WorldWideScience

Sample records for human-computer interaction views

  1. 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

  2. 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.

  3. 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.

  4. 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

  5. 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.

  6. 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.

  7. 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

  8. 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

  9. 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.

  10. 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...

  11. 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…

  12. 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

  13. 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...

  14. 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

  15. 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...

  16. 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.

  17. 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

  18. 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

  19. 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

  20. 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.

  1. 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.

  2. 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...

  3. 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...

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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 ...

  10. 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....

  11. 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....

  12. 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.

  13. 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.

  14. 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...

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

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2009-01-01

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

  16. 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

  17. 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.

  18. 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...

  19. 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

  20. 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.

  1. 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.

  2. 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...

  3. 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…

  4. 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…

  5. 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…

  6. 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

  7. 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…

  8. 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…

  9. 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.

  10. 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.

  11. 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...

  12. 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...

  13. 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.

  14. 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.

  15. 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

  16. 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.

  17. 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

  18. 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.

  19. 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%.

  20. 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…

  1. 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.

  2. 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).

  3. 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.

  4. 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.

  5. 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.

  6. 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).

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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

  17. 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...

  18. 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

  19. 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.

  20. 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.

  1. 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.

  2. 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…

  3. 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…

  4. 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。

  5. 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).

  6. 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…

  7. 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

  8. 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.…

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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...

  14. 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.

  15. 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

  16. 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.

  17. 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.

  18. 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.

  19. 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...

  20. 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...

  1. 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.

  2. 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.

  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. 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

  6. 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.

  7. 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.

  8. 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。

  9. 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.

  10. 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...

  11. 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...

  12. 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.

  13. 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.

  14. 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...

  15. 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.

  16. 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.

  17. 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。

  18. Viewing Chinese art on an interactive tabletop.

    Science.gov (United States)

    Hsieh, Chun-ko; Hung, Yi-Ping; Ben-Ezra, Moshe; Hsieh, Hsin-Fang

    2013-01-01

    To protect fragile paintings and calligraphy, Taiwan's National Palace Museum (NPM) has policies controlling the frequency and duration of their exposure. So, visitors might not see the works they planned to see. To address this problem, the NPM installed an interactive tabletop for viewing the works. This tabletop, the first to feature multiresolution and gigapixel photography technology, displays extremely high-quality images revealing brushwork-level detail. A user study at the NPM examined the tabletop's performance and collected visitor feedback.

  19. 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.

  20. 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.

  1. 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 %.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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

  9. 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。

  10. 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。

  11. Interactive computer-enhanced remote viewing system

    Energy Technology Data Exchange (ETDEWEB)

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

    1995-10-01

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

  12. 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.

  13. 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.

  14. Loneliness, Parasocial Interaction, and Local Television News Viewing.

    Science.gov (United States)

    Rubin, Alan M.; And Others

    1985-01-01

    Investigating the nature of parasocial interaction (relationship of friendship or intimacy of the television viewer with a remote media personality). Developed a model to measure parasocial interaction and tested news-viewing motives and patterns. (PD)

  15. A Deported View Concept for Touch Interaction

    DEFF Research Database (Denmark)

    Alapetite, Alexandre; Andersen, Henning Boje; Fogh, Rune

    2013-01-01

    Following the paradigm shift where physical controls are replaced by touch-enabled surfaces, we report on an experimental evaluation of a user interface concept that allows touchscreen-based panels to be manipulated partially blindly (aircrafts, cars). The proposed multi-touch interaction strategy...

  16. Paranoia: Interactional Views on Evolution and Intervention.

    Science.gov (United States)

    Fraser, J. Scott

    1983-01-01

    Presents an interactional basis for the evolution of a paranoid cycle. Treatment strategies and tactics are delineated along with a set of clinical examples. The major therapeutic principle advocated is for the therapist to help to build new action based upon old labels and premises. (JAC)

  17. A Deported View Concept for Touch Interaction

    DEFF Research Database (Denmark)

    Alapetite, Alexandre; Andersen, Henning Boje; Fogh, Rune

    2013-01-01

    Following the paradigm shift where physical controls are replaced by touch-enabled surfaces, we report on an experimental evaluation of a user interface concept that allows touchscreen-based panels to be manipulated partially blindly (aircrafts, cars). The proposed multi-touch interaction strategy...

  18. 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.

  19. 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

  20. Evaluating interaction techniques for stack mode viewing.

    Science.gov (United States)

    Atkins, M Stella; Fernquist, Jennifer; Kirkpatrick, Arthur E; Forster, Bruce B

    2009-08-01

    Three interaction techniques were evaluated for scrolling stack mode displays of volumetric data. Two used a scroll-wheel mouse: one used only the wheel, while another used a "click and drag" technique for fast scrolling, leaving the wheel for fine adjustments. The third technique used a Shuttle Xpress jog wheel. In a within-subjects design, nine radiologists searched stacked images for simulated hyper-intense regions on brain, knee, and thigh MR studies. Dependent measures were speed, accuracy, navigation path, and user preference. The radiologists considered the task realistic. They had high inter-subject variability in completion times, far larger than the differences between techniques. Most radiologists (eight out of nine) preferred familiar mouse-based techniques. Most participants scanned the data in two passes, first locating anomalies, then scanning for omissions. Participants spent a mean 10.4 s/trial exploring anomalies, with only mild variation between participants. Their rates of forward navigation searching for anomalies varied much more. Interaction technique significantly affected forward navigation rate (scroll wheel 5.4 slices/s, click and drag 9.4, and jog wheel 6.9). It is not clear what constrained the slowest navigators. The fastest navigator used a unique strategy of moving quickly just beyond an anomaly, then backing up. Eight naïve students performed a similar protocol. Their times and variability were similar to the radiologists, but more (three out of eight) students preferred the jog wheel. It may be worthwhile to introduce techniques such as the jog wheel to radiologists during training, and several techniques might be provided on workstations, allowing individuals to choose their preferred method.

  1. 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。

  2. 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.

  3. 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

  4. 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.

  5. Medical Student Views on Interactions with Pharmaceutical Representatives

    Science.gov (United States)

    Ganzini, Linda; Chen, Zunqiu; Peters, Dawn; Misra, Sahana; Macht, Madison; Osborne, Molly; Keepers, George

    2012-01-01

    Objective: In 2006, the Housestaff Association presented the Dean at Oregon Health and Science University (OHSU) with a proposal to effectively end the influence of the pharmaceutical industry on campus. The Dean convened a workgroup to examine the issue, and faculty, residents, and medical students were surveyed on their views and interactions.…

  6. Medical Student Views on Interactions with Pharmaceutical Representatives

    Science.gov (United States)

    Ganzini, Linda; Chen, Zunqiu; Peters, Dawn; Misra, Sahana; Macht, Madison; Osborne, Molly; Keepers, George

    2012-01-01

    Objective: In 2006, the Housestaff Association presented the Dean at Oregon Health and Science University (OHSU) with a proposal to effectively end the influence of the pharmaceutical industry on campus. The Dean convened a workgroup to examine the issue, and faculty, residents, and medical students were surveyed on their views and interactions.…

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. Interactive View-Dependent Rendering of Large Isosurfaces

    Energy Technology Data Exchange (ETDEWEB)

    Gregorski, B; Duchaineau, M; Lindstrom, P; Pascucci, V; Joy, K I

    2002-11-19

    We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to hierarchically decompose the data into a multiresolution structure. This data structure allows fast extraction of arbitrary isosurfaces to within user specified view-dependent error bounds. A data layout scheme based on hierarchical space filling curves provides access to the data in a cache coherent manner that follows the data access pattern indicated by the mesh refinement.

  13. Discriminative Multi-view Interactive Image Re-ranking.

    Science.gov (United States)

    Li, Jun; Xu, Chang; Yang, Wankou; Sun, Changyin; Tao, Dacheng

    2017-01-10

    -Given unreliable visual patterns and insufficient query information, content-based image retrieval (CBIR) is often suboptimal and requires image re-ranking using auxiliary information. In this paper, we propose Discriminative Multi-view INTeractive Image Re-ranking (DMINTIR), which integrates User Relevance Feedback (URF) capturing users' intentions and multiple features that sufficiently describe the images. In DMINTIR, heterogeneous property features are incorporated in the multi-view learning scheme to exploit their complementarities. In addition, a discriminatively learned weight vector is obtained to reassign updated scores and target images for reranking. Compared to other multi-view learning techniques, our scheme not only generates a compact representation in the latent space from the redundant multi-view features but also maximally preserves the discriminative information in feature encoding by the large-margin principle. Furthermore, the generalization error bound of the proposed algorithm is theoretically analyzed and shown to be improved by the interactions between the latent space and discriminant function learning. Experimental results on two benchmark datasets demonstrate that our approach boosts baseline retrieval quality and is competitive with other state-of-the-art re-ranking strategies.

  14. 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.

  15. 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.

  16. 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....

  17. 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...

  18. 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

  19. 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 ...

  20. 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.

  1. 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.

  2. 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.

  3. mapview - Interactive viewing of spatial data in R

    Science.gov (United States)

    Appelhans, Tim; Detsch, Florian; Reudenbach, Cristoph; Woellauer, Stefan

    2016-04-01

    In this talk we would like to introduce mapview, an R package designed to aid researchers during their work-flow of spatial data analysis. The package was initially developed within the framework of the DFG funded research group "KiLi - Kilimanjaro ecosystems under global change: Linking biodiversity, biotic interactions and biogeochemical ecosystem processes" but has quickly developed into a general purpose spatial data viewer. mapview provides some powerful tools for interactive visualization of standard spatial data in R. It has support for all Spatial*(DataFrame) objects as well as all Raster* objects. It is designed so that one function call - mapview(x) - is all you need to view the data interactively. Adding layers to existing views is very easy and we have taken great care in providing suitable defaults for features such as background maps or coloring but things can be customized flexibly (and permanently) to suit different needs. Even though mapview is for most parts based on the leaflet package, it is far more than just a convenience wrapper around leaflet functionality. mapview provides additional features for handling big data sets (up to several million points) as well as some specialized functionality to view and compare rasters of any size with arbitrary coordinate reference systems. Given that mapview is merely a bridge between R and the underlying leaflet.js javascript library, mapview can be used to produce web-maps by simply providing the path to a designated folder. This talk will be a live demonstration of some of the key features of mapview.

  4. 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.

  5. 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…

  6. 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。

  7. 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…

  8. 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.

  9. 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...

  10. 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.

  11. Intersubjectivity and interaction in the analytic relationship: a mainstream view.

    Science.gov (United States)

    Levine, H B; Friedman, R J

    2000-01-01

    The authors conceptualize intersubjectivity as a meta-theory that reflects the inherent nature of human relatedness and is conceptually independent of any particular theory of mind or school of psychoanalysis. Their view of intersubjectivity joins the emotional life of the analyst to that of the patient and places the analytic relationship at the center of the analytic process. They contrast intersubjectivity with traditional classical conflict theory so as to clarify the relevance of intersubjectivity for psychoanalytic clinical theory and therapeutic practice. In so doing, they hope to direct analysts more firmly toward the study of the unconscious dyadic contributions to the affective, inactive, and interactive dimensions of the analytic situation and their impact upon the patient's actions within and experience of the analytic relationship. To illustrate their thesis, two hours from an analysis are presented in detail.

  12. 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.

  13. 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…

  14. 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.

  15. 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%. .

  16. The solar wind interaction with comets: A post encounter view

    Science.gov (United States)

    Mendis, D. A.

    1987-01-01

    The recent spacecraft encounters with comets Giacobini-Zinner and Halley have led to an enormous increase in our knowledge of comets, including their dust, neutral gas, plasma, and magnetic field environments. The latter has in turn led to better understanding of the nature of the solar wind interaction with the well developed atmosphere of a comet. The post-encounter understanding of this interaction is reviewed, underscoring the differences with pre-encounter reasoning. The problems outstanding in this area are emphasized.

  17. Children's Use of Television Commercials to Initiate Social Interaction in Family Viewing Situations.

    Science.gov (United States)

    Reid, Leonard N.; Frazer, Charles F.

    1980-01-01

    Reports research that investigated whether children use television commercials in family viewing situations to initiate, control, and manipulate social interaction with other family group members, especially their parents. Observational data are presented and discussed. (Author/JD)

  18. 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.

  19. Leveraging Interaction History for Intelligent Configuration of Multiple Coordinated Views in Visualization Tools

    Energy Technology Data Exchange (ETDEWEB)

    Pachuilo, Andrew R [ORNL; Ragan, Eric [Texas A& M University; Goodall, John R [ORNL

    2016-01-01

    Visualization tools can take advantage of multiple coordinated views to support analysis of large, multidimensional data sets. Effective design of such views and layouts can be challenging, but understanding users analysis strategies can inform design improvements. We outline an approach for intelligent design configuration of visualization tools with multiple coordinated views, and we discuss a proposed software framework to support the approach. The proposed software framework could capture and learn from user interaction data to automate new compositions of views and widgets. Such a framework could reduce the time needed for meta analysis of the visualization use and lead to more effective visualization design.

  20. A Proteomic View on the Role of Legume Symbiotic Interactions

    Directory of Open Access Journals (Sweden)

    Estíbaliz Larrainzar

    2017-07-01

    Full Text Available Legume plants are key elements in sustainable agriculture and represent a significant source of plant-based protein for humans and animal feed worldwide. One specific feature of the family is the ability to establish nitrogen-fixing symbiosis with Rhizobium bacteria. Additionally, like most vascular flowering plants, legumes are able to form a mutualistic endosymbiosis with arbuscular mycorrhizal (AM fungi. These beneficial associations can enhance the plant resistance to biotic and abiotic stresses. Understanding how symbiotic interactions influence and increase plant stress tolerance are relevant questions toward maintaining crop yield and food safety in the scope of climate change. Proteomics offers numerous tools for the identification of proteins involved in such responses, allowing the study of sub-cellular localization and turnover regulation, as well as the discovery of post-translational modifications (PTMs. The current work reviews the progress made during the last decades in the field of proteomics applied to the study of the legume-Rhizobium and -AM symbioses, and highlights their influence on the plant responses to pathogens and abiotic stresses. We further discuss future perspectives and new experimental approaches that are likely to have a significant impact on the field including peptidomics, mass spectrometric imaging, and quantitative proteomics.

  1. 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.

  2. 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....

  3. 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.

  4. 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

  5. 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.

  6. Psychiatric Resident and Faculty Views on and Interactions with the Pharmaceutical Industry

    Science.gov (United States)

    Misra, Sahana; Ganzini, Linda; Keepers, George

    2010-01-01

    Objective: Sales visits, or detailing, by pharmaceutical industry representatives at academic institutions has been increasingly criticized. The authors surveyed psychiatric residents and faculty members on their views and interactions with representatives of the pharmaceutical industry. Methods: In 2007, a 46-item online survey measuring…

  7. Psychiatric Resident and Faculty Views on and Interactions with the Pharmaceutical Industry

    Science.gov (United States)

    Misra, Sahana; Ganzini, Linda; Keepers, George

    2010-01-01

    Objective: Sales visits, or detailing, by pharmaceutical industry representatives at academic institutions has been increasingly criticized. The authors surveyed psychiatric residents and faculty members on their views and interactions with representatives of the pharmaceutical industry. Methods: In 2007, a 46-item online survey measuring…

  8. [Systematization of nursing care: viewing care as interactive, complementary and multi-professional].

    Science.gov (United States)

    do Nascimento, Keyla Cristiane; Backes, Dirce Stein; Koerich, Magda Santos; Erdmann, Alacoque Lorenzini

    2008-12-01

    This study is the result of an extended project, named: The systematization of nursing care in the perspective of complex thinking. The objective of this qualitative study is to better comprehend the meaning of the systematization of nursing care among healthcare professionals. The Data-Based Theory was used as a methodological reference. Data were collected by interviewing three sample groups, in a total of fifteen healthcare professionals. Data codification and analysis led us to the central theme: Viewing the Systematization of Nursing Care (SNC) as an Interactive and Complex Phenomenon. This theme is complemented by two phenomena. In this article, we discuss the phenomenon: Verifying the necessity of on interactive, complementary, and multi-professional process. The Systematization of Nursing Care is part of a process that has been developing over time by nurses committed to improve the care given to the patient, since they view the necessity for interactive, complementary, and multi-professional care.

  9. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing.

    Directory of Open Access Journals (Sweden)

    Minsam Ko

    Full Text Available Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers' online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans' interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users.

  10. Interactive Computer-Enhanced Remote Viewing System (ICERVS): Final report, November 1994--September 1996

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-05-01

    The Interactive Computer-Enhanced Remote Viewing System (ICERVS) is a software tool for complex three-dimensional (3-D) visualization and modeling. Its primary purpose is to facilitate the use of robotic and telerobotic systems in remote and/or hazardous environments, where spatial information is provided by 3-D mapping sensors. ICERVS provides a robust, interactive system for viewing sensor data in 3-D and combines this with interactive geometric modeling capabilities that allow an operator to construct CAD models to match the remote environment. Part I of this report traces the development of ICERVS through three evolutionary phases: (1) development of first-generation software to render orthogonal view displays and wireframe models; (2) expansion of this software to include interactive viewpoint control, surface-shaded graphics, material (scalar and nonscalar) property data, cut/slice planes, color and visibility mapping, and generalized object models; (3) demonstration of ICERVS as a tool for the remediation of underground storage tanks (USTs) and the dismantlement of contaminated processing facilities. Part II of this report details the software design of ICERVS, with particular emphasis on its object-oriented architecture and user interface.

  11. 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.

  12. 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...

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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.

  1. 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...

  2. 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

  3. 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

  4. Interactive Appl ication Based on Arduino and LabVIEW+LINX%Arduino 和 LabVIEW + LINX 的互动应用

    Institute of Scientific and Technical Information of China (English)

    俞新农; 俞健雄

    2014-01-01

    上位机使用 LabVIEW 软件,下位机使用 Arduino 控制板,借助于 LabVIEW Hacker LINX 工具包,可以很方便地使用 LabVIEW 软件与 Arduino 控制板实现交互设计。把这个工具包和 LabVIEW 软件结合起来,通过 LabVIEW 软件就可以实现对 Arduino 控制板的控制或者与 Arduino 控制板交换数据,并且 Arduino 控制板只需写入固件(Firmware),不需要用户编应用程序。由于 LINX 只需要对 LabVIEW 图形化编程,而无需 Arduino 编程,甚至不需要底层硬件知识,因此适合了解 LabVIEW 编程而不懂 Arduino 编程的使用者。%When host computer uses LabVIEW and lower computer uses Arduino control plate,it is quite easy to make use of LabVIEW and Arduino control plate to realize the interactive design by LabVIEW Hacker LINX toolkit.Combining the toolkit and LabVIEW, control of Arduino control plate or data exchange with Arduino control plate can be implemented via LabVIEW so long as Arduino is written in Firmware.Because nothing but LabVIEW graphical programming is needed by LINX,LINX is suitable for the users who know about LabVIEW programming and do not understand Arduino programming.

  5. 1Click1View: Interactive Visualization Methodology for RNAi Cell-Based Microscopic Screening

    Directory of Open Access Journals (Sweden)

    Lukasz Zwolinski

    2013-01-01

    Full Text Available Technological advancements are constantly increasing the size and complexity of data resulting from large-scale RNA interference screens. This fact has led biologists to ask complex questions, which the existing, fully automated analyses are often not adequate to answer. We present a concept of 1Click1View (1C1V as a methodology for interactive analytic software tools. 1C1V can be applied for two-dimensional visualization of image-based screening data sets from High Content Screening (HCS. Through an easy-to-use interface, one-click, one-view concept, and workflow based architecture, visualization method facilitates the linking of image data with numeric data. Such method utilizes state-of-the-art interactive visualization tools optimized for fast visualization of large scale image data sets. We demonstrate our method on an HCS dataset consisting of multiple cell features from two screening assays.

  6. 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.

  7. 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.

  8. 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 ...

  9. 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.

  10. The GuideView System for Interactive, Structured, Multi-modal Delivery of Clinical Guidelines

    Science.gov (United States)

    Iyengar, Sriram; Florez-Arango, Jose; Garcia, Carlos Andres

    2009-01-01

    GuideView is a computerized clinical guideline system which delivers clinical guidelines in an easy-to-understand and easy-to-use package. It may potentially enhance the quality of medical care or allow non-medical personnel to provide acceptable levels of care in situations where physicians or nurses may not be available. Such a system can be very valuable during space flight missions when a physician is not readily available, or perhaps the designated medical personnel is unable to provide care. Complex clinical guidelines are broken into simple steps. At each step clinical information is presented in multiple modes, including voice,audio, text, pictures, and video. Users can respond via mouse clicks or via voice navigation. GuideView can also interact with medical sensors using wireless or wired connections. The system's interface is illustrated and the results of a usability study are presented.

  11. GlyphLens: View-Dependent Occlusion Management in the Interactive Glyph Visualization.

    Science.gov (United States)

    Tong, Xin; Li, Cheng; Shen, Han-Wei

    2017-01-01

    Glyph as a powerful multivariate visualization technique is used to visualize data through its visual channels. To visualize 3D volumetric dataset, glyphs are usually placed on 2D surface, such as the slicing plane or the feature surface, to avoid occluding each other. However, the 3D spatial structure of some features may be missing. On the other hand, placing large number of glyphs over the entire 3D space results in occlusion and visual clutter that make the visualization ineffective. To avoid the occlusion, we propose a view-dependent interactive 3D lens that removes the occluding glyphs by pulling the glyphs aside through the animation. We provide two space deformation models and two lens shape models to displace the glyphs based on their spatial distributions. After the displacement, the glyphs around the user-interested region are still visible as the context information, and their spatial structures are preserved. Besides, we attenuate the brightness of the glyphs inside the lens based on their depths to provide more depth cue. Furthermore, we developed an interactive glyph visualization system to explore different glyph-based visualization applications. In the system, we provide a few lens utilities that allows users to pick a glyph or a feature and look at it from different view directions. We compare different display/interaction techniques to visualize/manipulate our lens and glyphs.

  12. How Different Views of Communication Influence HCI Design: The Example of Shaping

    DEFF Research Database (Denmark)

    Fischer, Kerstin

    In this paper, I argue that implicit views of communication can influence human-computer interaction design such that they may inspire radically different design approaches, with very different outcomes. Using the concept of shaping as an example, I show how the assumption of automatic processes...... in communication may lead to a restricted view of shaping by interactive alignment, whereas a collaborative view of communication allows a much broader range of strategies to be taken, which can enrich the designer’s possibilities to shape users’ behavior significantly....

  13. VIEWS OF PRE-SERVICE TEACHERS ON BLOG USE FOR INSTRUCTION AND SOCIAL INTERACTION

    Directory of Open Access Journals (Sweden)

    Abdullah KUZU

    2007-07-01

    Full Text Available Rapid development of technology and unique characteristics of the creative society require a shift from traditional teaching concepts to student centered learning in education. One of the methods to provide this change is creating teaching environments enriched by Internet. Blog (weblog service offered to learners and teachers through Internet is an important instrument to provide learners with effective activities and social interaction. Blog technology provides the users with opportunities to create web pages without any design knowledge, write their ideas on these pages, and add comments on the pages. The current study presents the views of pre-service teachers regarding “Information Technology in Education-I” course blog along with the facilities that trigger learning and social interaction.

  14. 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.

  15. 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.

  16. DIGIMUSE: an interactive telerobotic system for remote viewing of three-dimensional art objects

    Science.gov (United States)

    Goldberg, Steven B.; Bekey, George A.; Akatsuka, Yuichiro; Bressanelli, Mirco

    1998-12-01

    As part of a joint project with the Fisher Art Gallery at USC, we have constructed a teleoperated robotic Web site that allows for remote positioning and binocular viewing of statues and other non-planar art objects. This system has been designed to provide interactive remote access to 3D art objects in real time, so that anyone with a Web connection and a head mounted display can view and study binocular images of art objects anywhere in the world, A pair of video cameras, carried by a robot arm, are aimed at the statue which rests on a rotary table. The combination of table rotation and robotic camera positioning make it possible to observe the work of art from any desired position and orientation. The opening exhibit of the USC Digital Museum features a life size marble statue called the 'Drinking Maiden', by the German sculptor Ernst Gustav Alexander Wenck. We use a 6 degree of freedom robot arm and a linked vergence head to position two CCD cameras. The statue is placed on a rotating platform that can be commanded to one of 12 positions. The robotic is controlled via a graphical, user friendly interface written in Java, which allows the user to position the cameras anywhere in the allowed workspace of the robot. Once the positions of the cameras are established, the system takes two pictures of the statue and returns them to the user, while simultaneously composing a stereo image suitable for viewing with an HMD. The paper describes the hardware and software architecture of the system and its major features.

  17. Real-time interactive 3D manipulation of particles viewed in two orthogonal observation planes

    DEFF Research Database (Denmark)

    Perch-Nielsen, I.; Rodrigo, P.J.; Glückstad, J.

    2005-01-01

    The generalized phase contrast (GPC) method has been applied to transform a single TEM00 beam into a manifold of counterpropagating-beam traps capable of real-time interactive manipulation of multiple microparticles in three dimensions (3D). This paper reports on the use of low numerical aperture...... (NA), non-immersion, objective lenses in an implementation of the GPC-based 3D trapping system. Contrary to high-NA based optical tweezers, the GPC trapping system demonstrated here operates with long working distance (>10 mm), and offers a wider manipulation region and a larger field of view...... for imaging through each of the two opposing objective lenses. As a consequence of the large working distance, simultaneous monitoring of the trapped particles in a second orthogonal observation plane is demonstrated. (C) 2005 Optical Society of America....

  18. 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

  19. 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

  20. Geosphere-biosphere interactions in European Protected Areas: a view from the H2020 ECOPOTENTIAL Project

    Science.gov (United States)

    Provenzale, Antonello; Beierkuhnlein, Carl; Karnieli, Arnon; Marangi, Carmela; Giamberini, Mariasilvia; Imperio, Simona

    2017-04-01

    The large H2020 project ECOPOTENTIAL (2015-2019, 47 partners, contributing to GEO and GEOSS - http://www.ecopotential-project.eu/) is devoted to making best use of remote sensing and in situ data to improve future ecosystem benefits, adopting the view of ecosystems as one physical system with their environment, focusing on geosphere-biosphere interactions, Earth Critical Zone dynamics, Macrosystem Ecology and cross-scale interactions, the effect of extreme events and using Essential (Climate, Biodiversity and Ocean) Variables as descriptors of change. In ECOPOTENTIAL, remote sensing and in situ data are collected, processed and used for a better understanding of the ecosystem dynamics, analysing and modelling the effects of global changes on ecosystem functions and services, over an array of different ecosystem types, including mountain, marine, coastal, arid and semi-arid ecosystems. The project focuses on a network of Protected Areas of international relevance, that is representative of the range of environmental and biogeographical conditions characterizing Europe. Some of the activities of the project are devoted to detect and quantify the changes taking place in the Protected Areas, through the analysis of remote sensing observations, in-situ data and gridded climatic datasets. Likewise, the project aims at providing estimates of the future ecosystem conditions in different climate and environmental change scenarios. In all such endeavours, one is faced with cross-scale issues: downscaling of climate information to drive ecosystem response, and upscaling of local ecosystem changes to larger scales. So far, the analysis has been conducted mainly by using traditional methods, but there is wide room for improvement by using more refined approaches. In particular, a crucial question is how to upscale the information gained at single-site scale to larger, regional or continental scale, an issue that could benefit from using, for example, complex network analysis.

  1. Power and control in interactions between journalists and health-related industries: the view from industry.

    Science.gov (United States)

    Morrell, Bronwen; Lipworth, Wendy L; Forsyth, Rowena; Jordens, Christopher F C; Kerridge, Ian

    2014-06-01

    The mass media is a major source of health information for the public, and as such the quality and independence of health news reporting is an important concern. Concerns have been expressed that journalists reporting on health are increasingly dependent on their sources--including representatives of industries responsible for manufacturing health-related products--for story ideas and content. Many critics perceive an imbalance of power between journalists and industry sources, with industry being in a position of relative power, however the empirical evidence to support this view is limited. The analysis presented here--which is part of a larger study of industry-journalist relationships--draws on in-depth, semi-structured interviews with representatives of health-related industries in Australia to inductively examine their perceptions of power relations between industry and journalists. Participants painted a picture in which journalists, rather than themselves, were in a position to control the nature, extent, and outcome of their interactions with industry sources. Our results resonate with the concept of "mediatisation" as it has been applied in the domain of political reporting. It appears that, from the perspective of industry representatives, the imposition of media logic on health-related industries may inappropriately influence the information that the public receives about health-related products.

  2. 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.

  3. Supporting the development of transparent interaction

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bertelsen, Olav Wedege

    1995-01-01

    Transparency has been seen as a necessary aspect of successful human-computer interaction. In this paper we investigate this concept by looking at it from the point of view of activity theory. We show that transparency cannot be understood as a static feature of the interface, but that the crucial...... point in achieving transparent interaction is the ongoing development of unconscious operations, embedded in the process of use. We suggest that the process of deliberate formation and refinement of operations during the course of interaction, is supported by setting conditions for the creation...

  4. The TissueNet v.2 database: A quantitative view of protein-protein interactions across human tissues

    Science.gov (United States)

    Basha, Omer; Barshir, Ruth; Sharon, Moran; Lerman, Eugene; Kirson, Binyamin F.; Hekselman, Idan; Yeger-Lotem, Esti

    2017-01-01

    Knowledge of the molecular interactions of human proteins within tissues is important for identifying their tissue-specific roles and for shedding light on tissue phenotypes. However, many protein–protein interactions (PPIs) have no tissue-contexts. The TissueNet database bridges this gap by associating experimentally-identified PPIs with human tissues that were shown to express both pair-mates. Users can select a protein and a tissue, and obtain a network view of the query protein and its tissue-associated PPIs. TissueNet v.2 is an updated version of the TissueNet database previously featured in NAR. It includes over 40 human tissues profiled via RNA-sequencing or protein-based assays. Users can select their preferred expression data source and interactively set the expression threshold for determining tissue-association. The output of TissueNet v.2 emphasizes qualitative and quantitative features of query proteins and their PPIs. The tissue-specificity view highlights tissue-specific and globally-expressed proteins, and the quantitative view highlights proteins that were differentially expressed in the selected tissue relative to all other tissues. Together, these views allow users to quickly assess the unique versus global functionality of query proteins. Thus, TissueNet v.2 offers an extensive, quantitative and user-friendly interface to study the roles of human proteins across tissues. TissueNet v.2 is available at http://netbio.bgu.ac.il/tissuenet. PMID:27899616

  5. 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.

  6. Interactive Alignment: A Teaching-Friendly View of Second Language Pronunciation Learning

    Science.gov (United States)

    Trofimovich, Pavel

    2016-01-01

    Interactive alignment is a phenomenon whereby interlocutors adopt and re-use each other's language patterns in the course of authentic interaction. According to the interactive alignment model, originally proposed by Pickering & Garrod (2004), this linguistic coordination is one way in which interlocutors achieve understanding in dialogue,…

  7. EyeScreen: A Vision-Based Gesture Interaction System

    Institute of Scientific and Technical Information of China (English)

    LI Shan-qing; XU Yi-hua; JIA Yun-de

    2007-01-01

    EyeScreen is a vision-based interaction system which provides a natural gesture interface for human-computer interaction (HCI) by tracking human fingers and recognizing gestures. Multi-view video images are captured by two cameras facing a computer screen, which can be used to detect clicking actions of a fingertip and improve the recognition rate. The system enables users to directly interact with rendered objects on the screen. Robustness of the system has been verified by extensive experiments with different user scenarios. EyeScreen can be used in many applications such as intelligent interaction and digital entertainment.

  8. Maiming Re-Viewed.

    Science.gov (United States)

    Halio, Marcia Peoples

    1990-01-01

    Responds to criticisms of "Student Writing: Can the Machine Maim the Message?." Argues that cognitive psychologists, human computer interaction specialists, and teachers have provided "heavy support." Supports the use of "Writer's Workbench," the writing topic selection, self-selection, teaching methods, computer…

  9. 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.

  10. Interactive transport of multi-view videos for 3DTV applications

    Institute of Scientific and Technical Information of China (English)

    KURUTEPE Engin; CIVANLAR M. Reha; TEKALP A. Murat

    2006-01-01

    The authors propose a novel method for transporting multi-view videos that aims to keep the bandwidth requirements on both end-users and servers as low as possible. The method is based on application layer multicast, where each end point receives only a selected number of views required for rendering video from its current viewpoint at any given time. The set of selected videos changes in real time as the user's viewpoint changes because of head or eye movements. Techniques for reducing the black-outs during fast viewpoint changes were investigated. The performance of the approach was studied through network experiments.

  11. The TissueNet v.2 database: A quantitative view of protein-protein interactions across human tissues.

    Science.gov (United States)

    Basha, Omer; Barshir, Ruth; Sharon, Moran; Lerman, Eugene; Kirson, Binyamin F; Hekselman, Idan; Yeger-Lotem, Esti

    2017-01-04

    Knowledge of the molecular interactions of human proteins within tissues is important for identifying their tissue-specific roles and for shedding light on tissue phenotypes. However, many protein-protein interactions (PPIs) have no tissue-contexts. The TissueNet database bridges this gap by associating experimentally-identified PPIs with human tissues that were shown to express both pair-mates. Users can select a protein and a tissue, and obtain a network view of the query protein and its tissue-associated PPIs. TissueNet v.2 is an updated version of the TissueNet database previously featured in NAR. It includes over 40 human tissues profiled via RNA-sequencing or protein-based assays. Users can select their preferred expression data source and interactively set the expression threshold for determining tissue-association. The output of TissueNet v.2 emphasizes qualitative and quantitative features of query proteins and their PPIs. The tissue-specificity view highlights tissue-specific and globally-expressed proteins, and the quantitative view highlights proteins that were differentially expressed in the selected tissue relative to all other tissues. Together, these views allow users to quickly assess the unique versus global functionality of query proteins. Thus, TissueNet v.2 offers an extensive, quantitative and user-friendly interface to study the roles of human proteins across tissues. TissueNet v.2 is available at http://netbio.bgu.ac.il/tissuenet. © The Author(s) 2016. Published by Oxford University Press on behalf of Nucleic Acids Research.

  12. Drug interaction studies on new drug applications: current situations and regulatory views in Japan.

    Science.gov (United States)

    Nagai, Naomi

    2010-01-01

    Drug interaction studies on new drug applications (NDAs) for new molecular entities (NMEs) approved in Japan between 1997 and 2008 are examined in the Pharmaceuticals and Medical Devices Agency (PMDA). The situations of drug interaction studies in NDAs have changed over the past 12 years, especially in metabolizing enzyme and transporter-based drug interactions. Materials and approaches to study drug-metabolizing enzyme-based drug interactions have improved, and become more rational based on mechanistic theory and new technologies. On the basis of incremental evidence of transporter roles in human pharmacokinetics, transporter-based drug interactions have been increasingly studied during drug development and submitted in recent NDAs. Some recently approved NMEs include transporter-based drug interaction information in their package inserts (PIs). The regulatory document "Methods of Drug Interaction Studies," in addition to recent advances in science and technology, has also contributed to plan and evaluation of drug interaction studies in recent new drug development. This review summarizes current situations and further discussion points on drug interaction studies in NDAs in Japan.

  13. 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.

  14. Maternal Distress Influences Young Children's Family Representations Through Maternal View of Child Behavior and Parent-Child Interactions

    Science.gov (United States)

    Yoo, Yeon Soo; Popp, Jill; Robinson, JoAnn

    2014-01-01

    Objective Distress of a parent is a key influence on the quality of the child's experience in the family. We hypothesized that maternal distress would spill over into more negative views of their children's behaviors and less emotional availability in their relationships. Further, we investigated whether these cumulative experiences contributed to children's emerging narratives about mothers and family life. Method In this longitudinal study, mothers of young twin children reported their distress on three occasions in relation to: self, the marital relationship, and the family climate. Mothers also reported on their children's externalizing behavior problems. Mother-child interaction was observed focusing on maternal sensitivity and child responsivity. Children responded to story stem beginnings about challenging situations in the family and their narratives were scored for family conflict and cohesion themes. APIM methods of dyadic data analysis accounted for the inclusion of both twins in the analysis. Results Results from structural equation models supported the hypothesized cumulative experience of maternal distress on children's family life representations for both family conflict and family cohesion. Conclusion A family environment in which children are exposed to persistent maternal distress early in life may have cumulative effects, influencing how mothers interact with and view their children's behavior at later developmental stages. Moreover, exposure to repeated distress for longer periods of time may contribute to an intergenerational continuity of distress for the child that may become rooted in negative affective bias in their own view of family relationships. PMID:23568672

  15. Locating Cognition in Second Language Interaction and Learning: Inside the Skull or in Public View?

    Science.gov (United States)

    Kasper, Gabriele

    2009-01-01

    A key question in the debate on conversation analysis as an approach to SLA concerns the role of cognition in interaction and learning. Where is cognition located, and how is understanding in interaction achieved? For an empirically grounded answer, I will explore the procedural apparatus that sustains socially shared cognition. Following a brief…

  16. Untangling positive and negative biotic interactions: views from above and below ground in a forest ecosystem.

    Science.gov (United States)

    Montgomery, Rebecca A; Reich, Peter B; Palik, Brian J

    2010-12-01

    In ecological communities, the outcome of plant-plant interactions represents the net effect of positive and negative interactions occurring above and below ground. Untangling these complex relationships can provide a better understanding of mechanisms that underlie plant-plant interactions and enhance our ability to predict population, community, and ecosystem effects of biotic interactions. In forested ecosystems, tree seedlings interact with established vegetation, but the mechanisms and outcomes of these interactions are not well understood. To explore such mechanisms, we manipulated above- and belowground interactions among tree seedlings, shrubs, and trees and monitored seedling survival and growth of six species (Pinus banksiana, Betula papyrifera, P. resinosa, Quercus rubra, P. strobus, and Acer rubrum) in mature pine-dominated forest in northern Minnesota, USA. The forest had a moderately open canopy and sandy soils. Understory manipulations were implemented in the forest interior and in large gaps and included removal of shrubs (no interactions), tieback of shrubs (belowground), removal of shrubs with addition of shade (aboveground), and unmanipulated shrubs (both below- and aboveground). We found that shrubs either suppressed or facilitated seedling survival and growth depending on the seedling species, source of interaction (e.g., above- or belowground), and ecological context (e.g., gap or forest interior). In general, shrubs strongly influenced survival and growth in gaps, with more modest effects in the forest interior. In gaps, the presence of shrub roots markedly decreased seedling growth and survival, supporting the idea that belowground competition may be more important in dry, nutrient-poor sites. Shrub shade effects were neutral for three species and facilitative for the other three. Facilitation was more likely for shade-tolerant species. In the forest interior, shrub shade negatively affected seedling survival for the most shade

  17. Judgments of the distance to nearby virtual objects: interaction of viewing conditions and accommodative demand.

    Science.gov (United States)

    Ellis, S R; Menges, B M

    1997-08-01

    Ten subjects adjusted a real-object probe to match the distance of nearby virtual objects optically presented via a see-through, helmet-mounted display. Monocular, binocular, and stereoscopic viewing conditions were used with two levels of required focus. Observed errors may be related to changes in the subjects' binocular convergence. The results suggest ways in which virtual objects may be presented with improved spatial fidelity.

  18. 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.

  19. 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.

  20. The evolution of early cellular systems viewed through the lens of biological interactions.

    Science.gov (United States)

    Poole, Anthony M; Lundin, Daniel; Rytkönen, Kalle T

    2015-01-01

    The minimal cell concept represents a pragmatic approach to the question of how few genes are required to run a cell. This is a helpful way to build a parts-list, and has been more successful than attempts to deduce a minimal gene set for life by inferring the gene repertoire of the last universal common ancestor, as few genes trace back to this hypothetical ancestral state. However, the study of minimal cellular systems is the study of biological outliers where, by practical necessity, coevolutionary interactions are minimized or ignored. In this paper, we consider the biological context from which minimal genomes have been removed. For instance, some of the most reduced genomes are from endosymbionts and are the result of coevolutionary interactions with a host; few such organisms are "free-living." As few, if any, biological systems exist in complete isolation, we expect that, as with modern life, early biological systems were part of an ecosystem, replete with organismal interactions. We favor refocusing discussions of the evolution of cellular systems on processes rather than gene counts. We therefore draw a distinction between a pragmatic minimal cell (an interesting engineering problem), a distributed genome (a system resulting from an evolutionary transition involving more than one cell) and the looser coevolutionary interactions that are ubiquitous in ecosystems. Finally, we consider the distributed genome and coevolutionary interactions between genomic entities in the context of early evolution.

  1. INTERACTIONS BETWEEN CORONAL MASS EJECTIONS VIEWED IN COORDINATED IMAGING AND IN SITU OBSERVATIONS

    Energy Technology Data Exchange (ETDEWEB)

    Liu, Ying D.; Luhmann, Janet G.; Moestl, Christian; Martinez-Oliveros, Juan C.; Bale, Stuart D.; Lin, Robert P. [Space Sciences Laboratory, University of California, Berkeley, CA 94720 (United States); Harrison, Richard A. [Space Science and Technology Department, Rutherford Appleton Laboratory, Didcot (United Kingdom); Temmer, Manuela [Institute of Physics, University of Graz (Austria); Webb, David F. [Institute for Scientific Research, Boston College, Newton, MA 02459 (United States); Odstrcil, Dusan, E-mail: liuxying@ssl.berkeley.edu [NASA Goddard Space Flight Center, Greenbelt, MD 20771 (United States)

    2012-02-20

    The successive coronal mass ejections (CMEs) from 2010 July 30 to August 1 present us the first opportunity to study CME-CME interactions with unprecedented heliospheric imaging and in situ observations from multiple vantage points. We describe two cases of CME interactions: merging of two CMEs launched close in time and overtaking of a preceding CME by a shock wave. The first two CMEs on August 1 interact close to the Sun and form a merged front, which then overtakes the July 30 CME near 1 AU, as revealed by wide-angle imaging observations. Connections between imaging observations and in situ signatures at 1 AU suggest that the merged front is a shock wave, followed by two ejecta observed at Wind which seem to have already merged. In situ measurements show that the CME from July 30 is being overtaken by the shock at 1 AU and is significantly compressed, accelerated, and heated. The interaction between the preceding ejecta and shock also results in variations in the shock strength and structure on a global scale, as shown by widely separated in situ measurements from Wind and STEREO B. These results indicate important implications of CME-CME interactions for shock propagation, particle acceleration, and space weather forecasting.

  2. Interactions between Coronal Mass Ejections Viewed in Coordinated Imaging and In Situ Observations

    Science.gov (United States)

    Liu, Ying D.; Luhmann, Janet G.; Moestl, Christian; Martinez-Oliveros, Juan C.; Bale, Stewart D.; Lin, Robert P.; Harrison, Richard A.; Temmer, Manuela; Webb, David F.; Odstrcil, Dusan

    2013-01-01

    The successive coronal mass ejections (CMEs) from 2010 July 30 - August 1 present us the first opportunity to study CME-CME interactions with unprecedented heliospheric imaging and in situ observations from multiple vantage points. We describe two cases of CME interactions: merging of two CMEs launched close in time and overtaking of a preceding CME by a shock wave. The first two CMEs on August 1 interact close to the Sun and form a merged front, which then overtakes the July 30 CME near 1 AU, as revealed by wide-angle imaging observations. Connections between imaging observations and in situ signatures at 1 AU suggest that the merged front is a shock wave, followed by two ejecta observed at Wind which seem to have already merged. In situ measurements show that the CME from July 30 is being overtaken by the shock at 1 AU and is significantly compressed, accelerated and heated. The interaction between the preceding ejecta and shock also results in variations in the shock strength and structure on a global scale, as shown by widely separated in situ measurements from Wind and STEREO B. These results indicate important implications of CME-CME interactions for shock propagation, particle acceleration and space weather forecasting.

  3. Operational characteristics optimization of human-computer system

    OpenAIRE

    Zulquernain Mallick; Irfan Anjum Badruddin magami; Khaleed Hussain Tandur

    2010-01-01

    Computer operational parameters are having vital influence on the operators efficiency from readability viewpoint. Four parameters namely font, text/background color, viewing angle and viewing distance are analyzed. The text reading task, in the form of English text, was presented on the computer screen to the participating subjects and their performance, measured in terms of number of words read per minute (NWRPM), was recorded. For the purpose of optimization, the Taguchi method is u...

  4. A new view on the solar wind interaction with the Moon

    CERN Document Server

    Bhardwaj, Anil; Alok, Abhinaw; Barabash, Stas; Wieser, Martin; Futaana, Yoshifumi; Wurz, Peter; Vorburger, Audrey; Holmström, Mats; Lue, Charles; Harada, Yuki; Asamura, Kazushi

    2015-01-01

    Characterised by a surface bound exosphere and localised crustal magnetic fields, the Moon was considered as a passive object when solar wind interacts with it. However, the neutral particle and plasma measurements around the Moon by recent dedicated lunar missions, such as Chandrayaan-1, Kaguya, Chang'E-1, LRO, and ARTEMIS, as well as IBEX have revealed a variety of phenomena around the Moon which results from the interaction with solar wind, such as backscattering of solar wind protons as energetic neutral atoms (ENA) from lunar surface, sputtering of atoms from the lunar surface, formation of a "mini-magnetosphere" around lunar magnetic anomaly regions, as well as several plasma populations around the Moon, including solar wind protons scattered from the lunar surface, from the magnetic anomalies, pick-up ions, protons in lunar wake and more. This paper provides a review of these recent findings and presents the interaction of solar wind with the Moon in a new perspective.

  5. A new view on the solar wind interaction with the Moon

    Science.gov (United States)

    Bhardwaj, Anil; Dhanya, M. B.; Alok, Abhinaw; Barabash, Stas; Wieser, Martin; Futaana, Yoshifumi; Wurz, Peter; Vorburger, Audrey; Holmström, Mats; Lue, Charles; Harada, Yuki; Asamura, Kazushi

    2015-12-01

    Characterised by a surface bound exosphere and localised crustal magnetic fields, the Moon was considered as a passive object when solar wind interacts with it. However, the neutral particle and plasma measurements around the Moon by recent dedicated lunar missions, such as Chandrayaan-1, Kaguya, Chang'E-1, LRO, and ARTEMIS, as well as IBEX have revealed a variety of phenomena around the Moon which results from the interaction with solar wind, such as backscattering of solar wind protons as energetic neutral atoms (ENA) from lunar surface, sputtering of atoms from the lunar surface, formation of a "mini-magnetosphere" around lunar magnetic anomaly regions, as well as several plasma populations around the Moon, including solar wind protons scattered from the lunar surface, from the magnetic anomalies, pick-up ions, protons in lunar wake and more. This paper provides a review of these recent findings and presents the interaction of solar wind with the Moon in a new perspective.

  6. Operational characteristics optimization of human-computer system

    Directory of Open Access Journals (Sweden)

    Zulquernain Mallick

    2010-09-01

    Full Text Available Computer operational parameters are having vital influence on the operators efficiency from readability viewpoint. Four parameters namely font, text/background color, viewing angle and viewing distance are analyzed. The text reading task, in the form of English text, was presented on the computer screen to the participating subjects and their performance, measured in terms of number of words read per minute (NWRPM, was recorded. For the purpose of optimization, the Taguchi method is used to find the optimal parameters to maximize operators’ efficiency for performing readability task. Two levels of each parameter have been considered in this study. An orthogonal array, the signal-to-noise (S/N ratio and the analysis of variance (ANOVA were employed to investigate the operators’ performance/efficiency. Results showed that Times Roman font, black text on white background, 40 degree viewing angle and 60 cm viewing distance, the subjects were quite comfortable, efficient and read maximum number of words per minute. Text/background color was dominant parameter with a percentage contribution of 76.18% towards the laid down objective followed by font type at 18.17%, viewing distance 7.04% and viewing angle 0.58%. Experimental results are provided to confirm the effectiveness of this approach.

  7. STRING 8--a global view on proteins and their functional interactions in 630 organisms

    DEFF Research Database (Denmark)

    Jensen, Lars Juhl; Kuhn, Michael; Stark, Manuel

    2008-01-01

    of genomes and proteins. The most important new developments in STRING 8 over previous releases include a URL-based programming interface, which can be used to query STRING from other resources, improved interaction prediction via genomic neighborhood in prokaryotes, and the inclusion of protein structures...

  8. From Narcissism to Face Work: Two Views on the Self in Social Interaction.

    Science.gov (United States)

    Peräkylä, Anssi

    2015-09-01

    Through the analysis of conversational interaction and clinical notes, this article develops conceptual linkages between the Goffmanian concept of face and the psychoanalytic and psychiatric understandings of narcissism. Self-cathexis--the investment of libidinal emotion to the image of self--is a key issue both for Goffman and in psychoanalytic studies of narcissism. For Goffman, the self and its cathexis are inherently fragile interactional achievements, whereas for psychoanalysts such as Kernberg and Kohut, they are relatively stable intrapsychic structures. An application of Goffman's theory to narcissistic personality disorders suggests that pathological narcissism involves the isolation of the person's self-image from interactional. practices and a consequent inability to benefit from face work in ordinary social encounters. Clinical experience suggests revisions to the theory of face work: there is a biographical continuity in a person's experience of face, and successful participation in face work is made possible by the psychic capacity of playful orientation to one's own and others' narcissistic illusions. Such playful orientation is manifested through the interactional practices of role distancing.

  9. Shadow-Reading Effect on Reading Comprehension: Actualization of Interactive Reading Comprehension: (A Vygotskyan View!)

    Science.gov (United States)

    Sadeghi, Elahe; Afghari, Akbar; Zarei, Gholam-Reza

    2016-01-01

    Reading comprehension has been the main concern for second language learners and researchers. Today with rising interests towards Vygotskyan Sociocultural Theory (SCT), attempts have been made to insert Vygotskyan approach into Foreign/Second Language classrooms emphasizing the role of scaffolding and meaningful interactions to promote learners'…

  10. Interactions between Coronal Mass Ejections Viewed in Coordinated Imaging and In Situ Observations

    CERN Document Server

    Liu, Ying D; Mostl, Christian; Martinez-Oliveros, Juan C; Bale, Stuart D; Lin, Robert P; Harrison, Richard A; Temmer, Manuela; Webb, David F; Odstrcil, Dusan

    2012-01-01

    The successive coronal mass ejections (CMEs) from 2010 July 30 - August 1 present us the first opportunity to study CME-CME interactions with unprecedented heliospheric imaging and in situ observations from multiple vantage points. We describe two cases of CME interactions: merging of two CMEs launched close in time and overtaking of a preceding CME by a shock wave. The first two CMEs on August 1 interact close to the Sun and form a merged front, which then overtakes the July 30 CME near 1 AU, as revealed by wide-angle imaging observations. Connections between imaging observations and in situ signatures at 1 AU suggest that the merged front is a shock wave, followed by two ejecta observed at Wind which seem to have already merged. In situ measurements show that the CME from July 30 is being overtaken by the shock at 1 AU and is significantly compressed, accelerated and heated. The interaction between the preceding ejecta and shock also results in variations in the shock strength and structure on a global scal...

  11. Interaction in distance learning pedagogy: the views of tutors and students

    Directory of Open Access Journals (Sweden)

    Erlinda Martins Batista

    2016-05-01

    Full Text Available This study shares the results of a survey that sought to analyze the process of interaction in a Virtual Learning Environment – VLE from the perspective of students and tutors of a distance learning course of Pedagogy offered by a Brazilian public university. Based on a critical paradigm and a qualitative methodology, this article presents a discussion on the role of interaction in distance learning courses, from the viewpoints of students and tutors. The participants´ concepts of interaction were analyzed from the dialectic and socio-historical perspective, according to which interaction is established in the social relations and mediated by the educator to promote learning. The results suggest that interaction is characterized as a form of communication that occurs especially in the virtual setting and it is strongly unidirectional and little interactional, as it occurs in only one direction, in this case, from students towards tutors as far as schoolwork is concerned. We conclude that both tutors and students need to reframe the concept of interaction, considered in the study as a process of ‘wholeness’. Within the concept of ‘wholeness’, communication occurs so that the Interacting participant is wholly involved in the communication. Their perception of communication is twofold, simultaneous, that is, they see themselves as whole, both in interaction and in the wholeness process. The dialogs in this process occur in a historical, social and dialectical way. Therefore, we support a process that goes beyond interaction, that is, wholeness to promote effective learning in DE – Distance Education. Este estudo compartilha os resultados de uma pesquisa que buscou analisar o processo de interação em ambiente virtual de aprendizagem – AVA, na visão dos estudantes, professores tutores de um curso de pedagogia a distância de uma instituição pública brasileira. Fundamentado no paradigma crítico e na metodologia qualitativa, este

  12. Long-range interactions in the ozone molecule: spectroscopic and dynamical points of view

    CERN Document Server

    Lepers, Maxence; Dulieu, Olivier

    2012-01-01

    Using the multipolar expansion of the electrostatic energy, we have characterized the asymptotic interactions between an oxygen atom O$(^3P)$ and an oxygen molecule O$_2(^3\\Sigma_g^-)$, both in their electronic ground state. We have calculated the interaction energy induced by the permanent electric quadrupoles of O and O$_2$ and the van der Waals energy. On one hand we determined the 27 electronic potential energy surfaces including spin-orbit connected to the O$(^3P)$ + O$_2(^3\\Sigma_g^-)$ dissociation limit of the O--O$_2$ complex. On the other hand we computed the potential energy curves characterizing the interaction between O$(^3P)$ and a O$_2(^3\\Sigma_g^-)$ molecule in its lowest vibrational level and in a low rotational level. Such curves are found adiabatic to a good approximation, namely they are only weakly coupled to each other. These results represent a first step for modeling the spectroscopy of ozone bound levels close to the dissociation limit, as well as the low energy collisions between O an...

  13. Cross-frequency interaction of the eye-movement related LFP signals in V1 of freely viewing monkeys

    Directory of Open Access Journals (Sweden)

    Junji eIto

    2013-02-01

    Full Text Available Recent studies have emphasized the functional role of neuronal activity underlying oscillatory local field potential (LFP signals during visual processing in natural conditions. While functionally relevant components in multiple frequency bands have been reported, little is known about whether and how these components interact with each other across the dominant frequency bands. We examined this phenomenon in LFP signals obtained from the primary visual cortex of monkeys performing voluntary saccadic eye movements on still images of natural scenes. We identified saccade-related changes in respect to power and phase in four dominant frequency bands: delta-theta (2-4 Hz, alpha-beta (10-13 Hz, low-gamma (20-40 Hz, and high-gamma (>100 Hz. The phase of the delta-theta band component is found to be entrained to the rhythm of the repetitive saccades, while an increment in the power of the alpha-beta and low-gamma bands were locked to the onset of saccades. The degree of the power modulation in these frequency bands is positively correlated with the degree of the phase-locking of the delta-theta oscillations to eye movements. These results suggest the presence of cross-frequency interactions in the form of phase-amplitude coupling between slow (delta-theta and faster (alpha-beta and low gamma oscillations. As shown previously, spikes evoked by visual fixations during free viewing are phase-locked to the fast oscillations. Thus, signals of different types and at different temporal scales are nested to each other during natural viewing. Such cross-frequency interaction may provide a general mechanism to coordinate sensory processing on a fast time scale and motor behavior on a slower time scale during active sensing.

  14. Cross-frequency interaction of the eye-movement related LFP signals in V1 of freely viewing monkeys.

    Science.gov (United States)

    Ito, Junji; Maldonado, Pedro; Grün, Sonja

    2013-01-01

    Recent studies have emphasized the functional role of neuronal activity underlying oscillatory local field potential (LFP) signals during visual processing in natural conditions. While functionally relevant components in multiple frequency bands have been reported, little is known about whether and how these components interact with each other across the dominant frequency bands. We examined this phenomenon in LFP signals obtained from the primary visual cortex of monkeys performing voluntary saccadic eye movements (EMs) on still images of natural-scenes. We identified saccade-related changes in respect to power and phase in four dominant frequency bands: delta-theta (2-4 Hz), alpha-beta (10-13 Hz), low-gamma (20-40 Hz), and high-gamma (>100 Hz). The phase of the delta-theta band component is found to be entrained to the rhythm of the repetitive saccades, while an increment in the power of the alpha-beta and low-gamma bands were locked to the onset of saccades. The degree of the power modulation in these frequency bands is positively correlated with the degree of the phase-locking of the delta-theta oscillations to EMs. These results suggest the presence of cross-frequency interactions in the form of phase-amplitude coupling (PAC) between slow (delta-theta) and faster (alpha-beta and low gamma) oscillations. As shown previously, spikes evoked by visual fixations during free viewing are phase-locked to the fast oscillations. Thus, signals of different types and at different temporal scales are nested to each other during natural viewing. Such cross-frequency interaction may provide a general mechanism to coordinate sensory processing on a fast time scale and motor behavior on a slower time scale during active sensing.

  15. View relations

    DEFF Research Database (Denmark)

    Knudsen, Søren; Carpendale, Sheelagh

    2016-01-01

    In this paper, we explore the potential of using visual representations to support people in managing, organizing, and understanding relations between multiple visualization views. Multiple views can help people understand different facets of data and data processing, and are a crucial part of data...... analysis particularly when it is done collaboratively. Both the growing use of multiple views and the increasing display sizes have amplified the need to explore how to better help people to understand the relations between many views. To improve our understanding of how to visualize view relations, we...... invited visualization and interaction designers to critique and sketch representations of view relations. The participants provided design critiques, and sketched their own relation representations. Our findings expand the range and palette of ways of visually linking visualization views and suggest new...

  16. A novel view of modelling interactions between synthetic and biological polymers via docking

    Science.gov (United States)

    Tsvetkov, Vladimir B.; Serbin, Alexander V.

    2012-12-01

    Multipoint interactions between synthetic and natural polymers provide a promising platform for many topical applications, including therapeutic blockage of virus-specific targets. Docking may become a useful tool for modelling of such interactions. However, the rigid docking cannot be correctly applied to synthetic polymers with flexible chains. The application of flexible docking to these polymers as whole macromolecule ligands is also limited by too many possible conformations. We propose to solve this problem via stepwise flexible docking. Step 1 is docking of separate polymer components: (1) backbone units ( BU), multi-repeated along the chain, and (2) side groups ( SG) consisting of functionally active elements ( SG F ) and bridges ( SG B ) linking SG F with BU. At this step, probable binding sites locations and binding energies for the components are scored. Step 2 is docking of component-integrating models: [ BU] m , SG = SG F -SG B , BU-SG, BU-BU( SG) -BU, BU( SG) -[ BU] m -BU( SG), and [ BU var ( SG var )] m . Every modelling level yields new information, including how the linkage of various components influences on the ligand—target contacts positioning, orientation, and binding energy in step-by-step approximation to polymeric ligand motifs. Step 3 extrapolates the docking results to real-scale macromolecules. This approach has been demonstrated by studying the interactions between hetero-SG modified anionic polymers and the N-heptad repeat region tri-helix core of the human immunodeficiency virus type 1 ( HIV-1) envelope glycoprotein gp41, the key mediator of HIV-1 fusion during virus entry. The docking results are compared to real polymeric compounds, acting as HIV-1 entry inhibitors in vitro. This study clarifies the optimal macromolecular design for the viral fusion inhibition and drug resistance prevention.

  17. A novel view of modelling interactions between synthetic and biological polymers via docking.

    Science.gov (United States)

    Tsvetkov, Vladimir B; Serbin, Alexander V

    2012-12-01

    Multipoint interactions between synthetic and natural polymers provide a promising platform for many topical applications, including therapeutic blockage of virus-specific targets. Docking may become a useful tool for modelling of such interactions. However, the rigid docking cannot be correctly applied to synthetic polymers with flexible chains. The application of flexible docking to these polymers as whole macromolecule ligands is also limited by too many possible conformations. We propose to solve this problem via stepwise flexible docking. Step 1 is docking of separate polymer components: (1) backbone units (BU), multi-repeated along the chain, and (2) side groups (SG) consisting of functionally active elements (SG(F)) and bridges (SG(B)) linking SG(F) with BU. At this step, probable binding sites locations and binding energies for the components are scored. Step 2 is docking of component-integrating models: [BU](m), SG = SG(F)-SG(B), BU-SG, BU-BU(SG)-BU, BU(SG)-[BU](m)-BU(SG), and [BU(var)(SG(var))](m). Every modelling level yields new information, including how the linkage of various components influences on the ligand-target contacts positioning, orientation, and binding energy in step-by-step approximation to polymeric ligand motifs. Step 3 extrapolates the docking results to real-scale macromolecules. This approach has been demonstrated by studying the interactions between hetero-SG modified anionic polymers and the N-heptad repeat region tri-helix core of the human immunodeficiency virus type 1 (HIV-1) envelope glycoprotein gp41, the key mediator of HIV-1 fusion during virus entry. The docking results are compared to real polymeric compounds, acting as HIV-1 entry inhibitors in vitro. This study clarifies the optimal macromolecular design for the viral fusion inhibition and drug resistance prevention.

  18. A Spin Gauge Formulation of Gravity and a New View of Gravity-Matter Interactions

    CERN Document Server

    Ivancevic, Nicolas

    2011-01-01

    A first-order formulation of gravity is developed in which the fundamental fields consist of an SL(2,C) connection and two spinor-valued 1-forms. It is shown that the first term of an expansion of the Einstein-Hilbert action leads to an action for these fields which consists of dynamic L2 inner products of their covariant derivatives, resembling reasonable generalisations of the terms found in the actions of typical gauge theories on Minkowski spacetime. If additional terms corresponding to other forces and matter, formulated in the same manner, are then included, this approach may shed new light on interactions of gravity with matter and other force carriers.

  19. A Multiwavelength View of Star Formation in Interacting Galaxies in the Pavo Group

    CERN Document Server

    Machacek, M; Jones, C; Forman, W R; Bastian, N

    2008-01-01

    We combine Spitzer IRAC mid-infrared (MIR) and Chandra X-ray observations of the dominant galaxies NGC6872 and NGC6876 in the Pavo group with archival optical and HI data to study interaction-induced star formation. In spiral galaxy NGC6872, 8.0 and 5.8 micron nonstellar emission having colors consistent with polycyclic aromatic hydrocarbons (PAHs) is concentrated in clumps in three regions: in a 5 kpc radius outer ring about the center of the spiral galaxy, in a bridge of emission connecting NGC6872's northern spiral arm to IC4970, and along the full extent of NGC6872's tidal arms. PAH emission is correlated with young star clusters and dense HI regions. We find no strong differences in the MIR colors of star-forming regions in the spiral galaxy NGC6872 as a function of position relative to the tidally interacting companion galaxy IC4970. We find 11 very luminous X-ray sources (>~ (0.5 - 5) x 10^{39} ergs/s) clustered to the southwest in NGC6872, near bright star-forming regions. In NGC6872's tidal features,...

  20. SynTView — an interactive multi-view genome browser for next-generation comparative microorganism genomics

    Science.gov (United States)

    2013-01-01

    Background Dynamic visualisation interfaces are required to explore the multiple microbial genome data now available, especially those obtained by high-throughput sequencing — a.k.a. “Next-Generation Sequencing” (NGS) — technologies; they would also be useful for “standard” annotated genomes whose chromosome organizations may be compared. Although various software systems are available, few offer an optimal combination of feature-rich capabilities, non-static user interfaces and multi-genome data handling. Results We developed SynTView, a comparative and interactive viewer for microbial genomes, designed to run as either a web-based tool (Flash technology) or a desktop application (AIR environment). The basis of the program is a generic genome browser with sub-maps holding information about genomic objects (annotations). The software is characterised by the presentation of syntenic organisations of microbial genomes and the visualisation of polymorphism data (typically Single Nucleotide Polymorphisms — SNPs) along these genomes; these features are accessible to the user in an integrated way. A variety of specialised views are available and are all dynamically inter-connected (including linear and circular multi-genome representations, dot plots, phylogenetic profiles, SNP density maps, and more). SynTView is not linked to any particular database, allowing the user to plug his own data into the system seamlessly, and use external web services for added functionalities. SynTView has now been used in several genome sequencing projects to help biologists make sense out of huge data sets. Conclusions The most important assets of SynTView are: (i) the interactivity due to the Flash technology; (ii) the capabilities for dynamic interaction between many specialised views; and (iii) the flexibility allowing various user data sets to be integrated. It can thus be used to investigate massive amounts of information efficiently at the chromosome level. This

  1. Global biogeochemical cycles: Studies of interaction and change, some views on the strategy of approach

    Science.gov (United States)

    Bolin, B.

    1984-01-01

    The global biosphere is an exceedingly complex system. To gain an understanding of its structure and dynamic features, it is necessary to increase knowledge about the detailed processes, but also to develop models of how global interactions take place. Attempts to analyze the detailed physical, chemical and biological processes need, in this context, to be guided by an advancement of understanding of the latter. It is necessary to develop a strategy of data gathering that serves both these purposes simultaneously. climate research during the last decade may serve as a useful example of how to approach this difficult problem in a systematic way. Large programs for data collection may easily become rigid and costly. While realizing the necessity of a systematic and long lasting effort of observing the atmosphere, the oceans, land and life on Earth, such a program must remain flexible enough to permit the modifications and even sometimes improvisations that are necessary to maintain a viable program.

  2. Global biogeochemical cycles: Studies of interaction and change, some views on the strategy of approach

    Science.gov (United States)

    Bolin, B.

    1984-01-01

    The global biosphere is an exceedingly complex system. To gain an understanding of its structure and dynamic features, it is necessary to increase knowledge about the detailed processes, but also to develop models of how global interactions take place. Attempts to analyze the detailed physical, chemical and biological processes need, in this context, to be guided by an advancement of understanding of the latter. It is necessary to develop a strategy of data gathering that serves both these purposes simultaneously. climate research during the last decade may serve as a useful example of how to approach this difficult problem in a systematic way. Large programs for data collection may easily become rigid and costly. While realizing the necessity of a systematic and long lasting effort of observing the atmosphere, the oceans, land and life on Earth, such a program must remain flexible enough to permit the modifications and even sometimes improvisations that are necessary to maintain a viable program.

  3. 3DBIONOTES: A unified, enriched and interactive view of macromolecular information.

    Science.gov (United States)

    Tabas-Madrid, D; Segura, J; Sanchez-Garcia, R; Cuenca-Alba, J; Sorzano, C O S; Carazo, J M

    2016-05-01

    With the advent of high throughput techniques like Next Generation Sequencing, the amount of biological information for genes and proteins is growing faster than ever. Structural information is also rapidly growing, especially in the cryo Electron Microscopy area. However, in many cases, the proteomic and genomic data are spread in multiple databases and with no simple connection to structural information. In this work we present a new web platform that integrates EMDB/PDB structures and UniProt sequences with different sources of protein annotations. The application provides an interactive interface linking sequence and structure, including EM maps, presenting the different sources of information at sequence and structural level. The web application is available at http://3dbionotes.cnb.csic.es.

  4. Interaction of Hydrogen with Au Modified by Pd and Rh in View of Electrochemical Applications

    Directory of Open Access Journals (Sweden)

    Fernanda Juarez

    2016-07-01

    Full Text Available Hydrogen interaction with bimetallic Au(Pd and Au(Rh systems are studied with the density functional theory (DFT-based periodic approach. Several bimetallic configurations with varying concentrations of Pd and Rh atoms in the under layer of a gold surface(111 were considered. The reactivity of the doped Au(111 toward hydrogen adsorption and absorption was related to the property modifications induced by the presence of metal dopants. DFT-computed quantities, such as the energy stability, the inter-atomic and inter-slab binding energies between gold and dopants, and the charge density were used to infer the similarities and differences between both Pd and Rh dopants in these model alloys. The hydrogen penetration into the surface is favored in the bimetallic slab configurations. The underlayer dopants affect the reactivity of the surface gold toward hydrogen adsorption in the systems with a dopant underlayer, covered by absorbed hydrogen up to a monolayer. This indicates a possibility to tune the gold surface properties of bimetallic electrodes by modulating the degree of hydrogen coverage of the inner dopant layer(s.

  5. Disinfectants - bacterial cells interactions in the view of hygiene and public health

    Directory of Open Access Journals (Sweden)

    Marta Książczyk

    2015-09-01

    Full Text Available In recent years, the use of biocides has increased rapidly. One common example is triclosan, with wide application in households as well as medical and industrial fields, especially food industry and animal husbandry. Chemical disinfection is a major mean to control and eliminate pathogenic bacteria, particularly those with multidrug resistance (MDR phenotype. However, exposition to biocides results in an adaptive response in microorganisms, causing them to display a wide range of resistance mechanisms. Numerous microorganisms are characterized by either natural resistance to chemical compounds or an ability to adapt to biocides using various strategies, such as: modification of cell surface structures (lipopolisaccharide, membrane fatty acids, over-expression of efflux pumps (a system for active transport of toxic compounds out of bacterial cell, enzymatic inactivation of biocides or altering biocide targets. For instance, it was shown that in vitro exposition of Salmonella Typhimurium to subinhibitory concentration of biocides (triclosan, quaternary ammonium compounds [QACs] resulted in selection of variants resistant to tested biocides and, additionally, to acridine dyes and antibiotics. Bacillus subtilis and Micrococcus luteus strains isolated from chlorine dioxide containing disinfection devices were found to be resistant to chlorine dioxide and also to other oxidizing compounds, such as peracetic acid and hydrogen peroxide. Interaction between chemical compounds, including disinfectants and microbial cells, can create a serious threat to public health and sanitary-hygienic security. This phenomenon is connected with factor risk that intensify the probability of selection and dissemination of multidrug resistance among pathogenic bacteria.

  6. ESO unveils an amazing, interactive, 360-degree panoramic view of the entire night sky

    Science.gov (United States)

    2009-09-01

    The first of three images of ESO's GigaGalaxy Zoom project - a new magnificent 800-million-pixel panorama of the entire sky as seen from ESO's observing sites in Chile - has just been released online. The project allows stargazers to explore and experience the Universe as it is seen with the unaided eye from the darkest and best viewing locations in the world. This 360-degree panoramic image, covering the entire celestial sphere, reveals the cosmic landscape that surrounds our tiny blue planet. This gorgeous starscape serves as the first of three extremely high-resolution images featured in the GigaGalaxy Zoom project, launched by ESO within the framework of the International Year of Astronomy 2009 (IYA2009). GigaGalaxy Zoom features a web tool that allows users to take a breathtaking dive into our Milky Way. With this tool users can learn more about many different and exciting objects in the image, such as multicoloured nebulae and exploding stars, just by clicking on them. In this way, the project seeks to link the sky we can all see with the deep, "hidden" cosmos that astronomers study on a daily basis. The wonderful quality of the images is a testament to the splendour of the night sky at ESO's sites in Chile, which are the most productive astronomical observatories in the world. The plane of our Milky Way Galaxy, which we see edge-on from our perspective on Earth, cuts a luminous swath across the image. The projection used in GigaGalaxy Zoom place the viewer in front of our Galaxy with the Galactic Plane running horizontally through the image - almost as if we were looking at the Milky Way from the outside. From this vantage point, the general components of our spiral galaxy come clearly into view, including its disc, marbled with both dark and glowing nebulae, which harbours bright, young stars, as well as the Galaxy's central bulge and its satellite galaxies. The painstaking production of this image came about as a collaboration between ESO, the renowned

  7. Rootstock-scion interaction affecting citrus response to CTV infection: a proteomic view.

    Science.gov (United States)

    Laino, Paolo; Russo, Maria P; Guardo, Maria; Reforgiato-Recupero, Giuseppe; Valè, Giampiero; Cattivelli, Luigi; Moliterni, Vita M C

    2016-04-01

    Citrus tristeza virus (CTV) is the causal agent of various diseases with dramatic effects on citrus crops worldwide. Most Citrus species, grown on their own roots, are symptomless hosts for many CTV isolates. However, depending on different scion-rootstock combination, CTV infection should result in distinct syndromes, being 'tristeza' the more severe one, leading to a complete decline of the susceptible plants in a few weeks. Transcriptomic analyses revealed several genes involved either in defense response, or systemic acquired resistance, as well as transcription factors and components of the phosphorylation cascades, to be differentially regulated during CTV infection in Citrus aurantifolia species. To date little is known about the molecular mechanism of this host-pathogen interaction, and about the rootstock effect on citrus response to CTV infection. In this work, the response to CTV infection has been investigated in tolerant and susceptible scion-rootstock combinations by two-dimensional gel electrophoresis (2DE). A total of 125 protein spots have been found to be differently accumulated and/or phosphorylated between the two rootstock combinations. Downregulation in tolerant plants upon CTV infection was detected for proteins involved in reactive oxygen species (ROS) scavenging and defense response, suggesting a probable acclimation response able to minimize the systemic effects of virus infection. Some of these proteins resulted to be modulated also in absence of virus infection, revealing a rootstock effect on scion proteome modulation. Moreover, the phospho-modulation of proteins involved in ROS scavenging and defense response, further supports their involvement either in scion-rootstock crosstalk or in the establishment of tolerance/susceptibility to CTV infection. © 2015 Scandinavian Plant Physiology Society.

  8. Social-Biological Interactions in Oral Disease: A 'Cells to Society' View.

    Directory of Open Access Journals (Sweden)

    Noha Gomaa

    Full Text Available Oral diseases constitute a major worldwide public health problem, with their burden concentrating in socially disadvantaged and less affluent groups of the population, resulting in significant oral health inequalities. Biomedical and behavioural approaches have proven relatively ineffective in reducing these inequalities, and have potentially increased the health gap between social groups. Some suggest this stems from a lack of understanding of how the social and psychosocial contexts in which behavioural and biological changes occur influence oral disease. To unravel the pathways through which social factors affect oral health outcomes, a better understanding is thus needed of how the social 'gets under the skin,' or becomes embodied, to alter the biological. In this paper, we present the current knowledge on the interplay between social and biological factors in oral disease. We first provide an overview of the process of embodiment in chronic disease and then evaluate the evidence on embodiment in oral disease by reviewing published studies in this area. Results show that, in periodontal disease, income, education and perceived stress are correlated with elevated levels of stress hormones, disrupted immune biomarkers and increased allostatic load. Similarly, socioeconomic position and increased financial stress are related to increased stress hormones and cariogenic bacterial counts in dental caries. Based on these results, we propose a dynamic model depicting social-biological interactions that illustrates potential interdependencies between social and biological factors that lead to poor oral health. This work and the proposed model may aid in developing a better understanding of the causes of oral health inequalities and implicate the importance of addressing the social determinants of oral health in innovating public health interventions.

  9. Lunar Mapping and Modeling On-the-Go: A mobile framework for viewing and interacting with large geospatial datasets

    Science.gov (United States)

    Chang, G.; Kim, R.; Bui, B.; Sadaqathullah, S.; Law, E.; Malhotra, S.

    2012-12-01

    The Lunar Mapping and Modeling Portal (LMMP, https://www.lmmp.nasa.gov/) is a collaboration between four NASA centers, JPL, Marshall, Goddard, and Ames, along with the USGS and US Army to provide a centralized geospatial repository for storing processed lunar data collected from the Apollo missions to the latest data acquired by the Lunar Reconnaissance Orbiter (LRO). We offer various scientific and visualization tools to analyze rock and crater densities, lighting maps, thermal measurements, mineral concentrations, slope hazards, and digital elevation maps with the intention of serving not only scientists and lunar mission planners, but also the general public. The project has pioneered in leveraging new technologies and embracing new computing paradigms to create a system that is sophisticated, secure, robust, and scalable all the while being easy to use, streamlined, and modular. We have led innovations through the use of a hybrid cloud infrastructure, authentication through various sources, and utilizing an in-house GIS framework, TWMS (TiledWMS) as well as the commercial ArcGIS product from ESRI. On the client end, we also provide a Flash GUI framework as well as REST web services to interact with the portal. We have also developed a visualization framework on mobile devices, specifically Apple's iOS, which allows anyone from anywhere to interact with LMMP. At the most basic level, the framework allows users to browse LMMP's entire catalog of over 600 data imagery products ranging from global basemaps to LRO's Narrow Angle Camera (NAC) images that provide details of up to .5 meters/pixel. Users are able to view map metadata and can zoom in and out as well as pan around the entire lunar surface with the appropriate basemap. They can arbitrarily stack the maps and images on top of each other to show a layered view of the surface with layer transparency adjusted to suit the user's desired look. Once the user has selected a combination of layers, he can also

  10. Drug-DNA interactions at single molecule level: A view with optical tweezers

    Science.gov (United States)

    Paramanathan, Thayaparan

    Studies of small molecule--DNA interactions are essential for developing new drugs for challenging diseases like cancer and HIV. The main idea behind developing these molecules is to target and inhibit the reproduction of the tumor cells and infected cells. We mechanically manipulate single DNA molecule using optical tweezers to investigate two molecules that have complex and multiple binding modes. Mononuclear ruthenium complexes have been extensively studied as a test for rational drug design. Potential drug candidates should have high affinity to DNA and slow dissociation kinetics. To achieve this, motifs of the ruthenium complexes are altered. Our collaborators designed a dumb-bell shaped binuclear ruthenium complex that can only intercalate DNA by threading through its bases. Studying the binding properties of this complex in bulk studies took hours. By mechanically manipulating a single DNA molecule held with optical tweezers, we lower the barrier to thread and make it fast compared to the bulk experiments. Stretching single DNA molecules with different concentration of drug molecules and holding it at a constant force allows the binding to reach equilibrium. By this we can obtain the equilibrium fractional ligand binding and length of DNA at saturated binding. Fitting these results yields quantitative measurements of the binding thermodynamics and kinetics of this complex process. The second complex discussed in this study is Actinomycin D (ActD), a well studied anti-cancer agent that is used as a prototype for developing new generations of drugs. However, the biophysical basis of its activity is still unclear. Because ActD is known to intercalate double stranded DNA (dsDNA), it was assumed to block replication by stabilizing dsDNA in front of the replication fork. However, recent studies have shown that ActD binds with even higher affinity to imperfect duplexes and some sequences of single stranded DNA (ssDNA). We directly measure the on and off rates by

  11. 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...

  12. 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.

  13. Linguistics in the digital humanities: (computational corpus linguistics

    Directory of Open Access Journals (Sweden)

    Kim Ebensgaard Jensen

    2014-12-01

    Full Text Available Corpus linguistics has been closely intertwined with digital technology since the introduction of university computer mainframes in the 1960s. Making use of both digitized data in the form of the language corpus and computational methods of analysis involving concordancers and statistics software, corpus linguistics arguably has a place in the digital humanities. Still, it remains obscure and fi gures only sporadically in the literature on the digital humanities. Th is article provides an overview of the main principles of corpus linguistics and the role of computer technology in relation to data and method and also off ers a bird's-eye view of the history of corpus linguistics with a focus on its intimate relationship with digital technology and how digital technology has impacted the very core of corpus linguistics and shaped the identity of the corpus linguist. Ultimately, the article is oriented towards an acknowledgment of corpus linguistics' alignment with the digital humanities.

  14. 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

  15. Toward a refined view of aggressive fantasy as a risk factor for aggression: interaction effects involving cognitive and situational variables.

    Science.gov (United States)

    Smith, Craig E; Fischer, Kurt W; Watson, Malcolm W

    2009-01-01

    Over three decades of research have established a positive connection between fantasizing about aggression and enacting aggression. Such findings have provided strong evidence against the catharsis view of aggressive fantasy. However, little attention has been paid to the potentially nuanced nature of the link between fantasy aggression and actual aggression. In the present article, we examined the influence of four variables in the aggressive fantasy-aggressive behavior link: gender, exposure to violence, fantasy absorption, and level of fantasy about harm befalling loved ones and the self (dysphoric fantasy). Using data from a diverse, community-based sample of 7-14-year olds and their mothers, we replicated the general finding that aggressive fantasy is positively associated with real-world aggressive behavior. However, we also found that the interaction of aggressive fantasy and exposure to violence related significantly to aggression, as did the relation between aggressive fantasy and dysphoric fantasy. When exposure to violence was low, even high levels of aggressive fantasizing did not predict aggressive behavior, and, when aggressive fantasizing was low, even high levels of exposure to violence did not predict aggressive behavior. Similarly, when dysphoric fantasy was high, the connection between fantasy aggression and real aggression was markedly attenuated. The implications of these findings for intervention efforts and future research are considered.

  16. Brief Report: Using a Point-of-View Camera to Measure Eye Gaze in Young Children with Autism Spectrum Disorder during Naturalistic Social Interactions--A Pilot Study

    Science.gov (United States)

    Edmunds, Sarah R.; Rozga, Agata; Li, Yin; Karp, Elizabeth A.; Ibanez, Lisa V.; Rehg, James M.; Stone, Wendy L.

    2017-01-01

    Children with autism spectrum disorder (ASD) show reduced gaze to social partners. Eye contact during live interactions is often measured using stationary cameras that capture various views of the child, but determining a child's precise gaze target within another's face is nearly impossible. This study compared eye gaze coding derived from…

  17. 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

  18. Understanding the tissue interaction of new treatment modalities in laparoscopic surgery in view of safe and effective application (Conference Presentation)

    Science.gov (United States)

    Grimbergen, Matthijs C. M.; Klaessens, John H.; van der Veen, Albert J.; Verdaasdonk, Rudolf M.

    2016-03-01

    During laparoscopic surgery, devices are require to either cut, ablate or coagulate tissue and veins with high precision and controlled lateral damage preferably in an one-for-all modality. The tissue interactions of 3 new treatment modalities were studied using special imaging techniques to obtain a better understanding the working mechanism in view of effective and safe application. The Plasmajet produces a high temperature ionized gas 'flame' directed to the tissue surface at the tip of a 4 mm diameter rigid hand piece. The Lumenis DUO CO2 laser enables endoscopic laser energy delivery through a 1 mm outer diameter flexible hollow waveguide. The 2 µm 'Thulium' laser is delivered by (standard) 400 µm diameter optical fiber. Thermal imaging and Schlieren techniques were used to assess the superficial ablative and coagulation effects these surgical instruments scanning at preset velocities and distances from the surface of biological tissues and phantoms . The CO2 was very effective in tissue ablation even at a distance up to 10 mm due to a very small diverging beam from the hollow waveguide. In contrast, the Thulium laser showed less ablation and increasing coagulation at larger distance to the tissue. The gas 'flame' of the Plasmajet spread the thermal energy over the surface for effective superficial ablation and coagulation. However, the pressure of the gas flow is substantial on the tissue surface creating turbulence and even indirect cooling. The specific ablation and coagulation effects of the three treatment modalities have to be appreciate and the effective and safe application will depend on the preference and skills of the surgeon

  19. 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.

  20. 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.

  1. 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

  2. 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.…

  3. 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

  4. 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,

  5. 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...

  6. 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…

  7. 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.

  8. 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…

  9. 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.

  10. 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…

  11. 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

  12. 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.

  13. 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

  14. 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.

  15. 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…

  16. 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)

  17. 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)

  18. 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

  19. TransCAIP: A Live 3D TV system using a camera array and an integral photography display with interactive control of viewing parameters.

    Science.gov (United States)

    Taguchi, Yuichi; Koike, Takafumi; Takahashi, Keita; Naemura, Takeshi

    2009-01-01

    The system described in this paper provides a real-time 3D visual experience by using an array of 64 video cameras and an integral photography display with 60 viewing directions. The live 3D scene in front of the camera array is reproduced by the full-color, full-parallax autostereoscopic display with interactive control of viewing parameters. The main technical challenge is fast and flexible conversion of the data from the 64 multicamera images to the integral photography format. Based on image-based rendering techniques, our conversion method first renders 60 novel images corresponding to the viewing directions of the display, and then arranges the rendered pixels to produce an integral photography image. For real-time processing on a single PC, all the conversion processes are implemented on a GPU with GPGPU techniques. The conversion method also allows a user to interactively control viewing parameters of the displayed image for reproducing the dynamic 3D scene with desirable parameters. This control is performed as a software process, without reconfiguring the hardware system, by changing the rendering parameters such as the convergence point of the rendering cameras and the interval between the viewpoints of the rendering cameras.

  20. Having views, abandoning views

    DEFF Research Database (Denmark)

    Sobisch, Jan-Ulrich

    2013-01-01

    In the bKa' brgyud tradition of Tibetan Buddhism, holding a philosophical view cannot produce an understanding of ultimate reality. The article contains some arguments why views must ultimately be abandoned....

  1. 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...

  2. Having views, abandoning views

    DEFF Research Database (Denmark)

    Sobisch, Jan-Ulrich

    2013-01-01

    In the bKa' brgyud tradition of Tibetan Buddhism, holding a philosophical view cannot produce an understanding of ultimate reality. The article contains some arguments why views must ultimately be abandoned.......In the bKa' brgyud tradition of Tibetan Buddhism, holding a philosophical view cannot produce an understanding of ultimate reality. The article contains some arguments why views must ultimately be abandoned....

  3. 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.

  4. 使用jQuery实现GridView控件交互操作%Use jQuery to Realize the Interactive Operation of GridView Widge

    Institute of Scientific and Technical Information of China (English)

    洪伟珍

    2016-01-01

    GridView作为ASP.NET中常用的数据绑定控件,具有显示、编辑和删除多种不同数据源中的数据,但针对Web页面的交互操作,如使用键盘方向键切换单元格等,GridView控件并不支持,本文提出了使用JQuery实现GridView交互操作的思路,并给出实现方式。%As a commonly used data binding control in ASP.NET, GridView can display, edit and delete data in many different data sources. But for the interactive operation of the Web page, GridView widget can not switch cells by the keyboard keys. This paper puts forward the idea of using JQuery to realize the interactive operation of GridView, and gives the way to realize it.

  5. 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.

  6. 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.

  7. 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

  8. Intensive Interaction as a Novel Approach in Social Care: Care Staff's Views on the Practice Change Process

    Science.gov (United States)

    Firth, Graham; Elford, Helen; Leeming, Catherine; Crabbe, Marion

    2008-01-01

    Background: Intensive Interaction is an approach to developing the pre-verbal communication and sociability of people with severe or profound and multiple learning disabilities and autism. Previous research has indicated many potential benefits; however, the approach is not consistently used in social care. Aim: To report on the significant and…

  9. 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.

  10. 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...

  11. Wave-particle and wave-wave interactions in hot plasmas: a French historical point of view

    Science.gov (United States)

    Laval, Guy; Pesme, Denis; Adam, Jean-Claude

    2016-11-01

    The first researches on nuclear fusion for energy applications marked the entrance of hot plasmas into the laboratory. It became necessary to understand the behavior of such plasmas and to learn how to manipulate them. Theoreticians and experimentalists, building on the foundations of empirical laws, had to construct this new plasma physics from first principles and to explain the results of more and more complicated experiments. Along this line, two important topics emerged: wave-particle and wave-wave interactions. Here, their history is recalled as it has been lived by a French team from the end of the sixties to the beginning of the twenty-first century.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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。

  18. The Jupyter/IPython architecture: a unified view of computational research, from interactive exploration to communication and publication.

    Science.gov (United States)

    Ragan-Kelley, M.; Perez, F.; Granger, B.; Kluyver, T.; Ivanov, P.; Frederic, J.; Bussonnier, M.

    2014-12-01

    IPython has provided terminal-based tools for interactive computing in Python since 2001. The notebook document format and multi-process architecture introduced in 2011 have expanded the applicable scope of IPython into teaching, presenting, and sharing computational work, in addition to interactive exploration. The new architecture also allows users to work in any language, with implementations in Python, R, Julia, Haskell, and several other languages. The language agnostic parts of IPython have been renamed to Jupyter, to better capture the notion that a cross-language design can encapsulate commonalities present in computational research regardless of the programming language being used. This architecture offers components like the web-based Notebook interface, that supports rich documents that combine code and computational results with text narratives, mathematics, images, video and any media that a modern browser can display. This interface can be used not only in research, but also for publication and education, as notebooks can be converted to a variety of output formats, including HTML and PDF. Recent developments in the Jupyter project include a multi-user environment for hosting notebooks for a class or research group, a live collaboration notebook via Google Docs, and better support for languages other than Python.

  19. Marginalised Stacked Denoising Autoencoders for Robust Representation of Real-Time Multi-View Action Recognition

    Directory of Open Access Journals (Sweden)

    Feng Gu

    2015-07-01

    Full Text Available Multi-view action recognition has gained a great interest in video surveillance, human computer interaction, and multimedia retrieval, where multiple cameras of different types are deployed to provide a complementary field of views. Fusion of multiple camera views evidently leads to more robust decisions on both tracking multiple targets and analysing complex human activities, especially where there are occlusions. In this paper, we incorporate the marginalised stacked denoising autoencoders (mSDA algorithm to further improve the bag of words (BoWs representation in terms of robustness and usefulness for multi-view action recognition. The resulting representations are fed into three simple fusion strategies as well as a multiple kernel learning algorithm at the classification stage. Based on the internal evaluation, the codebook size of BoWs and the number of layers of mSDA may not significantly affect recognition performance. According to results on three multi-view benchmark datasets, the proposed framework improves recognition performance across all three datasets and outputs record recognition performance, beating the state-of-art algorithms in the literature. It is also capable of performing real-time action recognition at a frame rate ranging from 33 to 45, which could be further improved by using more powerful machines in future applications.

  20. Marginalised Stacked Denoising Autoencoders for Robust Representation of Real-Time Multi-View Action Recognition.

    Science.gov (United States)

    Gu, Feng; Flórez-Revuelta, Francisco; Monekosso, Dorothy; Remagnino, Paolo

    2015-07-16

    Multi-view action recognition has gained a great interest in video surveillance, human computer interaction, and multimedia retrieval, where multiple cameras of different types are deployed to provide a complementary field of views. Fusion of multiple camera views evidently leads to more robust decisions on both tracking multiple targets and analysing complex human activities, especially where there are occlusions. In this paper, we incorporate the marginalised stacked denoising autoencoders (mSDA) algorithm to further improve the bag of words (BoWs) representation in terms of robustness and usefulness for multi-view action recognition. The resulting representations are fed into three simple fusion strategies as well as a multiple kernel learning algorithm at the classification stage. Based on the internal evaluation, the codebook size of BoWs and the number of layers of mSDA may not significantly affect recognition performance. According to results on three multi-view benchmark datasets, the proposed framework improves recognition performance across all three datasets and outputs record recognition performance, beating the state-of-art algorithms in the literature. It is also capable of performing real-time action recognition at a frame rate ranging from 33 to 45, which could be further improved by using more powerful machines in future applications.

  1. The Effect of Interactive Whiteboard Supported Inquiry-Based Learning on Achievement and Motivation in Physics and Views of Prospective Teachers Toward the Instruction

    Directory of Open Access Journals (Sweden)

    Uğur Sarı, Gamze

    2013-12-01

    Full Text Available In this study, the effects of interactive whiteboard supported inquiry- based learning approach on the academic achievement and motivation in modern physics teaching have been investigated and the views of prospective teachers toward the teaching supported by interactive whiteboard have been defined. In this study, patterned in the form of quasi-empirical model and supported with pre- and post-test control groups, data were collected by academic achievement tests, motivation scales and semi-structured interview forms. While traditional method was used to deliver lectures to the control group, interactive white board was used to deliver experimental group lectures enriched with activities such as simulations, videos and animations. Thus, it has been taken advantages of technology support in the processes of orienting and asking questions, identification of problems, hypothesis generation, testing and planning. In addition to these, the processes of measuring, drawing a graphs, controlling the variables and data interpretation have also been supported by simulations in lectures. As a result of applications, it has been achieved that the teaching materials used in experimental group significantly increased the students’ motivations and academic achievements. Moreover, it also has been obtained that prospective teachers had positive opinions; such as funny (amusing lecture environment, increasing the participation, concretization of the abstract concepts, facilitating the learning and providing permanence on applications in this study.

  2. Upgrades and application of FIT3D NBI-plasma interaction code in view of LHD deuterium campaigns

    Science.gov (United States)

    Vincenzi, P.; Bolzonella, T.; Murakami, S.; Osakabe, M.; Seki, R.; Yokoyama, M.

    2016-12-01

    This work presents an upgrade of the FIT3D neutral beam-plasma interaction code, part of TASK3D, a transport suite of codes, and its application to LHD experiments in the framework of the preparation for the first deuterium experiments in the LHD. The neutral beam injector (NBI) system will be upgraded to D injection, and efforts have been recently made to extend LHD modelling capabilities to D operations. The implemented upgrades for FIT3D to enable D NBI modelling in D plasmas are presented, with a discussion and benchmark of the models used. In particular, the beam ionization module has been modified and a routine for neutron production estimation has been implemented. The upgraded code is then used to evaluate the NBI power deposition in experiments with different plasma compositions. In the recent LHD campaign, in fact, He experiments have been run to help the prediction of main effects which may be relevant in future LHD D plasmas. Identical H/He experiments showed similar electron density and temperature profiles, while a higher ion temperature with an He majority has been observed. From first applications of the upgraded FIT3D code it turns out that, although more NB power appears to be coupled with the He plasma, the NBI power deposition is unaffected, suggesting that heat deposition does not play a key role in the increased ion temperature with He plasma.

  3. Interaction of solutions containing phenothiazines exposed to laser radiation with materials surfaces, in view of biomedical applications.

    Science.gov (United States)

    Simon, Agota; Alexandru, Tatiana; Boni, Mihai; Damian, Victor; Stoicu, Alexandru; Dutschk, Victoria; Pascu, Mihail Lucian

    2014-11-20

    Phenothiazine drugs - chlorpromazine (CPZ), promazine (PZ) and promethazine (PMZ) - were exposed to 266 nm (fourth harmonic of the Nd:YAG pulsed laser radiation) in order to be modified at molecular level and to produce an enhancement of their antibacterial activity. The irradiated samples were analysed by several methods: pH and surface tension measurements, UV-vis-NIR absorption spectroscopy, laser induced fluorescence and thin layer chromatography. The purpose of these investigations was to study and describe the modified properties of the medicines to further investigate their specific interactions with materials such as cotton, polyester and Parafilm M as a model smooth surface. The textile materials may be impregnated with phenothiazines drug solutions exposed to laser radiation in order to be used in treatments applied on the surface of the organism. Some of the phenothiazines solutions exposed prolonged time intervals to laser radiation have much better activity against several bacteria. Therefore, in the paper, it is reported the wetting behaviour of CPZ, PZ and PMZ solutions, irradiated for time intervals between 1 and 240 min, on the surfaces of the three textures in order to draw a conclusion about their wettability as a function of time.

  4. Proteomic View of Interactions of Shiga Toxin-Producing Escherichia coli with the Intestinal Environment in Gnotobiotic Piglets.

    Directory of Open Access Journals (Sweden)

    Rembert Pieper

    Full Text Available Shiga toxin (Stx-producing Escherichia coli cause severe intestinal infections involving colonization of epithelial Peyer's patches and formation of attachment/effacement (A/E lesions. These lesions trigger leukocyte infiltration followed by inflammation and intestinal hemorrhage. Systems biology, which explores the crosstalk of Stx-producing Escherichia coli with the in vivo host environment, may elucidate novel molecular pathogenesis aspects.Enterohemorrhagic E. coli strain 86-24 produces Shiga toxin-2 and belongs to the serotype O157:H7. Bacterial cells were scrapped from stationary phase cultures (the in vitro condition and used to infect gnotobiotic piglets via intestinal lavage. Bacterial cells isolated from the piglets' guts constituted the in vivo condition. Cell lysates were subjected to quantitative 2D gel and shotgun proteomic analyses, revealing metabolic shifts towards anaerobic energy generation, changes in carbon utilization, phosphate and ammonia starvation, and high activity of a glutamate decarboxylase acid resistance system in vivo. Increased abundance of pyridine nucleotide transhydrogenase (PntA and PntB suggested in vivo shortage of intracellular NADPH. Abundance changes of proteins implicated in lipopolysaccharide biosynthesis (LpxC, ArnA, the predicted acyltransferase L7029 and outer membrane (OM assembly (LptD, MlaA, MlaC suggested bacterial cell surface modulation in response to activated host defenses. Indeed, there was evidence for interactions of innate immunity-associated proteins secreted into the intestines (GP340, REG3-γ, resistin, lithostathine, and trefoil factor 3 with the bacterial cell envelope.Proteomic analysis afforded insights into system-wide adaptations of strain 86-24 to a hostile intestinal milieu, including responses to limited nutrients and cofactor supplies, intracellular acidification, and reactive nitrogen and oxygen species-mediated stress. Protein and lipopolysaccharide compositions of the OM

  5. 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.

  6. 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.

  7. 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.

  8. 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...

  9. Theoretical study of interaction between Tacrine and finite-length Al-doped Carbon and Boron nitride Nanotubes: A Semiempirical drug delivery study in thermodynamic view

    Directory of Open Access Journals (Sweden)

    Nasrin Zeighami

    2014-12-01

    Full Text Available In order to extend our previous theoretical calculations that dealt with the thermochemistry of doping the single walled boron nitride nano tubes, BNNTs, and carbon nanotubes ,CNTs, with alminium atoms [1], we have used the AM 1, PM 3, and PM 6 semiempirical methods to investigate the interaction of the tacrine molecule (a drug for the treatment of Alzheimer's disease with the side-walls of aluminum doped boron nitride and carbon nano tubes in thermodynamic views.At first, the frequency calculations were carried out to confirm the stability of the involved structures. In addition, the theoretical thermodynamic study of tacrine adsorption onto the considered nanotubes was performed and the thermodynamic functions such as enthalpy changes, entropy changes and Gibbs free energy changes of the adsorption process were evaluated at different temperatures. Our results suggest the aluminum doped boron nitride nano tubes and alminium doped carbon nano tubes may be considered as the proper carries for the drug delivery of tacrine.

  10. 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

  11. 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

  12. 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.

  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. Human Factors and Human-Computer Considerations in Teleradiology and Telepathology

    Directory of Open Access Journals (Sweden)

    Elizabeth A. Krupinski

    2014-02-01

    Full Text Available Radiology and pathology are unique among other clinical specialties that incorporate telemedicine technologies into clinical practice, as, for the most part in traditional practice, there are few or no direct patient encounters. The majority of teleradiology and telepathology involves viewing images, which is exactly what occurs without the “tele” component. The images used are generally quite large, require dedicated displays and software for viewing, and present challenges to the clinician who must navigate through the presented data to render a diagnostic decision or interpretation. This digital viewing environment is very different from the more traditional reading environment (i.e., film and microscopy, necessitating a new look at how to optimize reading environments and address human factors issues. This paper will review some of the key components that need to be optimized for effective and efficient practice of teleradiology and telepathology using traditional workstations as well as some of the newer mobile viewing applications.

  15. 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...

  16. 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.

  17. 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

  18. 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…

  19. 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…

  20. 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…

  1. 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

  2. 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.

  3. 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

  4. 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 ...

  5. 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.

  6. [Quality of supply from the users' point of view: the influence of age and gender on the requirements of patients in the context of patient-oriented interactions].

    Science.gov (United States)

    Dehn-Hindenberg, A

    2010-07-01

    The survey results presented here - from a questionnaire about patient's needs carried out throughout all of Germany - substantiate the fundamental importance of psycho-social and communication skills which, from the patient's point of view, have the strongest influence on therapy process and age-specific different psycho-emotional needs.

  7. New method of LCD display viewing angle designation

    Directory of Open Access Journals (Sweden)

    Libor Hargas

    2006-01-01

    Full Text Available Most people think that LCD monitors are low or zero in radiation. That is not true. The backlighting uses thousand volts for fluorescence and carries an electromagnetic field. Zero radiation LCD monitors use e.g. clear metallic grating in front of the display viewing area. The main goal of this contribution is optical properties analyze of radiation protected and no protected LCD displays. The analyze evaluates the display viewing angle which is one of the most important indicators for graphic information quality in the Human Computer Interface system.

  8. 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

  9. Multi-View Interaction Modelling of human collaboration processes: a business process study of head and neck cancer care in a Dutch academic hospital.

    Science.gov (United States)

    Stuit, Marco; Wortmann, Hans; Szirbik, Nick; Roodenburg, Jan

    2011-12-01

    In the healthcare domain, human collaboration processes (HCPs), which consist of interactions between healthcare workers from different (para)medical disciplines and departments, are of growing importance as healthcare delivery becomes increasingly integrated. Existing workflow-based process modelling tools for healthcare process management, which are the most commonly applied, are not suited for healthcare HCPs mainly due to their focus on the definition of task sequences instead of the graphical description of human interactions. This paper uses a case study of a healthcare HCP at a Dutch academic hospital to evaluate a novel interaction-centric process modelling method. The HCP under study is the care pathway performed by the head and neck oncology team. The evaluation results show that the method brings innovative, effective, and useful features. First, it collects and formalizes the tacit domain knowledge of the interviewed healthcare workers in individual interaction diagrams. Second, the method automatically integrates these local diagrams into a single global interaction diagram that reflects the consolidated domain knowledge. Third, the case study illustrates how the method utilizes a graphical modelling language for effective tree-based description of interactions, their composition and routing relations, and their roles. A process analysis of the global interaction diagram is shown to identify HCP improvement opportunities. The proposed interaction-centric method has wider applicability since interactions are the core of most multidisciplinary patient-care processes. A discussion argues that, although (multidisciplinary) collaboration is in many cases not optimal in the healthcare domain, it is increasingly considered a necessity to improve integration, continuity, and quality of care. The proposed method is helpful to describe, analyze, and improve the functioning of healthcare collaboration. Copyright © 2011 Elsevier Inc. All rights reserved.

  10. THE NON-LINEAR INTERACTION OF BRIDGES CONSTRUCTIONS AND THEIR INFRASTRUCTURE WITH FOUNDATION OF DISCRETE FLEXIBLE LANDING OF COMMON VIEW FOR EXAMPLE: CALCULATIONS, EXPERIMENTS AND DYING OUT VIBRATIONS

    Directory of Open Access Journals (Sweden)

    V. V. Kulyabko

    2010-04-01

    Full Text Available In the article the issues of increasing the possibilities of computer modeling of the dynamic interaction of bridge constructions and their infrastructure with moving transport and flows are considered.

  11. Multi-view interaction modelling of human collaboration processes : A business process study of head and neck cancer care in a Dutch academic hospital

    NARCIS (Netherlands)

    Stuit, M.; Wortmann, J.C.; Szirbik, N.; Roodenburg, J.

    2011-01-01

    In the healthcare domain, human collaboration processes (HCPs), which consist of interactions between healthcare workers from different (para)medical disciplines and departments, are of growing importance as healthcare delivery becomes increasingly integrated. Existing workflow-based process modelli

  12. Multi-view interaction modelling of human collaboration processes : A business process study of head and neck cancer care in a Dutch academic hospital

    NARCIS (Netherlands)

    Stuit, M.; Wortmann, J.C.; Szirbik, N.; Roodenburg, J.

    2011-01-01

    In the healthcare domain, human collaboration processes (HCPs), which consist of interactions between healthcare workers from different (para)medical disciplines and departments, are of growing importance as healthcare delivery becomes increasingly integrated. Existing workflow-based process

  13. 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...

  14. 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.

  15. Remote viewing.

    Science.gov (United States)

    Scott, C

    1988-04-15

    Remote viewing is the supposed faculty which enables a percipient, sited in a closed room, to describe the perceptions of a remote agent visiting an unknown target site. To provide convincing demonstration of such a faculty poses a range of experimental and practical problems, especially if feedback to the percipient is allowed after each trial. The precautions needed are elaborate and troublesome; many potential loopholes have to be plugged and there will be strong temptations to relax standards, requiring exceptional discipline and dedication by the experimenters. Most reports of remote viewing experiments are rather superficial and do not permit assessment of the experimental procedures with confidence; in many cases there is clear evidence of particular loopholes left unclosed. Any serious appraisal of the evidence would have to go beyond the reports. Meanwhile the published evidence is far from compelling, and certainly insufficient to justify overthrow of well-established scientific principles.

  16. 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.

  17. 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.

  18. Views from Within a Narrative: Evaluating Long-Term Human-Robot Interaction in a Naturalistic Environment Using Open-Ended Scenarios.

    Science.gov (United States)

    Syrdal, Dag Sverre; Dautenhahn, Kerstin; Koay, Kheng Lee; Ho, Wan Ching

    2014-01-01

    This article describes the prototyping of human-robot interactions in the University of Hertfordshire (UH) Robot House. Twelve participants took part in a long-term study in which they interacted with robots in the UH Robot House once a week for a period of 10 weeks. A prototyping method using the narrative framing technique allowed participants to engage with the robots in episodic interactions that were framed using narrative to convey the impression of a continuous long-term interaction. The goal was to examine how participants responded to the scenarios and the robots as well as specific robot behaviours, such as agent migration and expressive behaviours. Evaluation of the robots and the scenarios were elicited using several measures, including the standardised System Usability Scale, an ad hoc Scenario Acceptance Scale, as well as single-item Likert scales, open-ended questionnaire items and a debriefing interview. Results suggest that participants felt that the use of this prototyping technique allowed them insight into the use of the robot, and that they accepted the use of the robot within the scenario.

  19. From the father's point of view: how father's representations of the infant impact on father-infant interaction and infant development.

    Science.gov (United States)

    Hall, R A S; De Waard, I E M; Tooten, A; Hoffenkamp, H N; Vingerhoets, A J J M; van Bakel, H J A

    2014-12-01

    Despite the knowledge that fathers uniquely contribute to the development of their infants, relatively few studies have focused on the father-infant relationship during early infancy. In the present longitudinal study we included 189 fathers and examined whether their early attachment representations of the infant predicted future quality of father-infant interaction. We also investigated whether these representations were related to the infant's development. Paternal attachment representations were assessed by the Working Model of Child Interview (WMCI) at 6 months post-partum and classified fathers' representations as 'balanced' or 'unbalanced' (disengaged or distorted). At 24 months, father-infant interaction was videotaped and analyzed by the NICHD coding scales. Further, the Peabody Picture Vocabulary Test (PPVT-III) was administered to evaluate the infant's verbal development. Results revealed that fathers' early attachment representations of the infant predict the quality of future father-infant interaction, with balanced representations more strongly associated with more favorable behaviors in fathers and infants. In addition, paternal interactive behavior appears an important mechanism through which paternal representations influence the development of the infant. These results underline the importance of early identification of fathers with unbalanced attachment representations, and we therefore recommend that more attention should be directed to the quality of the early father-infant relationship in clinical settings.

  20. Spaces of interaction, places for experience

    CERN Document Server

    Benyon, David

    2014-01-01

    Spaces of Interaction, Places for Experience is a book about Human-Computer Interaction (HCI), interaction design (ID) and user experience (UX) in the age of ubiquitous computing. The book explores interaction and experience through the different spaces that contribute to interaction until it arrives at an understanding of the rich and complex places for experience that will be the focus of the next period for interaction design. The book begins by looking at the multilayered nature of interaction and UX-not just with new technologies, but with technologies that are embedded in the world. Peop

  1. Study of physicochemical interaction of aryloxyaminopropanol derivatives with teicoplanin and vancomycin phases in view of quantitative structure-property relationship studies.

    Science.gov (United States)

    Boronová, Katarína; Lehotay, Jozef; Hroboňová, Katarína; Armstrong, Daniel W

    2013-08-02

    The aim of this work was to study the physicochemical interactions between chiral stationary phases and chiral molecules and to elucidate which of the specific interactions are more or less important. The HPLC separation of 58 aryloxyaminopropanols was performed on two chiral stationary phases containing the macrocyclic antibiotics teicoplanin or vancomycin and using a methanol/acetonitrile/acetic acid/triethylamine mobile phase (volume ratios 45/55/0.3/0.2). The resolution of enantiomers (Rij) as the target variable was predicted for the mentioned kind of compounds by means of thoroughly selected descriptors provided by the applied Dragon software. The created QSPR models can be considered as a way to explore and discover new relationships or interactions between the quantitative structure and resolution of enantiomers. For calculation and validation of the QSPR models, different modelling methodologies were applied based on MLR (multiple linear regression) and ANN (artificial neural network) techniques. Both methods exhibit an ability for successful prediction of the enantioresolution characteristics of the studied molecules. The results seem to demonstrate that it is possible to predict resolution values of enantiomeric separations of related compounds on given chromatographic systems.

  2. View of the bacterial strains of Escherichia coli M-17 and its interaction with the nanoparticles of zinc oxide by means of atomic force microscopy

    Science.gov (United States)

    Sagitova, A.; Yaminsky, I.; Meshkov, G.

    2016-08-01

    Visualization of the structure of biological objects plays a key role in medicine, biotechnology, nanotechnology and IT-technology. Atomic force microscopy (AFM) is a promising method of studying of objects’ morphology and structure. In this work, AFM was used to determine the size and shape of the bacterial strains of Escherichia coli M-17 and visualization its interaction with the nanoparticles of zinc oxide. The suspension of E.coli bacteria was applied to natural mica and studied by contact mode using the FemtoScan multifunctional scanning probe microscope.

  3. A novel model of interaction between high frequency electromagnetic non-ionizing fields and microtubules viewed as coupled two-degrees of freedom harmonic oscillators.

    Science.gov (United States)

    Caligiuri, Luigi Maxmilian

    2015-01-01

    The question regarding the potential biological and adverse health effects of non-ionizing electromagnetic fields on living organisms is of primary importance in biophysics and medicine. Despite the several experimental evidences showing such occurrence in a wide frequency range from extremely low frequency to microwaves, a definitive theoretical model able to explain a possible mechanism of interaction between electromagnetic fields and living matter, especially in the case of weak and very weak intensities, is still missing. In this paper it has been suggested a possible mechanism of interaction involving the resonant absorption of electromagnetic radiation by microtubules. To this aim these have been modeled as non-dissipative forced harmonic oscillators characterized by two coupled "macroscopic" degrees of freedom, respectively describing longitudinal and transversal vibrations induced by the electromagnetic field. We have shown that the proposed model, although at a preliminary stage, is able to explain the ability of even weak electromagnetic radiating electromagnetic fields to transfer high quantities of energy to living systems by means of a resonant mechanism, so capable to easily damage microtubules structure.

  4. “Rules of Engagement” of Protein–Glycoconjugate Interactions: A Molecular View Achievable by using NMR Spectroscopy and Molecular Modeling

    Science.gov (United States)

    Marchetti, Roberta; Perez, Serge; Arda, Ana; Imberty, Anne; Jimenez‐Barbero, Jesus

    2016-01-01

    Abstract Understanding the dynamics of protein–ligand interactions, which lie at the heart of host–pathogen recognition, represents a crucial step to clarify the molecular determinants implicated in binding events, as well as to optimize the design of new molecules with therapeutic aims. Over the last decade, advances in complementary biophysical and spectroscopic methods permitted us to deeply dissect the fine structural details of biologically relevant molecular recognition processes with high resolution. This Review focuses on the development and use of modern nuclear magnetic resonance (NMR) techniques to dissect binding events. These spectroscopic methods, complementing X‐ray crystallography and molecular modeling methodologies, will be taken into account as indispensable tools to provide a complete picture of protein–glycoconjugate binding mechanisms related to biomedicine applications against infectious diseases. PMID:27547635

  5. Interaction as Negotiation

    DEFF Research Database (Denmark)

    Kristensen, Jannie Friis; Nielsen, Christina

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

  6. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

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

  7. Using Social Media Sentiment Analysis for Interaction Design Choices

    DEFF Research Database (Denmark)

    McGuire, Mark; Kampf, Constance Elizabeth

    2015-01-01

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

  8. A Systematic Search for Corotating Interaction Regions in Apparently Single Galactic Wolf-Rayet Stars. II. A Global View of the Wind Variability

    CERN Document Server

    Chené, André-Nicolas

    2011-01-01

    This study is the second part of a survey searching for large-scale spectroscopic variability in apparently single Wolf-Rayet (WR) stars. In a previous paper (Paper I), we described and characterized the spectroscopic variability level of 25 WR stars observable from the northern hemisphere and found 3 new candidates presenting large-scale wind variability, potentially originating from large-scale structures named Co-rotating Interaction Regions (CIRs). In this second paper, we discuss an additional 39 stars observable from the southern hemisphere. For each star in our sample, we obtained 4-5 high-resolution spectra with a signal-to-noise ratio of ~100 and determined its variability level using the approach described in Paper I. In total, 10 new stars are found to show large-scale spectral variability of which 7 present CIR-type changes (WR 8, WR 44, WR 55, WR 58, WR 61, WR 63, WR 100). Of the remaining stars, 20 were found to show small-amplitude changes and 9 were found to show no spectral variability as far...

  9. 病原微生物感染的蛋白质组学研究%A Proteomic View of Host-pathogen Interactions and Infection Biology

    Institute of Scientific and Technical Information of China (English)

    胡墨; 杨玉飞; 刘小云

    2015-01-01

    基于质谱的蛋白质组学在近20年有巨大的发展。在其应用中,病原微生物和与感染相关的蛋白质组学具有重要科学意义,体系复杂度又相对较小,一直受到广泛关注并有较快发展。本文从感染中病原微生物和宿主的蛋白质组学两方面入手,简要综述应用蛋白质组学研究感染过程的相关工作,着重介绍该领域近几年的主要进展,并对其发展做出展望。%MS-based proteomics has undergone rapid advancements in recent years. As infectious diseases cause millions of death each year, it has become increasingly important to study host-pathogen interactions on the mo-lecular level. Recently, proteomic analyses of pathogens and their mammalian host have received widespread atten-tions. Here we review the major progress made in this area within the last decade.

  10. Adapting the human-computer interface for reading literacy and computer skill to facilitate collection of information directly from patients.

    Science.gov (United States)

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

    2004-01-01

    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 computerized information collecting system. In this paper we describe the design, development, and function of a computer system that uses recent technology to overcome the limitations of previous computer-based data collection tools by adapting the human-computer interface to the native language, reading literacy, and computer skills of the user. Specifically, our system uses a numerical representation of question content, multimedia, and touch screen technology to adapt the computer interface to the native language, reading literacy, and computer literacy of the user. In addition, the system supports health literacy needs throughout the data collection session and provides contextually relevant disease-specific education to users based on their responses to the questions. The system has been successfully used in an academically affiliated family medicine clinic and in an indigent adult medicine clinic.

  11. Conversion of IVA Human Computer Model to EVA Use and Evaluation and Comparison of the Result to Existing EVA Models

    Science.gov (United States)

    Hamilton, George S.; Williams, Jermaine C.

    1998-01-01

    This paper describes the methods, rationale, and comparative results of the conversion of an intravehicular (IVA) 3D human computer model (HCM) to extravehicular (EVA) use and compares the converted model to an existing model on another computer platform. The task of accurately modeling a spacesuited human figure in software is daunting: the suit restricts the human's joint range of motion (ROM) and does not have joints collocated with human joints. The modeling of the variety of materials needed to construct a space suit (e. g. metal bearings, rigid fiberglass torso, flexible cloth limbs and rubber coated gloves) attached to a human figure is currently out of reach of desktop computer hardware and software. Therefore a simplified approach was taken. The HCM's body parts were enlarged and the joint ROM was restricted to match the existing spacesuit model. This basic approach could be used to model other restrictive environments in industry such as chemical or fire protective clothing. In summary, the approach provides a moderate fidelity, usable tool which will run on current notebook computers.

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

    Directory of Open Access Journals (Sweden)

    Sebastiaan Mathôt

    Full Text Available 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, compared to a dark, stimulus. In our method, participants covertly attend to one of several letters with oscillating brightness. Pupil size reflects the brightness of the selected letter, which allows us-with high accuracy and in real time-to determine which letter the participant intends to select. The performance of our method is comparable to the best covert-attention brain-computer interfaces to date, and has several advantages: no movement other than pupil-size change is required; no physical contact is required (i.e. no electrodes; it is easy to use; and it is reliable. Potential applications include: communication with totally locked-in patients, training of sustained attention, and ultra-secure password input.

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

    Science.gov (United States)

    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, compared to a dark, stimulus. In our method, participants covertly attend to one of several letters with oscillating brightness. Pupil size reflects the brightness of the selected letter, which allows us-with high accuracy and in real time-to determine which letter the participant intends to select. The performance of our method is comparable to the best covert-attention brain-computer interfaces to date, and has several advantages: no movement other than pupil-size change is required; no physical contact is required (i.e. no electrodes); it is easy to use; and it is reliable. Potential applications include: communication with totally locked-in patients, training of sustained attention, and ultra-secure password input.

  14. Comparisons of client and clinician views of the importance of factors in client-clinician interaction in hearing aid purchase decisions.

    Science.gov (United States)

    Poost-Foroosh, Laya; Jennings, Mary Beth; Cheesman, Margaret F

    2015-03-01

    Despite clinical recognition of the adverse effects of acquired hearing loss, only a small proportion of adults who could benefit use hearing aids. Hearing aid adoption has been studied in relationship to client-related and hearing aid technology-related factors. The influence of the client-clinician interaction in the decision to purchase hearing aids has not been explored in any depth. Importance ratings of a sample of adults having a recent hearing aid recommendation (clients) and hearing healthcare professionals (clinicians) from across Canada were compared on factors in client-clinician interactions that influence hearing aid purchase decisions. A cross-sectional approach was used to obtain online and paper-based concept ratings. Participants were 43 adults (age range, 45-85 yr) who had received a first hearing aid recommendation in the 3 mo before participation. A total of 54 audiologists and 20 hearing instrument practitioners from a variety of clinical settings who prescribed or dispensed hearing aids completed the concept-rating task. The task consisted of 122 items that had been generated via concept mapping in a previous study and which resulted in the identification of eight concepts that may influence hearing aid purchase decisions. Participants rated "the importance of each of the statements in a person's decision to purchase a hearing aid" on a 5-point Likert scale, from 1 = minimally important to 5 = extremely important. For the initial data analysis, the ratings for each of the items included in each concept were averaged for each participant to provide an estimate of the overall importance rating of each concept. Multivariate analysis of variance was used to compare the mean importance ratings of the clients to the clinicians. Ratings of individual statements were also compared in order to investigate the directionality of the importance ratings within concepts. There was a significant difference in the mean ratings for clients and clinicians for

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

    NARCIS (Netherlands)

    van den Broek, E.L.

    2016-01-01

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

  16. Interacting agents in finance

    NARCIS (Netherlands)

    C. Hommes

    2008-01-01

    Interacting agents in finance represent a behavioural, agent-based approach in which financial markets are viewed as complex adaptive systems consisting of many boundedly rational agents interacting through simple heterogeneous investment strategies, constantly adapting their behaviour in response t

  17. Interacting agents in finance

    NARCIS (Netherlands)

    Hommes, C.; Durlauf, S.N.; Blume, L.E.

    2008-01-01

    Interacting agents in finance represent a behavioural, agent-based approach in which financial markets are viewed as complex adaptive systems consisting of many boundedly rational agents interacting through simple heterogeneous investment strategies, constantly adapting their behaviour in response

  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. Learning an intermittent control strategy for postural balancing using an EMG-based human-computer interface.

    Directory of Open Access Journals (Sweden)

    Yoshiyuki Asai

    Full Text Available It has been considered that the brain stabilizes unstable body dynamics by regulating co-activation levels of antagonist muscles. Here we critically reexamined this established theory of impedance control in a postural balancing task using a novel EMG-based human-computer interface, in which subjects were asked to balance a virtual inverted pendulum using visual feedback information on the pendulum's position. The pendulum was actuated by a pair of antagonist joint torques determined in real-time by activations of the corresponding pair of antagonist ankle muscles of subjects standing upright. This motor-task raises a frustrated environment; a large feedback time delay in the sensorimotor loop, as a source of instability, might favor adopting the non-reactive, preprogrammed impedance control, but the ankle muscles are relatively hard to co-activate, which hinders subjects from adopting the impedance control. This study aimed at discovering how experimental subjects resolved this frustrated environment through motor learning. One third of subjects adapted to the balancing task in a way of the impedance-like control. It was remarkable, however, that the majority of subjects did not adopt the impedance control. Instead, they acquired a smart and energetically efficient strategy, in which two muscles were inactivated simultaneously at a sequence of optimal timings, leading to intermittent appearance of periods of time during which the pendulum was not actively actuated. Characterizations of muscle inactivations and the pendulum¡Çs sway showed that the strategy adopted by those subjects was a type of intermittent control that utilizes a stable manifold of saddle-type unstable upright equilibrium that appeared in the state space of the pendulum when the active actuation was turned off.

  20. Learning an intermittent control strategy for postural balancing using an EMG-based human-computer interface.

    Science.gov (United States)

    Asai, Yoshiyuki; Tateyama, Shota; Nomura, Taishin

    2013-01-01

    It has been considered that the brain stabilizes unstable body dynamics by regulating co-activation levels of antagonist muscles. Here we critically reexamined this established theory of impedance control in a postural balancing task using a novel EMG-based human-computer interface, in which subjects were asked to balance a virtual inverted pendulum using visual feedback information on the pendulum's position. The pendulum was actuated by a pair of antagonist joint torques determined in real-time by activations of the corresponding pair of antagonist ankle muscles of subjects standing upright. This motor-task raises a frustrated environment; a large feedback time delay in the sensorimotor loop, as a source of instability, might favor adopting the non-reactive, preprogrammed impedance control, but the ankle muscles are relatively hard to co-activate, which hinders subjects from adopting the impedance control. This study aimed at discovering how experimental subjects resolved this frustrated environment through motor learning. One third of subjects adapted to the balancing task in a way of the impedance-like control. It was remarkable, however, that the majority of subjects did not adopt the impedance control. Instead, they acquired a smart and energetically efficient strategy, in which two muscles were inactivated simultaneously at a sequence of optimal timings, leading to intermittent appearance of periods of time during which the pendulum was not actively actuated. Characterizations of muscle inactivations and the pendulum¡Çs sway showed that the strategy adopted by those subjects was a type of intermittent control that utilizes a stable manifold of saddle-type unstable upright equilibrium that appeared in the state space of the pendulum when the active actuation was turned off.

  1. 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.

  2. Interaction for visualization

    CERN Document Server

    Tominski, Christian

    2015-01-01

    Visualization has become a valuable means for data exploration and analysis. Interactive visualization combines expressive graphical representations and effective user interaction. Although interaction is an important component of visualization approaches, much of the visualization literature tends to pay more attention to the graphical representation than to interaction.The goal of this work is to strengthen the interaction side of visualization. Based on a brief review of general aspects of interaction, we develop an interaction-oriented view on visualization. This view comprises five key as

  3. Updating Recursive XML Views of Relations

    Institute of Scientific and Technical Information of China (English)

    Byron Choi; Gao Cong; Wenfei Fan; Stratis D. Viglas

    2008-01-01

    This paper investigates the view update problem for XML views published from relational data. We consider XML views defined in terms of mappings directed by possibly recursive DTDs compressed into DAGs and stored in relations.We provide new techniques to efficiently support XML view updates specified in terms of Xpath expressions with recursion and complex filters. The interaction between Xpath recursion and DAG compression of XML views makes the analysis of the XML view update problem rather intriguing. Furthermore, many issues are still open even for relational view updates,and need to be explored. In response to these, on the XML side, we revise the notion of side effects and update semantics based on the semantics of XML views, and present efficient algorithms to translate XML updates to relational view updates.On the relational side, we propose a mild condition on SPJ views, and show that under this condition the analysis of deletions on relational views becomes PTIME while the insertion analysis is NP-complete. We develop an efficient algorithm to process relational view deletions, and a heuristic algorithm to handle view insertions. Finally, we present an experimental study to verify the effectiveness of our techniques.

  4. Experimental Tests of Normative Group Influence and Representation Effects in Computer-Mediated Communication: When Interacting Via Computers Differs from Interacting With Computers.

    Science.gov (United States)

    Lee, Eun-Ju; Nass, Clifford

    2002-01-01

    Presents two experiments to address the questions of if and how normative social influence operates in anonymous computer-mediated communication and human-computer interaction. Finds that the perception of interaction partner (human vs. computer) moderated the group conformity effect such that the undergraduate student subjects expressed greater…

  5. ARC Code TI: BigView

    Data.gov (United States)

    National Aeronautics and Space Administration — BigView allows for interactive panning and zooming of images of arbitrary size on desktop PCs running linux. Additionally, it can work in a multi-screen environment...

  6. 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…

  7. Immersive Photography Renders 360 degree Views

    Science.gov (United States)

    2008-01-01

    An SBIR contract through Langley Research Center helped Interactive Pictures Corporation, of Knoxville, Tennessee, create an innovative imaging technology. This technology is a video imaging process that allows real-time control of live video data and can provide users with interactive, panoramic 360 views. The camera system can see in multiple directions, provide up to four simultaneous views, each with its own tilt, rotation, and magnification, yet it has no moving parts, is noiseless, and can respond faster than the human eye. In addition, it eliminates the distortion caused by a fisheye lens, and provides a clear, flat view of each perspective.

  8. 协同医诊环境下人机交互接口的实现%Human-Computer Interaction Interface Implemented in Cooperative Consultation

    Institute of Scientific and Technical Information of China (English)

    张亚男; 耿国华; 周明全

    2006-01-01

    通过对远程医疗系统的协同工作组织问题中的多用户接口的研究与分析,提出了在系统工作环境下基于用户接口代理的多用户接口模型.实现了对信息的协同感知,增加了协同管理功能并支持多用户之间的实时讨论,实现了支持远程医疗的协同会诊工具.

  9. Human-Computer Interaction: A Journal of Theoretical, Empirical and Methodological Issues of User Science and of System Design. Volume 7, Number 1

    Science.gov (United States)

    1992-01-01

    1957 (Welford, 1960) and has been observed in other studies since (Buck, 1986; Crossman & Goodeve, 1963/1983; Drury, 1975; Klapp , 1975; Langolf et al... Klapp , S. T. (1975). Feedback versus motor programming in the control of aimed movements. Journal of Experimental Psychology, 104, 147-153. Knight, A

  10. Future Directions of Human-Computer Interaction Seeing from the "Sixth Sense"%从“第六感”看人机交互的发展方向

    Institute of Scientific and Technical Information of China (English)

    杨茂林

    2013-01-01

    “第六感”装置将很多最前沿的信息技术,如云计算、移动计算、互动投影、多点触控、体感控制等整合在一个设计产品(装置)中,形成了带有普适计算、人工智能性质的可穿戴计算机系统.人们使用自然手势控制操作界面,实现了现实物质世界与虚拟数字世界的无缝整合.“第六感”极大地丰富人的感知能力、生活能力、工作能力、交流沟通能力,乃至决策和判断能力,使人能够更方便地使用计算机,更好地与周围环境融为一体,更及时、迅捷地掌握和利用信息,完美地诠释了未来人机交互的发展方向:智能化、自然透明的交互界面、混合现实和人机合一.

  11. Study on the Development of Producer Services in Shanxi in the View of Industrial Interaction%产业互动视角下山西生产性服务业发展研究

    Institute of Scientific and Technical Information of China (English)

    吴心怡

    2016-01-01

    Based on the view of industrial interaction,this paper reveals that producer services can promote the development of Shanxi not only by the increasing of their own added value, but also by their characteristics of innovation, knowledge spillover, industry association and efficiency multiplier. It can drive the development of manufacturing industry and activate the quality and efficiency of economy. Therefore, we need promote the integration of industrialization, informatization and servitization based on the thought of transformation, form the sustainable development model. Also we need implement the policy of "two-wheel driven" to drive the adjustment of industrial structure with embedded advanced producing factors.%笔者从产业互动视角提出山西发展生产性服务业不仅能通过提高自身产业增加值带动经济增长,更重要的是能充分发挥其创新、渗透、产业关联和效率倍增等优势,带动制造业发展,为经济发展提质增效注入新动力。要立足思想转型,围绕优势产业推进工业化、信息化和服务化的“三化融合”,形成可持续发展模式;实施“双轮驱动”,以高级生产要素嵌入带动产业结构调整。

  12. 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。

  13. Real-Time Head Pose Estimation Using a WEBCAM: Monocular Adaptive View-Based Appearance Model

    Science.gov (United States)

    2008-12-01

    Huang (2006). Graph embedded analysis for head pose estimation. In Proc. IEEE Intl. Conf. Automatic Face and Gesture Recognition , pp. 3–8. Fu, Y. and T...of human- computer and human-robot interaction. Possible appli- cations include novel computer input devices (Fu and Huang, 2007), head gesture ... recognition , driver fatigue recognition systems (Baker et al., 2004), attention aware- ness for intelligent tutoring systems, and social interac- tion

  14. Learning to modulate the partial powers of a single sEMG power spectrum through a novel human-computer interface.

    Science.gov (United States)

    Skavhaug, Ida-Maria; Lyons, Kenneth R; Nemchuk, Anna; Muroff, Shira D; Joshi, Sanjay S

    2016-06-01

    New human-computer interfaces that use bioelectrical signals as input are allowing study of the flexibility of the human neuromuscular system. We have developed a myoelectric human-computer interface which enables users to navigate a cursor to targets through manipulations of partial powers within a single surface electromyography (sEMG) signal. Users obtain two-dimensional control through simultaneous adjustments of powers in two frequency bands within the sEMG spectrum, creating power profiles corresponding to cursor positions. It is unlikely that these types of bioelectrical manipulations are required during routine muscle contractions. Here, we formally establish the neuromuscular ability to voluntarily modulate single-site sEMG power profiles in a group of naïve subjects under restricted and controlled conditions using a wrist muscle. All subjects used the same pre-selected frequency bands for control and underwent the same training, allowing a description of the average learning progress throughout eight sessions. We show that subjects steadily increased target hit rates from 48% to 71% and exhibited greater control of the cursor's trajectories following practice. Our results point towards an adaptable neuromuscular skill, which may allow humans to utilize single muscle sites as limited general-purpose signal generators. Ultimately, the goal is to translate this neuromuscular ability to practical interfaces for the disabled by using a spared muscle to control external machines.

  15. Postcards And Supasigns: Extending Integrationist Theory Through The Creation Of Interactive Digital Artworks

    Directory of Open Access Journals (Sweden)

    Sally Pryor

    2007-01-01

    Full Text Available Integrationism is a post-structuralist theory of language and communication. The theory has been applied to a groundbreaking analysis of writing as a form of communication where writing is teased apart from speech and realigned with spatial configurations in general. Although it has many practical applications, this view can be extremely difficult to comprehend when expressed as a very specific form of writing, that is, as written words on paper. A solution to this problem is offered by the creative interaction design of two digital artworks, Postcard From Tunis and Postcards From Writing. The works are interactive multimedia pieces that creatively express the integrationist theory of writing and extend it into the transformations of writing that are possible in the human-computer interface. More generally, the unique rollover-based interfaces of these works both express the integrationist theory of communication and suggest that it is necessary in order to explain the creation of communicative signs that they demonstrate are possible.

  16. QlikView scripting

    CERN Document Server

    Floyd, Matt

    2013-01-01

    This mini book offers information about QlikView scripting written in an easy-to-understand manner, and covers QlikView scripting from basic to advanced features in a compact format.If you are a basic orintermediate developer with some knowledge of QlikView applications and a basic understanding of QlikView scripting and data extraction and manipulation, this book will be great for you. If you are an advanced user, you can also use this book as a reference guide and teaching aid. If you are a QlikView project team member such as a business user, data/ETL professional, project manager, orsystem

  17. Hadronic Interactions

    CERN Document Server

    Yamazaki, Takeshi

    2015-01-01

    Understanding hadronic interactions is crucial for investigating the properties of unstable hadrons, since measuring physical quantities for unstable hadrons including the resonance mass and decay width requires simultaneous calculations of final scattering states. Recent studies of hadronic scatterings and decays are reviewed from this point of view. The nuceon-nucleon and multi-nucleon interactions are very important to understand the formation of nucleus from the first principle of QCD. These interactions have been studied mainly by two methods, due originally to L\\"uscher and to HALQCD. The results obtained from the two methods are compared in three channels, $I=2$ two-pion, H-dibaryon, and two-nucleon channels. So far the results from the two methods for the two-nucleon channels are different even at the level of the presence or absence of bound states. We then discuss possible uncertainties in each method. Recent results on the binding energy for helium nuclei are also reviewed.

  18. 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.

  19. The workplace window view

    DEFF Research Database (Denmark)

    Lottrup, Lene Birgitte Poulsen; Stigsdotter, Ulrika K.; Meilby, Henrik

    2015-01-01

    Office workers’ job satisfaction and ability to work are two important factors for the viability and competitiveness of most companies, and existing studies in contexts other than workplaces show relationships between a view of natural elements and, for example, student performance and neighbourh......Office workers’ job satisfaction and ability to work are two important factors for the viability and competitiveness of most companies, and existing studies in contexts other than workplaces show relationships between a view of natural elements and, for example, student performance...... and neighbourhood satisfaction. This study investigates whether relationships between window view, and work ability and job satisfaction also exist in the context of the workplace by focusing on office workers’ view satisfaction. The results showed that a view of natural elements was related to high view...... satisfaction, and that high view satisfaction was related to high work ability and high job satisfaction. Furthermore, the results indicated that job satisfaction mediated the effect of view satisfaction on work ability. These findings show that a view of a green outdoor environment at the workplace can...

  20. 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.

  1. 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.

  2. VMware horizon view essentials

    CERN Document Server

    von Oven, Peter

    2014-01-01

    If you are a desktop administrator or an end user of a computing project team looking to speed up to the latest VMware Horizon View solution, then this book is perfect for you. It is your ideal companion to deploy a solution to centrally manage and virtualize your desktop estate using Horizon View 6.0.

  3. Mastering QlikView

    CERN Document Server

    Redmond, Stephen

    2014-01-01

    If you are a business application developer or a system analyst who has learned QlikView and Qlik Sense and now want to take your learning to a higher level, then this book is for you.It is assumed that you are aware of the fundamentals of QlikView and have working knowledge of development and in-memory analytics.

  4. Learning View Generalization Functions

    CERN Document Server

    Breuel, Thomas M

    2007-01-01

    Learning object models from views in 3D visual object recognition is usually formulated either as a function approximation problem of a function describing the view-manifold of an object, or as that of learning a class-conditional density. This paper describes an alternative framework for learning in visual object recognition, that of learning the view-generalization function. Using the view-generalization function, an observer can perform Bayes-optimal 3D object recognition given one or more 2D training views directly, without the need for a separate model acquisition step. The paper shows that view generalization functions can be computationally practical by restating two widely-used methods, the eigenspace and linear combination of views approaches, in a view generalization framework. The paper relates the approach to recent methods for object recognition based on non-uniform blurring. The paper presents results both on simulated 3D ``paperclip'' objects and real-world images from the COIL-100 database sho...

  5. Drupal 7 Views Cookbook

    CERN Document Server

    Green, J Ayen

    2012-01-01

    This is a cookbook containing plenty of easy-to-follow practical recipes with screenshots that will help you in mastering the Drupal Views module. Drupal 7 Views Cookbook is for developers or technically proficient users who are fairly comfortable with the concepts behind websites and the Drupal environment.

  6. Using Fuzzy Hybrid Features to Classify Strokes in Interactive Sketches

    Directory of Open Access Journals (Sweden)

    Shuxia Wang

    2013-01-01

    Full Text Available A novel method is presented based on fuzzy hybrid-based features to classify strokes into 2D line drawings, and a human computer interactive system is developed for assisting designers in conceptual design stage. Fuzzy classifiers are built based on some geometric features and speed features. The prototype system can support rapid classification based on fuzzy classifiers, and the classified stroke is then fitted with a 2D geometry primitive which could be a line segment, polyline, circle, circular arc, ellipse, elliptical arc, hyperbola, and parabola. The human computer interaction can determine the ambiguous results and then revise the misrecognitions. The test results showed that the proposed method can support online freehand sketching based on conceptual design with no limitation on drawing sequence and direction while achieving a satisfactory interpretation rate.

  7. 基于 ROS 的空间机器人人机交互系统设计%Design of human-robot interaction system for space robot using robot operating system

    Institute of Scientific and Technical Information of China (English)

    左轩尘; 韩亮亮; 庄杰; 石琪琦; 黄炜

    2015-01-01

    The classical human-computer interaction system for space robot,such as joystick or buttons for operating and video monitoring for feedback,is complex,has large system time delay and poor presence.In view of this,a human-computer interac-tion system for space robot based on the robot operating system was designed.This system based on the open source ROS,con-trolled the remote mechanical arm using human body posture and voice of the operator,and feeded back the state of the arm and its surrounding virtual reality environment using sensors for the operator for users to watch.Experimental results show that the human-computer interaction system can effectively operate the space robot for specified work accurately with advantages such as simple operation,low time delay and good presence.This system provides an effective control scheme for space robot,which im-proves the classical space robot control.%传统的空间机器人人机交互通常采用摇杆或按键等操作方式和视频监控的反馈方式,具有操作繁琐、系统延时大、现场感不强等缺点。针对这种情况,提出一种基于机器人操作系统的空间机器人人机交互系统。以开源机器人操作系统 ROS 为基础,通过操作者的人体姿态和语音对远程机械臂进行控制,通过传感器反馈远程机械臂的状态及其周边的虚拟现实环境,供操作者观看。实验结果表明,该人机交互系统可以实时高效地操作机器人来完成指定的控制作业,具有操作简单、低延时、现场感强等优点,解决了传统空间机器人操控中的不足,提供了高效的空间机器人操控方案。

  8. Interaction English Teaching Model

    Institute of Scientific and Technical Information of China (English)

    穆宇娜

    2013-01-01

      Malash—Thomas pointed out“Interaction is a process in which people and things act upon each other through their ac⁃tions.”According to different subjects, interaction can be divided into human-computer interaction, people-people interaction and learner-content interaction. According to different forms, interactions can be divided into one-one interaction, one-more interac⁃tion and more-more interaction.“Interaction Education”means that teachers are leading parts and students are the center of class. During teaching process, teachers must lead students to discover. Demands from students can encourage teachers to inspire con⁃versely.Thus it can form a close communication between teachers and students. Teaching and learning are realized in a happy and harmonious atmosphere. Successful English teaching must take new bilateral teaching as the first part, which should let the func⁃tion of the two most important elements develop fully. Teachers should grasp opportunities to guide. Teaching methods need to be flexible, and contents of teaching need to be vivid;students should be keen to think, to participate actively, and can break the tradi⁃tion to produce fresh ideas, and in that situation the capability of students can develop fully. The educational model refers to the simplified description of detailed teaching activities. Possessing dual functions of theory and practice, the educational model is the manifestation of theoretical teaching method. The combination of interaction and educational model which are mentioned above form the“interactive teaching”model. With the coming of economic globalization and integration of science and technology, now communications are increasing with each passing day. If you want to take part in or to get in touch with others, you must use lan⁃guage. English has been learnt for 10 years in Middle school and in college, but it can’t be spoken very fluently. That is a realistic picture as the result of an

  9. 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

  10. 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,…

  11. FluView National Flu Activity Map

    Data.gov (United States)

    U.S. Department of Health & Human Services — The FluView National Flu Activity Map is a complementary widget to the state-by-state flu map widget introduced in the 2007-2008 flu season. This interactive map...

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

    Science.gov (United States)

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

    1992-01-01

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

  13. User-composable Electronic Health Record Improves Efficiency of Clinician Data Viewing for Patient Case Appraisal: A Mixed-Methods Study.

    Science.gov (United States)

    Senathirajah, Yalini; Kaufman, David; Bakken, Suzanne

    2016-01-01

    Challenges in the design of electronic health records (EHRs) include designing usable systems that must meet the complex, rapidly changing, and high-stakes information needs of clinicians. The ability to move and assemble elements together on the same page has significant human-computer interaction (HCI) and efficiency advantages, and can mitigate the problems of negotiating multiple fixed screens and the associated cognitive burdens. We compare MedWISE-a novel EHR that supports user-composable displays-with a conventional EHR in terms of the number of repeat views of data elements for patient case appraisal. The study used mixed-methods for examination of clinical data viewing in four patient cases. The study compared use of an experimental user-composable EHR with use of a conventional EHR, for case appraisal. Eleven clinicians used a user-composable EHR in a case appraisal task in the laboratory setting. This was compared with log file analysis of the same patient cases in the conventional EHR. We investigated the number of repeat views of the same clinical information during a session and across these two contexts, and compared them using Fisher's exact test. There was a significant difference (puser-composable EHR (14.6 percent) and conventional EHR (72.6 percent). Users of conventional EHRs repeatedly viewed the same information elements in the same session, as revealed by log files. Our findings are consistent with the hypothesis that conventional systems require that the user view many screens and remember information between screens, causing the user to forget information and to have to access the information a second time. Other mechanisms (such as reduction in navigation over a population of users due to interface sharing, and information selection) may also contribute to increased efficiency in the experimental system. Systems that allow a composable approach that enables the user to gather together on the same screen any desired information elements

  14. "Private Views" Ungaris

    Index Scriptorium Estoniae

    1999-01-01

    9. juulist Dunaujvarosi Kaasaegse Kunsti Instituudis eesti ja briti kunstnike ühisnäitus "Private Views. Ruum taasavastatud eesti ja briti kaasaegses kunstis" Kuraatorid Pam Skelton, Mare Tralla. Osalejad

  15. "Private Views" Ungaris

    Index Scriptorium Estoniae

    1999-01-01

    9. juulist Dunaujvarosi Kaasaegse Kunsti Instituudis eesti ja briti kunstnike ühisnäitus "Private Views. Ruum taasavastatud eesti ja briti kaasaegses kunstis". Kuraatorid Pam Skelton, Mare Tralla. Osalejad.

  16. "Private Views" Ungaris

    Index Scriptorium Estoniae

    1999-01-01

    9. juulist Dunaujvarosi Kaasaegse Kunsti Instituudis eesti ja briti kunstnike ühisnäitus "Private Views. Ruum taasavastatud eesti ja briti kaasaegses kunstis". Kuraatorid Pam Skelton, Mare Tralla. Osalejad.

  17. "Private Views" Ungaris

    Index Scriptorium Estoniae

    1999-01-01

    9. juulist Dunaujvarosi Kaasaegse Kunsti Instituudis eesti ja briti kunstnike ühisnäitus "Private Views. Ruum taasavastatud eesti ja briti kaasaegses kunstis" Kuraatorid Pam Skelton, Mare Tralla. Osalejad

  18. Dynamics of Large Multi-View Social Networks: Synergy, Cannibalization and Cross-View Interplay

    Science.gov (United States)

    Shi, Yu; Kim, Myunghwan; Chatterjee, Shaunak; Tiwari, Mitul; Ghosh, Souvik; Rosales, Rómer

    2017-01-01

    Most social networking services support multiple types of relationships between users, such as getting connected, sending messages, and consuming feed updates. These users and relationships can be naturally represented as a dynamic multi-view network, which is a set of weighted graphs with shared common nodes but having their own respective edges. Different network views, representing structural relationship and interaction types, could have very distinctive properties individually and these properties may change due to interplay across views. Therefore, it is of interest to study how multiple views interact and affect network dynamics and, in addition, explore possible applications to social networking. In this paper, we propose approaches to capture and analyze multi-view network dynamics from various aspects. Through our proposed descriptors, we observe the synergy and cannibalization between different user groups and network views from LinkedIn dataset. We then develop models that consider the synergy and cannibalization per new relationship, and show the outperforming predictive capability of our models compared to baseline models. Finally, the proposed models allow us to understand the interplay among different views where they dynamically change over time. PMID:28203486

  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. View-Dependent Streamline Deformation and Exploration

    Energy Technology Data Exchange (ETDEWEB)

    Tong, Xin; Edwards, John; Chen, Chun-Ming; Shen, Han-Wei; Johnson, Chris R.; Wong, Pak Chung

    2016-07-01

    Occlusion presents a major challenge in visualizing 3D flow and tensor fields using streamlines. Displaying too many streamlines creates a dense visualization filled with occluded structures, but displaying too few streams risks losing important features. We propose a new streamline exploration approach by visually manipulating the cluttered streamlines by pulling visible layers apart and revealing the hidden structures underneath. This paper presents a customized view-dependent deformation algorithm and an interactive visualization tool to minimize visual cluttering for visualizing 3D vector and tensor fields. The algorithm is able to maintain the overall integrity of the fields and expose previously hidden structures. Our system supports both mouse and direct-touch interactions to manipulate the viewing perspectives and visualize the streamlines in depth. By using a lens metaphor of different shapes to select the transition zone of the targeted area interactively, the users can move their focus and examine the vector or tensor field freely.

  1. Review of A-VIEW 3.5 software

    Directory of Open Access Journals (Sweden)

    Mandar Lakshmikant Bhanushe

    2013-05-01

    Full Text Available The Amrita Vishwa Vidyapeetham, situated in the State of Kerala (India, has developed the A-VIEW (Amrita Virtual Interactive e-learning World. This review of the various features of A-VIEW as a virtual classroom, from the point of view of a presenter as well as learner, commments the positive and useful features of AVIEW as well as some weaknesses.

  2. BioSIGHT: Interactive Visualization Modules for Science Education

    Science.gov (United States)

    Wong, Wee Ling

    1998-01-01

    Redefining science education to harness emerging integrated media technologies with innovative pedagogical goals represents a unique challenge. The Integrated Media Systems Center (IMSC) is the only engineering research center in the area of multimedia and creative technologies sponsored by the National Science Foundation. The research program at IMSC is focused on developing advanced technologies that address human-computer interfaces, database management, and high- speed network capabilities. The BioSIGHT project at IMSC is a demonstration technology project in the area of education that seeks to address how such emerging multimedia technologies can make an impact on science education. The scope of this project will help solidify NASA's commitment for the development of innovative educational resources that promotes science literacy for our students and the general population as well. These issues must be addressed as NASA marches towards the goal of enabling human space exploration that requires an understanding of life sciences in space. The IMSC BioSIGHT lab was established with the purpose of developing a novel methodology that will map a high school biology curriculum into a series of interactive visualization modules that can be easily incorporated into a space biology curriculum. Fundamental concepts in general biology must be mastered in order to allow a better understanding and application for space biology. Interactive visualization is a powerful component that can capture the students' imagination, facilitate their assimilation of complex ideas, and help them develop integrated views of biology. These modules will augment the role of the teacher and will establish the value of student-centered interactivity, both in an individual setting as well as in a collaborative learning environment. Students will be able to interact with the content material, explore new challenges, and perform virtual laboratory simulations. The BioSIGHT effort is truly cross

  3. [Chailakhian's views of the origin of consciousness and mentality].

    Science.gov (United States)

    Bazian, A S

    2010-01-01

    Chailakhyan's views of sources of the origin of consciousness and mentality have been analyzed. It is supposed that the information interaction alone is not sufficient for the occurrence of consciousness. Something else is necessary that distinguishes a live system from lifeless and can be transmitted to the progeny and evolve. It is assumed that this is an "information-physical interaction", namely, a power profile of conformational reorganizations of proteins during their interaction. L.M. Chailakhyan proves the point of view that this profile during the interaction of proteins cannot be calculated and therefore cannot be cognized. This conclusion is supported by the Godel theorem of incompleteness.

  4. A heliocentric view of leptin.

    Science.gov (United States)

    Frühbeck, G

    2001-08-01

    Leptin is significantly broadening our understanding of the mechanisms underlying neuroendocrine function. Initially, based on a rather static view of the hormone, most investigations focused on the effects of leptin on food intake control and body-weight homeostasis, with attention primarily focused on the implications of leptin as a lipostatic factor and central satiety agent. However, the almost ubiquitous distribution of leptin receptors in peripheral tissues provided a fertile area for investigation and a more dynamic view of leptin started to unfold. This adipocyte-derived circulating peptidic hormone, with a tertiary structure resembling that of members of the long-chain helical cytokine family, has generated an enormous interest in the interaction as well as integration between brain targets and peripheral signals. Considerable evidence for systemic effects of leptin on specific tissues and metabolic pathways indicates that leptin operates both directly and indirectly to orchestrate complex pathophysiological processes. Disentangling the biochemical and molecular mechanisms in which leptin is involved represents one of the major challenges ahead.

  5. A Broader View

    Institute of Scientific and Technical Information of China (English)

    2007-01-01

    A new series of books presents Chinese scholars’ assessment of world affairs and China’s role in them A theoretical series of books entitled World Politics—Views From China has recently drawn readers’ attention. Published by Beijing-based New World Press, the eight-volume series presents the views of Chinese scholars on current world affairs and international relations, with respective focuses on the international order, national interests, strategies of the great powers, China’s foreign affairs, international security, non-traditional security, the world economy and global governance.

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

    DEFF Research Database (Denmark)

    Svanæs, Dag

    2013-01-01

    In 2001, Paul Dourish proposed the term embodied interaction to describe a new paradigm for interaction design that focuses on the physical, bodily, and social aspects of our interaction with digital technology. Dourish used Merleau-Ponty’s phenomenology of perception as the theoretical basis...... for his discussion of the bodily nature of embodied interaction. This article extends Dourish’s work to introduce the human-computer interaction community to ideas related to Merleau-Ponty’s concept of the lived body. It also provides a detailed analysis of two related topics: (1) embodied perception...

  7. Jean Claude Risset’s Duet for One Pianist: Challenges of a Real-Time Performance Interaction with a Computer-Controlled Acoustic Piano 16 Years Later

    Directory of Open Access Journals (Sweden)

    Sofia Lourenço

    2014-12-01

    Full Text Available This study aims to discuss the work Duet for one Pianist (1989 by the French composer Jean-Claude Risset (b. 13 March 1938 by analyzing the challenges of the music performance of this Computer-Aided Composition work Disklavier and implies Human-Computer Interaction performance. Extremely honored to perform the revised version of the 8 Sketches for One Pianist and Disklavier within a research project of CITAR and a new Sketch Reflections (2012 by Jean-Claude Risset dedicated to me in a World premiere in the closing ceremony of Black&White 2012 Film Festival promoted by the Catholic University of Portugal. Several issues on the performance of this work are analysed as a case-study, from the point of view of the performer, particularly the components of expressive performance in a real-time interaction between performer and computer. These components can work as analysis criteria of a piano interpretation, in here, of a pianist and Disklavier interpretation. 

  8. [Acromegaly: current view].

    Science.gov (United States)

    Kršek, Michal

    2015-10-01

    Acromegaly is a rare disorder caused by autonomous oversecretion of growth hormone mostly by pituitary adenoma. Untreated acromegaly leads to significantly increased morbidity and mortality and impaired quality of life. Early diagnosis and treatment is therefore essential for improvement of patients prognosis and management of acromegaly should be concentrated in specialized centres. Present article summarizes current view on diagnosis and treatment of acromegaly.

  9. News and Views.

    Science.gov (United States)

    Journal of Blacks in Higher Education, 1998

    1998-01-01

    The "News and Views" section of this journal contains reports and comments on various issues related to current aspects of black higher education. The topics reviewed include affirmative action, college admissions policies, faculty diversity, and black enrollment in professional schools. Profiles of some black educators are also…

  10. VMware view security essentials

    CERN Document Server

    Langenhan, Daniel

    2013-01-01

    A practical and fast-paced guide that gives you all the information you need to secure your virtual environment.This book is a ""how-to"" for the novice, a ""reference guide"" for the advanced user, and a ""go to"" for the experienced user in all the aspects of VMware View desktop virtualization security.

  11. Analysis of the differential cross sections for the reaction pp{yields}ppK{sup +}K{sup -} in view of the K{sup +}K{sup -} interaction

    Energy Technology Data Exchange (ETDEWEB)

    Silarski, M.

    2008-07-15

    Measurements of the pp{yields}ppK{sup +}K{sup -} reaction, performed with the experiment COSY-11 at the Cooler Synchrotron COSY, show a significant difference between the obtained excitation function and theoretical expectations including pp-FSI. The discrepancy may be assigned to the influence of K{sup +}K{sup -} or K{sup -}p interaction. This interaction should manifest itself in the distributions of the differential cross section. This thesis presents an analysis of event distributions as a function of the invariant masses of two particle subsystems. In particular in the analysis two generalizations of the Dalitz plot proposed by Goldhaber and Nyborg are used. The present Investigations are based on the experimental data determined by the COSY-11 collaboration from two measurements at excess energies of Q=10 MeV and 28 MeV. The experimental distributions are compared to results of Monte Carlo simulations generated with various parameters of the K{sup +}K{sup -} and K{sup -}p interaction. The values of the K{sup +}K{sup -} scattering length, extracted from two data sets for Q=10 MeV and 28 MeV amount to: a{sub K{sup +}}{sub K{sup -}}=(11{+-}8)+i(0{+-}6) fm for Q=10 MeV, and a{sub K{sup +}}{sub K{sup -}}=(0.2{+-}0.2)+i(0.0{+-}0.5) fm for Q=28 MeV. Due to the low statistics, the extracted values have large uncertainties and are consistent with very low values of the real and imaginary part of the scattering length. (orig.)

  12. 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

  13. The smart energy world from a competition point of view. An interaction between smart customers, smart market and smart grids; Die Smarte Energiewelt aus wettbewerblicher Sicht. Ein Zusammenspiel aus Smarten Kunden, Smart Market und Smarten Netzen

    Energy Technology Data Exchange (ETDEWEB)

    Wiechmann, Holger [EnBW Vertrieb GmbH, Stuttgart (Germany)

    2012-07-01

    Everybody is talking about the ''Energiewende, the Smart Energy World and about ''Smart Market / Smart Grids'', but almost no one knows, what it exactly means. But the ''Energiewende'' is already coming. The entire energy sector and particularly the elctricity industry are evolving towards decentralized structures mainly based on renewable energies. Not only the growth in fluctuating power generation from renewable energy sources like wind and photovoltaic but also their consumption on a local basis are calling for new ways of decentralized managing energy and for further developed market rules. The interaction of all stakeholders (customer, market players, grid operators, authorities) in a Smart Market/Smart Grid environment is required to successfully implement an efficient ''Energiewende''. Derived from the different interests of these stakeholders, the paper describes a system and roles within this system. It shows how Smart Market and Smart Grid can interact corresponding to the guidelines of German Regulator recently published. (orig.)

  14. Chromatic Adaptation in an Immersive Viewing Environment

    OpenAIRE

    MacDonald, L. W.; Roque, T.

    2013-01-01

    A hollow fibreglass sphere of 750 mm diameter was used to create an immersive mesopic viewing environment. Light was projected through a series of 20nm-bandwidth filters to illuminate the interior of the sphere with a near-monochromatic adapting field. The task of the observer was to set a target to appear neutral grey, using two interactive slider controls. The results suggest that chromatic adaptation is continuing even after an hour, suggesting the influence of retinal mechanisms with a ve...

  15. Stereoscopic optical viewing system

    Science.gov (United States)

    Tallman, Clifford S.

    1987-01-01

    An improved optical system which provides the operator a stereoscopic viewing field and depth of vision, particularly suitable for use in various machines such as electron or laser beam welding and drilling machines. The system features two separate but independently controlled optical viewing assemblies from the eyepiece to a spot directly above the working surface. Each optical assembly comprises a combination of eye pieces, turning prisms, telephoto lenses for providing magnification, achromatic imaging relay lenses and final stage pentagonal turning prisms. Adjustment for variations in distance from the turning prisms to the workpiece, necessitated by varying part sizes and configurations and by the operator's visual accuity, is provided separately for each optical assembly by means of separate manual controls at the operator console or within easy reach of the operator.

  16. Studio with a view

    Science.gov (United States)

    Hoover, Anthony K.

    2003-04-01

    Berklee College of Music (in Boston) needed a new studio in which to teach stereo mixing and critical listening. A small synthesis lab (adjacent to the main lobby, directly over the cafeteria kitchen, penetrated by exhaust ducts, and next to a bathroom) was chosen for renovation. The primary requirements were for maximum visibility to assure hopeful future engineers a full view of all the cool gear, and comfortable seating for fifteen students. The challenges, to be discussed, included isolation with a view, quiet HVAC, and great sound, in a space that was acoustically too small and in the wrong place. The best verification of success is its popularity, which has prevented the author from booking time for listening or testing.

  17. Concert Viewing Headphones

    Directory of Open Access Journals (Sweden)

    Kazuya Atsuta

    2011-01-01

    Full Text Available An audiovisual interface equipped with a projector, an inclina-tion sensor, and a distance sensor for zoom control has been developed that enables a user to selectively view and listen to specific performers in a video-taped group performance. Dubbed Concert Viewing Headphones, it has both image and sound processing functions. The image processing extracts the portion of the image indicated by the user and projects it free of distortion on the front and side walls. The sound processing creates imaginary microphones for those performers without one so that the user can hear the sound from any performer. Testing using images and sounds captured using a fisheye-lens camera and 37 lavalier microphones showed that sound locali-zation was fastest when an inverse square function was used for the sound mixing and that the zoom function was useful for locating the desired sound performance.

  18. Connectionist Interaction Information Retrieval.

    Science.gov (United States)

    Dominich, Sandor

    2003-01-01

    Discussion of connectionist views for adaptive clustering in information retrieval focuses on a connectionist clustering technique and activation spreading-based information retrieval model using the interaction information retrieval method. Presents theoretical as well as simulation results as regards computational complexity and includes…

  19. 基于多智能体的人机协作智能信息系统%Human-Computer-Cooperated Intelligent Information System Based on Multi-Agents

    Institute of Scientific and Technical Information of China (English)

    操龙兵; 戴汝为

    2003-01-01

    综合集成研讨厅理论体系是作为处理开放的复杂巨系统的有关问题而提出的,其实质是一个人机协作的智能信息系统.本文主要探索研讨厅的实现途径,给出了基于网络的研讨厅的层次模型与系统结构,提出了基于内嵌客户/Agent/服务器的请求器-中介器-供应器模型的多智能体研讨厅的多层分布计算模型,并基于Java的智能信息Agent技术探讨了支持宏观经济决策的多智能体研讨厅的构架及工作机制.研究表明,基于Internet有关技术与Agent计算技术有可能实现研讨厅,并由于Agent技术的优势而可能得到较好的系统性能.%The Hall for Workshop of Metasynthetic Engineering(HWME) is an engeering technology proposed for coping with open complex giant systems. In this paper we describe the implementation of a human-computer-cooperated intelligent information system with HWME and multi-agents. We propose a layered model, a system structure over the network, and a distributed computing model-an n-tier client/agent/server-nested Requester-Mediator-Provider-for building the system. Furthermore, we discuss the framework and working mechanisms of an agent-based system of HWME, which is designed for macroeconomic decision-support based on intelligent information agents in Java. Our system implementation shows that an agent-oriented HWME system over the Internet may exhibit better performance in terms of handling open complex problems.

  20. 脑控:基于脑-机接口的人机融合控制%Brain Control: Human-computer Integration Control Based on Brain-computer Interface

    Institute of Scientific and Technical Information of China (English)

    王行愚; 金晶; 张宇; 王蓓

    2013-01-01

    近年来,一类被称之为脑控的新型控制系统发展迅速,这是一种基于脑-机接口(Brain-computer interface,BCI)的人机融合控制系统,也是一种基于人的意念和思维的控制系统.脑控系统己被成功应用于残疾人的生活辅助、中风病人和损伤肢体的康复训练、操作员状态的实时监控、游戏娱乐和智能家居等广泛的领域.本文在简要介绍了脑控的研究背景、基本原理、系统结构和发展概况的基础上,着重对脑电信号(Electroencephalogram,EEG)模式、控制信号转换算法和应用系统研究等主要问题的研究现状,进行了较为详细的论述和分析,并探讨了进一步研究的方向和思路.最后对脑控的未来发展方向和应用前景进行了分析和展望.%Recently, a new system called brain control system has been developed rapidly. Brain control system is a human-computer integration control system based on brain-computer interface (BCI), which relies on human's ideas and thinking. Brain control system has been successfully applied in wide fields, assisting disabled patients daily life, training patients with stroke or limb injury, monitoring the status of human operator, as well as entertainment and smart house etc. In this paper, the background, basic principle, system structure and developments are firstly introduced briefly. The current research status focusing on the problems of electroencephalogram (EEG) signal pattern, control signal transfer algorithm and system application is summarized and analyzed in detail. The further research direction and thoughts are discussed. Finally, the future development of brain control is analyzed and prospects are given.

  1. Exploring the bases for a mixed reality stroke rehabilitation system, Part I: A unified approach for representing action, quantitative evaluation, and interactive feedback

    OpenAIRE

    Wolf Steven L; Attygalle Suneth; Lehrer Nicole; Rikakis Thanassis

    2011-01-01

    Abstract Background Although principles based in motor learning, rehabilitation, and human-computer interfaces can guide the design of effective interactive systems for rehabilitation, a unified approach that connects these key principles into an integrated design, and can form a methodology that can be generalized to interactive stroke rehabilitation, is presently unavailable. Results This paper integrates phenomenological approaches to interaction and embodied knowledge with rehabilitation ...

  2. 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...

  3. Taking a Long View

    DEFF Research Database (Denmark)

    Ougaard, Morten

    a global perspective which leads to a more positive assessment. I will do this from a historical materialist perspective and therefore I begin with a discussion of the long view in Marx. This leads on to a discussion of Marx’s law of the long term declining rate of profit (LTFRP) and its counteracting...... factors (CFs). The next step is, drawing on regulation theory, to relate the mobilization of such CFs to the successive stages of capitalist development after World War Two, up to the present crisis, and after this, in the final two sections I discuss the potential for mobilizing ‘surplus labour...

  4. Abe's Political Views

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    Abe discussed much about his views of politics and diplomacy in his election program, showing that he means to be a tough party president and prime minister. First, on the issue of constitutional revision and collective self-defense right, Abe strongly advocates completely revising the Constitution to remove the limit that Japan can only exercise military power in self-defense. At the same time, by enacting a law, Japan would be able to send its self-defense forces overseas at any time. Abe claims that J...

  5. Optimal relative view angles for an object viewed multiple times

    Science.gov (United States)

    Gilani, Syed U.; Shende, Apoorva; Nguyen, Bao; Stilwell, Daniel J.

    2015-05-01

    Typically, the detection of an object of interest improves as we view the object from multiple angles. For cases where viewing angle matters, object detection can be improved further by optimally selecting the relative angles of multiple views. This motivates the search for viewing angles that maximize the expected probability of detection. Although our work is motivated by applications in subsea sensing, our fundamental analysis is easily adapted for other classes of applications. The specific challenge that motivates our work is the selection of optimal viewing angles for subsea sensing in which sonar is used for bathymetric imaging.

  6. Design of Closed-loop Control System for Electronic Throttle Valve Based on LabVIEW%基于LabVIEW的电子节气门开度闭环控制系统设计

    Institute of Scientific and Technical Information of China (English)

    蒋艳; 钱伟康; 倪元鸿

    2012-01-01

    设计了基于LabVIEW 2010平台实现对汽车电子节气门蝶阀开度的闭环控制系统.系统选用NI的高速M系列USB-6251数据采集板卡采集从节气门位置传感器反馈的电压信号,且输出两路互补PWM信号控制节气门体中的直流电机.结合PID积分分离控制算法,即当节气门蝶阀开度变化较小时采用PID算法,当角度变化较大时采用PD算法.实验证明系统编程简单,人机交互方便,开发周期短,闭环控制效果良好,具有实际的应用价值.%The paper designs the closed-loop control system for automotive electronic throttle valve opening which is based on Lab VIEW 2010 platform. System uses NI high-speed M-Series USB-6251 data acquisition board to collect feedback voltage signal from the throttle position sensor and then outputs two complementary PWM signals to control DC motor which is in throttle body. System chooses PID control algorithm with integral separation, that is to say, when the throttle valve opening change is small,system uses PID algorithm, otherwise uses PD algorithm. Experiments show that system has the advantages of simple programming, convenient human-computer interaction, short development cycles and good closed-loop control, so this research has practical value in real life.

  7. Developing a new power quality analysis software based on LabVIEW%基于LabVIEW的新型电能质量分析软件开发

    Institute of Scientific and Technical Information of China (English)

    韩烨; 刘志刚; 李文帆

    2012-01-01

    传统电能质量检测装置大多采用DSP技术,开发周期长,功能单一.基于LabVIEW虚拟仪器开发平台,开发一种新型的电能质量分析软件,可利用FFT、STFT、WT、HHT等多种现代信号处理方法对电能质量信号进行分析,并利用状态机结构实现人机交互.检测结果表明,软件既能分析电能质量的稳态指标,又能检测电能质量的暂态扰动,操作简单,多种功能,界面友好,具有广泛的使用前景.%DSP technology is used in most of traditional power quality detection devices, with long development cycle and limited functions. Based on Lab VIEW virtual instrument development platform, a new type of power quality analysis software is developed. Transformation-based methods such as FFT, STFT and HHT are adopted to analyze power quality signals, using state machine architecture to achieve human-computer interaction. The test results show that the software can not only analyze the steady-state indexes of power quality, but also detect the transient disturbance signal. There are some advantages such as simple operations, friendly interface, multi-functions and so on, which make the software have an extensive application prospect.

  8. Hospital clowning: a paediatrician's view.

    Science.gov (United States)

    van Venrooij, Lennard T; Barnhoorn, Pieter C

    2017-02-01

    This study investigates the current position of hospital clowns from the perspective of paediatricians and paediatric residents. A total of 14 attending paediatricians and paediatric residents participated in two focus group sessions. Data were analysed using Atlas.ti 5.0. In general, physicians reported positive experiences regarding the interaction between hospital clowns and paediatric patients on the ward. Physicians were more interested in research on children's perception of hospital clowns than in research on the clinical efficacy of hospital clowning. No direct collaboration between physicians and hospital clowns was reported. However, physicians proposed conditions which may streamline their encounters with hospital clowns such as clear communication prior to hospital clown visits, and the condition that visits do not impede medical interventions. Overall, paediatricians and paediatric residents view the positive impact on paediatric patients as the most important aspect of hospital clown visits, rather than the clinical efficacy of hospital clowning. In light of the growing number of hospital clowns worldwide, this article provides recommendations for arranging their encounters with paediatricians and paediatric residents to maintain optimal health care. What is known: • Previous studies show a clinically significant pain- and anxiety-reducing effect of hospital clowning in paediatric patients admitted to hospitals or undergoing (invasive) medical procedures. • In general, paediatricians have positive ideas about hospital clowns, aside from personal prejudices. What is new: • This novel study gives deeper insight into day-to-day interaction between paediatricians and hospital clowns on the ward. • This study provides recommendations for clinical practice to arrange encounters between physicians and hospital clowns during hospital clown visits.

  9. Bulimia: The Transgenerational View.

    Science.gov (United States)

    Roberto, Laura Giat

    1986-01-01

    Within families with bulimia, certain interactional patterns enable and perpetuate the patient's binge-eating and purging symptoms. A transgenerational treatment method is proposed, which intervenes in ongoing dysfunctional patterns, and provides a frame for creating a therapeutic metaphor ("legacy") to direct the therapy. Rationale and stages of…

  10. College science teachers' views of classroom inquiry

    Science.gov (United States)

    Brown, Patrick L.; Abell, Sandra K.; Demir, Abdulkadir; Schmidt, Francis J.

    2006-09-01

    The purposes of this study were to (a) gain an understanding of the views of inquiry held by faculty members involved in undergraduate science teaching and (b) describe the challenges, constraints, and opportunities that they perceived in designing and teaching inquiry-based laboratories. Participants included 19 college professors, representing both life and physical science disciplines, from (a) 2-year community college, (b) small, private nonprofit liberal arts college, (c) public master's granting university, and (d) public doctoral/research extensive university. We collected data through semistructured interviews and applied an iterative data analysis process. College science faculty members held a full and open inquiry view, seeing classroom inquiry as time consuming, unstructured, and student directed. They believed that inquiry was more appropriate for upper level science majors than for introductory or nonscience majors. Although faculty members valued inquiry, they perceived limitations of time, class size, student motivation, and student ability. These limitations, coupled with their view of inquiry, constrained them from implementing inquiry-based laboratories. Our proposed inquiry continuum represents a broader view of inquiry that recognizes the interaction between two dimensions of inquiry: (a) the degree of inquiry and (b) the level of student directedness, and provides for a range of inquiry-based classroom activities.

  11. Power. Conflicting views.

    Science.gov (United States)

    Heineken, J

    1985-11-01

    This study on power is the first of its kind reported in the nursing literature. We now know that the term "power" has significantly different meanings for nurses. The basic differences found between nurse executives and head and charge nurses with respect to their views on power is a timely finding. Before generalizations and interventions can be definitively suggested, more studies must be done. Nurses interested in participating in this effort should contact the author. The issue of unification of nurses is important. More exploration in the area of power will bring us closer to mobilizing our potential and strength. Nurse executives will be more successful in accomplishing their organizational goals with a united personnel group. The discrepancy in power beliefs identified in this article will create the stimulus for further discussion and reflection.

  12. False color viewing device

    Science.gov (United States)

    Kronberg, J.W.

    1992-10-20

    A viewing device for observing objects in near-infrared false-color comprising a pair of goggles with one or more filters in the apertures, and pads that engage the face for blocking stray light from the sides so that all light reaching the user's eyes come through the filters. The filters attenuate most visible light and pass near-infrared (having wavelengths longer than approximately 700 nm) and a small amount of blue-green and blue-violet (having wavelengths in the 500 to 520 nm and shorter than 435 nm, respectively). The goggles are useful for looking at vegetation to identify different species and for determining the health of the vegetation, and to detect some forms of camouflage. 7 figs.

  13. Games, Montage and the First Person Point of View

    OpenAIRE

    Nitsche, Michael

    2005-01-01

    Games, Montage and the First Person Point of View By Michael Nitsche LCC – Georgia Tech Executive Abstract Montage of moving images is an effect present in games. To investigate this effect we look at the use of the first person point of view (POV) in montage elements controlled by the player. The focus of the analysis lies on montage that combines gameplay and visualization. The interactive control that generates a reference between player and player-character ...

  14. Ways of Viewing Pictorial Plasticity

    Directory of Open Access Journals (Sweden)

    Maarten W. A. Wijntjes

    2017-03-01

    Full Text Available The plastic effect is historically used to denote various forms of stereopsis. The vivid impression of depth often associated with binocular stereopsis can also be achieved in other ways, for example, using a synopter. Accounts of this go back over a hundred years. These ways of viewing all aim to diminish sensorial evidence that the picture is physically flat. Although various viewing modes have been proposed in the literature, their effects have never been compared. In the current study, we compared three viewing modes: monocular blur, synoptic viewing, and free viewing (using a placebo synopter. By designing a physical embodiment that was indistinguishable for the three experimental conditions, we kept observers naïve with respect to the differences between them; 197 observers participated in an experiment where the three viewing modes were compared by performing a rating task. Results indicate that synoptic viewing causes the largest plastic effect. Monocular blur scores lower than synoptic viewing but is still rated significantly higher than the baseline conditions. The results strengthen the idea that synoptic viewing is not due to a placebo effect. Furthermore, monocular blur has been verified for the first time as a way of experiencing the plastic effect, although the effect is smaller than synoptic viewing. We discuss the results with respect to the theoretical basis for the plastic effect. We show that current theories are not described with sufficient details to explain the differences we found.

  15. Visual exploration of three-dimensional gene expression using physical views and linked abstract views.

    Science.gov (United States)

    Weber, Gunther H; Rübel, Oliver; Huang, Min-Yu; DePace, Angela H; Fowlkes, Charless C; Keränen, Soile V E; Luengo Hendriks, Cris L; Hagen, Hans; Knowles, David W; Malik, Jitendra; Biggin, Mark D; Hamann, Bernd

    2009-01-01

    During animal development, complex patterns of gene expression provide positional information within the embryo. To better understand the underlying gene regulatory networks, the Berkeley Drosophila Transcription Network Project (BDTNP) has developed methods that support quantitative computational analysis of three-dimensional (3D) gene expression in early Drosophila embryos at cellular resolution. We introduce PointCloudXplore (PCX), an interactive visualization tool that supports visual exploration of relationships between different genes' expression using a combination of established visualization techniques. Two aspects of gene expression are of particular interest: 1) gene expression patterns defined by the spatial locations of cells expressing a gene and 2) relationships between the expression levels of multiple genes. PCX provides users with two corresponding classes of data views: 1) Physical Views based on the spatial relationships of cells in the embryo and 2) Abstract Views that discard spatial information and plot expression levels of multiple genes with respect to each other. Cell Selectors highlight data associated with subsets of embryo cells within a View. Using linking, these selected cells can be viewed in multiple representations. We describe PCX as a 3D gene expression visualization tool and provide examples of how it has been used by BDTNP biologists to generate new hypotheses.

  16. Views from Space

    Science.gov (United States)

    Kitmacher, Gary H.

    2002-01-01

    aircraft like the high-flying U-2 spy planes for. Weather satellites permitted weather predictions as never before. Satellites were developed in the first ten years of the space program for earth resources and mapping. In this paper and presentation we will observe some of the best views taken in space and from space...of the Earth, and the moon and beyond. We will travel in space with our astronauts. Some of the photographs we will see are famous and others not nearly so. We will discuss some of the history behind the pictures and some of the benefits that have been gained from the views from space.

  17. The AlloBrain: an Interactive Stereographic, 3D Audio Immersive Environment

    DEFF Research Database (Denmark)

    Overholt, Daniel; Wakefield, Graham; Morin, JoAnn Kuchera

    2008-01-01

    This document describes the AlloBrain, the debut content created for presentation in the AlloSphere at the University of California, Santa Barbara, and the Cosm toolkit for the prototyping of interactive immersive environments using higher-order Ambisonics and stereographic projections. The Cosm...... toolkit was developed in order to support the prototyping of immersive applications that involve both visual and sonic interaction design. Design considerations and implementation details of both the Cosm toolkit and the AlloBrain are described in detail, as well as the development of custom human......-computer interfaces and new audiovisual interaction methodologies within a virtual environment....

  18. Air-touch interaction system for integral imaging 3D display

    Science.gov (United States)

    Dong, Han Yuan; Xiang, Lee Ming; Lee, Byung Gook

    2016-07-01

    In this paper, we propose an air-touch interaction system for the tabletop type integral imaging 3D display. This system consists of the real 3D image generation system based on integral imaging technique and the interaction device using a real-time finger detection interface. In this system, we used multi-layer B-spline surface approximation to detect the fingertip and gesture easily in less than 10cm height from the screen via input the hand image. The proposed system can be used in effective human computer interaction method for the tabletop type 3D display.

  19. NetView technical research

    Science.gov (United States)

    1993-01-01

    This is the Final Technical Report for the NetView Technical Research task. This report is prepared in accordance with Contract Data Requirements List (CDRL) item A002. NetView assistance was provided and details are presented under the following headings: NetView Management Systems (NMS) project tasks; WBAFB IBM 3090; WPAFB AMDAHL; WPAFB IBM 3084; Hill AFB; McClellan AFB AMDAHL; McClellan AFB IBM 3090; and Warner-Robins AFB.

  20. 'Tagger' - a Mac OS X Interactive Graphical Application for Data Inference and Analysis of N-Dimensional Datasets in the Natural Physical Sciences.

    Science.gov (United States)

    Morse, P. E.; Reading, A. M.; Lueg, C.

    2014-12-01

    Pattern-recognition in scientific data is not only a computational problem but a human-observer problem as well. Human observation of - and interaction with - data visualization software can augment, select, interrupt and modify computational routines and facilitate processes of pattern and significant feature recognition for subsequent human analysis, machine learning, expert and artificial intelligence systems.'Tagger' is a Mac OS X interactive data visualisation tool that facilitates Human-Computer interaction for the recognition of patterns and significant structures. It is a graphical application developed using the Quartz Composer framework. 'Tagger' follows a Model-View-Controller (MVC) software architecture: the application problem domain (the model) is to facilitate novel ways of abstractly representing data to a human interlocutor, presenting these via different viewer modalities (e.g. chart representations, particle systems, parametric geometry) to the user (View) and enabling interaction with the data (Controller) via a variety of Human Interface Devices (HID). The software enables the user to create an arbitrary array of tags that may be appended to the visualised data, which are then saved into output files as forms of semantic metadata. Three fundamental problems that are not strongly supported by conventional scientific visualisation software are addressed:1] How to visually animate data over time, 2] How to rapidly deploy unconventional parametrically driven data visualisations, 3] How to construct and explore novel interaction models that capture the activity of the end-user as semantic metadata that can be used to computationally enhance subsequent interrogation. Saved tagged data files may be loaded into Tagger, so that tags may be tagged, if desired. Recursion opens up the possibility of refining or overlapping different types of tags, tagging a variety of different POIs or types of events, and of capturing different types of specialist

  1. 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,

  2. New Paranal Views

    Science.gov (United States)

    2001-01-01

    Last year saw very good progress at ESO's Paranal Observatory , the site of the Very Large Telescope (VLT). The third and fourth 8.2-m Unit Telescopes, MELIPAL and YEPUN had "First Light" (cf. PR 01/00 and PR 18/00 ), while the first two, ANTU and KUEYEN , were busy collecting first-class data for hundreds of astronomers. Meanwhile, work continued towards the next phase of the VLT project, the combination of the telescopes into the VLT Interferometer. The test instrument, VINCI (cf. PR 22/00 ) is now being installed in the VLTI Laboratory at the centre of the observing platform on the top of Paranal. Below is a new collection of video sequences and photos that illustrate the latest developments at the Paranal Observatory. The were obtained by the EPR Video Team in December 2000. The photos are available in different formats, including "high-resolution" that is suitable for reproduction purposes. A related ESO Video News Reel for professional broadcasters will soon become available and will be announced via the usual channels. Overview Paranal Observatory (Dec. 2000) Video Clip 02a/01 [MPEG - 4.5Mb] ESO PR Video Clip 02a/01 "Paranal Observatory (December 2000)" (4875 frames/3:15 min) [MPEG Video+Audio; 160x120 pix; 4.5Mb] [MPEG Video+Audio; 320x240 pix; 13.5 Mb] [RealMedia; streaming; 34kps] [RealMedia; streaming; 200kps] ESO Video Clip 02a/01 shows some of the construction activities at the Paranal Observatory in December 2000, beginning with a general view of the site. Then follow views of the Residencia , a building that has been designed by Architects Auer and Weber in Munich - it integrates very well into the desert, creating a welcome recreational site for staff and visitors in this harsh environment. The next scenes focus on the "stations" for the auxiliary telescopes for the VLTI and the installation of two delay lines in the 140-m long underground tunnel. The following part of the video clip shows the start-up of the excavation work for the 2.6-m VLT Survey

  3. A view of BEBC

    CERN Multimedia

    CERN PhotoLab

    1976-01-01

    The picture was taken inside the iron box (magnetic stray field shielding) around BEBC - one can see the magnet cryostat, a valve box, the galleries and a part of a beam window gap. The stainless steel box, with the geometers measurement stand attached to it, was part of the set-up used for WA17. This experiment was carried out by the Ankara-Brussels-CERN-Dublin-University College, London-Rome-Strasbourg-Turin Collaboration to investigate dimuon events and search for new particles in neutrino interactions in emulsions coupled with BEBC. An emulsion stack was exposed in front of a BEBC beam window, in the gap between the magnet coils.

  4. The Woman Olympian. A View of Social Interaction.

    Science.gov (United States)

    DeSensi, Joy T.

    1988-01-01

    A study of female Olympic athletes is analyzed using Victor Turner's theory of "communitas." Communitas involves the concept of social life as transition between a series of experiences of high status or equality and low status or inequality with others, bonding, and acceptance by peers and superiors. (MT)

  5. Impurity atoms on view in cuprates

    Directory of Open Access Journals (Sweden)

    J.C. Séamus Davis

    2002-04-01

    Full Text Available Impurity atoms in a material are usually viewed as a problem because they can result in non-ideal properties. However, they can sometimes be used to advantage when attempting to understand new materials. This is because the interactions of an impurity atom with the material reveal detailed information on the local electronic environment. In this paper we discuss scanning tunneling microscopy studies of the atomic-scale effects of individual Ni and Zn impurity atoms on the cuprate high critical temperature superconductors.

  6. View angle dependence of cloud optical thicknesses retrieved by MODIS

    Science.gov (United States)

    Marshak, Alexander; Varnai, Tamas

    2005-01-01

    This study examines whether cloud inhomogeneity influences the view angle dependence of MODIS cloud optical thickness (tau) retrieval results. The degree of cloud inhomogeneity is characterized through the local gradient in 11 microns brightness temperature. The analysis of liquid phase clouds in a one year long global dataset of Collection 4 MODIS data reveals that while optical thickness retrievals give remarkably consistent results for all view directions if clouds are homogeneous, they give much higher tau-values for oblique views than for overhead views if clouds are inhomogeneous and the sun is fairly oblique. For solar zenith angles larger than 55deg, the mean optical thickness retrieved for the most inhomogeneous third of cloudy pixels is more than 30% higher for oblique views than for overhead views. After considering a variety of possible scenarios, the paper concludes that the most likely reason for the increase lies in three-dimensional radiative interactions that are not considered in current, one-dimensional retrieval algorithms. Namely, the radiative effect of cloud sides viewed at oblique angles seems to contribute most to the enhanced tau-values. The results presented here will help understand cloud retrieval uncertainties related to cloud inhomogeneity. They complement the uncertainty estimates that will start accompanying MODIS cloud products in Collection 5 and may eventually help correct for the observed view angle dependent biases.

  7. 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...

  8. 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...

  9. Move, Hold and Touch: A Framework for Tangible Gesture Interactive Systems

    Directory of Open Access Journals (Sweden)

    Leonardo Angelini

    2015-08-01

    Full Text Available Technology is spreading in our everyday world, and digital interaction beyond the screen, with real objects, allows taking advantage of our natural manipulative and communicative skills. Tangible gesture interaction takes advantage of these skills by bridging two popular domains in Human-Computer Interaction, tangible interaction and gestural interaction. In this paper, we present the Tangible Gesture Interaction Framework (TGIF for classifying and guiding works in this field. We propose a classification of gestures according to three relationships with objects: move, hold and touch. Following this classification, we analyzed previous work in the literature to obtain guidelines and common practices for designing and building new tangible gesture interactive systems. We describe four interactive systems as application examples of the TGIF guidelines and we discuss the descriptive, evaluative and generative power of TGIF.

  10. 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.

  11. 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.

  12. Creating Learning Experiences through Interactive Devices

    Science.gov (United States)

    Harvey, Alexis

    2014-01-01

    In this small-scale study, the use of a simple interactive device was designed and studied ethnographically to discover how groups visiting a museum as part of a guided tour interacted with the device as viewed from the perspective of the group tour guides. As the emphasis placed on utilizing interactive devices in museums is increasing, one can…

  13. Creating Learning Experiences through Interactive Devices

    Science.gov (United States)

    Harvey, Alexis

    2014-01-01

    In this small-scale study, the use of a simple interactive device was designed and studied ethnographically to discover how groups visiting a museum as part of a guided tour interacted with the device as viewed from the perspective of the group tour guides. As the emphasis placed on utilizing interactive devices in museums is increasing, one can…

  14. MolView users guide

    Energy Technology Data Exchange (ETDEWEB)

    Walenz, B.P.

    1996-06-01

    A system for viewing molecular data in a CAVE virtual reality environment is presented. The system, called MolView, consists of a frontend driver program that prepares the data and a backend CAVE program that displays the data. Both are written so that modifications and extensions are relatively easy to accomplish.

  15. Active Learning with Multiple Views

    CERN Document Server

    Knoblock, C A; Muslea, I; 10.1613/jair.2005

    2011-01-01

    Active learners alleviate the burden of labeling large amounts of data by detecting and asking the user to label only the most informative examples in the domain. We focus here on active learning for multi-view domains, in which there are several disjoint subsets of features (views), each of which is sufficient to learn the target concept. In this paper we make several contributions. First, we introduce Co-Testing, which is the first approach to multi-view active learning. Second, we extend the multi-view learning framework by also exploiting weak views, which are adequate only for learning a concept that is more general/specific than the target concept. Finally, we empirically show that Co-Testing outperforms existing active learners on a variety of real world domains such as wrapper induction, Web page classification, advertisement removal, and discourse tree parsing.

  16. Estimation of Virtual View Synthesis Distortion Toward Virtual View Position.

    Science.gov (United States)

    Fang, Lu; Xiang, Yijian; Cheung, Ngai-Man; Wu, Feng

    2016-05-01

    We propose an analytical model to estimate the depth-error-induced virtual view synthesis distortion (VVSD) in 3D video, taking the distance between reference and virtual views (virtual view position) into account. In particular, we start with a comprehensive preanalysis and discussion over several possible VVSD scenarios. Taking intrinsic characteristic of each scenario into consideration, we specifically classify them into four clusters: 1) overlapping region; 2) disocclusion and boundary region; 3) edge region; and 4) infrequent region. We propose to model VVSD as the linear combination of the distortion under different scenarios (DDSs) weighted by the probability under different scenarios (PDSs). We show analytically that DDS and PDS can be related to the virtual view position using quadratic/biquadratic models and linear models, respectively. Experimental results verify that the proposed model is capable of estimating the relationship between VVSD and the distance between reference and virtual views. Therefore, our model can be used to inform a reference view setup for capturing, or distortion at certain virtual view positions, when depth information is compressed.

  17. Sistematização da assistência de enfermagem: vislumbrando um cuidado interativo, complementar e multiprofissional Sistematización de la asistencia en enfermería: vislumbrando un cuidado interactivo, complementario y multiprofesional Systematization of nursing care: viewing care as interactive, complementary and multi-professional

    Directory of Open Access Journals (Sweden)

    Keyla Cristiane do Nascimento

    2008-12-01

    comprometidos en mejorar a cada día el cuidado ofrecido al paciente, pues vislumbra la necesidad de un proceso de cuidar interactivo, complementario y multiprofesional.This study is the result of an extended project, named: The systematization of nursing care in the perspective of complex thinking. The objective of this qualitative study is to better comprehend the meaning of the systematization of nursing care among healthcare professionals. The Data-Based Theory was used as a methodological reference. Data were collected by interviewing three sample groups, in a total of fifteen healthcare professionals. Data codification and analysis led us to the central theme: Viewing the Systematization of Nursing Care (SNC as an Interactive and Complex Phenomenon. This theme is complemented by two phenomena. In this article, we discuss the phenomenon: Verifying the necessity of an interactive, complementary, and multi-professional process. The Systematization of Nursing Care is part of a process that has been developing over time by nurses committed to improve the care given to the patient, since they view the necessity for interactive, complementary, and multi-professional care.

  18. View from industry.

    Science.gov (United States)

    Guezuraga, Robert M; Steinbring, Denise Y

    2004-12-01

    The transformation of the cardiothoracic specialty requires a complete mind-set and skill-set change such that the specialty repositions itself in this era of complex cardiac disease, increased competition, technology innovation, financial constraints, rationed access to technology and increased scrutiny on clinical outcomes. The future offers a variety of surgical treatment options for patients suffering from disease states that have traditionally not been treated by cardiothoracic surgeons such as ablation for atrial fibrillation and cell therapy for heart failure. In addition, patient expectations for prolonged and quality-improved years are higher as they educate themselves on options that are less invasive. Failure to build a new repertoire of skills will mean diminished access to patients because referrals will be made to those cardiothoracic surgeons who are seen as innovators. Time is of the essence, as market dynamics are taking their toll. Cardiothoracic surgery today is still one of the most profitable specialties within the hospital and therefore, hospitals should be willing to support and differentiate their heart programs through new technology adoption. But cardiothoracic surgeons need to be open to explore new methods for treating cardiac disease and to work with industry in proving the efficacy and patient benefits of new procedures. At a higher level, pan-European approaches to new technology adoption need to focus on increased governmental spending on healthcare and on reimbursement strategies that make this possible. The medical device industry continues to invest heavily in new techniques and technologies and should be viewed as a strategic partner by individual surgeons as well as by the surgical societies. As industry continues to focus on areas such as research, product development, market development, professional and resident education, reimbursement, and patient access issues, it is imperative for surgeons to work collaboratively with

  19. Task Interruptions of Human-computer Interaction:New Issues in the New Environment%人机互动中的任务中断:新环境中的新问题

    Institute of Scientific and Technical Information of China (English)

    王磊; 伍麟

    2012-01-01

    任务中断是人机互动中常见的一种现象。关于中断延迟期间心理作用机制的主要理论包括:任务转换理论、长时工作记忆理论、目标记忆理论和线程认知理论。任务转换理论为中断延迟作用机制的研究提供了基础的模式,长时工作记忆理论和目标记忆理论各自提出了复述和编码两种不同的观点,线程认知理论主张多线程并行,深化了任务中断的研究。未来研究应关注中断对主任务执行产生不同影响的原因、影响中断任务执行期间复述机会的因素等。%In this paper we discuss some issues about task interruption. We try to summarize the existing experimental results and theoretical results and analyze what these studies show. Then, we hope that our study can inform researchers about what has been done about this area. More importantly, we’d like to further explore the direction and focus of future research. In the first place, based on the literature review of previous task interruption studies, we present task interruptions’ background and theories. The rapid development of Internet technology weakens the space-time boundary of traditional environment. Virtual settings emerge in that the interaction and the sense of immersion in network using expand settings from geographical areas to cyberspace. Human behavior setting is divided into real settings and virtual settings. Interaction between these behavior settings generates a new environment system-"R-V" mesosystems ("real-virtual" mesosystems).The intermingling of real and virtual behavior programs within "R-V" mesosystems reflects the polyfunctional nature of settings. In these settings, human-computer interaction(HCI) is common. In addition to efficient processing of information, HCI also brings information overland, psychological stress, health damage and interpersonal stress. These negative impacts result from the fact that humans have to face and deal

  20. Data Mining-based Materialized View and Index Selection in Data Warehouses

    CERN Document Server

    Aouiche, Kamel

    2007-01-01

    Materialized views and indexes are physical structures for accelerating data access that are casually used in data warehouses. However, these data structures generate some maintenance overhead. They also share the same storage space. Most existing studies about materialized view and index selection consider these structures separately. In this paper, we adopt the opposite stance and couple materialized view and index selection to take view-index interactions into account and achieve efficient storage space sharing. Candidate materialized views and indexes are selected through a data mining process. We also exploit cost models that evaluate the respective benefit of indexing and view materialization, and help select a relevant configuration of indexes and materialized views among the candidates. Experimental results show that our strategy performs better than an independent selection of materialized views and indexes.

  1. Reference View Selection in DIBR-Based Multiview Coding.

    Science.gov (United States)

    Maugey, Thomas; Petrazzuoli, Giovanni; Frossard, Pascal; Cagnazzo, Marco; Pesquet-Popescu, Beatrice

    2016-04-01

    Augmented reality, interactive navigation in 3D scenes, multiview video, and other emerging multimedia applications require large sets of images, hence larger data volumes and increased resources compared with traditional video services. The significant increase in the number of images in multiview systems leads to new challenging problems in data representation and data transmission to provide high quality of experience on resource-constrained environments. In order to reduce the size of the data, different multiview video compression strategies have been proposed recently. Most of them use the concept of reference or key views that are used to estimate other images when there is high correlation in the data set. In such coding schemes, the two following questions become fundamental: 1) how many reference views have to be chosen for keeping a good reconstruction quality under coding cost constraints? And 2) where to place these key views in the multiview data set? As these questions are largely overlooked in the literature, we study the reference view selection problem and propose an algorithm for the optimal selection of reference views in multiview coding systems. Based on a novel metric that measures the similarity between the views, we formulate an optimization problem for the positioning of the reference views, such that both the distortion of the view reconstruction and the coding rate cost are minimized. We solve this new problem with a shortest path algorithm that determines both the optimal number of reference views and their positions in the image set. We experimentally validate our solution in a practical multiview distributed coding system and in the standardized 3D-HEVC multiview coding scheme. We show that considering the 3D scene geometry in the reference view, positioning problem brings significant rate-distortion improvements and outperforms the traditional coding strategy that simply selects key frames based on the distance between cameras.

  2. The STAPL pView

    KAUST Repository

    Buss, Antal

    2011-01-01

    The Standard Template Adaptive Parallel Library (STAPL) is a C++ parallel programming library that provides a collection of distributed data structures (pContainers) and parallel algorithms (pAlgorithms) and a generic methodology for extending them to provide customized functionality. STAPL algorithms are written in terms of pViews, which provide a generic access interface to pContainer data by abstracting common data structure concepts. Briefly, pViews allow the same pContainer to present multiple interfaces, e.g., enabling the same pMatrix to be \\'viewed\\' (or used) as a row-major or column-major matrix, or even as a vector. In this paper, we describe the stapl pView concept and its properties. pViews generalize the iterator concept and enable parallelism by providing random access to, and an ADT for, collections of elements. We illustrate how pViews provide support for managing the tradeoff between expressivity and performance and examine the performance overhead incurred when using pViews. © 2011 Springer-Verlag Berlin Heidelberg.

  3. Idiosyncratic versus social consensus approaches to personality: Self-view, perceived, and peer-view similarity.

    Science.gov (United States)

    van Zalk, Maarten; Denissen, Jaap

    2015-07-01

    In the current studies, the authors examined how peers influence friendship choices through individuals' perceptions of similarity between their own and others' Big Five traits. Self-reported and peer-reported data were gathered from 3 independent samples using longitudinal round-robin designs. Peers' ratings of how similar 2 persons appeared in extraversion and agreeableness predicted friendship formation likelihood between these 2 persons in all samples. This association was mediated by perceived similarity. Furthermore, another mediation effect was found for similarity in interaction style: Persons who were viewed by peers as having similar extraversion and agreeableness levels became more similar in interaction styles. Thus, the current studies indicate that extraversion and agreeableness influence the emergence of social relationships through intrapersonal perceptions of similarity and interpersonal social interactions. We encourage researchers to look at specific similarity effects that influence interpersonal and intrapersonal processes to understand how relationships are formed. (c) 2015 APA, all rights reserved).

  4. Interactive Financial Charts- Agency Financial Reports

    Data.gov (United States)

    General Services Administration — For a visual depiction of GSA's Balance Sheet and Statement of Net Cost, please use the interactive charts to view the financial results for fiscal years 2007-2013.

  5. George Eliot’s Humanistic View and Feminist View

    Institute of Scientific and Technical Information of China (English)

    TANG Jing-chun

    2013-01-01

    George Eliot is a great authoress in the Victorian age. She has made great contribution in many fields such as:philoso-phy, literature and humanism. However she is a controversial novelist as well not only because her life experience which revolts against the traditional way of life at that time but also her unique humanistic and feminist view. The purpose of the study is to get the panoramic view of George Eliot.

  6. A comparison of model view controller and model view presenter

    OpenAIRE

    Qureshi, M. Rizwan Jameel; Sabir, Fatima

    2014-01-01

    Web application frameworks are managed by using different design strategies. Design strategies are applied by using different design processes. In each design process, requirement specifications are changed in to different design model that describe the detail of different data structure, system architecture, interface and components. Web application frame work is implemented by using Model View Controller (MVC) and Model View Presenter (MVP). These web application models are used to provide ...

  7. Classroom Diversification: A Strategic View of Educational Productivity

    Science.gov (United States)

    Lopez, Omar S.

    2007-01-01

    This article advances a theory of educational productivity based on a paradigm of classroom diversification that defines a strategic view of the education production process. The paradigm's underlying premise is that classroom student performance, and the instructional interactions that produce such outcomes, depend on economies derived from the…

  8. The cold interstellar medium - An HI view of spiral galaxies

    NARCIS (Netherlands)

    Sancisi, R; Bender, R; Davies, RL

    1996-01-01

    An HI view of spiral galaxies is presented. In the first part the standard picture of isolated, normal spiral galaxies is briefly reviewed. In the second part attention is drawn to all those phenomena, such as tidal interactions, accretion and mergers, that depend on the galaxy environment and seem

  9. Classroom Diversification: A Strategic View of Educational Productivity

    Science.gov (United States)

    Lopez, Omar S.

    2007-01-01

    This article advances a theory of educational productivity based on a paradigm of classroom diversification that defines a strategic view of the education production process. The paradigm's underlying premise is that classroom student performance, and the instructional interactions that produce such outcomes, depend on economies derived from the…

  10. World views: Their nature and function in the biology classroom

    Science.gov (United States)

    Armstrong, Kerri Lynn

    There has been sufficient research in the area of conceptual change that indicates that students' conceptions or alternative theories are much more resistant to change than was previously thought. The work of cultural anthropologists and, more recently science educators, points to the role of individual world views in the learning of science concepts. A world view is one's fundamental assumptions and presuppositions concerning perceptions of reality. The purpose of this ethnographic investigation was to shed light on the dynamic interaction of individual world views within the college biology classroom in relation to understanding key biological concepts in genetics, evolution and natural selection, and ecology and ecological relationships. The subjects for this study were 22 students enrolled in an introductory level non-majors biology class at the Community College of Philadelphia. Ten of these students participated in the interviews reported here. The outcomes of this investigation revealed that students do not view themselves as part of science or nature. The investigation also uncovered students' views of the self, nonself, relationship and causality that affect their learning and apprehension of key biological concepts. This investigation provides further demonstration of the influence of world views and the interplay of those views with the notion of scientific literacy.

  11. Design of Human-computer Interaction System Based on Graphic Processor Unit%基于图形处理芯片的人-机交互系统设计

    Institute of Scientific and Technical Information of China (English)

    李壮; 吴志强; 吴彤峰

    2010-01-01

    随着我国经济社会的迅猛发展,人们的精神压力越来越大,为了有效地缓解人们的压力,现代以休闲娱乐为主要目的的人-机交互式系统层出不穷,但大多都以计算机系统为支撑,用软件模拟硬件功能,以牺牲计算机性能为代价的软件系统仍然无法满足人们对混合立体声和高品质视频图像输出的追求.本系统采用多媒体处理芯片PKM32AG-Q,扩展512M显卡内存,可以有效地弥补上述缺点,本文主要介绍人-机交互系统的硬件选择和电路设计,具有一定的应用基础.

  12. 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.

  13. 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.

  14. 基于SIFT和人机交互的遥感影像识别方法研究%Recognition method of remote sensing image based on SIFT algorithm & human-computer interaction

    Institute of Scientific and Technical Information of China (English)

    吕萌

    2011-01-01

    尺度不变特征变换(SIFT)算法具有良好的尺度、光照以及空间旋转不变性,在人机交互的环境中可以很好地识别出影像.介绍了SIFT算法和人机交互原理,并进行了实验论证.实验结果表明,该方法能较好地识别出遥感影像,并具有实时性意义.

  15. 基于三轴加速度传感器的人机交互智能手环%Human-computer interaction intelligent bracelet based on triaxial acceleration sensor

    Institute of Scientific and Technical Information of China (English)

    李易陆; 陈洪波; 蒋晓旭; 李腾生; 冯思浩

    2015-01-01

    针对人们对人体运动状态监测的需求,设计了基于微机电系统(micro electro mechanical systems,简称 MEMS)数字输出加速度传感器 ADXL345与超低功耗单片机 MSP430F169的计步手环和基于 Android 系统的手机应用程序(APP)。该手环用传感器 ADXL345采集人体行走时的加速度信息,利用矢量求和算法实现计步功能,并估算行走过程中的热量消耗;手环通过蓝牙方式与 Android 手机通信,从而在手机上实现计步数据与卡路里消耗的显示,并可在手机上对手环的DS1337时钟芯片进行闹钟设置。通过对2名男性和2名女性分别进行60 s 步行测试,测试结果表明,该系统运行可靠,计步算法适应性良好,具有体积小、功耗低、工作稳定、计步准确、人机交互友好等特点。%An intelligent pedometer bracelet is designed to meet the significant demand of body movement monitoring.The MSP430F1 69 is selected as the microcontroller,and the triaxial accelerometer ADXL345 is applied to collect the information on the body.The vector summation of triaxial acceleration is used to counter the step,and the calorie is estimated.HC-06 Bluetooth module is used to communicate with Android phones for achieving the information of pedometer and calorie.The alarm clock can be set by the DS1337 clock chip.2 males and 2 females are participated in one minute walking test,experi-mental results show that the system has the reliable performance and a strong adaptability.It has the advantages of portable type and low power consumption.

  16. Study of Movement State Simulation of Hydraulic Support Based on Human-computer Interaction%基于人机交互的液压支架运动状态仿真研究

    Institute of Scientific and Technical Information of China (English)

    李阿乐; 郑晓雯; 陈雪婷; 李伟

    2015-01-01

    为了动态地、实时可交互地观察和监控液压支架的工作状态,利用Unity 3D虚拟现实软件建立一液压支架的运动状态仿真系统.在经过Pro/E对液压支架各零部件进行三维建模及装配,并通过3ds Max的渲染以增加其真实感,然后导入Unity 3D虚拟现实软件中,结合面向对象的编程技术,使模型具备位姿和状态参数驱动的功能,最终完成了液压支架的运动状态仿真,可达到人机交互和实时操控的逼真效果.

  17. A Physical Approach to Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2007-01-01

    The field of tangible interaction is growing in rich and diverse directions calling for new forms of understanding. In this paper I will present a view on tangible interaction that has a strong focus on movement and interaction qualities. I will describe a design exercise that transfers interaction...... qualities identified from user observations made in particular contexts to the design of new interaction modalities. The exercise was completed with 16 graduate students and resulted in a set of interactive sculptures that aim to convey particular interaction experiences. I will introduce the process...

  18. Human-Robot Interaction

    Science.gov (United States)

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

    2015-01-01

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

  19. Usability and Interaction Design - New Challenges for the Scandinavian Tradition

    DEFF Research Database (Denmark)

    Bødker, Susanne; Sundblad, Yngve

    2008-01-01

    understanding of usability and interaction design. In particular, we discuss how the Scandinavian tradition of user involvement in development is facing up with the challenges of new work and of non-work contexts. There is a tendency that much recent investigations into non-work settings get stuck in a divide......Computer use and interaction possibilities are changing quickly, while use contexts and application types are radically broadening. Technology no longer consists of static tools belonging only to the workplace but permeates work on the move, homes and everyday lives. Pervasive technologies......, augmented reality, small interfaces, tangible interfaces, etc. are dramatically changing the nature of HCI (human-computer interaction). We witness the creation of ad hoc configurations of large and small user interfaces. The new interfaces are moveable and used in changing locations and contexts; different...

  20. "Private Views" Ungaris / Katrin Kivimaa

    Index Scriptorium Estoniae

    Kivimaa, Katrin, 1969-

    1999-01-01

    Inglise ja eesti kunstnike ühisprojekt 8. augustini Dunaujvarosi Kaasaegse Kunsti Instituudis Ungaris. Kuraatorid Pam Skelton, Mare Tralla. "Private Views" ülesandeks on keskenduda ruumi mõistele naiskunstniku pilgu läbi