates.

    Science.gov (United States)

    Martens, Patricia J; Roos, Noralou P

    2005-09-01

    There has been a strong push over the last decade for health services researchers to become "relevant," to work with policy makers to translate evidence into action. What has been learned from this interaction? The pooled experiences of health services researchers across the country, including those at the Manitoba Centre for Health Policy (MCHP), suggest five key lessons. First, policy makers pay more attention to research findings if they have invested their own funds and time. Second, researchers must make major investments in building relationships with policy makers, because there are inevitable tensions between what the two parties need and do. Third, researchers must be able to figure out and communicate the real meaning of their results. Fourth, health services researchers need a "back-pocket" mindset, as they cannot count on immediate uptake of results; because the issues never go away, evidence, if known and easily retrievable, is likely to have an eventual impact. Finally, getting evidence into the policy process does not come cheaply or easily, but it can be done. The overriding lesson learned by health services researchers is the importance of relationship-building, whether in formalizing contractual relationships, building and maintaining personal trust, having a communications strategy or increasing the involvement of users in the research process.

  12. The Interaction of Physics, Mechanics and Mathematics in Joseph Liouville's Research

    Science.gov (United States)

    Lützen, Jesper

    As many of his contemporaries did, Joseph Liouville often emphasized the importance of physics for mathematical research. His own works provide a host of examples of interactions between mathematics and physics. This paper analyses some of them. It is shown how Laplacian physics gave rise to Liouville's theory of differentiation of arbitrary order, how Kelvin's research on electrostatics gave rise to Liouville's theorem about conformal mappings and how the theory of heat conduction gave rise to Sturm-Liouville theory. It will be shown how the problem of the shape of the planets was an important inspiration for Liouville's far reaching studies of Lamé functions and spectral theory of a particular type of integral operators. Finally the interactions between Liouville's work on mechanics and differential geometry will be discussed.

  13. Employing Creative Practice as a Research Method in the Field of Wearable and Interactive Technologies

    DEFF Research Database (Denmark)

    Frankjær, Raune; Flanagan, Patricia; Gilgen, Daniel

    2013-01-01

    for creative practitioners to extend their artistic expression, but a method applicable within research and development. Creative practitioners generally approach their sub- ject matter intuitively and holistically and are therefore capable of facilitating insights where rational approaches may not. Working...... on the periphery of com- puter science has the advantage of an outsider perspective, which can result in un-thought of solutions to previously unresolved problems. In this paper we discuss the merits of this approach within wearable and interactive research and describe one such procedure on the basis...

  14. KASPAR – A Minimally Expressive Humanoid Robot for Human–Robot Interaction Research

    OpenAIRE

    Kerstin Dautenhahn; Nehaniv, Chrystopher L.; Walters, Michael L.; Ben Robins; Hatice Kose-Bagci; N. Assif Mirza; Mike Blow

    2009-01-01

    This paper provides a comprehensive introduction to the design of the minimally expressive robot KASPAR, which is particularly suitable for human–robot interaction studies. A low-cost design with off-the-shelf components has been used in a novel design inspired from a multi-disciplinary viewpoint, including comics design and Japanese Noh theatre. The design rationale of the robot and its technical features are described in detail. Three research studies will be presented that have been using ...

  15. Nutrition Education Research Brief: Message Framing, Use of Interactive Technology to Tailor Messages, and Intervention Intensity

    OpenAIRE

    Mary Kay Fox; Charlotte Hanson; Ronette Briefel

    2007-01-01

    This research brief is intended to assist nutrition educators in assessing whether specific characteristics of nutrition messages promote desired dietary behavior changes. Based on a computerized literature search targeting peer-reviewed journal articles, it highlights three topics pertinent to the design of nutrition education programs—message framing, use of interactive technology to tailor messages, and intervention intensity. While some promising results were found to be associated with...

  16. Web-based (HTML5) interactive graphics for fusion research and collaboration

    Energy Technology Data Exchange (ETDEWEB)

    Kim, E.N., E-mail: kimny@fusion.gat.com [General Atomics, P.O. Box 85608, San Diego, CA (United States); Schissel, D.P.; Abla, G.; Flanagan, S.; Lee, X. [General Atomics, P.O. Box 85608, San Diego, CA (United States)

    2012-12-15

    Highlights: Black-Right-Pointing-Pointer Interactive data visualization is supported via the Web without a browser plugin and provides users easy, real-time access to data of different types from various locations. Black-Right-Pointing-Pointer Crosshair, zoom, pan as well as toggling dimensionality and a slice bar for multi-dimensional data are available. Black-Right-Pointing-Pointer Data with PHP API can be applied: MDSplus and SQL have been tested. Black-Right-Pointing-Pointer Modular in design, this has been deployed to support both the experimental and the simulation research arenas. - Abstract: With the continuing development of web technologies, it is becoming feasible for websites to operate a lot like a scientific desktop application. This has opened up more possibilities for utilizing the web browser for interactive scientific research and providing new means of on-line communication and collaboration. This paper describes the research and deployment for utilizing these enhanced web graphics capabilities on the fusion research tools which has led to a general toolkit that can be deployed as required. It allows users to dynamically create, interact with and share with others, the large sets of data generated by the fusion experiments and simulations. Hypertext Preprocessor (PHP), a general-purpose scripting language for the Web, is used to process a series of inputs, and determine the data source types and locations to fetch and organize the data. Protovis, a Javascript and SVG based web graphics package, then quickly draws the interactive graphs and makes it available to the worldwide audience. This toolkit has been deployed to both the simulation and experimental arenas. The deployed applications will be presented as well as the architecture and technologies used in producing the general graphics toolkit.

  17. Criteria of Human-computer Interface Design for Computer Assisted Surgery Systems

    Institute of Scientific and Technical Information of China (English)

    ZHANG Jian-guo; LIN Yan-ping; WANG Cheng-tao; LIU Zhi-hong; YANG Qing-ming

    2008-01-01

    In recent years, computer assisted surgery (CAS) systems become more and more common in clinical practices, but few specific design criteria have been proposed for human-computer interface (HCI) in CAS systems. This paper tried to give universal criteria of HCI design for CAS systems through introduction of demonstration application, which is total knee replacement (TKR) with a nonimage-based navigation system.A typical computer assisted process can be divided into four phases: the preoperative planning phase, the intraoperative registration phase, the intraoperative navigation phase and finally the postoperative assessment phase. The interface design for four steps is described respectively in the demonstration application. These criteria this paper summarized can be useful to software developers to achieve reliable and effective interfaces for new CAS systems more easily.

  18. 均衡时间压力的人机界面信息编码%Encoding Information of Human-Computer Interface for Equilibrium of Time Pressure

    Institute of Scientific and Technical Information of China (English)

    李晶; 薛澄岐; 王海燕; 周蕾; 牛亚峰

    2013-01-01

    It is a studying worthy problem in interface design whether the operator can deal with lots of information quickly and correctly under time pressure in human-computer interaction of a complex system.How to use reasonable encoding models to optimize interface design is researched in this paper,according to the influences of time pressures on cognitive behaviors.According to the variablelevel description of the Subject Workload Assessment Technique and vision gaze,time pressures is divided into three levels as high,medium,low,and the presentation time of each level corresponds to 200,600 and 1000 ms.With the help of the experiment,the influences of time pressures on color and shape cognition are analyzed.The results show that the cognition of color was more and quicker than the cognition of shape under time pressures within 1000 ms.Finally,the improved effect of color encoding on rapid recognition of multiple messages was tested and verified,with the emulational interface design of A320 airplane Electronic Centralized Aircraft Monitor system as demonstrative object.%复杂系统人机交互中,在紧迫的时间压力下,操作者能否迅速而准确地对界面承载的大量信息作出反应是界面设计中有待研究的课题.文中针对时间压力对认知行为的影响,研究如何合理地使用编码方式达到界面优化设计.基于主观工作负荷测量法中变量的水平描述和视觉凝视,将时间压力设定为大、适中和小3种水平,对应的呈现时间分别为200 ms,600 ms和1 000 ms;通过实验分析时间压力对颜色和形状编码的认知影响,结果表明,在1000 ms以内的时间压力下,颜色编码比形状编码的认知容量大、认知速度快.最后以A320飞机的电子集成监控系统仿真界面设计为例,验证了颜色编码在多个信息量快速识别中的改进作用.

  19. Organizational Influences on Interdisciplinary Interactions during Research and Design of Large-Scale Complex Engineered Systems

    Science.gov (United States)

    McGowan, Anna-Maria R.; Seifert, Colleen M.; Papalambros, Panos Y.

    2012-01-01

    The design of large-scale complex engineered systems (LaCES) such as an aircraft is inherently interdisciplinary. Multiple engineering disciplines, drawing from a team of hundreds to thousands of engineers and scientists, are woven together throughout the research, development, and systems engineering processes to realize one system. Though research and development (R&D) is typically focused in single disciplines, the interdependencies involved in LaCES require interdisciplinary R&D efforts. This study investigates the interdisciplinary interactions that take place during the R&D and early conceptual design phases in the design of LaCES. Our theoretical framework is informed by both engineering practices and social science research on complex organizations. This paper provides preliminary perspective on some of the organizational influences on interdisciplinary interactions based on organization theory (specifically sensemaking), data from a survey of LaCES experts, and the authors experience in the research and design. The analysis reveals couplings between the engineered system and the organization that creates it. Survey respondents noted the importance of interdisciplinary interactions and their significant benefit to the engineered system, such as innovation and problem mitigation. Substantial obstacles to interdisciplinarity are uncovered beyond engineering that include communication and organizational challenges. Addressing these challenges may ultimately foster greater efficiencies in the design and development of LaCES and improved system performance by assisting with the collective integration of interdependent knowledge bases early in the R&D effort. This research suggests that organizational and human dynamics heavily influence and even constrain the engineering effort for large-scale complex systems.

  20. Making sense of place: exploring creative and (interactive research methods with young people

    Directory of Open Access Journals (Sweden)

    Bettina van Hoven

    2010-11-01

    Full Text Available This paper explores the added value of the ’new’ creative and (interactive research methods in geographical research. Using examples from our research project with young people in Cedar (Vancouver Island, Canada we analyze the contributions and limitations of walks, mental mapping, photography and video when compared to only interviewing. Given our engagement with everyday places and a participatory research approach, we explicitly focus and evaluate the research methods for their qualities in revealing different aspects of place, and for their success in involving young people with various interests and abilities actively in the whole research process. The findings suggest that, in addition to revealing diverse aspects of everyday places and practices on different levels of detail, the ’new’ research methods motivate and enable different individuals to participate and share their experiences. Furthermore, combining the ’new’ methods or combining them with interviews has an added value as such a mix is able to paint a detailed picture of daily places, colored by the way different individuals see, hear, smell, use or experience them.

  1. 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.

  2. CollaborationViz: interactive visual exploration of biomedical research collaboration networks.

    Directory of Open Access Journals (Sweden)

    Jiang Bian

    Full Text Available Social network analysis (SNA helps us understand patterns of interaction between social entities. A number of SNA studies have shed light on the characteristics of research collaboration networks (RCNs. Especially, in the Clinical Translational Science Award (CTSA community, SNA provides us a set of effective tools to quantitatively assess research collaborations and the impact of CTSA. However, descriptive network statistics are difficult for non-experts to understand. In this article, we present our experiences of building meaningful network visualizations to facilitate a series of visual analysis tasks. The basis of our design is multidimensional, visual aggregation of network dynamics. The resulting visualizations can help uncover hidden structures in the networks, elicit new observations of the network dynamics, compare different investigators and investigator groups, determine critical factors to the network evolution, and help direct further analyses. We applied our visualization techniques to explore the biomedical RCNs at the University of Arkansas for Medical Sciences--a CTSA institution. And, we created CollaborationViz, an open-source visual analytical tool to help network researchers and administration apprehend the network dynamics of research collaborations through interactive visualization.

  3. Semiotic Engineering Methods for Scientific Research in HCI

    CERN Document Server

    Sieckenius de Souza, Clarisse

    2009-01-01

    Semiotic engineering was originally proposed as a semiotic approach to designing user interface languages. Over the years, with research done at the Department of Informatics of the Pontifical Catholic University of Rio de Janeiro, it evolved into a semiotic theory of human-computer interaction (HCI). It views HCI as computer-mediated communication between designers and users at interaction time. The system speaks for its designers in various types of conversations specified at design time. These conversations communicate the designers' understanding of who the users are, what they know the us

  4. 多感官人机交互界面的视觉设计原则%Discussion on the Visual Design Pinciples of Multi-Sense Human-Computer Interface

    Institute of Scientific and Technical Information of China (English)

    肖红; 郭歌

    2012-01-01

    通过阐述多感官人机交互界面的概念,分析了交互界面的视觉设计发展趋势——动态化、多维化、综合化。在此基础上,提出了人机交互界面的视觉设计应遵守"简洁易用"的总原则,并根据多感官人机交互界面的功能与特点,依次提出了:简洁性与美观性并存,统一性与多样性并存,易用性与交互性并存,静态与动态并存,理性与感性并存这5条设计原则。%Through expounding the concept and definition of "Multi-Sense Human-Computer Interface",it analyzed the visual trend of interface design was interactive,dynamic,comprehensiveness.On this basis,according to the functions and features of the multi-sense human-computer interface,it proposed the human-computer interface design should comply with the general principles of "Keep It Simple And Stupid".To put it concretely,the visual design of multi-sense human-computer interface should: simplicity and aesthetic property;unity and diversity;ease of use and interactive;statics and dynamic;rational and perceptual.

  5. Telepresence: A ‘Real’ Component in a Model to Make Human-Computer Interface Factors Meaningful in the Virtual Learning Environment

    Directory of Open Access Journals (Sweden)

    Melissa E. Markaridian Selverian

    2009-01-01

    Full Text Available A thorough review of the research relating to Human-Computer Interface (HCI form and contentfactors in the education, communication and computer science disciplines reveals strongassociations of meaningful perceptual “illusions” with enhanced learning and satisfaction inthe evolving classroom. Specifically, associations emerge between spatial illusions (sensoryspace and low-level learning objectives, e.g., memorization; and social illusions (interactionand high-level learning objectives, e.g., evaluation. What are glaringly absent, however, aremeasures to define and associate the factors of the technologically advanced Virtual LearningEnvironment (VLE with the illusions and levels of learning. The researchers detail the factorsassociated with the communication concept “telepresence” (“presence” that is particularlyrelevant to the illusions in the VLE. Through a synthesis of the literatures and extensive researchat a N.Y. school, they create and test presence technology guidelines, measures, andlearning assessments to enhance illusions, learning and satisfaction in the VLE (Selverian,2005.

  6. Feasible Research on ‘Textile · Garment' Supply and Demand Interaction and Optimization Model

    Institute of Scientific and Technical Information of China (English)

    蒋智威; 万艳敏

    2001-01-01

    After China entries WTO, China's ‘ textile · garment'industry will confront the difficulties of growth and development. From the view of supply and demand interaction which is common in the social economy, this article analyzes the economic construction and character of China's ‘ textile · garment' industry, represented by Shanghai,Research shows that industrial construction backwardness hinders China's ‘ textile· garment' industry development, which features four bottlenecks in supply and demand interaction in ‘ textile· garment' industry.The key of optimizing the construction and quality of supply and denand interaction in ‘textile· garment'industry is to adjust industrial construction, break the bottlenecks, establish Shanghai as international fashion center, open middle and small size textile processing area with several levels, attach importance to scientific and technology creation and development combined with production, learning and research, and take part in domestic and international maket competition by high added value product, technology and marketing network.

  7. Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions

    Directory of Open Access Journals (Sweden)

    Muhanna A. Muhanna

    2015-07-01

    Full Text Available One of the main goals of virtual reality is to provide immersive environments that take participants away from the real life into a virtual one. Many investigators have been interested in bringing new technologies, devices, and applications to facilitate this goal. Few, however, have focused on the specific human–computer interaction aspects of such environments. In this article we present our literature review of virtual reality and the Cave Automated Virtual Environment (CAVE. In particular, the article begins by providing a brief overview of the evolution of virtual reality. In addition, key elements of a virtual reality system are presented along with a proposed taxonomy that categorizes such systems from the perspective of technologies used and the mental immersion level found in these systems. Moreover, a detailed overview of the CAVE is presented in terms of its characteristics, uses, and mainly, the interaction styles inside it. Insights of the interaction challenges and research directions of investigating interaction with virtual reality systems in general and the CAVE in particular are thoroughly discussed as well.

  8. 基于GIS指挥决策系统的多通道交互研究%Research on Multichannel Interaction Based on GIS Operation Command and Decision Support System

    Institute of Scientific and Technical Information of China (English)

    聂岩峰; 田田; 吴昊

    2013-01-01

    人机交互技术是影响指挥决策系统中决策能力与效率的一个重要因素,通过分析指挥决策过程的人机交互特性,研究目前以笔式交互为代表的自然交互技术的新特点,在现有的基于GIS框架下,选择包括笔式交互、多点触控交互、视频媒体交互技术在内的多通道交互方式,优化指挥决策系统的人机交互效率,建立一种多通道交互的动态加载模型,完善指挥决策系统的交互能力.%HCI is an important factor for the decision support capacity and efficiency of operation command and decision support system. By analysis of the characteristics of human-computer interaction in the process of operation command and decision support , this paper studies the present new features of the natural human-computer interaction technology represented by pen-based user interface. Based on the present GIS system, it builds up a dynamic loading model of multichannel interaction in order to improve the efficiency of human-computer interaction and the interacting ability of operation command and decision support system with pen-based interaction, multi-touch and video media as the multichannel interactive modes.

  9. Research framework of integrated simulation on bilateral interaction between water cycle and socio-economic development

    Science.gov (United States)

    Hao, C. F.; Yang, X. L.; Niu, C. W.; Jia, Y. W.

    2016-08-01

    The mechanism of bilateral interaction between natural water cycle evolution and socio-economic development has been obscured in current research due to the complexity of the hydrological process and the socio-economic system. The coupling of economic model CGE (Computable General Equilibrium) and distributed hydrological model WEP (Water and Energy transfer Processes) provides a model-based tool for research on response and feedback of water cycle and social development, as well as economic prospects under the constraint of water resources. On one hand, water policies, such as water use limitation and water price adjustment under different levels of socio-economic development, are to be evaluated by CGE model as assumed conditions and corresponding results of water demand could be put into WEP model to simulate corresponding response during the whole process of water cycle. On the other hand, variation of available water resources quantity under different scenarios simulated by WEP model may provide proper limitation for water demand in CGE model, and corresponding change of economic factors could indicate the influence of water resources constraints on socio-economic development. The research is believed to be helpful for better understanding of bilateral interaction between water and society.

  10. Frontiers of torenia research: innovative ornamental traits and study of ecological interaction networks through genetic engineering.

    Science.gov (United States)

    Nishihara, Masahiro; Shimoda, Takeshi; Nakatsuka, Takashi; Arimura, Gen-Ichiro

    2013-06-26

    Advances in research in the past few years on the ornamental plant torenia (Torenia spps.) have made it notable as a model plant on the frontier of genetic engineering aimed at studying ornamental characteristics and pest control in horticultural ecosystems. The remarkable advantage of torenia over other ornamental plant species is the availability of an easy and high-efficiency transformation system for it. Unfortunately, most of the current torenia research is still not very widespread, because this species has not become prominent as an alternative to other successful model plants such as Arabidopsis, snapdragon and petunia. However, nowadays, a more global view using not only a few selected models but also several additional species are required for creating innovative ornamental traits and studying horticultural ecosystems. We therefore introduce and discuss recent research on torenia, the family Scrophulariaceae, for secondary metabolite bioengineering, in which global insights into horticulture, agriculture and ecology have been advanced. Floral traits, in torenia particularly floral color, have been extensively studied by manipulating the flavonoid biosynthetic pathways in flower organs. Plant aroma, including volatile terpenoids, has also been genetically modulated in order to understand the complicated nature of multi-trophic interactions that affect the behavior of predators and pollinators in the ecosystem. Torenia would accordingly be of great use for investigating both the variation in ornamental plants and the infochemical-mediated interactions with arthropods.

  11. Present status of plasma-wall interactions research and materials development activities in the US

    Energy Technology Data Exchange (ETDEWEB)

    Hirooka, Y.; Conn, R.W.

    1989-08-01

    It is well known in the fusion engineering community that the plasma confinement performance in magnetic fusion devices is strongly affected by edge-plasma interactions with surface components. These plasma-material interactions (PMI) include fuel particle recycling and impurity generation both during normal and off-normal operation. To understand and then to control PMI effects, considerable effort has been made, particularly over the last decade in US, supported by Department of Energy, Division of Development and Technology. Also, because plasma-facing components are generally expected to receive significant amount of heat due to plasma bombardment and run-away electrons, materials must tolerate high-heat fluxes (HHF). The HHF-component research has been conducted in parallel with PMI research. One strong motivation for these research activities is that DT-burning experiments are currently planned in the Tokamak Test Fusion Reactor (TFTR) in early 1990s. Several different but mutually complementary approaches have been taken in the PMI+HHF research. The first approach is to conduct PMI experiments using toroidal fusion devices such as TFTR. The second one is to simulate elemental processes involved in PMI using ion beams and electron beams, etc. The last one but not least is to use non-tokamak plasma facilities. Along with these laboratory activities, new materials have been developed and evaluated from the PMI+HHF point of view. In this paper, several major PMI+HHF research facilities in US and their activities are briefly reviewed. 21 refs., 10 figs., 2 tabs.

  12. Computational psychotherapy research: scaling up the evaluation of patient-provider interactions.

    Science.gov (United States)

    Imel, Zac E; Steyvers, Mark; Atkins, David C

    2015-03-01

    In psychotherapy, the patient-provider interaction contains the treatment's active ingredients. However, the technology for analyzing the content of this interaction has not fundamentally changed in decades, limiting both the scale and specificity of psychotherapy research. New methods are required to "scale up" to larger evaluation tasks and "drill down" into the raw linguistic data of patient-therapist interactions. In the current article, we demonstrate the utility of statistical text analysis models called topic models for discovering the underlying linguistic structure in psychotherapy. Topic models identify semantic themes (or topics) in a collection of documents (here, transcripts). We used topic models to summarize and visualize 1,553 psychotherapy and drug therapy (i.e., medication management) transcripts. Results showed that topic models identified clinically relevant content, including affective, relational, and intervention related topics. In addition, topic models learned to identify specific types of therapist statements associated with treatment-related codes (e.g., different treatment approaches, patient-therapist discussions about the therapeutic relationship). Visualizations of semantic similarity across sessions indicate that topic models identify content that discriminates between broad classes of therapy (e.g., cognitive-behavioral therapy vs. psychodynamic therapy). Finally, predictive modeling demonstrated that topic model-derived features can classify therapy type with a high degree of accuracy. Computational psychotherapy research has the potential to scale up the study of psychotherapy to thousands of sessions at a time. We conclude by discussing the implications of computational methods such as topic models for the future of psychotherapy research and practice.

  13. Design and development of data glove based on printed polymeric sensors and Zigbee networks for Human-Computer Interface.

    Science.gov (United States)

    Tongrod, Nattapong; Lokavee, Shongpun; Watthanawisuth, Natthapol; Tuantranont, Adisorn; Kerdcharoen, Teerakiat

    2013-03-01

    Current trends in Human-Computer Interface (HCI) have brought on a wave of new consumer devices that can track the motion of our hands. These devices have enabled more natural interfaces with computer applications. Data gloves are commonly used as input devices, equipped with sensors that detect the movements of hands and communication unit that interfaces those movements with a computer. Unfortunately, the high cost of sensor technology inevitably puts some burden to most general users. In this research, we have proposed a low-cost data glove concept based on printed polymeric sensor to make pressure and bending sensors fabricated by a consumer ink-jet printer. These sensors were realized using a conductive polymer (poly(3,4-ethylenedioxythiophene):poly(styrenesulfonate) [PEDOT:PSS]) thin film printed on glossy photo paper. Performance of these sensors can be enhanced by addition of dimethyl sulfoxide (DMSO) into the aqueous dispersion of PEDOT:PSS. The concept of surface resistance was successfully adopted for the design and fabrication of sensors. To demonstrate the printed sensors, we constructed a data glove using such sensors and developed software for real time hand tracking. Wireless networks based on low-cost Zigbee technology were used to transfer data from the glove to a computer. To our knowledge, this is the first report on low cost data glove based on paper pressure sensors. This low cost implementation of both sensors and communication network as proposed in this paper should pave the way toward a widespread implementation of data glove for real-time hand tracking applications.

  14. Basic research in computer science and software engineering at SKLCS

    Institute of Scientific and Technical Information of China (English)

    Jian ZHANG; Xueyang ZHU; Wenhui ZHANG; Naijun ZHAN; Yidong SHEN; Haiming CHEN; Yunquan ZHANG; Yongji WANG; Enhua WU; Hongan WANG

    2008-01-01

    The State Key Laboratory of Computer Science (SKLCS) is committed to basic research in computer sci-ence and software engineering. The research topics of the laboratory include: concurrency theory, theory and algorithms for real-time systems, formal specifications based on context-free grammars, semantics of program-ming languages, model checking, automated reasoning, logic programming, software testing, software process improvement, middleware technology, parallel algo-rithms and parallel software, computer graphics and human-computer interaction. This paper describes these topics in some detail and summarizes some results obtained in recent years.

  15. Blogging in a biostatistics and research design graduate dental course: for learning or interaction?

    Science.gov (United States)

    El Tantawi, Maha M A

    2010-04-01

    The use of the Internet in health professions education has markedly increased in recent years. There is a need to understand the methods used by students to benefit from Internet-based teaching methods, especially those initially designed to promote social interaction such as blogs. This study describes how students used a blog in a biostatistics and research design graduate dental course. The aims of the blog were to offer exercises to train students for the exam and to enhance interaction among students and between students and instructor. Some features of the blog were modified to suit the course. Posts and comments were counted and classified by type, and their time statistics were analyzed. Students filled out a questionnaire to indicate whether and how exactly they used the blog or reasons for not using it. The relation between final exam scores and different methods of using the blog was assessed. Most of the posts were by the instructor offering exercises and model answers, whereas most of the comments were by students answering the exercises. Students were significantly more satisfied with blog uses related to interaction than with uses related to exercises (9.15+/-1.19, 8.73+/-1.34, P=0.001). The most frequently cited reason for not using the blog was lack of time. The most frequently reported method of using the blog was reading exercises and answers without actively contributing to the blog. Methods of using the blog significantly associated with higher scores in the final exam were actively contributing to the blog by posts or comments and interacting with colleagues. The main advantage of using the blog was promoting interaction between students and instructor, which is essential for the success of online learning in particular and adult learning in general.

  16. Frontal affinity chromatography: A unique research tool for biospecific interaction that promotes glycobiology

    Science.gov (United States)

    KASAI, Kenichi

    2014-01-01

    Combination of bioaffinity and chromatography gave birth to affinity chromatography. A further combination with frontal analysis resulted in creation of frontal affinity chromatography (FAC). This new versatile research tool enabled detailed analysis of weak interactions that play essential roles in living systems, especially those between complex saccharides and saccharide-binding proteins. FAC now becomes the best method for the investigation of saccharide-binding proteins (lectins) from viewpoints of sensitivity, accuracy, and efficiency, and is contributing greatly to the development of glycobiology. It opened a door leading to deeper understanding of the significance of saccharide recognition in life. The theory is also concisely described. PMID:25169774

  17. Fuel-coolant interaction (FCI) phenomena in reactor safety. Current understanding and future research needs

    Energy Technology Data Exchange (ETDEWEB)

    Speis, T.P. [Maryland Univ., College Park, MD (United States); Basu, S.

    1998-01-01

    This paper gives an account of the current understanding of fuel-coolant interaction (FCI) phenomena in the context of reactor safety. With increased emphasis on accident management and with emerging in-vessel core melt retention strategies for advanced light water reactor (ALWR) designs, recent interest in FCI has broadened to include an evaluation of potential threats to the integrity of reactor vessel lower head and ex-vessel structural support, as well as the role of FCI in debris quenching and coolability. The current understanding of FCI with regard to these issues is discussed, and future research needs to address the issues from a risk perspective are identified. (author)

  18. EXPLORING THE SELF-ENHANCED MECHANISM OF INTERACTIVE ADVERTISING PHENOMENON--BASED ON THE RESEARCH OF THREE CASES

    Directory of Open Access Journals (Sweden)

    Ren jian

    2015-04-01

    Full Text Available Under the background of the new media era with the rapid development of interactive advertising, this paper used case study method based on the summary of the research of the communication effect of interactive advertising from both domestic and foreign academia. This paper divided interactive advertising into three types to examine ---- interactive ads on official website, interactive ads based on SNS and interactive ads based on mobile media. Furthermore, this paper induced and summarized a selfenhanced dissemination mechanism of the interactive advertising, including three parts which are micro level, meso level and macro level mechanism, micro level embodies core interaction, inner interaction and outer interaction which reveal the whole process of interact with contents, with people and with computer, and the communication approach and spread speed shown in meso level which is self-fission-type spread, finally in macro level the communication effect of IA achieved the spiral increasing. In a word, this article enriches research procedure of the interactive advertising communication effects.

  19. The mind-writing pupil : A human-computer interface based on decoding of covert attention through pupillometry

    NARCIS (Netherlands)

    Mathôt, Sebastiaan; Melmi, Jean Baptiste; Van Der Linden, Lotje; Van Der Stigchel, Stefan

    2016-01-01

    We present a new human-computer interface that is based on decoding of attention through pupillometry. Our method builds on the recent finding that covert visual attention affects the pupillary light response: Your pupil constricts when you covertly (without looking at it) attend to a bright, compar

  20. The Mind-Writing Pupil : A Human-Computer Interface Based on Decoding of Covert Attention through Pupillometry

    NARCIS (Netherlands)

    Mathot, Sebastiaan; Melmi, Jean-Baptiste; van der Linden, Lotje; van der Stigchel, Stefan

    2016-01-01

    We present a new human-computer interface that is based on decoding of attention through pupillometry. Our method builds on the recent finding that covert visual attention affects the pupillary light response: Your pupil constricts when you covertly (without looking at it) attend to a bright, compar

  1. Interaction of radiation with matter. Research progress report, November 1, 1979-October 31, 1980

    Energy Technology Data Exchange (ETDEWEB)

    None

    1980-09-01

    The mechanisms of dissipation of energy in organic and inorganic materials, and the application of the technique developed to a study of selected problems of environmental concern in the production of energy from fossil fuels were studied. In the Inorganic Phase of the work the research involves (1) measurements of cross-sections for K and L-shell ionization processes for heavy projectiles in the low velocity region, (2) experimental tests of target dependence of the effective-charge theory for light projectiles, (3) theoretical studies on the energy loss of swift particles in plasmas over a broad density and temperature range. The organic phase of the work falls into a series of closely related areas, all derived from a study of the interaction of radiation with matter. (1) New techniques for the study of small particulates (approx. 1..mu..); composition, mass (to +-1 pg) and charge (+-1 electron) can be determined. (2) External photoelectric effects as a tool in arriving at the electronic structure of organic crystals. (3) The interaction of water with charge carriers in organic crystals, producing reactive chemical species, such as Oh and HSO/sub 3/ radicals. (4) Mechanisms of interaction of air-pollutant polycyclic aromatic carcinogens with DNA and the study of the conformation of the adducts.

  2. Research on Interactive Relationship between Agricultural Insurance and Rural Financial Development in Central and Western Regions

    Institute of Scientific and Technical Information of China (English)

    2011-01-01

    By selecting the panel data from 2001 to 2008 in central and western regions,I adopt the methods of covariance analysis test,Hausman test,panel unit root test and co-integration test to conduct empirical research on the interactive relationship between agricultural insurance and rural financial development in central and western regions.The results show that there is a long-term balanced and interactive causal relationship between agricultural insurance and rural financial development in central and western regions.The agricultural insurance in western regions is the cause of rural financial development,while such relationship in central regions is not tenable.There is an interactive promotion relationship between agricultural insurance and rural financial development efficiency in central regions,while the relationship between agricultural insurance and rural financial development efficiency in western regions is mutually inhibitive,but the rural financial efficiency in western regions promotes the development of agricultural insurance.Then corresponding suggestions are put forward in order to give full play to the role of mutual promotion between agricultural insurance and rural financial development as follows:reinforce the support degree for policy finance in central and western regions;increase the inputs of rural financial institutions in serving agriculture,countryside and farmers;expand the types and coverage of policy agricultural insurance.

  3. Dynamic and Interactive Mathematics Learning Environments: Opportunities and Challenges for Future Research

    Directory of Open Access Journals (Sweden)

    John Olive

    2013-07-01

    Full Text Available New networking and social interaction technologies offer new media for learning and teaching both inside and outside the classroom. How and what kind of learning may take place in these new media is the main focus of this paper. An integrative theoretical framework for investigating these questions is posed based on the Didactic Tetrahedron (Olive and Makar, 2009. This didactic tetrahedron proposes that the student, supported by the teacher, task and technology form a space within which new mathematical knowledge may emerge. Examples of these new media are presented, including single player and multi-player web-based gaming environments; dynamic, web-based, interactive data visualization tools; dynamic computer-based tools for developing number and early algebra concepts; multi-touch apps for the iPad and iPhone; a web-based tutorial that raises a red flag for how mathematically flawed and cognitively dangerous some of this new media can be; and a research-based manipulative for developing children’s fractional knowledge that offers researchers the “possibility to make visible, the thinking of the user.” (Zbeik, Heid, Blume and Dick, 2007

  4. Interactive Data Visualization for HIV Cohorts: Leveraging Data Exchange Standards to Share and Reuse Research Tools.

    Directory of Open Access Journals (Sweden)

    Meridith Blevins

    Full Text Available To develop and disseminate tools for interactive visualization of HIV cohort data.If a picture is worth a thousand words, then an interactive video, composed of a long string of pictures, can produce an even richer presentation of HIV population dynamics. We developed an HIV cohort data visualization tool using open-source software (R statistical language. The tool requires that the data structure conform to the HIV Cohort Data Exchange Protocol (HICDEP, and our implementation utilized Caribbean, Central and South America network (CCASAnet data.This tool currently presents patient-level data in three classes of plots: (1 Longitudinal plots showing changes in measurements viewed alongside event probability curves allowing for simultaneous inspection of outcomes by relevant patient classes. (2 Bubble plots showing changes in indicators over time allowing for observation of group level dynamics. (3 Heat maps of levels of indicators changing over time allowing for observation of spatial-temporal dynamics. Examples of each class of plot are given using CCASAnet data investigating trends in CD4 count and AIDS at antiretroviral therapy (ART initiation, CD4 trajectories after ART initiation, and mortality.We invite researchers interested in this data visualization effort to use these tools and to suggest new classes of data visualization. We aim to contribute additional shareable tools in the spirit of open scientific collaboration and hope that these tools further the participation in open data standards like HICDEP by the HIV research community.

  5. The design of an intelligent human-computer interface for the test, control and monitor system

    Science.gov (United States)

    Shoaff, William D.

    1988-01-01

    The graphical intelligence and assistance capabilities of a human-computer interface for the Test, Control, and Monitor System at Kennedy Space Center are explored. The report focuses on how a particular commercial off-the-shelf graphical software package, Data Views, can be used to produce tools that build widgets such as menus, text panels, graphs, icons, windows, and ultimately complete interfaces for monitoring data from an application; controlling an application by providing input data to it; and testing an application by both monitoring and controlling it. A complete set of tools for building interfaces is described in a manual for the TCMS toolkit. Simple tools create primitive widgets such as lines, rectangles and text strings. Intermediate level tools create pictographs from primitive widgets, and connect processes to either text strings or pictographs. Other tools create input objects; Data Views supports output objects directly, thus output objects are not considered. Finally, a set of utilities for executing, monitoring use, editing, and displaying the content of interfaces is included in the toolkit.

  6. User participation in the development of the human/computer interface for control centers

    Science.gov (United States)

    Broome, Richard; Quick-Campbell, Marlene; Creegan, James; Dutilly, Robert

    1996-01-01

    Technological advances coupled with the requirements to reduce operations staffing costs led to the demand for efficient, technologically-sophisticated mission operations control centers. The control center under development for the earth observing system (EOS) is considered. The users are involved in the development of a control center in order to ensure that it is cost-efficient and flexible. A number of measures were implemented in the EOS program in order to encourage user involvement in the area of human-computer interface development. The following user participation exercises carried out in relation to the system analysis and design are described: the shadow participation of the programmers during a day of operations; the flight operations personnel interviews; and the analysis of the flight operations team tasks. The user participation in the interface prototype development, the prototype evaluation, and the system implementation are reported on. The involvement of the users early in the development process enables the requirements to be better understood and the cost to be reduced.

  7. Collaborative Research. Fundamental Science of Low Temperature Plasma-Biological Material Interactions

    Energy Technology Data Exchange (ETDEWEB)

    Graves, David Barry [Univ. California, Berkeley, CA (United States); Oehrlein, Gottlieb [Univ. of Maryland, College Park, MD (United States)

    2014-09-01

    Low temperature plasma (LTP) treatment of biological tissue is a promising path toward sterilization of bacteria due to its versatility and ability to operate under well-controlled and relatively mild conditions. The present collaborative research of an interdisciplinary team of investigators at University of Maryland, College Park (UMD), and University of California, Berkeley (UCB) focused on establishing our knowledge based with regard to low temperature plasma-induced chemical modifications in biomolecules that result in inactivation due to various plasma species, including ions, reactive radicals, and UV/VUV photons. The overall goals of the project were to identify and quantify the mechanisms by which low and atmospheric pressure plasma deactivates endotoxic biomolecules. Additionally, we wanted to understand the mechanism by which atmospheric pressure plasmas (APP) modify surfaces and how these modifications depend on the interaction of APP with the environment. Various low pressure plasma sources, a vacuum beam system and several atmospheric pressure plasma sources were used to accomplish this. In our work we elucidated for the first time the role of ions, VUV photons and radicals in biological deactivation of representative biomolecules, both in a UHV beam system and an inductively coupled, low pressure plasma system, and established the associated atomistic biomolecule changes. While we showed that both ions and VUV photons can be very efficient in deactivation of biomolecules, significant etching and/or deep modification (~200 nm) accompanied these biological effects. One of the most important findings in this work is the significant radical-induced deactivation and surface modification can occur with minimal etching. However, if radical fluxes and corresponding etch rates are relatively high, for example at atmospheric pressure, endotoxic biomolecule film inactivation may require near-complete removal of the film. These findings motivated further work at

  8. Interactive design of farm conversion : linking agricultural research and farmer learning for sustainable small scale horticulture production in Colombia

    NARCIS (Netherlands)

    Lee, R.A.

    2002-01-01

    Key words: interactive conversion design / vegetable production / small farms / sustainable farming / Colombia / learning processes / facilitation / agricultural research methods

  9. Interactive Design of Farm Conversion : linking Agricultural Research and Farmer Learning for Sustainable Small Scale Horticulture Production in Colombia

    NARCIS (Netherlands)

    Lee, R.A.

    2002-01-01

    Key words: interactive conversion design / vegetable production / small farms / sustainable farming / Colombia / learning processes / facilitation / agricultural research methods

  10. 2010 Electron Donor-Acceptor Interactions Gordon Research Conference, August 8 - 13, 2010.

    Energy Technology Data Exchange (ETDEWEB)

    Gerald Meyer

    2010-08-18

    The Gordon Research Conference on Electron Donor Acceptor Interactions (GRC EDAI) presents and advances the current frontiers in experimental and theoretical studies of Electron Transfer Processes and Energy Conversion. The fundamental concepts underpinning the field of electron transfer and charge transport phenomena are understood, but fascinating experimental discoveries and novel applications based on charge transfer processes are expanding the discipline. Simultaneously, global challenges for development of viable and economical alternative energy resources, on which many researchers in the field focus their efforts, are now the subject of daily news headlines. Enduring themes of this conference relate to photosynthesis, both natural and artificial, and solar energy conversion. More recent developments include molecular electronics, optical switches, and nanoscale charge transport structures of both natural (biological) and man-made origin. The GRC EDAI is one of the major international meetings advancing this field, and is one of the few scientific meetings where fundamental research in solar energy conversion has a leading voice. The program includes sessions on coupled electron transfers, molecular solar energy conversion, biological and biomimetic systems, spin effects, ultrafast reactions and technical frontiers as well as electron transport in single molecules and devices. In addition to disseminating the latest advances in the field of electron transfer processes, the conference is an excellent forum for scientists from different disciplines to meet and initiate new directions; for scientists from different countries to make contacts; for young scientists to network and establish personal contacts with other young scientists and with established scientists who, otherwise, might not have the time to meet young people. The EDAI GRC also features an interactive atmosphere with lively poster sessions, a few of which are selected for oral presentations.

  11. Interactions of dendrimers with biological drug targets: reality or mystery - a gap in drug delivery and development research.

    Science.gov (United States)

    Ahmed, Shaimaa; Vepuri, Suresh B; Kalhapure, Rahul S; Govender, Thirumala

    2016-07-21

    Dendrimers have emerged as novel and efficient materials that can be used as therapeutic agents/drugs or as drug delivery carriers to enhance therapeutic outcomes. Molecular dendrimer interactions are central to their applications and realising their potential. The molecular interactions of dendrimers with drugs or other materials in drug delivery systems or drug conjugates have been extensively reported in the literature. However, despite the growing application of dendrimers as biologically active materials, research focusing on the mechanistic analysis of dendrimer interactions with therapeutic biological targets is currently lacking in the literature. This comprehensive review on dendrimers over the last 15 years therefore attempts to identify the reasons behind the apparent lack of dendrimer-receptor research and proposes approaches to address this issue. The structure, hierarchy and applications of dendrimers are briefly highlighted, followed by a review of their various applications, specifically as biologically active materials, with a focus on their interactions at the target site. It concludes with a technical guide to assist researchers on how to employ various molecular modelling and computational approaches for research on dendrimer interactions with biological targets at a molecular level. This review highlights the impact of a mechanistic analysis of dendrimer interactions on a molecular level, serves to guide and optimise their discovery as medicinal agents, and hopes to stimulate multidisciplinary research between scientific, experimental and molecular modelling research teams.

  12. Interactions

    DEFF Research Database (Denmark)

    The main theme of this anthology is the unique interaction between mathematics, physics and philosophy during the beginning of the 20th century. Seminal theories of modern physics and new fundamental mathematical structures were discovered or formed in this period. Significant physicists...... such as Lorentz and Einstein as well as mathematicians such as Poincare, Minkowski, Hilbert and Weyl contributed to this development. They created the new physical theories and the mathematical disciplines that play such paramount roles in their mathematical formulations. These physicists and mathematicians were...

  13. The Natural Interactive Walking Project and Emergence of Its Results in Research on Rhythmic Walking Interaction and the Role of Footsteps in Affecting Body Ownership

    DEFF Research Database (Denmark)

    Maculewicz, Justyna; Sikström, Erik; Serafin, Stefania

    2015-01-01

    In this chapter we describe how the results of the Natural Interactive Project, which was funded within the 7th Framework Programme and ended in 2011, started several research directions concerning the role of auditory and haptic feedback in footstep simulations. We chose elements of the project ...

  14. Advancing user experience research to facilitate and enable patient-centered research: current state and future directions.

    Science.gov (United States)

    Payne, Philip R O

    2013-01-01

    Human-computer interaction and related areas of user experience (UX) research, such as human factors, workflow evaluation, and data visualization, are thus essential to presenting data in ways that can further the analysis of complex data sets such as those used in patient-centered research. However, a review of available data on the state of UX research as it relates to patient-centered research demonstrates a significant underinvestment and consequently a large gap in knowledge generation. In response, this report explores trends in funding and research productivity focused on UX and patient-centered research and then presents a set of recommendations to advance innovation at this important intersection point. Ultimately, the aim is to catalyze a community-wide dialogue concerning future directions for research and innovation in UX as it applies to patient-centered research.

  15. THE PELLETS APPLICATION IN LABORATORY RESEARCHING OF INHIBITIVE MUD/SHALE INTERACTION

    Directory of Open Access Journals (Sweden)

    Borivoje Pašić

    2012-12-01

    Full Text Available Wellbore instability appears to be a serious problem during drilling process through shale. Shales instability cause basically comes out of its mineralogical composition (especially clay minerals content and physico-chemical properties. Many research activities about shale instability causes and shale properties (affecting shale behavior during interaction with water phase of different drilling muds definition have been carried out by now. In these laboratory tests were used original shales samples given by coring process or collecting shale cuttings from shale shakers, and different shale samples from outcrop. From this reason is very difficult compare laboratory tests results given by different authors. Possible solution is use artificial shale samples (pellets with exact mineralogical composition, enabling extensive laboratory tests and tests results comparison. In this paper presented laboratory tests of pellets swelling in inhibitive muds (the paper is published in Croatian.

  16. Researches on Cartographic Database-Based Interactive Three-Dimensional Topographic Map

    Institute of Scientific and Technical Information of China (English)

    Jiang Wenping; Xi Daping

    2003-01-01

    With the development of computer graphics, the three-dimensional (3D) visualization brings new technological revolution to the traditional cartography. Therefore, the topographic 3D-map emerges to adapt to this technological revolution, and the applications of topographic 3D-map are spread rapidly to other relevant fields due to its incomparable advantage. The researches on digital map and the construction of map database offer strong technical support and abundant data source for this new technology, so the research and development of topographic 3D-map will receive greater concern. The basic data of the topographic 3D-map are rooted mainly in digital map and its basic model is derived from digital elevation model (DEM) and 3D-models of other DEM-based geographic features. In view of the potential enormous data and the complexity of geographic features, the dynamic representation of geographic information becomes the focus of the research of topographic 3D-map and also the prerequisite condition of 3D query and analysis. In addition to the equipment of hardware that are restraining, to a certain extent, the 3D representation, the data organization structure of geographic information will be the core problem of research on 3D-map. Level of detail (LOD), space partitioning, dynamic object loading (DOL) and object culling are core technologies of the dynamic 3D representation. The objectselection, attribute-query and model-editing are important functions and interaction tools for users with 3D-maps provided by topographic 3D-map system, all of which are based on the data structure of the 3Dmodel. This paper discusses the basic theories, concepts and cardinal principles of topographic 3D-map,expounds the basic way to organize the scene hierarchy of topographic 3D-map based on the node mechanism and studies the dynamic representation technologies of topographic 3D-map based on LOD, space partitioning, DOL and object culling. Moreover, such interactive operation

  17. Virtual interactive musculoskeletal system (VIMS in orthopaedic research, education and clinical patient care

    Directory of Open Access Journals (Sweden)

    Yoshida Hiroaki

    2007-03-01

    Full Text Available Abstract The ability to combine physiology and engineering analyses with computer sciences has opened the door to the possibility of creating the "Virtual Human" reality. This paper presents a broad foundation for a full-featured biomechanical simulator for the human musculoskeletal system physiology. This simulation technology unites the expertise in biomechanical analysis and graphic modeling to investigate joint and connective tissue mechanics at the structural level and to visualize the results in both static and animated forms together with the model. Adaptable anatomical models including prosthetic implants and fracture fixation devices and a robust computational infrastructure for static, kinematic, kinetic, and stress analyses under varying boundary and loading conditions are incorporated on a common platform, the VIMS (Virtual Interactive Musculoskeletal System. Within this software system, a manageable database containing long bone dimensions, connective tissue material properties and a library of skeletal joint system functional activities and loading conditions are also available and they can easily be modified, updated and expanded. Application software is also available to allow end-users to perform biomechanical analyses interactively. Examples using these models and the computational algorithms in a virtual laboratory environment are used to demonstrate the utility of these unique database and simulation technology. This integrated system, model library and database will impact on orthopaedic education, basic research, device development and application, and clinical patient care related to musculoskeletal joint system reconstruction, trauma management, and rehabilitation.

  18. An interactive visualization tool for multi-channel confocal microscopy data in neurobiology research

    KAUST Repository

    Yong Wan,

    2009-11-01

    Confocal microscopy is widely used in neurobiology for studying the three-dimensional structure of the nervous system. Confocal image data are often multi-channel, with each channel resulting from a different fluorescent dye or fluorescent protein; one channel may have dense data, while another has sparse; and there are often structures at several spatial scales: subneuronal domains, neurons, and large groups of neurons (brain regions). Even qualitative analysis can therefore require visualization using techniques and parameters fine-tuned to a particular dataset. Despite the plethora of volume rendering techniques that have been available for many years, the techniques standardly used in neurobiological research are somewhat rudimentary, such as looking at image slices or maximal intensity projections. Thus there is a real demand from neurobiologists, and biologists in general, for a flexible visualization tool that allows interactive visualization of multi-channel confocal data, with rapid fine-tuning of parameters to reveal the three-dimensional relationships of structures of interest. Together with neurobiologists, we have designed such a tool, choosing visualization methods to suit the characteristics of confocal data and a typical biologist\\'s workflow. We use interactive volume rendering with intuitive settings for multidimensional transfer functions, multiple render modes and multi-views for multi-channel volume data, and embedding of polygon data into volume data for rendering and editing. As an example, we apply this tool to visualize confocal microscopy datasets of the developing zebrafish visual system.

  19. Engaging Undergraduate Math Majors in Geoscience Research using Interactive Simulations and Computer Art

    Science.gov (United States)

    Matott, L. S.; Hymiak, B.; Reslink, C. F.; Baxter, C.; Aziz, S.

    2012-12-01

    As part of the NSF-sponsored 'URGE (Undergraduate Research Group Experiences) to Compute' program, Dr. Matott has been collaborating with talented Math majors to explore the design of cost-effective systems to safeguard groundwater supplies from contaminated sites. Such activity is aided by a combination of groundwater modeling, simulation-based optimization, and high-performance computing - disciplines largely unfamiliar to the students at the outset of the program. To help train and engage the students, a number of interactive and graphical software packages were utilized. Examples include: (1) a tutorial for exploring the behavior of evolutionary algorithms and other heuristic optimizers commonly used in simulation-based optimization; (2) an interactive groundwater modeling package for exploring alternative pump-and-treat containment scenarios at a contaminated site in Billings, Montana; (3) the R software package for visualizing various concepts related to subsurface hydrology; and (4) a job visualization tool for exploring the behavior of numerical experiments run on a large distributed computing cluster. Further engagement and excitement in the program was fostered by entering (and winning) a computer art competition run by the Coalition for Academic Scientific Computation (CASC). The winning submission visualizes an exhaustively mapped optimization cost surface and dramatically illustrates the phenomena of artificial minima - valley locations that correspond to designs whose costs are only partially optimal.

  20. [Research Progress on the Interaction Effects and Its Neural Mechanisms between Physical Fatigue and Mental Fatigue].

    Science.gov (United States)

    Zhang, Lixin; Zhang, Chuncui; He, Feng; Zhao, Xin; Qi, Hongzhi; Wan, Baikun; Ming, Dong

    2015-10-01

    Fatigue is an exhaustion state caused by prolonged physical work and mental work, which can reduce working efficiency and even cause industrial accidents. Fatigue is a complex concept involving both physiological and psychological factors. Fatigue can cause a decline of concentration and work performance and induce chronic diseases. Prolonged fatigue may endanger life safety. In most of the scenarios, physical and mental workloads co-lead operator into fatigue state. Thus, it is very important to study the interaction influence and its neural mechanisms between physical and mental fatigues. This paper introduces recent progresses on the interaction effects and discusses some research challenges and future development directions. It is believed that mutual influence between physical fatigue and mental fatigue may occur in the central nervous system. Revealing the basal ganglia function and dopamine release may be important to explore the neural mechanisms between physical fatigue and mental fatigue. Future effort is to optimize fatigue models, to evaluate parameters and to explore the neural mechanisms so as to provide scientific basis and theoretical guidance for complex task designs and fatigue monitoring.

  1. SmartR: an open-source platform for interactive visual analytics for translational research data.

    Science.gov (United States)

    Herzinger, Sascha; Gu, Wei; Satagopam, Venkata; Eifes, Serge; Rege, Kavita; Barbosa-Silva, Adriano; Schneider, Reinhard

    2017-07-15

    In translational research, efficient knowledge exchange between the different fields of expertise is crucial. An open platform that is capable of storing a multitude of data types such as clinical, pre-clinical or OMICS data combined with strong visual analytical capabilities will significantly accelerate the scientific progress by making data more accessible and hypothesis generation easier. The open data warehouse tranSMART is capable of storing a variety of data types and has a growing user community including both academic institutions and pharmaceutical companies. tranSMART, however, currently lacks interactive and dynamic visual analytics and does not permit any post-processing interaction or exploration. For this reason, we developed SmartR , a plugin for tranSMART, that equips the platform not only with several dynamic visual analytical workflows, but also provides its own framework for the addition of new custom workflows. Modern web technologies such as D3.js or AngularJS were used to build a set of standard visualizations that were heavily improved with dynamic elements. The source code is licensed under the Apache 2.0 License and is freely available on GitHub: https://github.com/transmart/SmartR . reinhard.schneider@uni.lu. Supplementary data are available at Bioinformatics online.

  2. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    Advancements in wearable and ubiquitous computing technologies have radically increased the possibilities for designing full-body human-computer interactions. Among this multitude of new bodily interaction possibilities are sports training technologies and bodily games. In terms of sports training...... activity as a control mechanism or the core game mechanic. While sports training technologies and bodily games build upon similar technologies and emanate from sports, they do not share focus. One focuses on measuring, monitoring and skill acquisition, while the other focuses on motivation, engagement...... and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...

  3. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    2016-01-01

    Advancements in wearable and ubiquitous computing technologies have radically increased the possibilities for designing full-body human-computer interactions. Among this multitude of new bodily interaction possibilities are sports training technologies and bodily games. In terms of sports training...... activity as a control mechanism or the core game mechanic. While sports training technologies and bodily games build upon similar technologies and emanate from sports, they do not share focus. One focuses on measuring, monitoring and skill acquisition, while the other focuses on motivation, engagement...... and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...

  4. Supervisory Control: Problems, Theory and Experiment for Application to Human-Computer Interaction in Undersea Remote Systems

    Science.gov (United States)

    1982-03-01

    very difficult for human workers . For example, if a known mix of products is coming down the assembly line in a known order, the computer can then treat...each product according to its appropriate (different) program without any forgetting or confusion. A human worker would become very confused. In...An operator who formerly found his dignity in being an expert at some marn.a] or visual skill may may become " deskilled ". He may become a supervisor

  5. Attitudes, Learning and Human-Computer Interaction: An Application of the Fishbein and Ajzen Model of Attitude-Behavior Consistency.

    Science.gov (United States)

    Yeaman, Andrew R. J.

    The Fishbein and Ajzen model of attitude-behavior consistency was applied to 56 undergraduates learning to use a microcomputer. Two levels of context for this act were compared: the students' beliefs about themselves, and their beliefs about people in general. The results indicated that students' beliefs were good predictors of their behavioral…

  6. 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…

  7. 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…

  8. Medical students' cognitive load in volumetric image interpretation : Insights from human-computer interaction and eye movements

    NARCIS (Netherlands)

    Stuijfzand, Bobby G.; Van Der Schaaf, Marieke F.; Kirschner, Femke C.; Ravesloot, Cécile J.; Van Der Gijp, Anouk; Vincken, Koen L.

    2016-01-01

    Medical image interpretation is moving from using 2D- to volumetric images, thereby changing the cognitive and perceptual processes involved. This is expected to affect medical students' experienced cognitive load, while learning image interpretation skills. With two studies this explorative researc

  9. 基于Kinect的人机交互演示系统%Human-computer Interaction Demonstration System Based on Kinect

    Institute of Scientific and Technical Information of China (English)

    鲍峰; 卢稼奇; 黎楚秦

    2013-01-01

    针对现有的投影演示系统中翻页、注释过程存在的人机交互问题,以Microsoft Office的PowerPoint(PPT)作为平台,采用Microsoft的Kinect作为传感器,建立不依赖手持硬件的肢体交互系统.通过对肢体语言的识别与对身体部位的追踪,分别实现用挥手控制PPT翻页以及虚拟的手写注释两个功能.应用统计方法与滤波技术增强系统的体验效果.测试结果表明系统有较好的实现效果,在绝大多数场合下能够完全取代现有的交互方式.

  10. Anniversary Article--Interactional Feedback in Second Language Teaching and Learning: A Synthesis and Analysis of Current Research

    Science.gov (United States)

    Nassaji, Hossein

    2016-01-01

    The role of interactional feedback has long been of interest to both second language acquisition researchers and teachers and has continued to be the object of intensive empirical and theoretical inquiry. In this article, I provide a synthesis and analysis of recent research and developments in this area and their contributions to second language…

  11. Unraveling the complexities of circadian and sleep interactions with memory formation through invertebrate research

    Directory of Open Access Journals (Sweden)

    Maximilian eMichel

    2014-08-01

    Full Text Available Across phylogeny, the endogenous biological clock has been recognized as providing adaptive advantages to organisms through coordination of physiological and behavioral processes. Recent research has emphasized the role of circadian modulation of memory in generating peaks and troughs in cognitive performance. The circadian clock along with homeostatic processes also regulates sleep, which itself impacts the formation and consolidation of memory. Thus, the circadian clock, sleep and memory form a triad with ongoing dynamic interactions. With technological advances and the development of a global 24/7 society, understanding the mechanisms underlying these connections becomes pivotal for development of therapeutic treatments for memory disorders and to address issues in cognitive performance arising from non-traditional work schedules. Invertebrate models, such as Drosophila melanogaster and the mollusks Aplysia and Lymnaea, have proven invaluable tools for identification of highly conserved molecular processes in memory. Recent research from invertebrate systems has outlined the influence of sleep and the circadian clock upon synaptic plasticity. In this review, we discuss the effects of the circadian clock and sleep on memory formation in invertebrates drawing attention to the potential of in vivo and in vitro approaches that harness the power of simple invertebrate systems to correlate individual cellular processes with complex behaviors. In conclusion, this review highlights how studies in invertebrates with relatively simple nervous systems can provide mechanistic insights into corresponding behaviors in higher organisms and can be used to outline possible therapeutic options to guide further targeted inquiry.

  12. Unraveling the complexities of circadian and sleep interactions with memory formation through invertebrate research.

    Science.gov (United States)

    Michel, Maximilian; Lyons, Lisa C

    2014-01-01

    Across phylogeny, the endogenous biological clock has been recognized as providing adaptive advantages to organisms through coordination of physiological and behavioral processes. Recent research has emphasized the role of circadian modulation of memory in generating peaks and troughs in cognitive performance. The circadian clock along with homeostatic processes also regulates sleep, which itself impacts the formation and consolidation of memory. Thus, the circadian clock, sleep and memory form a triad with ongoing dynamic interactions. With technological advances and the development of a global 24/7 society, understanding the mechanisms underlying these connections becomes pivotal for development of therapeutic treatments for memory disorders and to address issues in cognitive performance arising from non-traditional work schedules. Invertebrate models, such as Drosophila melanogaster and the mollusks Aplysia and Lymnaea, have proven invaluable tools for identification of highly conserved molecular processes in memory. Recent research from invertebrate systems has outlined the influence of sleep and the circadian clock upon synaptic plasticity. In this review, we discuss the effects of the circadian clock and sleep on memory formation in invertebrates drawing attention to the potential of in vivo and in vitro approaches that harness the power of simple invertebrate systems to correlate individual cellular processes with complex behaviors. In conclusion, this review highlights how studies in invertebrates with relatively simple nervous systems can provide mechanistic insights into corresponding behaviors in higher organisms and can be used to outline possible therapeutic options to guide further targeted inquiry.

  13. Interactive and Hands-on Methods for Professional Development of Undergraduate Researchers

    Science.gov (United States)

    Pressley, S. N.; LeBeau, J. E.

    2016-12-01

    Professional development workshops for undergraduate research programs can range from communicating science (i.e. oral, technical writing, poster presentations), applying for fellowships and scholarships, applying to graduate school, and learning about careers, among others. Novel methods of presenting the information on the above topics can result in positive outcomes beyond the obvious of transferring knowledge. Examples of innovative methods to present professional development information include 1) An interactive session on how to write an abstract where students are given an opportunity to draft an abstract from a short technical article, followed by discussion amongst a group of peers, and comparison with the "published" abstract. 2) Using the Process Oriented Guided Inquiry Learning (POGIL) method to evaluate and critique a research poster. 3) Inviting "experts" such as a Fulbright scholar graduate student to present on applying for fellowships and scholarships. These innovative methods of delivery provide more hands-on activities that engage the students, and in some cases (abstract writing) provide practice for the student. The methods also require that students develop team work skills, communicate amongst their peers, and develop networks with their cohort. All of these are essential non-technical skills needed for success in any career. Feedback from students on these sessions are positive and most importantly, the students walk out of the session with a smile on their face saying how much fun it was. Evaluating the impact of these sessions is more challenging and under investigation currently.

  14. Chemical Atmosphere-Snow-Sea Ice Interactions: defining future research in the field, lab and modeling

    Science.gov (United States)

    Frey, Markus

    2015-04-01

    The air-snow-sea ice system plays an important role in the global cycling of nitrogen, halogens, trace metals or carbon, including greenhouse gases (e.g. CO2 air-sea flux), and therefore influences also climate. Its impact on atmospheric composition is illustrated for example by dramatic ozone and mercury depletion events which occur within or close to the sea ice zone (SIZ) mostly during polar spring and are catalysed by halogens released from SIZ ice, snow or aerosol. Recent field campaigns in the high Arctic (e.g. BROMEX, OASIS) and Antarctic (Weddell sea cruises) highlight the importance of snow on sea ice as a chemical reservoir and reactor, even during polar night. However, many processes, participating chemical species and their interactions are still poorly understood and/or lack any representation in current models. Furthermore, recent lab studies provide a lot of detail on the chemical environment and processes but need to be integrated much better to improve our understanding of a rapidly changing natural environment. During a 3-day workshop held in Cambridge/UK in October 2013 more than 60 scientists from 15 countries who work on the physics, chemistry or biology of the atmosphere-snow-sea ice system discussed research status and challenges, which need to be addressed in the near future. In this presentation I will give a summary of the main research questions identified during this workshop as well as ways forward to answer them through a community-based interdisciplinary approach.

  15. The Role of Student-Advisor Interactions in Apprenticing Undergraduate Researchers into a Scientific Community of Practice

    Science.gov (United States)

    Thiry, Heather; Laursen, Sandra L.

    2011-12-01

    Among science educators, current interest in undergraduate research (UR) is influenced both by the traditional role of the research apprenticeship in scientists' preparation and by concerns about replacing the current scientific workforce. Recent research has begun to demonstrate the range of personal, professional, and intellectual benefits for STEM students from participating in UR, yet the processes by which student-advisor interactions contribute to these benefits are little understood. We employ situated learning theory (Lave and Wenger, Situated learning: legitimate peripheral participation, Cambridge University Press, Cambridge in 1991) to examine the role of student-advisor interactions in apprenticing undergraduate researchers, particularly in terms of acculturating students to the norms, values, and professional practice of science. This qualitative study examines interviews with a diverse sample of 73 undergraduate research students from two research-extensive institutions. From these interviews, we articulate a continuum of practices that research mentors employed in three domains to support undergraduate scientists-in-training: professional socialization, intellectual support, and personal/emotional support. The needs of novice students differed from those of experienced students in each of these areas. Novice students needed clear expectations, guidelines, and orientation to their specific research project, while experienced students needed broader socialization in adopting the traits, habits, and temperament of scientific researchers. Underrepresented minority students, and to a lesser extent, women, gained confidence from their interactions with their research mentors and broadened their future career and educational possibilities. Undergraduate research at research-extensive universities exemplifies a cycle of scientific learning and practice where undergraduate researchers are mentored by graduate students and postdoctoral researchers, who are

  16. An interpretation of future research trends into vegetation and erosion interactions

    Science.gov (United States)

    Osterkamp, W. R.; Hupp, C. R.

    2010-05-01

    The nature of future research relating erosion processes and vegetation cannot be confidently predicted but can be anticipated. Recognizing that erosion is not easily separated from processes of soil genesis, soil loss, and sediment movement and deposition, topics that may receive near-term attention are the interactive effects that vegetation and soil genesis exert on each other, the influence of water and sediment on bottomland vegetation, and the effects of possible climate change. These and other potential research topics and others are considered in terms of (1) vegetation as a control of erosion, (2) erosion as a control of vegetation, (3) vegetation as an agent of erosion, (4) vegetation as an agent of soil stability, and (5) combinations of the first four. Vegetation as a regulator of soil loss is likely to be emphasized in erosion-prediction modeling given the economic importance of minimizing erosion in agricultural areas. Present models include erosion control by plants of rainsplash impact, by vegetation roughness, and by root-soil cohesion dynamics. Currently model development is incorporating numerous vegetation data bases for croplands to relate soil loss and plant cover. Recent advances in model construction incorporate senescence dates for perennial plants, canopy height in forests, filter strips of native riparian trees to augment erosion-control methods, and algorithms to estimate root biomass. Other research topics may include the slowing of erosive floods by deeply rooted phreatophytes, reduction of erosion and channel migration by buried debris dams, the resistance to erosion by stems and root crowns of trees, and the effects on vegetation, thus erosion processes, by regional to global climate change. Studies of gravitational processes, such as soil creep and channel-bank retreat through mass wasting, that deliver much sediment to stream channels, may permit the abatement of riverine erosion. Erosion and sediment are also interactive controls

  17. A user-friendly wearable single-channel EOG-based human-computer interface for cursor control

    OpenAIRE

    2015-01-01

    This paper presents a novel wearable single-channel electrooculography (EOG) based human-computer interface (HCI) with a simple system design and robust performance. In the proposed system, EOG signals for control are generated from double eye blinks, collected by a commercial wearable device (the NeuroSky MindWave headset), and then converted into a sequence of commands that can control cursor navigations and actions. The EOG-based cursor control system was tested on 8 subjects in indoor or ...

  18. A Conceptual Architecture for Adaptive Human-Computer Interface of a PT Operation Platform Based on Context-Awareness

    Directory of Open Access Journals (Sweden)

    Qing Xue

    2014-01-01

    Full Text Available We present a conceptual architecture for adaptive human-computer interface of a PT operation platform based on context-awareness. This architecture will form the basis of design for such an interface. This paper describes components, key technologies, and working principles of the architecture. The critical contents covered context information modeling, processing, relationship establishing between contexts and interface design knowledge by use of adaptive knowledge reasoning, and visualization implementing of adaptive interface with the aid of interface tools technology.

  19. “So, it is about how negative it is?!” Understanding researcher/researched interactions as relations between intersectional social positions

    Directory of Open Access Journals (Sweden)

    Sune Qvotrup Jensen

    2012-09-01

    Full Text Available The article argues that interactions in qualitative interviews and ethnography can be analyzed as relations between intersectional social positions. It draws attention to the importance of class and geographical location in such analysis. It further argues that such interactions work through typifications, that they have a power dimension and that they entail processes of identity formation. The identities being offered through these processes can, however, be negotiated or resisted. The article then analyses such interactions as they were experienced in two research projects the author participated in: His PhD project about young marginalized ethnic minority men, and the collective project INTERLOC which focused on the interplay between gender, class, ethnicity and ‘race’ in an underprivileged Danish suburb. It is demonstrated that relationality influences the assumptions research participants have about the researcher. It is also demonstrated that the research encounter entails powerful mechanism of identity formation. The informants, however, sometimes resist these processes resulting in blurred and unstable, sometimes antagonistic, power relations. It is finally argued that analyses of such interactions can provide central insight into the subject studied.

  20. Communications between volunteers and health researchers during recruitment and informed consent: qualitative content analysis of email interactions.

    Science.gov (United States)

    Townsend, Anne; Amarsi, Zubin; Backman, Catherine L; Cox, Susan M; Li, Linda C

    2011-10-13

    While use of the Internet is increasingly widespread in research, little is known about the role of routine electronic mail (email) correspondence during recruitment and early volunteer-researcher interactions. To gain insight into the standpoint of volunteers we analyzed email communications in an early rheumatoid arthritis qualitative interview study. The objectives of our study were (1) to understand the perspectives and motivations of individuals who volunteered for an interview study about the experiences of early rheumatoid arthritis, and (2) to investigate the role of emails in volunteer-researcher interactions during recruitment. Between December 2007 and December 2008 we recruited 38 individuals with early rheumatoid arthritis through rheumatologist and family physician offices, arthritis Internet sites, and the Arthritis Research Centre of Canada for a (face-to-face) qualitative interview study. Interested individuals were invited to contact us via email or telephone. In this paper, we report on email communications from 12 of 29 volunteers who used email as their primary communication mode. Emails offered insights into the perspective of study volunteers. They provided evidence prospectively about recruitment and informed consent in the context of early rheumatoid arthritis. First, some individuals anticipated that participating would have mutual benefits, for themselves and the research, suggesting a reciprocal quality to volunteering. Second, volunteering for the study was strongly motivated by a need to access health services and was both a help-seeking and self-managing strategy. Third, volunteers expressed ambivalence around participation, such as how far participating would benefit them, versus more general benefits for research. Fourth, practical difficulties of negotiating symptom impact, medical appointments, and research tasks were revealed. We also reflect on how emails documented volunteer-researcher interactions, illustrating typically

  1. Multi-purpose mid-plane manipulator for plasma surface interaction research in KSTAR

    Energy Technology Data Exchange (ETDEWEB)

    Son, S.H., E-mail: ssh0609@nfri.re.kr [National Fusion Research Institute, Daejeon 305-333 (Korea, Republic of); Hong, S.-H. [National Fusion Research Institute, Daejeon 305-333 (Korea, Republic of); Department of Electrical Engineering, HanYang University, Seoul 133-791 (Korea, Republic of); Department of Accelerator and Nuclear Fusion Physics and Engineering, Korea University of Science and Technology, Daejeon 305-333 (Korea, Republic of); Kim, Junghee [National Fusion Research Institute, Daejeon 305-333 (Korea, Republic of); Kim, Jun Young [National Fusion Research Institute, Daejeon 305-333 (Korea, Republic of); Department of Accelerator and Nuclear Fusion Physics and Engineering, Korea University of Science and Technology, Daejeon 305-333 (Korea, Republic of); Kim, H.S. [National Fusion Research Institute, Daejeon 305-333 (Korea, Republic of); Ding, F.; Luo, G.-N. [Institute of Plasma Physics, Chinese Academy of Sciences, Hefei 1126 (China); Németh, J.; Zoletnik, S. [Institute for Particle and Nuclear Physics (RMI), Wigner RCP, Hungarian Academy of Sciences, Budapest (Hungary); Fenyvesi, A. [Institute for Nuclear Physis (MTA Atomki), Hungarian Academy of Sciences, Devrecent (Hungary); Pitts, R. [ITER Organization, Route de Vinon-surVerdon, 13115 Saint Paul-lez-Durance (France)

    2016-11-01

    Highlights: • A multi-purpose mid-plane manipulator system has been developed and installed at the mid-plane of the KSTAR vacuum vessel. • It presents mechanial structure and function for multi-purpose manipulator system. • The changeable head part allows change the samples and probe during inter-shot/day without breaking vacuum system in KSTAR which gives flexibility for various PSI studies in a campaign. - Abstract: A multi-purpose mid-plane manipulator system has been developed and installed at the mid-plane of the KSTAR vacuum vessel. The system serves as user facility which allows to cover various topics of researches in plasma-surface interaction (PSI) including material sample test and PSI diagnostic. The multi-purpose mid-plane manipulator system has a 4 m long cantilever structure with a 3 m long moving shaft. The system is equipped with a differential pumping system for the independent installation and removal of samples and diagnostic without vacuum break of KSTAR. The sample mounting head at the end of the shaft can reach the position of the outer boundary of ∼10 cm away from the last closed flux surface (LCFS). In this paper, selected PSI related experiments by using the manipulator are introduced.

  2. Research of leaching of disseminated copper-nickel ores in their interaction with mine waters

    Directory of Open Access Journals (Sweden)

    Svetlov A. V.

    2017-03-01

    Full Text Available A great amount of mine waste creates serious problems for economy and ecology in mining regions. Keeping of dumps and tailings storages requires huge capital costs and material inputs. Removal of overburden volumes cause ecological disequilibrium, ingress of chemical agents and heavy metals in ground and surface water have an adverse influence on eco-systems and human health. These hazards are particularly high under extreme climatic conditions, when mines create vast desert lands around themselves. Foreign researchers use the terms "acid mine drainage" (AМD and "acid rock drainage" (ARD when speaking on mine water oxidation and contamination of the environment with heavy metals. AMD is induced by underground mine drainage, natural sulfide-bearing rock exposures, etc. The processes occurring in the interaction the mine water with fine dust particles, as well as water filtering through the thick sulfide rocks have been studied. It has been shown that the reduction in potential environmental hazard of mine water of JSC "Kola MMC" is achieved through precipitation of heavy metals by iron hydroxide and magnesium hydrosilicate. Preliminary assessment of the feasibility of hydrometallurgical processing of disseminated copper-nickel ores has been made

  3. The CloudBoard Research Platform: an interactive whiteboard for corporate users

    Science.gov (United States)

    Barrus, John; Schwartz, Edward L.

    2013-03-01

    Over one million interactive whiteboards (IWBs) are sold annually worldwide, predominantly for classroom use with few sales for corporate use. Unmet needs for IWB corporate use were investigated and the CloudBoard Research Platform (CBRP) was developed to investigate and test technology for meeting these needs. The CBRP supports audio conferencing with shared remote drawing activity, casual capture of whiteboard activity for long-term storage and retrieval, use of standard formats such as PDF for easy import of documents via the web and email and easy export of documents. Company RFID badges and key fobs provide secure access to documents at the board and automatic logout occurs after a period of inactivity. Users manage their documents with a web browser. Analytics and remote device management is provided for administrators. The IWB hardware consists of off-the-shelf components (a Hitachi UST Projector, SMART Technologies, Inc. IWB hardware, Mac Mini, Polycom speakerphone, etc.) and a custom occupancy sensor. The three back-end servers provide the web interface, document storage, stroke and audio streaming. Ease of use, security, and robustness sufficient for internal adoption was achieved. Five of the 10 boards installed at various Ricoh sites have been in daily or weekly use for the past year and total system downtime was less than an hour in 2012. Since CBRP was installed, 65 registered users, 9 of whom use the system regularly, have created over 2600 documents.

  4. Human subject research for engineers a practical guide

    CERN Document Server

    de Winter, Joost C F

    2017-01-01

    This Brief introduces engineers to the main principles in ethics, research design, statistics, and publishing of human subject research. In recent years, engineering has become strongly connected to disciplines such as biology, medicine, and psychology. Often, engineers (and engineering students) are expected to perform human subject research. Typical human subject research topics conducted by engineers include human-computer interaction (e.g., evaluating the usability of software), exoskeletons, virtual reality, teleoperation, modelling of human behaviour and decision making (often within the framework of ‘big data’ research), product evaluation, biometrics, behavioural tracking (e.g., of work and travel patterns, or mobile phone use), transport and planning (e.g., an analysis of flows or safety issues), etc. Thus, it can be said that knowledge on how to do human subject research is indispensable for a substantial portion of engineers. Engineers are generally well trained in calculus and mechanics, but m...

  5. Wave-current interactions at the FloWave Ocean Energy Research Facility

    Science.gov (United States)

    Noble, Donald; Davey, Thomas; Steynor, Jeffrey; Bruce, Tom; Smith, Helen; Kaklis, Panagiotis

    2015-04-01

    Physical scale model testing is an important part of the marine renewable energy development process, allowing the study of forces and device behaviour in a controlled environment prior to deployment at sea. FloWave is a new state-of-the-art ocean energy research facility, designed to provide large scale physical modelling services to the tidal and wave sector. It has the unique ability to provide complex multi-directional waves that can be combined with currents from any direction in the 25m diameter circular tank. The facility is optimised for waves around 2s period and 0.4m height, and is capable of generating currents upwards of 1.6m/s. This offers the ability to model metocean conditions suitable for most renewable energy devices at a typical scale of between 1:10 and 1:40. The test section is 2m deep, which can be classed as intermediate-depth for most waves of interest, thus the full dispersion equation must be solved as the asymptotic simplifications do not apply. The interaction between waves and currents has been studied in the tank. This has involved producing in the tank sets of regular waves, focussed wave groups, and random sea spectra including multi-directional sea states. These waves have been both inline-with and opposing the current, as well as investigating waves at arbitrary angles to the current. Changes in wave height and wavelength have been measured, and compared with theoretical results. Using theoretical wave-current interaction models, methods have been explored to "correct" the wave height in the central test area of the tank when combined with a steady current. This allows the wave height with current to be set equal to that without a current. Thus permitting, for example, direct comparison of device motion response between tests with and without current. Alternatively, this would also permit a specific wave height and current combination to be produced in the tank, reproducing recorded conditions at a particular site of interest. The

  6. Development of interactive hypermedia software for high school biology: A research and development study

    Science.gov (United States)

    Alturki, Uthman T.

    The goal of this research was to research, design, and develop a hypertext program for students who study biology. The Ecology Hypertext Program was developed using Research and Development (R&D) methodology. The purpose of this study was to place the final "product", a CD-ROM for learning biology concepts, in the hands of teachers and students to help them in learning and teaching process. The product was created through a cycle of literature review, needs assessment, development, and a cycle of field tests and revisions. I applied the ten steps of R&D process suggested by Borg and Gall (1989) which, consisted of: (1) Literature review, (2) Needs assessment, (3) Planning, (4) Develop preliminary product, (5) Preliminary field-testing, (6) Preliminary revision, (7) Main field-testing, (8) Main revision, (9) Final field-testing, and (10) Final product revision. The literature review and needs assessment provided a support and foundation for designing the preliminary product---the Ecology Hypertext Program. Participants in the needs assessment joined a focus group discussion. They were a group of graduate students in education who suggested the importance for designing this product. For the preliminary field test, the participants were a group of high school students studying biology. They were the potential user of the product. They reviewed the preliminary product and then filled out a questionnaire. Their feedback and suggestions were used to develop and improve the product in a step called preliminary revision. The second round of field tasting was the main field test in which the participants joined a focus group discussion. They were the same group who participated in needs assessment task. They reviewed the revised product and then provided ideas and suggestions to improve the product. Their feedback were categorized and implemented to develop the product as in the main revision task. Finally, a group of science teachers participated in this study by reviewing

  7. New "Field" of Vocal Music Teaching and Research: Research on the Construction of a Novel Interaction Mode

    Science.gov (United States)

    Li, Donglan

    2015-01-01

    This paper, as an attempt to find a solution to the problem of "Identity Crisis" brought about by the traditional spoon-feeding Education Mode, explores to construct a new mode of vocal music teaching characterized by an interaction on an equal and democratic footing between learners and the teacher in light of Habermas' Communicative…

  8. Driving biofuels in Europe. A research on the interaction between external regulation and value chain governance

    Energy Technology Data Exchange (ETDEWEB)

    Aantjes, J.C.

    2007-05-15

    To explain the unforeseen ascendancy of biofuels in the transport sector, a thorough understanding of the biofuel industry (i.e. the value chain) is crucial. Next to the industry structure, it seems that the regulatory framework surrounding the chain also contributes to the formation and structure of the biofuel industry in Europe. This assumption rests on the 2003 European Union (EU) biofuel directives for the promotion of biofuels in EU member states. With tax exemptions and reference values, the European Commission (EC) achieves to raise the amount of biofuels in transportation. The hypothesis in this thesis is that the European biofuel industry reflects a correlation between external regulation and value chain structure. More specifically, it is expected to be a mutual relation. The proposition is that value chain actors not only anticipate to the regulatory environment, they are also likely to influence decision-making on regulations in their advantage. Simply stated, value chain actors are concerned with the regulatory framework in order to enhance their position in the chain. From an empirical and theoretical point of view, this is an interesting proposition since the interaction between regulations and value chain governance receive little attention in theory. For the food industry, this approach contributes to understand the development in biofuel regulations and the European biofuel industry. Chapter Two reports the theoretical foundation of this study. The research framework rests on two rather independent streams of literature. The first part discusses 'value chain theory' and enables to examine how the biofuel value chains in Europe looks like. Among the analytical instruments of this research tradition, the role of powerful actors in controlling the value chain is elaborated in depth. The second stream is rooted in political theory and is characterized as 'political decision-making theory'. Its focus is on the formulation of

  9. 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.

  10. Vocal Production of Young Children with Disabilities during Child-Robot Interactions. Social Robots Research Reports, Number 5

    Science.gov (United States)

    Dunst, Carl J.; Hamby, Deborah W.; Trivette, Carol M.; Prior, Jeremy; Derryberry, Graham

    2013-01-01

    The effects of a socially interactive robot on the vocalization production of five children with disabilities (4 with autism, 1 with a sensory processing disorder) were the focus of the intervention study described in this research report. The interventions with each child were conducted over 4 or 5 days in the children's homes and involved…

  11. Social Capital and Entrepreneurial Behaviour Advancing Innovativeness in Interaction between Small Rural Entrepreneurs and Researchers: A Phenomenographic Study

    Science.gov (United States)

    Iivonen, Sari; Kyro, Paula; Mynttinen, Sinikka; Sarkka-Tirkkonen, Marjo; Kahiluoto, Helena

    2011-01-01

    Innovation processes between entrepreneurs and researchers are activated by interaction. Social capital increases the efficiency of action, for example, information dissemination by minimising redundancy. To learn more about how to build and develop social capital assumes that we understand how entrepreneurs behave and what their expectations of…

  12. A review of over three decades of research on cat-human and human-cat interactions and relationships.

    Science.gov (United States)

    Turner, Dennis C

    2017-01-22

    This review article covers research conducted over the last three decades on cat-human and human-cat interactions and relationships, especially from an ethological point of view. It includes findings on cat-cat and cat-human communication, cat personalities and cat-owner personalities, the effects of cats on humans, and problems caused by cats.

  13. Research of Technical Knowledge and Creativity Development of Children in Pre-Primary Education through Interactive Whiteboard

    Science.gov (United States)

    Brecka, Peter; Cervenanská, Marcela

    2016-01-01

    The introduced study represents methodology and results of research focused on utilization of interactive whiteboard as didactic technology mediating information through multimedia worksheets applied in education process in pre-primary education. Its aim was to determine whether it can significantly increase the level of children's acquired…

  14. Research of Technical Knowledge and Creativity Development of Children in Pre-Primary Education through Interactive Whiteboard

    Science.gov (United States)

    Brecka, Peter; Cervenanská, Marcela

    2016-01-01

    The introduced study represents methodology and results of research focused on utilization of interactive whiteboard as didactic technology mediating information through multimedia worksheets applied in education process in pre-primary education. Its aim was to determine whether it can significantly increase the level of children's acquired…

  15. Quantifying Quality Aspects of Multimodal Interactive Systems

    CERN Document Server

    Kühnel, Christine

    2012-01-01

    This book systematically addresses the quantification of quality aspects of multimodal interactive systems. The conceptual structure is based on a schematic view on human-computer interaction where the user interacts with the system and perceives it via input and output interfaces. Thus, aspects of multimodal interaction are analyzed first, followed by a discussion of the evaluation of output and input and concluding with a view on the evaluation of a complete system.

  16. A Real-Time Model-Based Human Motion Tracking and Analysis for Human-Computer Interface Systems

    Directory of Open Access Journals (Sweden)

    Chung-Lin Huang

    2004-09-01

    Full Text Available This paper introduces a real-time model-based human motion tracking and analysis method for human computer interface (HCI. This method tracks and analyzes the human motion from two orthogonal views without using any markers. The motion parameters are estimated by pattern matching between the extracted human silhouette and the human model. First, the human silhouette is extracted and then the body definition parameters (BDPs can be obtained. Second, the body animation parameters (BAPs are estimated by a hierarchical tritree overlapping searching algorithm. To verify the performance of our method, we demonstrate different human posture sequences and use hidden Markov model (HMM for posture recognition testing.

  17. Synchronous Computer-Mediated Communication and Interaction: A Research Synthesis and Meta-Analysis

    Science.gov (United States)

    Ziegler, Nicole

    2013-01-01

    The interaction approach to second language acquisition (SLA) suggests that changes that occur during conversation facilitate second language development by providing learners with opportunities to receive modified comprehensible input and interactional feedback, to produce output, and to notice gaps between their interlanguage and the target…

  18. Atomic data for controlled fusion research. Volume III. Particle interactions with surfaces

    Energy Technology Data Exchange (ETDEWEB)

    Thomas, E.W.

    1985-02-01

    This report provides a handbook of data concerning particle solid interactions that are relevant to plasma-wall interactions in fusion devices. Published data have been collected, assessed, and represented by a single functional relationship which is presented in both tabular and graphical form. Mechanisms reviewed here include sputtering, secondary electron emission, particle reflection, and trapping.

  19. Human Computing in the Life Sciences: What does the future hold?

    NARCIS (Netherlands)

    Fikkert, F.W.

    2007-01-01

    In future computing environments you will be surrounded and supported by all kinds of technologies. Characteristic is that you can interact with them in a natural way: you can speak to, point at, or even frown about some piece of presented information: the environment understands your intent. Natura

  20. Mechanisms of disturbed emotion processing and social interaction in borderline personality disorder: state of knowledge and research agenda of the German Clinical Research Unit.

    Science.gov (United States)

    Schmahl, Christian; Herpertz, Sabine C; Bertsch, Katja; Ende, Gabriele; Flor, Herta; Kirsch, Peter; Lis, Stefanie; Meyer-Lindenberg, Andreas; Rietschel, Marcella; Schneider, Miriam; Spanagel, Rainer; Treede, Rolf-Detlef; Bohus, Martin

    2014-01-01

    The last two decades have seen a strong rise in empirical research in the mechanisms of emotion dysregulation in borderline personality disorder. Major findings comprise structural as well as functional alterations of brain regions involved in emotion processing, such as amygdala, insula, and prefrontal regions. In addition, more specific mechanisms of disturbed emotion regulation, e.g. related to pain and dissociation, have been identified. Most recently, social interaction problems and their underlying neurobiological mechanisms, e.g. disturbed trust or hypersensitivity to social rejection, have become a major focus of BPD research. This article covers the current state of knowledge and related relevant research goals. The first part presents a review of the literature. The second part delineates important open questions to be addressed in future studies. The third part describes the research agenda for a large German center grant focusing on mechanisms of emotion dysregulation in BPD.

  1. The relationship between passibility, agency and social interaction and its relevance for research and pedagogy

    Science.gov (United States)

    Kirch, Susan A.; Ma, Jasmine Y.

    2016-12-01

    The interaction analysis presented by Kim and Roth examines nine students, their teachers, the learning task and materials in a mixed second and third grade science classroom during the school day. In the research narrative readers are introduced to two resourceful and creative groups of students as they work on a task assigned by their teacher—to cantilever a pizza box over the edge of a student desk. Readers are given glimpses (through images and transcripts) of the inventive ways each group solved the cantilever problem. Sometimes the children disregarded the design constraints, but even after compliance they managed to successfully solve the problem. The point of the learning task was not clearly stated, but readers are told the unit focused on investigating forces, forces in equilibrium, and structures as well as different forces (push, pull, etc.), properties of materials, and the relations between weight and balance while building structures. Kim and Roth were specifically interested in using this session to investigate and resolve the problem of learning as described by socio-cultural theorists as, how does a learner orient toward a learning outcome when they cannot do that until they have learned it? To answer this question Kim and Roth argued that learners (in engineering design) learn when and because: (1) they are open to be affected by the responses of materials to student action (i.e. student and material agency and physical touch) (2) their bodies are endowed with the capacity to be affected (i.e. passibility), and (3) knowledge and understanding emerge as and in social relations first. In their analysis, Kim and Roth argued that knowledge and knowing-how depend on these three universal processes. The authors further theorized the concept of passibility. Included in their theory of passibility was the claim that passibility is necessary for agency. After reading this paper we found we had many questions about Kim and Roth's analysis, context, and

  2. The relationship between passibility, agency and social interaction and its relevance for research and pedagogy

    Science.gov (United States)

    Kirch, Susan A.; Ma, Jasmine Y.

    2016-02-01

    The interaction analysis presented by Kim and Roth examines nine students, their teachers, the learning task and materials in a mixed second and third grade science classroom during the school day. In the research narrative readers are introduced to two resourceful and creative groups of students as they work on a task assigned by their teacher—to cantilever a pizza box over the edge of a student desk. Readers are given glimpses (through images and transcripts) of the inventive ways each group solved the cantilever problem. Sometimes the children disregarded the design constraints, but even after compliance they managed to successfully solve the problem. The point of the learning task was not clearly stated, but readers are told the unit focused on investigating forces, forces in equilibrium, and structures as well as different forces (push, pull, etc.), properties of materials, and the relations between weight and balance while building structures. Kim and Roth were specifically interested in using this session to investigate and resolve the problem of learning as described by socio-cultural theorists as, how does a learner orient toward a learning outcome when they cannot do that until they have learned it? To answer this question Kim and Roth argued that learners (in engineering design) learn when and because: (1) they are open to be affected by the responses of materials to student action (i.e. student and material agency and physical touch) (2) their bodies are endowed with the capacity to be affected (i.e. passibility), and (3) knowledge and understanding emerge as and in social relations first. In their analysis, Kim and Roth argued that knowledge and knowing-how depend on these three universal processes. The authors further theorized the concept of passibility. Included in their theory of passibility was the claim that passibility is necessary for agency. After reading this paper we found we had many questions about Kim and Roth's analysis, context, and

  3. Plant Virus–Insect Vector Interactions: Current and Potential Future Research Directions

    OpenAIRE

    Dietzgen, Ralf G.; Krin S. Mann; Karyn N. Johnson

    2016-01-01

    Acquisition and transmission by an insect vector is central to the infection cycle of the majority of plant pathogenic viruses. Plant viruses can interact with their insect host in a variety of ways including both non-persistent and circulative transmission; in some cases, the latter involves virus replication in cells of the insect host. Replicating viruses can also elicit both innate and specific defense responses in the insect host. A consistent feature is that the interaction of the virus...

  4. A comparative analysis of interactional metadiscourse markers in the Introduction and Conclusion sections of mechanical and electrical engineering research papers

    Directory of Open Access Journals (Sweden)

    Masoomeh Estaji

    2015-01-01

    Full Text Available Academic writing, particularly writing research articles, is an indispensable part of every major in higher education. Hyland (2004 argued that a valuable means of exploring academic writing, and comparing the rhetorical features and preferences of different discourse communities, is through the metadiscourse analysis of the text. The present study examines the differences in the use, type, and frequency of interactional metadiscourse markers in the introduction and conclusion sections of research papers across the two disciplines of Mechanical and Electrical Engineering. To this end, 42 research articles (21 Mechanical and 21 Electrical Engineering written by English native speakers were randomly selected from two major international journals. The current study made use of Hyland’s (2005 model for analyzing the interactional metadiscourse markers used in the selected corpus, consisting of 41484 words. To analyze the data, the frequency, patterns of use, and type of interactional metadiscourse markers were elicited both through a manual corpus analysis and concordance package. Furthermore, to examine whether there is any significant difference in the use of metadiscourse markers in the introduction and conclusion sections of these papers, a Chi-square analysis was run. The results of the quantitative analysis revealed that although there were some minor differences in the frequency and type of these metadiscourse markers, there was no statistically significant difference across the disciplines, which can be attributed to the close nature of these fields. The findings of this study may render some pedagogical implications for ESP courses and especially writing research papers.

  5. Modeling Strategic Use of Human Computer Interfaces with Novel Hidden Markov Models

    Directory of Open Access Journals (Sweden)

    Laura Jane Mariano

    2015-07-01

    Full Text Available Immersive software tools are virtual environments designed to give their users an augmented view of real-world data and ways of manipulating that data. As virtual environments, every action users make while interacting with these tools can be carefully logged, as can the state of the software and the information it presents to the user, giving these actions context. This data provides a high-resolution lens through which dynamic cognitive and behavioral processes can be viewed. In this report, we describe new methods for the analysis and interpretation of such data, utilizing a novel implementation of the Beta Process Hidden Markov Model (BP-HMM for analysis of software activity logs. We further report the results of a preliminary study designed to establish the validity of our modeling approach. A group of 20 participants were asked to play a simple computer game, instrumented to log every interaction with the interface. Participants had no previous experience with the game’s functionality or rules, so the activity logs collected during their naïve interactions capture patterns of exploratory behavior and skill acquisition as they attempted to learn the rules of the game. Pre- and post-task questionnaires probed for self-reported styles of problem solving, as well as task engagement, difficulty, and workload. We jointly modeled the activity log sequences collected from all participants using the BP-HMM approach, identifying a global library of activity patterns representative of the collective behavior of all the participants. Analyses show systematic relationships between both pre- and post-task questionnaires, self-reported approaches to analytic problem solving, and metrics extracted from the BP-HMM decomposition. Overall, we find that this novel approach to decomposing unstructured behavioral data within software environments provides a sensible means for understanding how users learn to integrate software functionality for strategic

  6. Human Computer Confluence in Rehabilitation: Digital Media Plasticity and Human Performance Plasticity

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2013-01-01

    approaches promoting mindsets and activities commonly considered enduring, mundane and boring. The concept focuses on sensor-based interfaces mapped to control tailored-content that acts as direct and immediate feedbacks mirroring input. These flexible, adaptive, and ‘plastic’ options offer facilitators new......Digital media plasticity evocative to embodied interaction is presented as a utilitarian tool when mixed and matched to target human performance potentials specific to nuance of development for those with impairment. A distinct intervention strategy trains via alternative channeling of external...

  7. 1992 Calvin Rice lecture: Some curiosity-driven research in fluid structure interactions and its current applications

    Energy Technology Data Exchange (ETDEWEB)

    Paiedoussis, M.P. (McGill Univ., Montreal, Quebec (Canada). Dept. of Mechanical Engineering)

    1993-02-01

    This lecture has a dual purpose: (1) to present, in outline, the research on a couple of interesting topics in fluid-structure interaction; and (2) to show that, although this research was undertaken with little or no practical application in mind, unexpected uses and applications materialized ten or twenty years subsequently. The two topics of research chosen are (a) stability of pipes conveying fluid, and (b) stability of cylinders in axial flow. The applications and uses range from a marine propulsion system, to research on emphysema, to understanding and modeling of flow-induced vibration and leakage-flow-induced instabilities in power-generating equipment, and to the dynamics of deep-water risers.

  8. Learning through social interaction in game technology.

    Energy Technology Data Exchange (ETDEWEB)

    Waern, Annika (Swedish Institute of Computer Science, Kista, Sweden); Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25 participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.

  9. An Analysis of the Distributed Architecture for a Telephone Based Human Computer Dialogue System

    Institute of Scientific and Technical Information of China (English)

    WANGHengt; DULimin

    2004-01-01

    The main purpose of this paper was to present a distributed speech interactive system built on LAN (Local area network), which integrated Automatic speech recognition (ASR), Text to speech (TTS) and Natural language perception (NLP) technologies to allow multiusers to access and converse with it concurrently. During a typical telephone based interaction, users could retrieve up-to-date stock information and call for somebody by directly speaking their name. Though there were far too many papers published to describe such system, most of them all focused on the algorithm on speech recognition rather than the architecture. Our paper was written to make for it and proposed an efficient and effective dynamic load balancing algorithm with sender active and non-preemptive concepts based on the distributed architecture and multithread concurrency in order to solve the loads allocating when multi-users accessed the system and gave rise to much burden to the servers. This paper was composed of five part: (1) an introduction about why such architecture was built; (2) an overview about the system; (3) proposed and implemented the algorithm; (4) evaluated and tested the system performance based on the architecture; and (5) a brief summary.

  10. Outline of recent research on ice-volcano interactions in Southern Chile

    Science.gov (United States)

    Rivera, A.; Bown, F.; Brock, B. W.; Burger, F.; Carrión, D.; Cisternas, S.; Gacitúa, G.; Oberreuter, J.; Silva, R.; Uribe, J. A.; Wendt, A.; Zamora, R.

    2013-05-01

    detected at Volcán Hudson, where a LIDAR survey performed before and after the most recent eruption of October 2011, yielded a maximum vertical ice loss of 74 m inside the caldera surrounding newly borne parasitic volcanic cones. This area suffered a widespread ice destruction producing several lahar pulses, generating a strong ice thinning at the main outflow tongue of Glaciar Huemules, the ice body infilling the caldera. These strong glacier changes are superimposed on a general atmospheric temperature increase and precipitation reduction detected at low altitude meteorological stations. However, very little is known about atmospheric changes at the altitude where glaciers are located, due to the lack of automatic weather stations. In spite of this problem, a couple of stations located on ice-capped volcanoes have revealed strong warming events not registered at low altitudes, indicating that atmospheric warming may be even stronger near the glacier equilibrium line altitudes. Much more research is needed to better understand the complex ice-volcano-atmosphere interactions in this region.

  11. Methods of dichotic listening as a research methodology for hemispheric interaction.

    Directory of Open Access Journals (Sweden)

    Kovyazina M.S.

    2014-07-01

    Full Text Available Experimental data was obtained from a dichotic listening test by patients with unilateral brain lesions and corpus callosum pathology (agenesis, cysts, degenerative changes, etc. Efficiency index analysis shows that interhemispheric interaction in the audioverbal sphere depends to a greater extent on the right hemisphere state. The dichotic listening technique is not an informative means of studying hemispheric interaction, since it does not allow a clear distinction between hemispheric symptoms and symptoms of pathology of the corpus callosum. Thus, violations of hemispheric relations caused by disorders of the corpus callosum and cerebral hemispheres change worth more right hemisphere activity.

  12. The effect of user's perceived presence and promotion focus on usability for interacting in virtual environments.

    Science.gov (United States)

    Sun, Huey-Min; Li, Shang-Phone; Zhu, Yu-Qian; Hsiao, Bo

    2015-09-01

    Technological advance in human-computer interaction has attracted increasing research attention, especially in the field of virtual reality (VR). Prior research has focused on examining the effects of VR on various outcomes, for example, learning and health. However, which factors affect the final outcomes? That is, what kind of VR system design will achieve higher usability? This question remains largely. Furthermore, when we look at VR system deployment from a human-computer interaction (HCI) lens, does user's attitude play a role in achieving the final outcome? This study aims to understand the effect of immersion and involvement, as well as users' regulatory focus on usability for a somatosensory VR learning system. This study hypothesized that regulatory focus and presence can effectively enhance user's perceived usability. Survey data from 78 students in Taiwan indicated that promotion focus is positively related to user's perceived efficiency, whereas involvement and promotion focus are positively related to user's perceived effectiveness. Promotion focus also predicts user satisfaction and overall usability perception.

  13. Research-Practice Interactions as Reported in Recent Design Studies: Still Promising, Still Hazy

    Science.gov (United States)

    Ormel, Bart J. B.; Pareja Roblin, Natalie N.; McKenney, Susan E.; Voogt, Joke M.; Pieters, Jules M.

    2012-01-01

    This study portrays recent research-practice connections found in 18 design research reports focusing on the creation of instructional solutions. Solutions in different stages of development varied greatly in duration, ranging from one lesson to a whole year curriculum, spanned all levels of education, many subjects (science, math, language,…

  14. Sustaining the Earth's Watersheds-Agricultural Research Data System: Data development, user interaction, and operations management

    Science.gov (United States)

    To support the Agricultural Research Service’s Conservation Effects Assessment Project (CEAP) in assessing USDA conservation programs and practices on soil and water quality, a publicly available web-based watershed data system, called Sustaining the Earth’s Watersheds, Agricultural Research Data Sy...

  15. Research-Practice Interactions as Reported in Recent Design Studies: Still Promising, Still Hazy

    Science.gov (United States)

    Ormel, Bart J. B.; Pareja Roblin, Natalie N.; McKenney, Susan E.; Voogt, Joke M.; Pieters, Jules M.

    2012-01-01

    This study portrays recent research-practice connections found in 18 design research reports focusing on the creation of instructional solutions. Solutions in different stages of development varied greatly in duration, ranging from one lesson to a whole year curriculum, spanned all levels of education, many subjects (science, math, language,…

  16. Human-centered design of human-computer-human dialogs in aerospace systems

    Science.gov (United States)

    Mitchell, Christine M.

    1994-01-01

    The second six months of this grant saw further development of GT-CATS, the Georgia Tech Crew Activity Tracking System, and progress on research exploring tutoring concepts for tutors for mode management. The latter included data analysis and a preliminary paper summarizing the development and evaluation of the VNAV Tutor. A follow-on to the VNAV Tutor is planned. Research in this direction will examine the use of OFMspert and GT-CATS to create an 'intelligent' tutor for mode management, a more extensive domain of application than only vertical navigation, and alternative pedagogy, such as substituting focused 'cases' of reported mode management situations rather than lessons defined by full LOFT scenarios.

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1993-12-31

    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.

  18. Summary of Research on Interactive Safety Analysis Program of Pool Type SFR

    Institute of Scientific and Technical Information of China (English)

    2011-01-01

    The aim of the project was to develop an interactive safety analysis program of pool type sodium cooled fast reactors (SFR), based on a French system code OASIS. The function and physical model of the program should be verified by the application on CEFR design.

  19. Dynamic and Interactive Mathematics Learning Environments: Opportunities and Challenges for Future Research

    Science.gov (United States)

    Olive, John

    2013-01-01

    New networking and social interaction technologies offer new media for learning and teaching both inside and outside the classroom. How and what kind of learning may take place in these new media is the main focus of this paper. An integrative theoretical framework for investigating these questions is posed based on the Didactic Tetrahedron (Olive…

  20. Research on Odor Interaction between Aldehyde Compounds via a Partial Differential Equation (PDE Model

    Directory of Open Access Journals (Sweden)

    LuchunYan

    2015-01-01

    Full Text Available In order to explore the odor interaction of binary odor mixtures, a series of odor intensity evaluation tests were performed using both individual components and binary mixtures of aldehydes. Based on the linear relation between the logarithm of odor activity value and odor intensity of individual substances, the relationship between concentrations of individual constituents and their joint odor intensity was investigated by employing a partial differential equation (PDE model. The obtained results showed that the binary odor interaction was mainly influenced by the mixing ratio of two constituents, but not the concentration level of an odor sample. Besides, an extended PDE model was also proposed on the basis of the above experiments. Through a series of odor intensity matching tests for several different binary odor mixtures, the extended PDE model was proved effective at odor intensity prediction. Furthermore, odorants of the same chemical group and similar odor type exhibited similar characteristics in the binary odor interaction. The overall results suggested that the PDE model is a more interpretable way of demonstrating the odor interactions of binary odor mixtures.

  1. Customer-to-customer interactions : Broadening the scope of word of mouth research

    NARCIS (Netherlands)

    Libai, B.; Bolton, R.; Bügel, M.S.; de Ruyter, K.; Götz, O.; Risselada, H.; Stephen, A.T.

    2010-01-01

    The increasing emphasis on understanding the antecedents and consequences of customer-to-customer (C2C) interactions is one of the essential developments of customer management in recent years. This interest is driven much by new online environments that enable customers to be connected in numerous

  2. Input to Interaction to Instruction: Three Key Shifts in the History of Child Language Research

    Science.gov (United States)

    Snow, Catherine E.

    2014-01-01

    In the early years of the "Journal of Child Language," there was considerable disagreement about the role of language input or adult-child interaction in children's language acquisition. The view that quantity and quality of input to language-learning children is relevant to their language development has now become widely accepted as a…

  3. (Inter)Active Interviewing in Childhood Research: On Children's Identity Work in Interviews

    Science.gov (United States)

    Fernqvist, Stina

    2010-01-01

    Seeing identity as work produced in interaction is a starting point in this current study, were analyzing interviews with children living in economic hardship, and how everyday life in economic hardship in one way or another becomes significant for their identity work, is the main empirical material. This article is intended to illustrate how to…

  4. Concept-Driven Interaction Design Research in the domain of attractive aging: the example of Walky

    DEFF Research Database (Denmark)

    Nazzi, Elena; Bagalkot, Naveen L.; Nagargoje, Arun

    2012-01-01

    In this paper we answer the call for “designing for an attractive ageing” by designing for social interaction of senior citizens within their local community. In this vein, we present Walky, a design exploration through which we explored if, and how, augmenting the rollator that senior citizens u...

  5. 2012 Gordon Research Conference and Seminar on Atomic and Molecular Interactions - Formal Schedule and Speaker/Poster Program

    Energy Technology Data Exchange (ETDEWEB)

    Zwier, Timothy S. [Purdue Univ., West Lafayette, IN (United States)

    2012-07-20

    The Gordon Research Conference on ATOMIC & MOLECULAR INTERACTIONS was held at Stonehill College Easton, Massachusetts, July 15-20, 2012. The Conference was well-attended with 121 participants (attendees list attached). The attendees represented the spectrum of endeavor in this field coming from academia, industry, and government laboratories, both U.S. and foreign scientists, senior researchers, young investigators, and students. Of the 121 attendees, 64 voluntarily responded to a general inquiry regarding ethnicity which appears on our registration forms. Of the 64 respondents, 11% were Minorities – 2% Hispanic, 9% Asian and 0% African American. Approximately 20% of the participants at the 2012 meeting were women. The Gordon Research SEMINAR on ATOMIC & MOLECULAR INTERACTIONS was held at Stonehill College Easton, Massachusetts, July 14 - 15, 2012. The Conference was well-attended with 42 participants (attendees list attached). The attendees represented the spectrum of endeavor in this field coming from academia, industry, and government laboratories, both U.S. and foreign scientists, senior researchers, young investigators, and students. Of the 42 attendees, 20 voluntarily responded to a general inquiry regarding ethnicity which appears on our registration forms. Of the 20 respondents, 10% were Minorities – 0% Hispanic, 10% Asian and 0% African American. Approximately 29% of the participants at the 2012 meeting were women. In designing the formal speakers program, emphasis was placed on current unpublished research and discussion of the future target areas in this field. There was a conscious effort to stimulate lively discussion about the key issues in the field today. Time for formal presentations was limited in the interest of group discussions. In order that more scientists could communicate their most recent results, poster presentation time was scheduled. Attached is a copy of the formal schedule and speaker program and the poster program. In addition to

  6. A hand gesture-based interactive model to choose one from many

    Institute of Scientific and Technical Information of China (English)

    Feng Zhiquan; Yang Bo; Lv Na; Zhang Ling; and WangShixian

    2012-01-01

    Natural, efficient, intelligent, and barrier-free HCI (Human-Computer Interface) will be the main developing direction of the new intelligent HCI. Building an intelligent, natural, harmonious and humanistic HCI has been the primary developing tendency of the new HCI. "Select one from many" is one of the key questions in researching and designing HCI based on gestures. On the sin- gle channel interactive condition which is based on 3D gesture operation, we build a interactive model of"Select one from many". Combining this model with "Token" technology and reciprocating movement feature, we present and realize a simple efficient "Se- lect one from many" algorithm, which is used in a concrete SOR (Selection-Operation-Release) system. In the SOR system, we real- ize a real-time selection, tracking and interaction of natural gestures.

  7. A context-driven integrated framework for research on interactive IR

    DEFF Research Database (Denmark)

    Ingwersen, Peter

    2008-01-01

    This paper discusses the Integrated Research Framework for Information Seeking and Retrieval (ISR) originating from (Ingwersen & Järvelin, 2005) by comparing it to the Laboratory Research Framework for IR and two nested models of contexts involved in ISR: that of Kekäläinen & Järvelin (2002), based...... on work task activities, and the model by Ingwersen (2007) focusing on contexts to information objects. In addition the relevance model by Cosijn (2004), also of nested nature, is discussed, leading forward to the nine dimensions of research variables, potentially influencing ISR processes and evaluation....

  8. 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

  9. Revisiting violent videogames research: Game studies perspectives on aggression, violence, immersion, interaction, and textual analysis

    OpenAIRE

    Kyle Kontour

    2009-01-01

    Thus far, the bulk of effects research on violent video games demon-strates troubling correlations between playing violent video games and increases in (or primers for) aggressive behavior, which suggests that overall, violent video games may be detrimental to society. However, there may be significant weaknesses in this body of research, concerning not only methodological issues such as study design and the ways in which ‘aggression’ or ‘violence’ are conceptualized, but also containing fun...

  10. The interaction between multimedia data analysis and theory development in design research

    Science.gov (United States)

    van Nes, Fenna; Doorman, Michiel

    2010-04-01

    Mathematics education researchers conducting instruction experiments using a design research methodology are challenged with the analysis of often complex and large amounts of qualitative data. In this paper, we present two case studies that show how multimedia analysis software can greatly support video data analysis and theory development in design research. The software can (a) act as a type of mould for organising large amounts of data; (b) contribute to improving the trackability and reliability of the research; and (c) support theory generation and validation. We propose an integrated model that elucidates the complex process of data analysis by showing how each of the components that are involved in the data analysis procedures feeds into the emerging local instruction theory. The model combines the intricate cycles of coding and analysing raw video data with the cumulative cyclic process that characterises design research in mathematics education. Our experiences with this model may support other mathematics education researchers in the development of thorough and empirically supported local instruction theories from complex qualitative analyses.

  11. Are we in a pickle? Rethinking the world of research and user interaction.

    Science.gov (United States)

    Martens, Patricia J

    2011-01-01

    The lion's tail and knowledge boundaries are two analogies referred to in the lead essay by Lindstrom, MacLeod and Levy. These may be helpful but require slight readjustment. Grabbing onto the lion's tail implies one reality and one intersection point, whereas the old analogy of the blind men and the elephant shows that various perspectives are required. Integrated knowledge translation refers to user involvement throughout the research process. Participatory models are one form of integrated knowledge translation, but caution is required to help maintain the knowledge boundaries. There is the real danger of one group becoming "pickled," or having unbalanced osmotic pressure from another group, resulting in destroyed "cell wall" boundaries. Neither researchers nor users should morph into each other but should, rather, fulfill unique roles within a respectful, trusted research relationship. Lessons learned at the Manitoba Centre for Health Policy teach us that collaborative health services research takes time, money, mutual understanding and respect (including respect from academic institutions for this paradigm of research). This requires a dedicated centre of core group scientists willing to devote the necessary time. Diffused networks may not be stable enough to maintain the long-term relationship building required for the intersection of researchers and decision-makers.

  12. The Theoretical Research for the Rotor/Fuselage Unsteady Aerodynamic Interaction Problem

    Directory of Open Access Journals (Sweden)

    Liu Dawei

    2016-07-01

    Full Text Available Based on coupled unsteady panel/free-wake method, a universal analysis model was established, which provides a good prediction for the rotor/fuselage unsteady aerodynamic interaction. Considering the deficiencies of the traditional time-marching rotor free-wake algorithms, notably on stability and efficiency, the CB3D algorithm with 3rd-order accuracy is proposed. For solving the problem that part of the wake vortices may penetrate the fuselage, a “material line” rectification method with 3rd-order accuracy is proposed. An analysis for the model accuracy was then conducted to validate the accuracy of the new model, and a comparison against the available experimental data is performed. The simulated results show a good agreement with these experimental data. With the new model, several simulations are conducted for the typical rotor/fuselage aerodynamic interaction, and the results are analyzed.

  13. Research on the potential use of interactive materials on astronomy education

    Science.gov (United States)

    Voelzke, Marcos Rincon; Macedo, Josue

    2016-07-01

    This study presents results of a survey conducted at the Federal Institution of Education, Science and Technology in the North of Minas Gerais (IFNMG), and aimed to investigate the potentialities of the use of interactive materials in the teaching of astronomy. An advanced training course with involved learning activities about basic concepts of astronomy was offered to thirty-two Licenciate students in Physics, Mathematics and Biological Sciences, using the mixed methodology, combined with the three pedagogical moments. Among other aspects, the viability of the use of resources was noticed, involving digital technologies and interactive materials on teaching of astronomy, which may contribute to the broadening of methodological options for future teachers and meet their training needs.

  14. Research on Interactive Knowledge-Based Indexing: The MedIndEx Prototype

    OpenAIRE

    Humphrey, Susanne M.

    1989-01-01

    The general purpose of the MedIndEx (Medical Indexing Expert) Project at the National Library of Medicine (NLM) is to design, develop, and test interactive knowledge-based systems for computer-assisted indexing of literature in the MEDLINE® database using terms from the MeSH® (Medical Subject Headings) thesaurus. In conventional MEDLINE indexing, although indexers enter MeSH descriptors at computer terminals, they consult the thesaurus, indexing manual, and other tools in published form. In t...

  15. Interactions of forests, climate, water resources, and humans in a changing environment: research needs

    Science.gov (United States)

    Ge Sun; Catalina Segura

    2013-01-01

    The aim of the special issue “Interactions of Forests, Climate, Water Resources, and Humans in a Changing Environment” is to present case studies on the influences of natural and human disturbances on forest water resources under a changing climate. Studies in this collection of six papers cover a wide range of geographic regions from Australia to Nigeria with spatial...

  16. Virtual reality and the CAVE: Taxonomy, interaction challenges and research directions

    OpenAIRE

    Muhanna A. Muhanna

    2015-01-01

    One of the main goals of virtual reality is to provide immersive environments that take participants away from the real life into a virtual one. Many investigators have been interested in bringing new technologies, devices, and applications to facilitate this goal. Few, however, have focused on the specific human–computer interaction aspects of such environments. In this article we present our literature review of virtual reality and the Cave Automated Virtual Environment (CAVE). In particula...

  17. Touch-Based Interaction Approach for Network Science Research and Visualization

    Science.gov (United States)

    2016-01-01

    which has cursor, object, and blob definitions. In this work we defined an architecture , developed a driver, and designed and developed a server to...Fig. 4. Fig. 4 TUIO Interaction Architecture We used a TUIO-based approach to integrate ARL’s Multi-Taction (MT) MT-550L displays to the...The system diagram of the Pub/Sub architecture in Fig. 4 illustrates the high- level view of the functional and software architecture of the

  18. 交互设计初探%A Research on Interaction Design

    Institute of Scientific and Technical Information of China (English)

    郑亚

    2011-01-01

    随着网络、科技的日益发展,以IPHONE为代表的触屏电话、平板电脑等悄然覆盖了大多数的年轻消费者,在行业内交互设计也开始成了一个经常可以听到的话题。可以说,交互设计已经融入了我们的生活,在新的形势下,交互设计将打破传统设计的分类和壁垒,在以平面为主的专业中,设计方法也就不仅只是局限在传统的平面设计规则上,应该更加注重人的体验和反应。如何将交互设计和平面设计相结合,这也是当下平面设计师要认真思考的一个问题。%With the increasing development of the Internet and technology,touch phones and tablet computers,with IPHONE as its representative,quietly covering the majority of young consumers, then in the industry, interaction design begins to become a topic that can often be heard. We can say that interaction design has been integrated into our lives, in the new situation, interaction design will break the barriers of traditional classification and design, based on the professional plane, the design will not just confined to the traditional flat design rules, should be more focus on human experience and response.It is an important issue for graphic designers to consider how to integrate interaction design with graphic design.

  19. Interactive-cut: Real-time feedback segmentation for translational research.

    Science.gov (United States)

    Egger, Jan; Lüddemann, Tobias; Schwarzenberg, Robert; Freisleben, Bernd; Nimsky, Christopher

    2014-06-01

    In this contribution, a scale-invariant image segmentation algorithm is introduced that "wraps" the algorithm's parameters for the user by its interactive behavior, avoiding the definition of "arbitrary" numbers that the user cannot really understand. Therefore, we designed a specific graph-based segmentation method that only requires a single seed-point inside the target-structure from the user and is thus particularly suitable for immediate processing and interactive, real-time adjustments by the user. In addition, color or gray value information that is needed for the approach can be automatically extracted around the user-defined seed point. Furthermore, the graph is constructed in such a way, so that a polynomial-time mincut computation can provide the segmentation result within a second on an up-to-date computer. The algorithm presented here has been evaluated with fixed seed points on 2D and 3D medical image data, such as brain tumors, cerebral aneurysms and vertebral bodies. Direct comparison of the obtained automatic segmentation results with costlier, manual slice-by-slice segmentations performed by trained physicians, suggest a strong medical relevance of this interactive approach.

  20. Adding Qualitative and Mixed Methods Research to Health Intervention Studies: Interacting With Differences.

    Science.gov (United States)

    Johnson, R Burke; Schoonenboom, Judith

    2016-04-01

    The purpose of this article is to explain how to improve intervention designs, such as randomized controlled trials (RCTs), in health science research using a process philosophy and theory known as dialectical pluralism (DP). DP views reality as plural and uses dialectical, dialogical, and hermeneutical approaches to knowledge construction. Using DP and its "both/and" logic, and its attempt to produce new creative syntheses, researchers on heterogeneous teams can better dialogue with qualitative and mixed methods approaches, concepts, paradigms, methodologies, and methods to improve their intervention research studies. The concept of reflexivity is utilized but is expanded when it is a component of DP. Examples of strategies for identifying, inviting, and creating divergence and integrative strategies for producing strong mixed methods intervention studies are provided and illustrated using real-life examples. © The Author(s) 2015.