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Sample records for human-computer interface style

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1996-09-30

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

  2. 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.

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

    Directory of Open Access Journals (Sweden)

    Lamia Gaouar

    2018-06-01

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

  4. Interface Heuristics and Style Guide Design: An Air Battle Management Case Study

    National Research Council Canada - National Science Library

    Nelson, W. T; Bolia, Robert S

    2005-01-01

    This paper describes the development of a human-machine interface style guide designed to promote a common look and feel among operator interfaces employed by air battle managers in the United States...

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

    OpenAIRE

    Ancău Dorina; Roman Nicolae-Marius; Ancău Mircea

    2017-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Ancău Dorina

    2017-01-01

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

  7. An Integrated User Interface Style Guide for the ESF-CCS, RPS and CPCS display design

    International Nuclear Information System (INIS)

    Park, Jae Kyu; Lee, Hyun Chul; Hwang, Seong Hwan; Jang, Tong Il; Kang, Suk Ho; Lee, Jung Woon; Lee, Yong Hee

    2009-01-01

    The human machine interface (HMI) design process is important to enhance the safety and reliability of a Nuclear Power Plant (NPP) operation. Various MMI activities are achieved with progress of MMI and environment of NPP. These activities are impossible to utilize when upgrade of environment because most of these activities emphasize hardware aspect. Also, the human factors guidelines mostly describe the human factors principles so the designer has to adapt them to apply them to his design. The design-specific guideline that is specially dedicated to a unique system and derived from the general guidelines is called style guide. The style guide provides easy to use templates to help the user interface design, and these templates help ensure a consistent look and behavior throughout the design products. However, it could be difficult for a designer to select the human factors guideline items related to a target system and to derive a style guide from the items. This paper describes human factors activities carried out to develop a style guide for the ESF-CCS, RPS and CPCS system

  8. 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.

  9. Human-computer interfaces applied to numerical solution of the Plateau problem

    Science.gov (United States)

    Elias Fabris, Antonio; Soares Bandeira, Ivana; Ramos Batista, Valério

    2015-09-01

    In this work we present a code in Matlab to solve the Problem of Plateau numerically, and the code will include human-computer interface. The Problem of Plateau has applications in areas of knowledge like, for instance, Computer Graphics. The solution method will be the same one of the Surface Evolver, but the difference will be a complete graphical interface with the user. This will enable us to implement other kinds of interface like ocular mouse, voice, touch, etc. To date, Evolver does not include any graphical interface, which restricts its use by the scientific community. Specially, its use is practically impossible for most of the Physically Challenged People.

  10. Human-computer interface incorporating personal and application domains

    Science.gov (United States)

    Anderson, Thomas G [Albuquerque, NM

    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.

  11. Treatment of human-computer interface in a decision support system

    International Nuclear Information System (INIS)

    Heger, A.S.; Duran, F.A.; Cox, R.G.

    1992-01-01

    One of the most challenging applications facing the computer community is development of effective adaptive human-computer interface. This challenge stems from the complex nature of the human part of this symbiosis. The application of this discipline to the environmental restoration and waste management is further complicated due to the nature of environmental data. The information that is required to manage environmental impacts of human activity is fundamentally complex. This paper will discuss the efforts at Sandia National Laboratories in developing the adaptive conceptual model manager within the constraint of the environmental decision-making. A computer workstation, that hosts the Conceptual Model Manager and the Sandia Environmental Decision Support System will also be discussed

  12. Overview Electrotactile Feedback for Enhancing Human Computer Interface

    Science.gov (United States)

    Pamungkas, Daniel S.; Caesarendra, Wahyu

    2018-04-01

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

  13. Modeling Leadership Styles in Human-Robot Team Dynamics

    Science.gov (United States)

    Cruz, Gerardo E.

    2005-01-01

    The recent proliferation of robotic systems in our society has placed questions regarding interaction between humans and intelligent machines at the forefront of robotics research. In response, our research attempts to understand the context in which particular types of interaction optimize efficiency in tasks undertaken by human-robot teams. It is our conjecture that applying previous research results regarding leadership paradigms in human organizations will lead us to a greater understanding of the human-robot interaction space. In doing so, we adapt four leadership styles prevalent in human organizations to human-robot teams. By noting which leadership style is more appropriately suited to what situation, as given by previous research, a mapping is created between the adapted leadership styles and human-robot interaction scenarios-a mapping which will presumably maximize efficiency in task completion for a human-robot team. In this research we test this mapping with two adapted leadership styles: directive and transactional. For testing, we have taken a virtual 3D interface and integrated it with a genetic algorithm for use in &le-operation of a physical robot. By developing team efficiency metrics, we can determine whether this mapping indeed prescribes interaction styles that will maximize efficiency in the teleoperation of a robot.

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

    International Nuclear Information System (INIS)

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

    2017-01-01

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

  15. A comparative evaluation plan for the Maintenance, Inventory, and Logistics Planning (MILP) System Human-Computer Interface (HCI)

    Science.gov (United States)

    Overmyer, Scott P.

    1993-01-01

    The primary goal of this project was to develop a tailored and effective approach to the design and evaluation of the human-computer interface (HCI) to the Maintenance, Inventory and Logistics Planning (MILP) System in support of the Mission Operations Directorate (MOD). An additional task that was undertaken was to assist in the review of Ground Displays for Space Station Freedom (SSF) by attending the Ground Displays Interface Group (GDIG), and commenting on the preliminary design for these displays. Based upon data gathered over the 10 week period, this project has hypothesized that the proper HCI concept for navigating through maintenance databases for large space vehicles is one based upon a spatial, direct manipulation approach. This dialogue style can be then coupled with a traditional text-based DBMS, after the user has determined the general nature and location of the information needed. This conclusion is in contrast with the currently planned HCI for MILP which uses a traditional form-fill-in dialogue style for all data access and retrieval. In order to resolve this difference in HCI and dialogue styles, it is recommended that comparative evaluation be performed which combines the use of both subjective and objective metrics to determine the optimal (performance-wise) and preferred approach for end users. The proposed plan has been outlined in the previous paragraphs and is available in its entirety in the Technical Report associated with this project. Further, it is suggested that several of the more useful features of the Maintenance Operations Management System (MOMS), especially those developed by the end-users, be incorporated into MILP to save development time and money.

  16. Experimental evaluation of multimodal human computer interface for tactical audio applications

    NARCIS (Netherlands)

    Obrenovic, Z.; Starcevic, D.; Jovanov, E.; Oy, S.

    2002-01-01

    Mission critical and information overwhelming applications require careful design of the human computer interface. Typical applications include night vision or low visibility mission navigation, guidance through a hostile territory, and flight navigation and orientation. Additional channels of

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

    Directory of Open Access Journals (Sweden)

    Shishkin S. L.

    2017-09-01

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

  18. Development of a user interface style guide for the reactor protection system cabinet operator module

    International Nuclear Information System (INIS)

    Lee, Hyun-Chul; Lee, Dong-Young; Lee, Jung-Woon

    2004-01-01

    The reactor protection system (RPS) plays the roles of generating the reactor trip signal and the engineered safety features (ESF) actuation signal when the monitored plant processes reach the predefined limits. A Korean project group is developing a new digitalized RPS and the Cabinet Operator Module (COM) of the RPS is used for the RPS integrity testing and monitoring by an equipment operator. A flat panel display (FPD) with a touch screen capability is provided as a main user interface for the RPS operation. To support the RPS COM user interface design, actually the FPD screen design, we developed a user interface style guide because the system designer could not properly deal with the many general human factors design guidelines. To develop the user interface style guide, various design guideline gatherings, a walk-though with a video recorder, guideline selection with respect to user interface design elements, determination of the properties of the design elements, discussion with system designers, and a conversion of the properties into the screen design were carried out. This paper describes the process details and the findings in the course of the style guide development. (Author)

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

    Energy Technology Data Exchange (ETDEWEB)

    Rickett, J D

    1987-01-01

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

  1. A structural approach to constructing perspective efficient and reliable human-computer interfaces

    International Nuclear Information System (INIS)

    Balint, L.

    1989-01-01

    The principles of human-computer interface (HCI) realizations are investigated with the aim of getting closer to a general framework and thus, to a more or less solid background of constructing perspective efficient, reliable and cost-effective human-computer interfaces. On the basis of characterizing and classifying the different HCI solutions, the fundamental problems of interface construction are pointed out especially with respect to human error occurrence possibilities. The evolution of HCI realizations is illustrated by summarizing the main properties of past, present and foreseeable future interface generations. HCI modeling is pointed out to be a crucial problem in theoretical and practical investigations. Suggestions concerning HCI structure (hierarchy and modularity), HCI functional dynamics (mapping from input to output information), minimization of human error caused system failures (error-tolerance, error-recovery and error-correcting) as well as cost-effective HCI design and realization methodology (universal and application-oriented vs. application-specific solutions) are presented. The concept of RISC-based and SCAMP-type HCI components is introduced with the aim of having a reduced interaction scheme in communication and a well defined architecture in HCI components' internal structure. HCI efficiency and reliability are dealt with, by taking into account complexity and flexibility. The application of fast computerized prototyping is also briefly investigated as an experimental device of achieving simple, parametrized, invariant HCI models. Finally, a concise outline of an approach of how to construct ideal HCI's is also suggested by emphasizing the open questions and the need of future work related to the proposals, as well. (author). 14 refs, 6 figs

  2. 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.

  3. Brain-machine and brain-computer interfaces.

    Science.gov (United States)

    Friehs, Gerhard M; Zerris, Vasilios A; Ojakangas, Catherine L; Fellows, Mathew R; Donoghue, John P

    2004-11-01

    The idea of connecting the human brain to a computer or machine directly is not novel and its potential has been explored in science fiction. With the rapid advances in the areas of information technology, miniaturization and neurosciences there has been a surge of interest in turning fiction into reality. In this paper the authors review the current state-of-the-art of brain-computer and brain-machine interfaces including neuroprostheses. The general principles and requirements to produce a successful connection between human and artificial intelligence are outlined and the authors' preliminary experience with a prototype brain-computer interface is reported.

  4. Optimal design method for a digital human–computer interface based on human reliability in a nuclear power plant. Part 3: Optimization method for interface task layout

    International Nuclear Information System (INIS)

    Jiang, Jianjun; Wang, Yiqun; Zhang, Li; Xie, Tian; Li, Min; Peng, Yuyuan; Wu, Daqing; Li, Peiyao; Ma, Congmin; Shen, Mengxu; Wu, Xing; Weng, Mengyun; Wang, Shiwei; Xie, Cen

    2016-01-01

    Highlights: • The authors present an optimization algorithm for interface task layout. • The performing process of the proposed algorithm was depicted. • The performance evaluation method adopted neural network method. • The optimization layouts of an event interface tasks were obtained by experiments. - Abstract: This is the last in a series of papers describing the optimal design for a digital human–computer interface of a nuclear power plant (NPP) from three different points based on human reliability. The purpose of this series is to propose different optimization methods from varying perspectives to decrease human factor events that arise from the defects of a human–computer interface. The present paper mainly solves the optimization method as to how to effectively layout interface tasks into different screens. The purpose of this paper is to decrease human errors by reducing the distance that an operator moves among different screens in each operation. In order to resolve the problem, the authors propose an optimization process of interface task layout for digital human–computer interface of a NPP. As to how to automatically layout each interface task into one of screens in each operation, the paper presents a shortest moving path optimization algorithm with dynamic flag based on human reliability. To test the algorithm performance, the evaluation method uses neural network based on human reliability. The less the human error probabilities are, the better the interface task layouts among different screens are. Thus, by analyzing the performance of each interface task layout, the optimization result is obtained. Finally, the optimization layouts of spurious safety injection event interface tasks of the NPP are obtained by an experiment, the proposed methods has a good accuracy and stabilization.

  5. A USB 2.0 computer interface for the UCO/Lick CCD cameras

    Science.gov (United States)

    Wei, Mingzhi; Stover, Richard J.

    2004-09-01

    The new UCO/Lick Observatory CCD camera uses a 200 MHz fiber optic cable to transmit image data and an RS232 serial line for low speed bidirectional command and control. Increasingly RS232 is a legacy interface supported on fewer computers. The fiber optic cable requires either a custom interface board that is plugged into the mainboard of the image acquisition computer to accept the fiber directly or an interface converter that translates the fiber data onto a widely used standard interface. We present here a simple USB 2.0 interface for the UCO/Lick camera. A single USB cable connects to the image acquisition computer and the camera's RS232 serial and fiber optic cables plug into the USB interface. Since most computers now support USB 2.0 the Lick interface makes it possible to use the camera on essentially any modern computer that has the supporting software. No hardware modifications or additions to the computer are needed. The necessary device driver software has been written for the Linux operating system which is now widely used at Lick Observatory. The complete data acquisition software for the Lick CCD camera is running on a variety of PC style computers as well as an HP laptop.

  6. Human-Computer Interfaces for Wearable Computers: A Systematic Approach to Development and Evaluation

    OpenAIRE

    Witt, Hendrik

    2007-01-01

    The research presented in this thesis examines user interfaces for wearable computers.Wearable computers are a special kind of mobile computers that can be worn on the body. Furthermore, they integrate themselves even more seamlessly into different activities than a mobile phone or a personal digital assistant can.The thesis investigates the development and evaluation of user interfaces for wearable computers. In particular, it presents fundamental research results as well as supporting softw...

  7. Human-machine interface upgrade

    International Nuclear Information System (INIS)

    Kropik, M.; Matejka, K.; Sklenka, L.; Chab, V.

    2002-01-01

    The article describes a new human-machine interface that was installed at the VR-1 training reactor. The human-machine interface upgrade was completed in the summer 2001. The interface was designed with respect to functional, ergonomic and aesthetic requirements. The interface is based on a personal computer equipped with two displays. One display enables alphanumeric communication between the reactor operator and the nuclear reactor I and C. The second display is a graphical one. It presents the status of the reactor, principal parameters (as power, period), control rods positions, course of the reactor power. Furthermore, it is possible to set parameters, to show the active core configuration, to perform reactivity calculations, etc. The software for the new human-machine interface was produced with the InTouch developing tool of the Wonder-Ware Company. It is possible to switch the language of the interface between Czech and English because of many foreign students and visitors to the reactor. Microcomputer based communication units with proper software were developed to connect the new human-machine interface with the present reactor I and C. The new human-machine interface at the VR-1 training reactor improves the comfort and safety of the reactor utilisation, facilitates experiments and training, and provides better support for foreign visitors. (orig.)

  8. 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. Copyright © 2016 Elsevier B.V. All rights reserved.

  9. Developing Human-Computer Interface Models and Representation Techniques(Dialogue Management as an Integral Part of Software Engineering)

    OpenAIRE

    Hartson, H. Rex; Hix, Deborah; Kraly, Thomas M.

    1987-01-01

    The Dialogue Management Project at Virginia Tech is studying the poorly understood problem of human-computer dialogue development. This problem often leads to low usability in human-computer dialogues. The Dialogue Management Project approaches solutions to low usability in interfaces by addressing human-computer dialogue development as an integral and equal part of the total system development process. This project consists of two rather distinct, but dependent, parts. One is development of ...

  10. The APA Style Converter: a Web-based interface for converting articles to APA style for publication.

    Science.gov (United States)

    Li, Ping; Cunningham, Krystal

    2005-05-01

    The APA Style Converter is a Web-based tool with which authors may prepare their articles in APA style according to the APA Publication Manual (5th ed.). The Converter provides a user-friendly interface that allows authors to copy and paste text and upload figures through the Web, and it automatically converts all texts, references, and figures to a structured article in APA style. The output is saved in PDF or RTF format, ready for either electronic submission or hardcopy printing.

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

    Science.gov (United States)

    2016-07-27

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

  12. 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.

  13. 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.

  14. 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.

  15. Human-Centric Interfaces for Ambient Intelligence

    CERN Document Server

    Aghajan, Hamid; Delgado, Ramon Lopez-Cozar

    2009-01-01

    To create truly effective human-centric ambient intelligence systems both engineering and computing methods are needed. This is the first book to bridge data processing and intelligent reasoning methods for the creation of human-centered ambient intelligence systems. Interdisciplinary in nature, the book covers topics such as multi-modal interfaces, human-computer interaction, smart environments and pervasive computing, addressing principles, paradigms, methods and applications. This book will be an ideal reference for university researchers, R&D engineers, computer engineers, and graduate s

  16. Through the Interface - a human activity approach to user interfaces

    DEFF Research Database (Denmark)

    Bødker, Susanne

    In providing a theoretical framework for understanding human- computer interaction as well as design of user interfaces, this book combines elements of anthropology, psychology, cognitive science, software engineering, and computer science. The framework examines the everyday work practices of us...

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

    Science.gov (United States)

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

    2013-01-01

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

  18. Learning Style and Attitude toward Computer among Iranian Medical Students

    Directory of Open Access Journals (Sweden)

    Seyedeh Shohreh Alavi

    2016-02-01

    Full Text Available Background and purpose: Presently, the method of medical teaching has shifted from lecture-based to computer-based. The learning style may play a key role in the attitude toward learning computer. The goal of this study was to study the relationship between the learning style and attitude toward computer among Iranian medical students.Methods: This cross-sectional study included 400 medical students. Barsch learning style inventory and a questionnaire on the attitude toward computer was sent to each student. The enthusiasm, anxiety, and overall attitude toward computer were compared among the different learning styles.Results: The response rate to the questionnaire was 91.8%. The distribution of learning styles in the students was 181 (49.3% visual, 106 (28.9% auditory, 27 (7.4% tactual, and 53 (14.4% overall. Visual learners were less anxious for computer use and showed more positive attitude toward computer. Sex, age, and academic grade were not associated with students’ attitude toward computer.Conclusions: The learning style is an important factor in the students’ attitude toward computer among medical students, which should be considered in planning computer-based learning programs.Keywords: LEARNING STYLE, ATTITUDE, COMPUTER, MEDICAL STUDENT, ANXIETY, ENTHUSIASM

  19. Design for the human-machine interface of a digitalized reactor control-room

    International Nuclear Information System (INIS)

    Qu Ronghong; Zhang Liangju; Li Duo; Yu Hui

    2005-01-01

    Digitalized technology is implemented in the instrumentation and control system of an in-construction research reactor, which advances information display in both contents and styles in a nuclear reactor control-room, and greatly improves human-machine interface. In the design for a digitalized nuclear reactor control-room there are a series of new problems and technologies should be considered seriously. This paper mainly introduces the design for the digitalized control-room of the research nuclear reactor and covered topics include design principle of human-machine interface, organization and classification of interface graphics, technologies and principles based on human factors engineering and implemented in the graphics design. (authors)

  20. Legal Aspects of Brain-Computer Interfaces

    Czech Academy of Sciences Publication Activity Database

    Krausová, Alžběta

    2014-01-01

    Roč. 8, č. 2 (2014) ISSN 1802-5951 Institutional support: RVO:68378122 Keywords : brain-computer interface * human rights * right to privacy, Subject RIV: AG - Legal Sciences http://mujlt.law.muni.cz/index.php

  1. APPLYING ARTIFICIAL INTELLIGENCE TECHNIQUES TO HUMAN-COMPUTER INTERFACES

    DEFF Research Database (Denmark)

    Sonnenwald, Diane H.

    1988-01-01

    A description is given of UIMS (User Interface Management System), a system using a variety of artificial intelligence techniques to build knowledge-based user interfaces combining functionality and information from a variety of computer systems that maintain, test, and configure customer telephone...... and data networks. Three artificial intelligence (AI) techniques used in UIMS are discussed, namely, frame representation, object-oriented programming languages, and rule-based systems. The UIMS architecture is presented, and the structure of the UIMS is explained in terms of the AI techniques....

  2. Towards passive brain-computer interfaces: applying brain-computer interface technology to human-machine systems in general.

    Science.gov (United States)

    Zander, Thorsten O; Kothe, Christian

    2011-04-01

    Cognitive monitoring is an approach utilizing realtime brain signal decoding (RBSD) for gaining information on the ongoing cognitive user state. In recent decades this approach has brought valuable insight into the cognition of an interacting human. Automated RBSD can be used to set up a brain-computer interface (BCI) providing a novel input modality for technical systems solely based on brain activity. In BCIs the user usually sends voluntary and directed commands to control the connected computer system or to communicate through it. In this paper we propose an extension of this approach by fusing BCI technology with cognitive monitoring, providing valuable information about the users' intentions, situational interpretations and emotional states to the technical system. We call this approach passive BCI. In the following we give an overview of studies which utilize passive BCI, as well as other novel types of applications resulting from BCI technology. We especially focus on applications for healthy users, and the specific requirements and demands of this user group. Since the presented approach of combining cognitive monitoring with BCI technology is very similar to the concept of BCIs itself we propose a unifying categorization of BCI-based applications, including the novel approach of passive BCI.

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

    Directory of Open Access Journals (Sweden)

    Alonso-Valerdi Luz María

    2017-01-01

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

  4. 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.

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

    Energy Technology Data Exchange (ETDEWEB)

    Sumikawa, D.A.

    1985-06-01

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

  6. New human machine interface for VR-1 training reactor

    International Nuclear Information System (INIS)

    Kropik, M.; Matejka, K.; Sklenka, L.; Chab, V.

    2002-01-01

    The contribution describes a new human machine interface that was installed at the VR-1 training reactor. The human machine interface update was completed in the summer 2001. The human machine interface enables to operate the training reactor. The interface was designed with respect to functional, ergonomic and aesthetic requirements. The interface is based on a personal computer equipped with two displays. One display enables alphanumeric communication between a reactor operator and the control and safety system of the nuclear reactor. Messages appear from the control system, the operator can write commands and send them there. The second display is a graphical one. It is possible to represent there the status of the reactor, principle parameters (as power, period), control rods' positions, the course of the reactor power. Furthermore, it is possible to set parameters, to show the active core configuration, to perform reactivity calculations, etc. The software for the new human machine interface was produced in the InTouch developing environment of the WonderWare Company. It is possible to switch the language of the interface between Czech and English because of many foreign students and visitors at the reactor. The former operator's desk was completely removed and superseded with a new one. Besides of the computer and the two displays, there are control buttons, indicators and individual numerical displays of instrumentation there. Utilised components guarantee high quality of the new equipment. Microcomputer based communication units with proper software were developed to connect the contemporary control and safety system with the personal computer of the human machine interface and the individual displays. New human machine interface at the VR-1 training reactor improves the safety and comfort of the reactor utilisation, facilitates experiments and training, and provides better support of foreign visitors.(author)

  7. 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,

  8. Clock domain crossing modules for OCP-style read/write interfaces

    DEFF Research Database (Denmark)

    Herlev, Mathias; Sparsø, Jens

    The open core protocol (OCP) is an openly licensed, configurable, and scalable interface protocol for on-chip subsystem communications. The protocol defines read and write transactions from a master towards a slave across a point-to-point connection and the protocol assumes a single common clock....... This paper presents the design of two OCP clock domain crossing interface modules, that can be used to construct systems with multiple clock domains. One module (called OCPio) supports a single word read-write interface and the other module (called OCPburst) supports a four word burst read-write interface......-style read-write transaction interfaces. An OCP interface typically has control signals related to both the master issuing a read or write request and the slave producing a response. If all these control signals are passed across the clock domain boundary and synchronized it may add significant latency...

  9. Computer-Based Tools for Evaluating Graphical User Interfaces

    Science.gov (United States)

    Moore, Loretta A.

    1997-01-01

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

  10. An intelligent multi-media human-computer dialogue system

    Science.gov (United States)

    Neal, J. G.; Bettinger, K. E.; Byoun, J. S.; Dobes, Z.; Thielman, C. Y.

    1988-01-01

    Sophisticated computer systems are being developed to assist in the human decision-making process for very complex tasks performed under stressful conditions. The human-computer interface is a critical factor in these systems. The human-computer interface should be simple and natural to use, require a minimal learning period, assist the user in accomplishing his task(s) with a minimum of distraction, present output in a form that best conveys information to the user, and reduce cognitive load for the user. In pursuit of this ideal, the Intelligent Multi-Media Interfaces project is devoted to the development of interface technology that integrates speech, natural language text, graphics, and pointing gestures for human-computer dialogues. The objective of the project is to develop interface technology that uses the media/modalities intelligently in a flexible, context-sensitive, and highly integrated manner modelled after the manner in which humans converse in simultaneous coordinated multiple modalities. As part of the project, a knowledge-based interface system, called CUBRICON (CUBRC Intelligent CONversationalist) is being developed as a research prototype. The application domain being used to drive the research is that of military tactical air control.

  11. A Novel Wearable Forehead EOG Measurement System for Human Computer Interfaces.

    Science.gov (United States)

    Heo, Jeong; Yoon, Heenam; Park, Kwang Suk

    2017-06-23

    Amyotrophic lateral sclerosis (ALS) patients whose voluntary muscles are paralyzed commonly communicate with the outside world using eye movement. There have been many efforts to support this method of communication by tracking or detecting eye movement. An electrooculogram (EOG), an electro-physiological signal, is generated by eye movements and can be measured with electrodes placed around the eye. In this study, we proposed a new practical electrode position on the forehead to measure EOG signals, and we developed a wearable forehead EOG measurement system for use in Human Computer/Machine interfaces (HCIs/HMIs). Four electrodes, including the ground electrode, were placed on the forehead. The two channels were arranged vertically and horizontally, sharing a positive electrode. Additionally, a real-time eye movement classification algorithm was developed based on the characteristics of the forehead EOG. Three applications were employed to evaluate the proposed system: a virtual keyboard using a modified Bremen BCI speller and an automatic sequential row-column scanner, and a drivable power wheelchair. The mean typing speeds of the modified Bremen brain-computer interface (BCI) speller and automatic row-column scanner were 10.81 and 7.74 letters per minute, and the mean classification accuracies were 91.25% and 95.12%, respectively. In the power wheelchair demonstration, the user drove the wheelchair through an 8-shape course without collision with obstacles.

  12. INCOMMANDS TDP: Human Factors Design and Evaluation Guide (PDT INCOMMANDS: Guide de Conception et d’Evaluation des Facteurs Humains)

    Science.gov (United States)

    2009-12-01

    Human-Computer Interface (AHCI) Style Guide, (Report No. 64201-97U/61223), Veridian, Veda Operations, Dayton Ohio. [13] CSFAB Osga, G. and Kellmeyer, D...Interface (AHCI) Style Guide, (Report No. 64201-97U/61223), Veridian, Veda Operations, Dayton Ohio. [14] Osga, G. and Kellmeyer, D. (2000), Combat

  13. Accident sequence analysis of human-computer interface design

    International Nuclear Information System (INIS)

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

    2000-01-01

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

  14. Man-machine interfaces analysis system based on computer simulation

    International Nuclear Information System (INIS)

    Chen Xiaoming; Gao Zuying; Zhou Zhiwei; Zhao Bingquan

    2004-01-01

    The paper depicts a software assessment system, Dynamic Interaction Analysis Support (DIAS), based on computer simulation technology for man-machine interfaces (MMI) of a control room. It employs a computer to simulate the operation procedures of operations on man-machine interfaces in a control room, provides quantified assessment, and at the same time carries out analysis on operational error rate of operators by means of techniques for human error rate prediction. The problems of placing man-machine interfaces in a control room and of arranging instruments can be detected from simulation results. DIAS system can provide good technical supports to the design and improvement of man-machine interfaces of the main control room of a nuclear power plant

  15. Human-machine Interface for Presentation Robot

    Czech Academy of Sciences Publication Activity Database

    Krejsa, Jiří; Ondroušek, V.

    2012-01-01

    Roč. 6, č. 2 (2012), s. 17-21 ISSN 1897-8649 Institutional research plan: CEZ:AV0Z20760514 Keywords : human-robot interface * mobile robot * presentation robot Subject RIV: JD - Computer Applications, Robotics

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

    Science.gov (United States)

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

    2000-08-01

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

  17. Control by personal computer and Interface 1

    International Nuclear Information System (INIS)

    Kim, Eung Mug; Park, Sun Ho

    1989-03-01

    This book consists of three chapters. The first chapter deals with basic knowledge of micro computer control which are computer system, micro computer system, control of the micro computer and control system for calculator. The second chapter describes Interface about basic knowledge such as 8255 parallel interface, 6821 parallel interface, parallel interface of personal computer, reading BCD code in parallel interface, IEEE-488 interface, RS-232C interface and transmit data in personal computer and a measuring instrument. The third chapter includes control experiment by micro computer, experiment by eight bit computer and control experiment by machine code and BASIC.

  18. 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

  19. Virtual microscopy: merging of computer mediated communication and intuitive interfacing

    Science.gov (United States)

    de Ridder, Huib; de Ridder-Sluiter, Johanna G.; Kluin, Philip M.; Christiaans, Henri H. C. M.

    2009-02-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming. This paper focuses on how this time-consuming, nonefficient way of reviewing can be replaced by a virtual collaboration system by merging technology supporting Computer Mediated Collaboration and intuitive interfacing. This requires insight in the preferred way of communication and collaboration as well as knowledge about preferred interaction style with a virtual shared workspace.

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

    Directory of Open Access Journals (Sweden)

    Kevin eCorti

    2015-05-01

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

  1. Advanced human-system interface design review guidelines

    International Nuclear Information System (INIS)

    O'Hara, J.M.

    1990-01-01

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

  2. Simulation and experimental studies of operators' decision styles and crew composition while using an ecological and traditional user interface for the control room of a nuclear power plant

    International Nuclear Information System (INIS)

    Meshkati, N.; Buller, B.J.; Azadeh, M.A.

    1995-01-01

    The goal of this research is threefold: (1) use of the Skill-, Rule-, and Knowledge-based levels of cognitive control -- the SRK framework -- to develop an integrated information processing conceptual framework (for integration of workstation, job, and team design); (2) to evaluate the user interface component of this framework -- the Ecological display; and (3) to analyze the effect of operators' individual information processing behavior and decision styles on handling plant disturbances plus their performance on, and preference for, Traditional and Ecological user interfaces. A series of studies were conducted. In Part I, a computer simulation model and a mathematical model were developed. In Part II, an experiment was designed and conducted at the EBR-II plant of the Argonne National Laboratory-West in Idaho Falls, Idaho. It is concluded that: the integrated SRK-based information processing model for control room operations is superior to the conventional rule-based model; operators' individual decision styles and the combination of their styles play a significant role in effective handling of nuclear power plant disturbances; use of the Ecological interface results in significantly more accurate event diagnosis and recall of various plant parameters, faster response to plant transients, and higher ratings of subject preference; and operators' decision styles affect on both their performance and preference for the Ecological interface

  3. Simulation and experimental studies of operators` decision styles and crew composition while using an ecological and traditional user interface for the control room of a nuclear power plant

    Energy Technology Data Exchange (ETDEWEB)

    Meshkati, N.; Buller, B.J.; Azadeh, M.A. [Univ. of Southern California, Los Angeles, CA (United States)

    1995-04-01

    The goal of this research is threefold: (1) use of the Skill-, Rule-, and Knowledge-based levels of cognitive control -- the SRK framework -- to develop an integrated information processing conceptual framework (for integration of workstation, job, and team design); (2) to evaluate the user interface component of this framework -- the Ecological display; and (3) to analyze the effect of operators` individual information processing behavior and decision styles on handling plant disturbances plus their performance on, and preference for, Traditional and Ecological user interfaces. A series of studies were conducted. In Part I, a computer simulation model and a mathematical model were developed. In Part II, an experiment was designed and conducted at the EBR-II plant of the Argonne National Laboratory-West in Idaho Falls, Idaho. It is concluded that: the integrated SRK-based information processing model for control room operations is superior to the conventional rule-based model; operators` individual decision styles and the combination of their styles play a significant role in effective handling of nuclear power plant disturbances; use of the Ecological interface results in significantly more accurate event diagnosis and recall of various plant parameters, faster response to plant transients, and higher ratings of subject preference; and operators` decision styles affect on both their performance and preference for the Ecological interface.

  4. Flexible human machine interface for process diagnostics

    International Nuclear Information System (INIS)

    Reifman, J.; Graham, G.E.; Wei, T.Y.C.; Brown, K.R.; Chin, R.Y.

    1996-01-01

    A flexible human machine interface to design and display graphical and textual process diagnostic information is presented. The system operates on different computer hardware platforms, including PCs under MS Windows and UNIX Workstations under X-Windows, in a client-server architecture. The interface system is customized for specific process applications in a graphical user interface development environment by overlaying the image of the process piping and instrumentation diagram with display objects that are highlighted in color during diagnostic display. Customization of the system is presented for Commonwealth Edison's Braidwood PWR Chemical and Volume Control System with transients simulated by a full-scale operator-training simulator and diagnosed by a computer-based system

  5. Universal computer interfaces

    CERN Document Server

    Dheere, RFBM

    1988-01-01

    Presents a survey of the latest developments in the field of the universal computer interface, resulting from a study of the world patent literature. Illustrating the state of the art today, the book ranges from basic interface structure, through parameters and common characteristics, to the most important industrial bus realizations. Recent technical enhancements are also included, with special emphasis devoted to the universal interface adapter circuit. Comprehensively indexed.

  6. The computer graphics interface

    CERN Document Server

    Steinbrugge Chauveau, Karla; Niles Reed, Theodore; Shepherd, B

    2014-01-01

    The Computer Graphics Interface provides a concise discussion of computer graphics interface (CGI) standards. The title is comprised of seven chapters that cover the concepts of the CGI standard. Figures and examples are also included. The first chapter provides a general overview of CGI; this chapter covers graphics standards, functional specifications, and syntactic interfaces. Next, the book discusses the basic concepts of CGI, such as inquiry, profiles, and registration. The third chapter covers the CGI concepts and functions, while the fourth chapter deals with the concept of graphic obje

  7. A human activity approach to User Interfaces

    DEFF Research Database (Denmark)

    Bødker, Susanne

    1989-01-01

    the work situations in which computer-based artifacts are used: The framework deals with the role of the user interface in purposeful human work. Human activity theory is used in this analysis. The purpose of this article is to make the reader curious and hopefully open his or her eyes to a somewhat...

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

    Science.gov (United States)

    Little, William

    2018-01-01

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

  9. Parenting Style as an Investment in Human Development

    OpenAIRE

    Cobb-Clark, Deborah A.; Salamanca, Nicolas; Zhu, Anna

    2016-01-01

    We propose a household production function approach to human development in which the role of parenting style in child rearing is explicitly considered. Specifically, we model parenting style as an investment in human development that depends not only on inputs of time and market goods, but also on attention, i.e. cognitive effort. Socioeconomic disadvantage is linked to parenting style and human development through the constraints that it places on cognitive capacity. Our model finds empiric...

  10. Using the Electrocorticographic Speech Network to Control a Brain-Computer Interface in Humans

    Science.gov (United States)

    Leuthardt, Eric C.; Gaona, Charles; Sharma, Mohit; Szrama, Nicholas; Roland, Jarod; Freudenberg, Zac; Solis, Jamie; Breshears, Jonathan; Schalk, Gerwin

    2013-01-01

    Electrocorticography (ECoG) has emerged as a new signal platform for brain-computer interface (BCI) systems. Classically, the cortical physiology that has been commonly investigated and utilized for device control in humans has been brain signals from sensorimotor cortex. Hence, it was unknown whether other neurophysiological substrates, such as the speech network, could be used to further improve on or complement existing motor-based control paradigms. We demonstrate here for the first time that ECoG signals associated with different overt and imagined phoneme articulation can enable invasively monitored human patients to control a one-dimensional computer cursor rapidly and accurately. This phonetic content was distinguishable within higher gamma frequency oscillations and enabled users to achieve final target accuracies between 68 and 91% within 15 minutes. Additionally, one of the patients achieved robust control using recordings from a microarray consisting of 1 mm spaced microwires. These findings suggest that the cortical network associated with speech could provide an additional cognitive and physiologic substrate for BCI operation and that these signals can be acquired from a cortical array that is small and minimally invasive. PMID:21471638

  11. Principle of human system interface (HSI) design for new reactor console of PUSPATI TRIGA Reactor (RTP)

    International Nuclear Information System (INIS)

    Zareen Khan Abdul Jalil Khan; Ridzuan Abdul Mutalib; Mohd Idris Taib; Mohd Khairulezwan Abdul Manan; Nurfarhana Ayuni Joha; Mohd Sabri Minhat; Izhar Abu Hussin

    2013-01-01

    Full-text: This paper will describe the principle of human system interface design for new reactor console in control room at TRIGA reactor facility. In order to support these human system interface challenges in digital reactor console. Software-based instrumentation and control (I and C) system for new reactor console could lead to new human machine integration. The proposed of Human System Interface (HSI) which included the large display panels which shows reactor status, compact and computer-based workstations for monitoring, control and protection function. The proposed Human System Interface (HIS) has been evaluated using various human factor engineering. It can be concluded that the Human System Interface (HIS) is designed as to address the safety related computer controlled system. (author)

  12. South African sign language human-computer interface in the context of the national accessibility portal

    CSIR Research Space (South Africa)

    Olivrin, GJ

    2006-02-01

    Full Text Available example, between a deaf person who can sign and an able person or a person with a different disability who cannot sign). METHODOLOGY A signing avatar is set up to work together with a chatterbot. The chatterbot is a natural language dialogue interface... are then offered in sign language as the replies are interpreted by a signing avatar, a living character that can reproduce human-like gestures and expressions. To make South African Sign Language (SASL) available digitally, computational models of the language...

  13. User Interface History

    DEFF Research Database (Denmark)

    Jørgensen, Anker Helms; Myers, Brad A

    2008-01-01

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

  14. A New Human-Machine Interfaces of Computer-based Procedure System to Reduce the Team Errors in Nuclear Power Plants

    International Nuclear Information System (INIS)

    Kim, Sa Kil; Sim, Joo Hyun; Lee, Hyun Chul

    2016-01-01

    In this study, we identify the emerging types of team errors, especially, in digitalized control room of nuclear power plants such as the APR-1400 main control room of Korea. Most works in nuclear industry are to be performed by a team of more than two persons. Even though the individual errors can be detected and recovered by the qualified others and/or the well trained team, it is rather seldom that the errors by team could be easily detected and properly recovered by the team itself. Note that the team is defined as two or more people who are appropriately interacting with each other, and the team is a dependent aggregate, which accomplishes a valuable goal. Organizational errors sometimes increase the likelihood of operator errors through the active failure pathway and, at the same time, enhance the possibility of adverse outcomes through defensive weaknesses. We incorporate the crew resource management as a representative approach to deal with the team factors of the human errors. We suggest a set of crew resource management training procedures under the unsafe environments where human errors can have devastating effects. We are on the way to develop alternative interfaces against team error in a condition of using a computer-based procedure system in a digitalized main control room. The computer-based procedure system is a representative feature of digitalized control room. In this study, we will propose new interfaces of computer-based procedure system to reduce feasible team errors. We are on the way of effectiveness test to validate whether the new interface can reduce team errors during operating with a computer-based procedure system in a digitalized control room

  15. A New Human-Machine Interfaces of Computer-based Procedure System to Reduce the Team Errors in Nuclear Power Plants

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Sa Kil; Sim, Joo Hyun; Lee, Hyun Chul [Korea Atomic Research Institute, Daejeon (Korea, Republic of)

    2016-10-15

    In this study, we identify the emerging types of team errors, especially, in digitalized control room of nuclear power plants such as the APR-1400 main control room of Korea. Most works in nuclear industry are to be performed by a team of more than two persons. Even though the individual errors can be detected and recovered by the qualified others and/or the well trained team, it is rather seldom that the errors by team could be easily detected and properly recovered by the team itself. Note that the team is defined as two or more people who are appropriately interacting with each other, and the team is a dependent aggregate, which accomplishes a valuable goal. Organizational errors sometimes increase the likelihood of operator errors through the active failure pathway and, at the same time, enhance the possibility of adverse outcomes through defensive weaknesses. We incorporate the crew resource management as a representative approach to deal with the team factors of the human errors. We suggest a set of crew resource management training procedures under the unsafe environments where human errors can have devastating effects. We are on the way to develop alternative interfaces against team error in a condition of using a computer-based procedure system in a digitalized main control room. The computer-based procedure system is a representative feature of digitalized control room. In this study, we will propose new interfaces of computer-based procedure system to reduce feasible team errors. We are on the way of effectiveness test to validate whether the new interface can reduce team errors during operating with a computer-based procedure system in a digitalized control room.

  16. [The current state of the brain-computer interface problem].

    Science.gov (United States)

    Shurkhay, V A; Aleksandrova, E V; Potapov, A A; Goryainov, S A

    2015-01-01

    It was only 40 years ago that the first PC appeared. Over this period, rather short in historical terms, we have witnessed the revolutionary changes in lives of individuals and the entire society. Computer technologies are tightly connected with any field, either directly or indirectly. We can currently claim that computers are manifold superior to a human mind in terms of a number of parameters; however, machines lack the key feature: they are incapable of independent thinking (like a human). However, the key to successful development of humankind is collaboration between the brain and the computer rather than competition. Such collaboration when a computer broadens, supplements, or replaces some brain functions is known as the brain-computer interface. Our review focuses on real-life implementation of this collaboration.

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

    Directory of Open Access Journals (Sweden)

    Beifang Yi

    2005-10-01

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

  18. 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

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

    Directory of Open Access Journals (Sweden)

    Alper Efe

    2017-07-01

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

  20. User’s Emotions and Usability Study of a Brain-Computer Interface Applied to People with Cerebral Palsy

    Directory of Open Access Journals (Sweden)

    Alejandro Rafael García Ramírez

    2018-02-01

    Full Text Available People with motor and communication disorders face serious challenges in interacting with computers. To enhance this functionality, new human-computer interfaces are being studied. In this work, a brain-computer interface based on the Emotiv Epoc is used to analyze human-computer interactions in cases of cerebral palsy. The Phrase-Composer software was developed to interact with the brain-computer interface. A system usability evaluation was carried out with the participation of three specialists from The Fundação Catarinense de Educação especial (FCEE and four cerebral palsy volunteers. Even though the System Usability Scale (SUS score was acceptable, several challenges remain. Raw electroencephalography (EEG data were also analyzed in order to assess the user’s emotions during their interaction with the communication device. This study brings new evidences about human-computer interaction related to individuals with cerebral palsy.

  1. Stereo Vision for Unrestricted Human-Computer Interaction

    OpenAIRE

    Eldridge, Ross; Rudolph, Heiko

    2008-01-01

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

  2. As We May Think and Be: Brain-computer interfaces to expand the substrate of mind

    Directory of Open Access Journals (Sweden)

    Mijail Demian Serruya

    2015-04-01

    Full Text Available Over a half-century ago, the scientist Vannevar Bush explored the conundrum of how to tap the exponentially rising sea of human knowledge for the betterment of humanity. In his description of a hypothetical electronic library he dubbed the memex, he anticipated internet search and online encyclopedias (Bush, 1945. By blurring the boundary between brain and computer, brain-computer interfaces (BCI could lead to more efficient use of electronic resources (Schalk, 2008. We could expand the substrate of the mind itself rather than merely interfacing it to external computers. Components of brain-computer interfaces could be re-arranged to create brain-brain interfaces, or tightly interconnected links between a person’s brain and ectopic neural modules. Such modules – whether sitting in a bubbling Petri dish, rendered in reciprocally linked integrated circuits, or implanted in our belly – would mark the first step on to a path of breaking out of the limitations imposed by our phylogenetic past Novel BCI architectures could generate novel abilities to navigate and access information that might speed translational science efforts and push the boundaries of human knowledge in an unprecedented manner.

  3. Brain-Computer Interfaces in Medicine

    Science.gov (United States)

    Shih, Jerry J.; Krusienski, Dean J.; Wolpaw, Jonathan R.

    2012-01-01

    Brain-computer interfaces (BCIs) acquire brain signals, analyze them, and translate them into commands that are relayed to output devices that carry out desired actions. BCIs do not use normal neuromuscular output pathways. The main goal of BCI is to replace or restore useful function to people disabled by neuromuscular disorders such as amyotrophic lateral sclerosis, cerebral palsy, stroke, or spinal cord injury. From initial demonstrations of electroencephalography-based spelling and single-neuron-based device control, researchers have gone on to use electroencephalographic, intracortical, electrocorticographic, and other brain signals for increasingly complex control of cursors, robotic arms, prostheses, wheelchairs, and other devices. Brain-computer interfaces may also prove useful for rehabilitation after stroke and for other disorders. In the future, they might augment the performance of surgeons or other medical professionals. Brain-computer interface technology is the focus of a rapidly growing research and development enterprise that is greatly exciting scientists, engineers, clinicians, and the public in general. Its future achievements will depend on advances in 3 crucial areas. Brain-computer interfaces need signal-acquisition hardware that is convenient, portable, safe, and able to function in all environments. Brain-computer interface systems need to be validated in long-term studies of real-world use by people with severe disabilities, and effective and viable models for their widespread dissemination must be implemented. Finally, the day-to-day and moment-to-moment reliability of BCI performance must be improved so that it approaches the reliability of natural muscle-based function. PMID:22325364

  4. Ecological Interface Design for Computer Network Defense.

    Science.gov (United States)

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

    2018-05-01

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

  5. Human computing and machine understanding of human behavior: A survey

    NARCIS (Netherlands)

    Pentland, Alex; Huang, Thomas S.; Huang, Th.S.; Nijholt, Antinus; Pantic, Maja; Pentland, A.

    2007-01-01

    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing should be about anticipatory user interfaces

  6. Imitating human playing styles in Super Mario Bros

    OpenAIRE

    Ortega, Juan; Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N.

    2013-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or...

  7. The use of graphics in the design of the human-telerobot interface

    Science.gov (United States)

    Stuart, Mark A.; Smith, Randy L.

    1989-01-01

    The Man-Systems Telerobotics Laboratory (MSTL) of NASA's Johnson Space Center employs computer graphics tools in their design and evaluation of the Flight Telerobotic Servicer (FTS) human/telerobot interface on the Shuttle and on the Space Station. It has been determined by the MSTL that the use of computer graphics can promote more expedient and less costly design endeavors. Several specific examples of computer graphics applied to the FTS user interface by the MSTL are described.

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

    NARCIS (Netherlands)

    Cao, Y.

    2011-01-01

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

  9. EOG-sEMG Human Interface for Communication.

    Science.gov (United States)

    Tamura, Hiroki; Yan, Mingmin; Sakurai, Keiko; Tanno, Koichi

    2016-01-01

    The aim of this study is to present electrooculogram (EOG) and surface electromyogram (sEMG) signals that can be used as a human-computer interface. Establishing an efficient alternative channel for communication without overt speech and hand movements is important for increasing the quality of life for patients suffering from amyotrophic lateral sclerosis, muscular dystrophy, or other illnesses. In this paper, we propose an EOG-sEMG human-computer interface system for communication using both cross-channels and parallel lines channels on the face with the same electrodes. This system could record EOG and sEMG signals as "dual-modality" for pattern recognition simultaneously. Although as much as 4 patterns could be recognized, dealing with the state of the patients, we only choose two classes (left and right motion) of EOG and two classes (left blink and right blink) of sEMG which are easily to be realized for simulation and monitoring task. From the simulation results, our system achieved four-pattern classification with an accuracy of 95.1%.

  10. Integrated computer network high-speed parallel interface

    International Nuclear Information System (INIS)

    Frank, R.B.

    1979-03-01

    As the number and variety of computers within Los Alamos Scientific Laboratory's Central Computer Facility grows, the need for a standard, high-speed intercomputer interface has become more apparent. This report details the development of a High-Speed Parallel Interface from conceptual through implementation stages to meet current and future needs for large-scle network computing within the Integrated Computer Network. 4 figures

  11. A collaborative brain-computer interface for improving human performance.

    Directory of Open Access Journals (Sweden)

    Yijun Wang

    Full Text Available Electroencephalogram (EEG based brain-computer interfaces (BCI have been studied since the 1970s. Currently, the main focus of BCI research lies on the clinical use, which aims to provide a new communication channel to patients with motor disabilities to improve their quality of life. However, the BCI technology can also be used to improve human performance for normal healthy users. Although this application has been proposed for a long time, little progress has been made in real-world practices due to technical limits of EEG. To overcome the bottleneck of low single-user BCI performance, this study proposes a collaborative paradigm to improve overall BCI performance by integrating information from multiple users. To test the feasibility of a collaborative BCI, this study quantitatively compares the classification accuracies of collaborative and single-user BCI applied to the EEG data collected from 20 subjects in a movement-planning experiment. This study also explores three different methods for fusing and analyzing EEG data from multiple subjects: (1 Event-related potentials (ERP averaging, (2 Feature concatenating, and (3 Voting. In a demonstration system using the Voting method, the classification accuracy of predicting movement directions (reaching left vs. reaching right was enhanced substantially from 66% to 80%, 88%, 93%, and 95% as the numbers of subjects increased from 1 to 5, 10, 15, and 20, respectively. Furthermore, the decision of reaching direction could be made around 100-250 ms earlier than the subject's actual motor response by decoding the ERP activities arising mainly from the posterior parietal cortex (PPC, which are related to the processing of visuomotor transmission. Taken together, these results suggest that a collaborative BCI can effectively fuse brain activities of a group of people to improve the overall performance of natural human behavior.

  12. Artifical Intelligence for Human Computing

    NARCIS (Netherlands)

    Huang, Th.S.; Nijholt, Antinus; Pantic, Maja; Pentland, A.; Unknown, [Unknown

    2007-01-01

    This book constitutes the thoroughly refereed post-proceedings of two events discussing AI for Human Computing: one Special Session during the Eighth International ACM Conference on Multimodal Interfaces (ICMI 2006), held in Banff, Canada, in November 2006, and a Workshop organized in conjunction

  13. Ethics in published brain-computer interface research

    Science.gov (United States)

    Specker Sullivan, L.; Illes, J.

    2018-02-01

    Objective. Sophisticated signal processing has opened the doors to more research with human subjects than ever before. The increase in the use of human subjects in research comes with a need for increased human subjects protections. Approach. We quantified the presence or absence of ethics language in published reports of brain-computer interface (BCI) studies that involved human subjects and qualitatively characterized ethics statements. Main results. Reports of BCI studies with human subjects that are published in neural engineering and engineering journals are anchored in the rationale of technological improvement. Ethics language is markedly absent, omitted from 31% of studies published in neural engineering journals and 59% of studies in biomedical engineering journals. Significance. As the integration of technological tools with the capacities of the mind deepens, explicit attention to ethical issues will ensure that broad human benefit is embraced and not eclipsed by technological exclusiveness.

  14. Project and implementation of the human/system interface laboratory

    International Nuclear Information System (INIS)

    Carvalho, Paulo Victor R. de; Obadia, Isaac Jose; Vidal, Mario Cesar Rodriguez

    2002-01-01

    Analog instrumentation is being increasingly replaced by digital technology in new nuclear power plants, such as Angra III, as well as in existing operating plants, such as Angra I and II, for modernization and life-extension projects. In this new technological environment human factors issues aims to minimize failures in nuclear power plants operation due to human error. It is well known that 30% to 50% of the detected unforeseen problems involve human errors. Presently, human factors issues must be considered during the development of advanced human-system interfaces for the plant. IAEA has considered the importance of those issues and has published TECDOC's and Safety Series Issues on the matter. Thus, there is a need to develop methods and criteria to asses, compare, optimize and validate the human-system interface associated with totally new or hybrid control rooms. Also, the use of computer based operator aids is en evolving area. In order to assist on the development of methods and criteria and to evaluate the effects of the new design concepts and computerized support systems on operator performance, research simulators with advanced control rooms technology, such the IEN's Human System Interface Laboratory, will provide the necessary setting. (author)

  15. Human-machine interface for a VR-based medical imaging environment

    Science.gov (United States)

    Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans

    1997-05-01

    Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.

  16. Encoder-decoder optimization for brain-computer interfaces.

    Science.gov (United States)

    Merel, Josh; Pianto, Donald M; Cunningham, John P; Paninski, Liam

    2015-06-01

    Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model") and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages.

  17. Encoder-decoder optimization for brain-computer interfaces.

    Directory of Open Access Journals (Sweden)

    Josh Merel

    2015-06-01

    Full Text Available Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model" and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages.

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

    OpenAIRE

    Haxhixhemajli, Denis

    2012-01-01

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

  19. A visual interface to computer programs for linkage analysis.

    Science.gov (United States)

    Chapman, C J

    1990-06-01

    This paper describes a visual approach to the input of information about human families into computer data bases, making use of the GEM graphic interface on the Atari ST. Similar approaches could be used on the Apple Macintosh or on the IBM PC AT (to which it has been transferred). For occasional users of pedigree analysis programs, this approach has considerable advantages in ease of use and accessibility. An example of such use might be the analysis of risk in families with Huntington disease using linked RFLPs. However, graphic interfaces do make much greater demands on the programmers of these systems.

  20. Graphical User Interface Programming in Introductory Computer Science.

    Science.gov (United States)

    Skolnick, Michael M.; Spooner, David L.

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

  1. Advanced human-system interface design review guidelines

    International Nuclear Information System (INIS)

    O'Hara, J.M.

    1990-01-01

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

  2. Telephone based speech interfaces in the developing world, from the perspective of human-human communication

    CSIR Research Space (South Africa)

    Naidoo, S

    2005-07-01

    Full Text Available recently, before computers systems were able to synthesize or recognize speech, speech was a capability unique to humans. The human brain has developed to differentiate between human speech and other audio occurrences. Therefore, the slowly- evolving... human brain reacts in certain ways to voice stimuli, and has certain expectations regarding communication by voice. Nass affirms that the human brain operates using the same mechanisms when interacting with speech interfaces as when conversing...

  3. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    Science.gov (United States)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

  4. Selection of suitable hand gestures for reliable myoelectric human computer interface.

    Science.gov (United States)

    Castro, Maria Claudia F; Arjunan, Sridhar P; Kumar, Dinesh K

    2015-04-09

    Myoelectric controlled prosthetic hand requires machine based identification of hand gestures using surface electromyogram (sEMG) recorded from the forearm muscles. This study has observed that a sub-set of the hand gestures have to be selected for an accurate automated hand gesture recognition, and reports a method to select these gestures to maximize the sensitivity and specificity. Experiments were conducted where sEMG was recorded from the muscles of the forearm while subjects performed hand gestures and then was classified off-line. The performances of ten gestures were ranked using the proposed Positive-Negative Performance Measurement Index (PNM), generated by a series of confusion matrices. When using all the ten gestures, the sensitivity and specificity was 80.0% and 97.8%. After ranking the gestures using the PNM, six gestures were selected and these gave sensitivity and specificity greater than 95% (96.5% and 99.3%); Hand open, Hand close, Little finger flexion, Ring finger flexion, Middle finger flexion and Thumb flexion. This work has shown that reliable myoelectric based human computer interface systems require careful selection of the gestures that have to be recognized and without such selection, the reliability is poor.

  5. Workshops of the Sixth International Brain–Computer Interface Meeting : brain–computer interfaces past, present, and future

    NARCIS (Netherlands)

    Huggins, Jane E.; Guger, Christoph; Ziat, Mounia; Zander, Thorsten O.; Taylor, Denise; Tangermann, Michael; Soria-Frisch, Aureli; Simeral, John; Scherer, Reinhold; Rupp, Rüdiger; Ruffini, Giulio; Robinson, Douglas K.R.; Ramsey, Nick F.; Nijholt, Anton; Müller-Putz, Gernot R.; McFarland, Dennis J.; Mattia, Donatella; Lance, Brent J.; Kindermans, Pieter-Jan; Iturrate, Iñaki; Herff, Christian; Gupta, Disha; Do, An H.; Collinger, Jennifer L.; Chavarriaga, Ricardo; Chasey, Steven M.; Bleichner, Martin G.; Batista, Aaron; Anderson, Charles W.; Aarnoutse, Erik J.

    2017-01-01

    The Sixth International Brain–Computer Interface (BCI) Meeting was held 30 May–3 June 2016 at the Asilomar Conference Grounds, Pacific Grove, California, USA. The conference included 28 workshops covering topics in BCI and brain–machine interface research. Topics included BCI for specific

  6. A Research Roadmap for Computation-Based Human Reliability Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Boring, Ronald [Idaho National Lab. (INL), Idaho Falls, ID (United States); Mandelli, Diego [Idaho National Lab. (INL), Idaho Falls, ID (United States); Joe, Jeffrey [Idaho National Lab. (INL), Idaho Falls, ID (United States); Smith, Curtis [Idaho National Lab. (INL), Idaho Falls, ID (United States); Groth, Katrina [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2015-08-01

    The United States (U.S.) Department of Energy (DOE) is sponsoring research through the Light Water Reactor Sustainability (LWRS) program to extend the life of the currently operating fleet of commercial nuclear power plants. The Risk Informed Safety Margin Characterization (RISMC) research pathway within LWRS looks at ways to maintain and improve the safety margins of these plants. The RISMC pathway includes significant developments in the area of thermalhydraulics code modeling and the development of tools to facilitate dynamic probabilistic risk assessment (PRA). PRA is primarily concerned with the risk of hardware systems at the plant; yet, hardware reliability is often secondary in overall risk significance to human errors that can trigger or compound undesirable events at the plant. This report highlights ongoing efforts to develop a computation-based approach to human reliability analysis (HRA). This computation-based approach differs from existing static and dynamic HRA approaches in that it: (i) interfaces with a dynamic computation engine that includes a full scope plant model, and (ii) interfaces with a PRA software toolset. The computation-based HRA approach presented in this report is called the Human Unimodels for Nuclear Technology to Enhance Reliability (HUNTER) and incorporates in a hybrid fashion elements of existing HRA methods to interface with new computational tools developed under the RISMC pathway. The goal of this research effort is to model human performance more accurately than existing approaches, thereby minimizing modeling uncertainty found in current plant risk models.

  7. A Research Roadmap for Computation-Based Human Reliability Analysis

    International Nuclear Information System (INIS)

    Boring, Ronald; Mandelli, Diego; Joe, Jeffrey; Smith, Curtis; Groth, Katrina

    2015-01-01

    The United States (U.S.) Department of Energy (DOE) is sponsoring research through the Light Water Reactor Sustainability (LWRS) program to extend the life of the currently operating fleet of commercial nuclear power plants. The Risk Informed Safety Margin Characterization (RISMC) research pathway within LWRS looks at ways to maintain and improve the safety margins of these plants. The RISMC pathway includes significant developments in the area of thermalhydraulics code modeling and the development of tools to facilitate dynamic probabilistic risk assessment (PRA). PRA is primarily concerned with the risk of hardware systems at the plant; yet, hardware reliability is often secondary in overall risk significance to human errors that can trigger or compound undesirable events at the plant. This report highlights ongoing efforts to develop a computation-based approach to human reliability analysis (HRA). This computation-based approach differs from existing static and dynamic HRA approaches in that it: (i) interfaces with a dynamic computation engine that includes a full scope plant model, and (ii) interfaces with a PRA software toolset. The computation-based HRA approach presented in this report is called the Human Unimodels for Nuclear Technology to Enhance Reliability (HUNTER) and incorporates in a hybrid fashion elements of existing HRA methods to interface with new computational tools developed under the RISMC pathway. The goal of this research effort is to model human performance more accurately than existing approaches, thereby minimizing modeling uncertainty found in current plant risk models.

  8. Interactive displays natural human-interface technologies

    CERN Document Server

    Bhowmik, Achintya K

    2014-01-01

    One of the first books to provide an in-depth discussion of the technologies, applications and trends in the rapidly emerging field of interactive displays (touch, gesture & voice) The book will cover the technologies, applications and trends in the field of interactive displays, namely interfaces based on touch, gesture and voice and those using a combination of these technologies. The book will be split into 4 main parts with each being dedicated to a specific user interface. Part 1 ''Touch Interfaces'' will provide a review of the currently deployed touch-screen technologies and applications. It will also cover the recent developments towards achieving thinner, lightweight and cost-reduced touch screen panels in the future via integration of touch functionalities. Part 2 ''Gesture Interfaces'' will examine techniques and applications in stereoscopic 3D computer vision, structured-light 3D computer vision and time-of-flight 3D computer vision in gesture interfaces. Part 3 ''Voice Interfaces'' will revie...

  9. 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

  10. Rapid Prototyping Human Interfaces Using Stretchable Strain Sensor

    Directory of Open Access Journals (Sweden)

    Tokiya Yamaji

    2017-01-01

    Full Text Available In the modern society with a variety of information electronic devices, human interfaces increase their importance in a boundary of a human and a device. In general, the human is required to get used to the device. Even if the device is designed as a universal device or a high-usability device, the device is not suitable for all users. The usability of the device depends on the individual user. Therefore, personalized and customized human interfaces are effective for the user. To create customized interfaces, we propose rapid prototyping human interfaces using stretchable strain sensors. The human interfaces comprise parts formed by a three-dimensional printer and the four strain sensors. The three-dimensional printer easily makes customized human interfaces. The outputs of the interface are calculated based on the sensor’s lengths. Experiments evaluate three human interfaces: a sheet-shaped interface, a sliding lever interface, and a tilting lever interface. We confirm that the three human interfaces obtain input operations with a high accuracy.

  11. Human Reliability and the Current Dilemma in Human-Machine Interface Design Strategies

    International Nuclear Information System (INIS)

    Passalacqua, Roberto; Yamada, Fumiaki

    2002-01-01

    Since human error dominates the probability of failures of still-existing human-requiring systems (as the Monju reactor), the human-machine interface needs to be improved. Several rationales may lead to the conclusion that 'humans' should limit themselves to monitor the 'machine'. For example, this is the trend in the aviation industry: newest aircrafts are designed to be able to return to a safe state by the use of control systems, which do not need human intervention. Thus, the dilemma whether we really need operators (for example in the nuclear industry) might arise. However, social-technical approaches in recent human error analyses are pointing out the so-called 'organizational errors' and the importance of a human-machine interface harmonization. Typically plant's operators are a 'redundant' safety system with a much lower reliability (than the machine): organizational factors and harmonization requirements suggest designing the human-machine interface in a way that allows improvement of operator's reliability. In addition, taxonomy studies of accident databases have also proved that operators' training should promote processes of decision-making. This is accomplished in the latest trends of PSA technology by introducing the concept of a 'Safety Monitor' that is a computer-based tool that uses a level 1 PSA model of the plant. Operators and maintenance schedulers of the Monju FBR will be able to perform real-time estimations of the plant risk level. The main benefits are risk awareness and improvements in decision-making by operators. Also scheduled maintenance can be approached in a more rational (safe and economic) way. (authors)

  12. Distributed user interfaces for clinical ubiquitous computing applications.

    Science.gov (United States)

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

    2005-08-01

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

  13. Users expect interfaces to behave like the physical world

    DEFF Research Database (Denmark)

    Nørager, Rune

    2006-01-01

    Navigation in folder structures is an essential part of most window based user interfaces. Basic human navigation strategies rely on stable properties of the physical world, which are not by default present in windows style user interfaces. According to the theoretical framework Ecological Cognit...

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

    International Nuclear Information System (INIS)

    Salvendy, G.

    1987-01-01

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

  15. Human-machine interface in mobile teleoperators

    International Nuclear Information System (INIS)

    Draper, J.V.

    1985-01-01

    In this document the following point has been made: human-machine interface is not ideal, and may be improved upon: telepresence is ideal but not required; current interfaces degrade normal human inputs/outputs; available and developing technology can improve interfaces

  16. Multidimensional control using a mobile-phone based brain-muscle-computer interface.

    Science.gov (United States)

    Vernon, Scott; Joshi, Sanjay S

    2011-01-01

    Many well-known brain-computer interfaces measure signals at the brain, and then rely on the brain's ability to learn via operant conditioning in order to control objects in the environment. In our lab, we have been developing brain-muscle-computer interfaces, which measure signals at a single muscle and then rely on the brain's ability to learn neuromuscular skills via operant conditioning. Here, we report a new mobile-phone based brain-muscle-computer interface prototype for severely paralyzed persons, based on previous results from our group showing that humans may actively create specified power levels in two separate frequency bands of a single sEMG signal. Electromyographic activity on the surface of a single face muscle (Auricularis superior) is recorded with a standard electrode. This analog electrical signal is imported into an Android-based mobile phone. User-modulated power in two separate frequency band serves as two separate and simultaneous control channels for machine control. After signal processing, the Android phone sends commands to external devices via Bluetooth. Users are trained to use the device via biofeedback, with simple cursor-to-target activities on the phone screen.

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

    Directory of Open Access Journals (Sweden)

    Zulfiqar A. Memon

    2017-12-01

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

  18. Robust Brain-Computer Interfaces

    NARCIS (Netherlands)

    Reuderink, B.

    2011-01-01

    A brain-computer interface (BCI) enables direct communication from the brain to devices, bypassing the traditional pathway of peripheral nerves and muscles. Current BCIs aimed at patients require that the user invests weeks, or even months, to learn the skill to intentionally modify their brain

  19. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  20. Front panel human interface for FASTBUS

    International Nuclear Information System (INIS)

    Gustavson, D.B.; Holmes, T.L.; Paffrath, L.; Steffani, J.P.

    1980-01-01

    A human interface based on the Snoop diagnostic module has been designed to facilitate checkout of FASTBUS devices, diagnosis of system faults, and monitoring of system performance. This system, which is a generalization of the usual computer front panel or control console, includes logic analyzer functions, display and manual-control access to other modules, a microprocessor which allows the user to create and execute diagnostic programs and store them on a minifloppy disk, and a diagnostic network which allows remote console operation and coordination of information from multiple segments' Snoops

  1. A human engineering and ergonomic evaluation of the security access panel interface

    International Nuclear Information System (INIS)

    Hartney, C.; Banks, W.W.

    1995-02-01

    The purpose of this study was to empirically determine which of several security hardware interface designs produced the highest levels of end-user performance and acceptance. The FESSP Security Alarms and Monitoring Systems program area commissioned the authors study as decision support for upgrading the Argus security system's primary user interface so that Argus equipment will support the new DOE and DoD security access badges. Twenty-two test subjects were repeatedly tested using six remote access panel (RAP) designs. Lawrence Livermore National Laboratory (LLNL) uses one of these interface designs in its security access booths. Along with the RAP B insert-style reader, the authors tested five prototype RAP variants, each with a different style of swipe badge reader, through which a badge is moved or swiped. The authors asked the untrained test subjects to use each RAP while they described how they thought they should respond so that the system would operate correctly in reading the magnetic strip on a security badge. With each RAP variant, subjects were required to make four successful card reads (swipes) in which the card reader correctly read and logged the transaction. After each trial, a subject completed a 10-item interface acceptance evaluation before approaching the next RAP. After interacting with the RAP interfaces (for a total of the six RAP trials), each subject completed a 7-item overview evaluation that compared and ranked the five experimental RAPs, using the original (RAP B) insert style as a standard

  2. A Taxonomy of Human Translation Styles

    DEFF Research Database (Denmark)

    Carl, Michael; Dragsted, Barbara; Lykke Jakobsen, Arnt

    2011-01-01

    on the translators' activity data, we develop a taxonomy of translation styles. The taxonomy could serve to inform the development of advanced translation assistance tools and provide a basis for a felicitous and grounded integration of human machine interaction in translation.......While the translation profession becomes increasingly technological, we are still far from understanding how humans actually translate and how they could be best supported by machines. In this paper we outline a method which helps to uncover characteristics of human translation processes. Based...

  3. Shaping of neuronal activity through a Brain Computer Interface

    OpenAIRE

    Valero-Aguayo, Luis; Silva-Sauer, Leandro; Velasco-Alvarez, Ricardo; Ron-Angevin, Ricardo

    2014-01-01

    Neuronal responses are human actions which can be measured by an EEG, and which imply changes in waves when neurons are synchronized. This activity could be changed by principles of behaviour analysis. This research tests the efficacy of the behaviour shaping procedure to progressively change neuronal activity, so that those brain responses are adapted according to the differential reinforcement of visual feedback. The Brain Computer Interface (BCI) enables us to record the EEG in real ti...

  4. PointCom: semi-autonomous UGV control with intuitive interface

    Science.gov (United States)

    Rohde, Mitchell M.; Perlin, Victor E.; Iagnemma, Karl D.; Lupa, Robert M.; Rohde, Steven M.; Overholt, James; Fiorani, Graham

    2008-04-01

    Unmanned ground vehicles (UGVs) will play an important role in the nation's next-generation ground force. Advances in sensing, control, and computing have enabled a new generation of technologies that bridge the gap between manual UGV teleoperation and full autonomy. In this paper, we present current research on a unique command and control system for UGVs named PointCom (Point-and-Go Command). PointCom is a semi-autonomous command system for one or multiple UGVs. The system, when complete, will be easy to operate and will enable significant reduction in operator workload by utilizing an intuitive image-based control framework for UGV navigation and allowing a single operator to command multiple UGVs. The project leverages new image processing algorithms for monocular visual servoing and odometry to yield a unique, high-performance fused navigation system. Human Computer Interface (HCI) techniques from the entertainment software industry are being used to develop video-game style interfaces that require little training and build upon the navigation capabilities. By combining an advanced navigation system with an intuitive interface, a semi-autonomous control and navigation system is being created that is robust, user friendly, and less burdensome than many current generation systems. mand).

  5. Imitating human playing styles in Super Mario Bros

    DEFF Research Database (Denmark)

    Ortega, Juan; Shaker, Noor; Togelius, Julian

    2012-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play...... trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both...... in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space....

  6. Genetic loading on human loving styles.

    Science.gov (United States)

    Emanuele, Enzo; Brondino, Natascia; Pesenti, Sara; Re, Simona; Geroldi, Diego

    2007-12-01

    It has been hypothesized that cerebral neurotransmitters such as dopamine and serotonin could play a role in human romantic bonding. However, no data on the genetic basis of human romantic love are currently available. To address this issue, we looked for associations between markers in neurotransmitter genes (the serotonin transporter gene, 5-HTT; the serotonin receptor 2A, 5HT2A; the dopamine D2 receptor gene, DRD2; and the dopamine D4 receptor gene, DRD4) and the six styles of love as conceptualized by Lee (Eros, Ludus, Storge, Pragma, Mania and Agape). A total of 350 healthy young adults (165 males and 185 females, mean age: 24.1+/-3.9 years, range 18-32 years) filled the 24-item Love Attitudes Scale (LAS) and were genotyped for the following six polymorphic markers: the serotonin transporter-linked polymorphic region (5-HTTLPR), the 5HT2A T102C and C516T polymorphisms, the DRD2 TaqI A and TaqI B variants, and the DRD4 exon 3 VNTR polymorphism. Statistical analysis revealed a significant association between the DRD2 TaqI A genotypes and "Eros" (a loving style characterized by a tendency to develop intense emotional experiences based on the physical attraction to the partner), as well as between the C516T 5HT2A polymorphism and "Mania" (a possessive and dependent romantic attachment, characterized by self-defeating emotions). These associations were present in both sexes and remained significant even after adjustment for potential confounders. Our data provide the first evidence of a possible genetic loading on human loving styles.

  7. Brain-muscle-computer interface: mobile-phone prototype development and testing.

    Science.gov (United States)

    Vernon, Scott; Joshi, Sanjay S

    2011-07-01

    We report prototype development and testing of a new mobile-phone-based brain-muscle-computer interface for severely paralyzed persons, based on previous results from our group showing that humans may actively create specified power levels in two separate frequency bands of a single surface electromyography (sEMG) signal. EMG activity on the surface of a single face muscle site (auricularis superior) is recorded with a standard electrode. This analog electrical signal is imported into an Android-based mobile phone and digitized via an internal A/D converter. The digital signal is split, and then simultaneously filtered with two band-pass filters to extract total power within two separate frequency bands. The user-modulated power in each frequency band serves as two separate control channels for machine control. After signal processing, the Android phone sends commands to external devices via a Bluetooth interface. Users are trained to use the device via visually based operant conditioning, with simple cursor-to-target activities on the phone screen. The mobile-phone prototype interface is formally evaluated on a single advanced Spinal Muscle Atrophy subject, who has successfully used the interface in his home in evaluation trials and for remote control of a television. Development of this new device will not only guide future interface design for community use, but will also serve as an information technology bridge for in situ data collection to quantify human sEMG manipulation abilities for a relevant population.

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

    Science.gov (United States)

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

    1986-01-01

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

  9. Quadcopter control in three-dimensional space using a noninvasive motor imagery based brain-computer interface

    Science.gov (United States)

    LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin

    2013-01-01

    Objective At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional physical space using noninvasive scalp EEG in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that operation of a real world device has on subjects’ control with comparison to a two-dimensional virtual cursor task. Approach Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a three-dimensional physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m/s. Significance Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user’s ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in the three-dimensional physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG based BCI systems to accomplish complex control in three-dimensional physical space. The present study may serve as a framework for the investigation of multidimensional non-invasive brain-computer interface control in a physical environment using telepresence robotics. PMID:23735712

  10. Human factors evaluation of teletherapy: Human-system interfaces and procedures. Volume 3

    International Nuclear Information System (INIS)

    Kaye, R.D.; Henriksen, K.; Jones, R.; Morisseau, D.S.; Serig, D.I.

    1995-07-01

    A series of human factors evaluations was undertaken to better understand the contributing factors to human error in the teletherapy environment. Teletherapy is a multidisciplinary methodology for treating cancerous tissue through selective exposure to an external beam of ionizing radiation. The principal sources of radiation are a radioactive isotope, typically cobalt60 (Co-60), or a linear accelerator device capable of producing very high energy x-ray and electron beams. A team of human factors specialists conducted site visits to radiation oncology departments at community hospitals, university centers, and free-standing clinics. In addition, a panel of radiation oncologists, medical physicists, and radiation technologists served as subject matter experts. A function and task analysis was initially performed to guide subsequent evaluations in the areas of user-system interfaces, procedures, training and qualifications, and organizational policies and practices. The present report focuses on an evaluation of the human-system interfaces in relation to the treatment machines and supporting equipment (e.g., simulators, treatment planning computers, control consoles, patient charts) found in the teletherapy environment. The report also evaluates operating, maintenance and emergency procedures and practices involved in teletherapy. The evaluations are based on the function and task analysis and established human engineering guidelines, where applicable

  11. Human factors evaluation of teletherapy: Human-system interfaces and procedures. Volume 3

    Energy Technology Data Exchange (ETDEWEB)

    Kaye, R.D.; Henriksen, K.; Jones, R. [Hughes Training, Inc., Falls Church, VA (United States); Morisseau, D.S.; Serig, D.I. [Nuclear Regulatory Commission, Washington, DC (United States). Div. of Systems Technology

    1995-07-01

    A series of human factors evaluations was undertaken to better understand the contributing factors to human error in the teletherapy environment. Teletherapy is a multidisciplinary methodology for treating cancerous tissue through selective exposure to an external beam of ionizing radiation. The principal sources of radiation are a radioactive isotope, typically cobalt60 (Co-60), or a linear accelerator device capable of producing very high energy x-ray and electron beams. A team of human factors specialists conducted site visits to radiation oncology departments at community hospitals, university centers, and free-standing clinics. In addition, a panel of radiation oncologists, medical physicists, and radiation technologists served as subject matter experts. A function and task analysis was initially performed to guide subsequent evaluations in the areas of user-system interfaces, procedures, training and qualifications, and organizational policies and practices. The present report focuses on an evaluation of the human-system interfaces in relation to the treatment machines and supporting equipment (e.g., simulators, treatment planning computers, control consoles, patient charts) found in the teletherapy environment. The report also evaluates operating, maintenance and emergency procedures and practices involved in teletherapy. The evaluations are based on the function and task analysis and established human engineering guidelines, where applicable.

  12. Computational design of patterned interfaces using reduced order models

    International Nuclear Information System (INIS)

    Vattre, A.J.; Abdolrahim, N.; Kolluri, K.; Demkowicz, M.J.

    2014-01-01

    Patterning is a familiar approach for imparting novel functionalities to free surfaces. We extend the patterning paradigm to interfaces between crystalline solids. Many interfaces have non-uniform internal structures comprised of misfit dislocations, which in turn govern interface properties. We develop and validate a computational strategy for designing interfaces with controlled misfit dislocation patterns by tailoring interface crystallography and composition. Our approach relies on a novel method for predicting the internal structure of interfaces: rather than obtaining it from resource-intensive atomistic simulations, we compute it using an efficient reduced order model based on anisotropic elasticity theory. Moreover, our strategy incorporates interface synthesis as a constraint on the design process. As an illustration, we apply our approach to the design of interfaces with rapid, 1-D point defect diffusion. Patterned interfaces may be integrated into the microstructure of composite materials, markedly improving performance. (authors)

  13. Human-Avatar Symbiosis for the Treatment of Auditory Verbal Hallucinations in Schizophrenia through Virtual/Augmented Reality and Brain-Computer Interfaces.

    Science.gov (United States)

    Fernández-Caballero, Antonio; Navarro, Elena; Fernández-Sotos, Patricia; González, Pascual; Ricarte, Jorge J; Latorre, José M; Rodriguez-Jimenez, Roberto

    2017-01-01

    This perspective paper faces the future of alternative treatments that take advantage of a social and cognitive approach with regards to pharmacological therapy of auditory verbal hallucinations (AVH) in patients with schizophrenia. AVH are the perception of voices in the absence of auditory stimulation and represents a severe mental health symptom. Virtual/augmented reality (VR/AR) and brain computer interfaces (BCI) are technologies that are growing more and more in different medical and psychological applications. Our position is that their combined use in computer-based therapies offers still unforeseen possibilities for the treatment of physical and mental disabilities. This is why, the paper expects that researchers and clinicians undergo a pathway toward human-avatar symbiosis for AVH by taking full advantage of new technologies. This outlook supposes to address challenging issues in the understanding of non-pharmacological treatment of schizophrenia-related disorders and the exploitation of VR/AR and BCI to achieve a real human-avatar symbiosis.

  14. Toward affective brain-computer interfaces : exploring the neurophysiology of affect during human media interaction

    NARCIS (Netherlands)

    Mühl, C.

    2012-01-01

    Affective Brain-Computer Interfaces (aBCI), the sensing of emotions from brain activity, seems a fantasy from the realm of science fiction. But unlike faster-than-light travel or teleportation, aBCI seems almost within reach due to novel sensor technologies, the advancement of neuroscience, and the

  15. Engineering brain-computer interfaces: past, present and future.

    Science.gov (United States)

    Hughes, M A

    2014-06-01

    Electricity governs the function of both nervous systems and computers. Whilst ions move in polar fluids to depolarize neuronal membranes, electrons move in the solid-state lattices of microelectronic semiconductors. Joining these two systems together, to create an iono-electric brain-computer interface, is an immense challenge. However, such interfaces offer (and in select clinical contexts have already delivered) a method of overcoming disability caused by neurological or musculoskeletal pathology. To fulfill their theoretical promise, several specific challenges demand consideration. Rate-limiting steps cover a diverse range of disciplines including microelectronics, neuro-informatics, engineering, and materials science. As those who work at the tangible interface between brain and outside world, neurosurgeons are well placed to contribute to, and inform, this cutting edge area of translational research. This article explores the historical background, status quo, and future of brain-computer interfaces; and outlines the challenges to progress and opportunities available to the clinical neurosciences community.

  16. Neural codes of seeing architectural styles.

    Science.gov (United States)

    Choo, Heeyoung; Nasar, Jack L; Nikrahei, Bardia; Walther, Dirk B

    2017-01-10

    Images of iconic buildings, such as the CN Tower, instantly transport us to specific places, such as Toronto. Despite the substantial impact of architectural design on people's visual experience of built environments, we know little about its neural representation in the human brain. In the present study, we have found patterns of neural activity associated with specific architectural styles in several high-level visual brain regions, but not in primary visual cortex (V1). This finding suggests that the neural correlates of the visual perception of architectural styles stem from style-specific complex visual structure beyond the simple features computed in V1. Surprisingly, the network of brain regions representing architectural styles included the fusiform face area (FFA) in addition to several scene-selective regions. Hierarchical clustering of error patterns further revealed that the FFA participated to a much larger extent in the neural encoding of architectural styles than entry-level scene categories. We conclude that the FFA is involved in fine-grained neural encoding of scenes at a subordinate-level, in our case, architectural styles of buildings. This study for the first time shows how the human visual system encodes visual aspects of architecture, one of the predominant and longest-lasting artefacts of human culture.

  17. Big data challenges in decoding cortical activity in a human with quadriplegia to inform a brain computer interface.

    Science.gov (United States)

    Friedenberg, David A; Bouton, Chad E; Annetta, Nicholas V; Skomrock, Nicholas; Mingming Zhang; Schwemmer, Michael; Bockbrader, Marcia A; Mysiw, W Jerry; Rezai, Ali R; Bresler, Herbert S; Sharma, Gaurav

    2016-08-01

    Recent advances in Brain Computer Interfaces (BCIs) have created hope that one day paralyzed patients will be able to regain control of their paralyzed limbs. As part of an ongoing clinical study, we have implanted a 96-electrode Utah array in the motor cortex of a paralyzed human. The array generates almost 3 million data points from the brain every second. This presents several big data challenges towards developing algorithms that should not only process the data in real-time (for the BCI to be responsive) but are also robust to temporal variations and non-stationarities in the sensor data. We demonstrate an algorithmic approach to analyze such data and present a novel method to evaluate such algorithms. We present our methodology with examples of decoding human brain data in real-time to inform a BCI.

  18. Facial pressure zones of an oronasal interface for noninvasive ventilation: a computer model analysis

    Directory of Open Access Journals (Sweden)

    Luana Souto Barros

    2014-12-01

    Full Text Available OBJECTIVE: To study the effects of an oronasal interface (OI for noninvasive ventilation, using a three-dimensional (3D computational model with the ability to simulate and evaluate the main pressure zones (PZs of the OI on the human face. METHODS: We used a 3D digital model of the human face, based on a pre-established geometric model. The model simulated soft tissues, skull, and nasal cartilage. The geometric model was obtained by 3D laser scanning and post-processed for use in the model created, with the objective of separating the cushion from the frame. A computer simulation was performed to determine the pressure required in order to create the facial PZs. We obtained descriptive graphical images of the PZs and their intensity. RESULTS: For the graphical analyses of each face-OI model pair and their respective evaluations, we ran 21 simulations. The computer model identified several high-impact PZs in the nasal bridge and paranasal regions. The variation in soft tissue depth had a direct impact on the amount of pressure applied (438-724 cmH2O. CONCLUSIONS: The computer simulation results indicate that, in patients submitted to noninvasive ventilation with an OI, the probability of skin lesion is higher in the nasal bridge and paranasal regions. This methodology could increase the applicability of biomechanical research on noninvasive ventilation interfaces, providing the information needed in order to choose the interface that best minimizes the risk of skin lesion.

  19. The Human Factors and Ergonomics of P300-Based Brain-Computer Interfaces

    Directory of Open Access Journals (Sweden)

    J. Clark Powers

    2015-08-01

    Full Text Available Individuals with severe neuromuscular impairments face many challenges in communication and manipulation of the environment. Brain-computer interfaces (BCIs show promise in presenting real-world applications that can provide such individuals with the means to interact with the world using only brain waves. Although there has been a growing body of research in recent years, much relates only to technology, and not to technology in use—i.e., real-world assistive technology employed by users. This review examined the literature to highlight studies that implicate the human factors and ergonomics (HFE of P300-based BCIs. We assessed 21 studies on three topics to speak directly to improving the HFE of these systems: (1 alternative signal evocation methods within the oddball paradigm; (2 environmental interventions to improve user performance and satisfaction within the constraints of current BCI systems; and (3 measures and methods of measuring user acceptance. We found that HFE is central to the performance of P300-based BCI systems, although researchers do not often make explicit this connection. Incorporation of measures of user acceptance and rigorous usability evaluations, increased engagement of disabled users as test participants, and greater realism in testing will help progress the advancement of P300-based BCI systems in assistive applications.

  20. Connections that Count: Brain-Computer Interface Enables the Profoundly Paralyzed to Communicate

    Science.gov (United States)

    ... Home Current Issue Past Issues Connections that Count: Brain-Computer Interface Enables the Profoundly Paralyzed to Communicate Past Issues / ... of this page please turn Javascript on. A brain-computer interface (BCI) system This brain-computer interface (BCI) system ...

  1. Spectrometer user interface to computer systems

    International Nuclear Information System (INIS)

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

    1979-01-01

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

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

    DEFF Research Database (Denmark)

    Jørgensen, Anker Helms

    2009-01-01

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

  3. Brain-computer interfaces for arts

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; D' Mello, S.; Pantic, Maja

    2013-01-01

    We experience positive emotions when our hedonic needs, such as virtuosity or relatedness, are satisfied. Creating art is one way of satisfying these needs, so artistic computer applications can be considered as ‘affective’. Artistic braincomputer interfaces (BCIs), which allow people to create art

  4. Experiencing Brain-Computer Interface Control

    NARCIS (Netherlands)

    van de Laar, B.L.A.

    2016-01-01

    Brain-Computer Interfaces (BCIs) are systems that extract information from the user’s brain activity and employ it in some way in an interactive system. While historically BCIs were mainly catered towards paralyzed or otherwise physically handicapped users, the last couple of years applications with

  5. Interfacing the Paramesh Computational Libraries to the Cactus Computational Framework, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — We will design and implement an interface between the Paramesh computational libraries, developed and used by groups at NASA GSFC, and the Cactus computational...

  6. A novel device for head gesture measurement system in combination with eye-controlled human machine interface

    Science.gov (United States)

    Lin, Chern-Sheng; Ho, Chien-Wa; Chang, Kai-Chieh; Hung, San-Shan; Shei, Hung-Jung; Yeh, Mau-Shiun

    2006-06-01

    This study describes the design and combination of an eye-controlled and a head-controlled human-machine interface system. This system is a highly effective human-machine interface, detecting head movement by changing positions and numbers of light sources on the head. When the users utilize the head-mounted display to browse a computer screen, the system will catch the images of the user's eyes with CCD cameras, which can also measure the angle and position of the light sources. In the eye-tracking system, the program in the computer will locate each center point of the pupils in the images, and record the information on moving traces and pupil diameters. In the head gesture measurement system, the user wears a double-source eyeglass frame, so the system catches images of the user's head by using a CCD camera in front of the user. The computer program will locate the center point of the head, transferring it to the screen coordinates, and then the user can control the cursor by head motions. We combine the eye-controlled and head-controlled human-machine interface system for the virtual reality applications.

  7. Human performance interfaces in air traffic control.

    Science.gov (United States)

    Chang, Yu-Hern; Yeh, Chung-Hsing

    2010-01-01

    This paper examines how human performance factors in air traffic control (ATC) affect each other through their mutual interactions. The paper extends the conceptual SHEL model of ergonomics to describe the ATC system as human performance interfaces in which the air traffic controllers interact with other human performance factors including other controllers, software, hardware, environment, and organisation. New research hypotheses about the relationships between human performance interfaces of the system are developed and tested on data collected from air traffic controllers, using structural equation modelling. The research result suggests that organisation influences play a more significant role than individual differences or peer influences on how the controllers interact with the software, hardware, and environment of the ATC system. There are mutual influences between the controller-software, controller-hardware, controller-environment, and controller-organisation interfaces of the ATC system, with the exception of the controller-controller interface. Research findings of this study provide practical insights in managing human performance interfaces of the ATC system in the face of internal or external change, particularly in understanding its possible consequences in relation to the interactions between human performance factors.

  8. Brain-computer interface

    DEFF Research Database (Denmark)

    2014-01-01

    A computer-implemented method of providing an interface between a user and a processing unit, the method comprising : presenting one or more stimuli to a user, each stimulus varying at a respective stimulation frequency, each stimulation frequency being associated with a respective user......-selectable input; receiving at least one signal indicative of brain activity of the user; and determining, from the received signal, which of the one or more stimuli the user attends to and selecting the user-selectable input associated with the stimulation frequency of the determined stimuli as being a user...

  9. Interface Realisms

    DEFF Research Database (Denmark)

    Pold, Søren

    2005-01-01

    This article argues for seeing the interface as an important representational and aesthetic form with implications for postmodern culture and digital aesthetics. The interface emphasizes realism due in part to the desire for transparency in Human-Computer Interaction (HCI) and partly...

  10. The Brain-Computer Interface Cycle

    NARCIS (Netherlands)

    Gerven, Marcel; Farquhar, Jason; Schaefer, Rebecca; Vlek, Rutger; Geuze, Jeroen; Nijholt, Antinus; Ramsay, Nick; Haselager, Pim; Vuurpijl, Louis; Gielen, Stan; Desain, Peter

    2009-01-01

    Brain–computer interfaces (BCIs) have attracted much attention recently, triggered by new scientific progress in understanding brain function and by impressive applications. The aim of this review is to give an overview of the various steps in the BCI cycle, i.e., the loop from the measurement of

  11. Brain-Computer Interface Controlled Cyborg: Establishing a Functional Information Transfer Pathway from Human Brain to Cockroach Brain.

    Science.gov (United States)

    Li, Guangye; Zhang, Dingguo

    2016-01-01

    An all-chain-wireless brain-to-brain system (BTBS), which enabled motion control of a cyborg cockroach via human brain, was developed in this work. Steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) was used in this system for recognizing human motion intention and an optimization algorithm was proposed in SSVEP to improve online performance of the BCI. The cyborg cockroach was developed by surgically integrating a portable microstimulator that could generate invasive electrical nerve stimulation. Through Bluetooth communication, specific electrical pulse trains could be triggered from the microstimulator by BCI commands and were sent through the antenna nerve to stimulate the brain of cockroach. Serial experiments were designed and conducted to test overall performance of the BTBS with six human subjects and three cockroaches. The experimental results showed that the online classification accuracy of three-mode BCI increased from 72.86% to 78.56% by 5.70% using the optimization algorithm and the mean response accuracy of the cyborgs using this system reached 89.5%. Moreover, the results also showed that the cyborg could be navigated by the human brain to complete walking along an S-shape track with the success rate of about 20%, suggesting the proposed BTBS established a feasible functional information transfer pathway from the human brain to the cockroach brain.

  12. Gaming with augmented reality interface and quantum dot technology

    OpenAIRE

    SAYANTAN GUPTA

    2017-01-01

    In Augmented Reality (AR), interfaces consist of a blend of both real and virtual content. In this paper we examine existing gaming styles played in the real world or on computers. We discuss the strengths and weaknesses of these mediums within an informal model of gaming experience split into four aspects; physical, mental, social and emotional. We find that their strengths are mostly complementary, and argue that games built in AR can blend them to enhance existing game styles a...

  13. Digital quality control of the camera computer interface

    International Nuclear Information System (INIS)

    Todd-Pokropek, A.

    1983-01-01

    A brief description is given of how the gamma camera-computer interface works and what kind of errors can occur. Quality control tests of the interface are then described which include 1) tests of static performance e.g. uniformity, linearity, 2) tests of dynamic performance e.g. basic timing, interface count-rate, system count-rate, 3) tests of special functions e.g. gated acquisition, 4) tests of the gamma camera head, and 5) tests of the computer software. The tests described are mainly acceptance and routine tests. Many of the tests discussed are those recommended by an IAEA Advisory Group for inclusion in the IAEA control schedules for nuclear medicine instrumentation. (U.K.)

  14. High Performance Computing - Power Application Programming Interface Specification.

    Energy Technology Data Exchange (ETDEWEB)

    Laros, James H.,; Kelly, Suzanne M.; Pedretti, Kevin; Grant, Ryan; Olivier, Stephen Lecler; Levenhagen, Michael J.; DeBonis, David

    2014-08-01

    Measuring and controlling the power and energy consumption of high performance computing systems by various components in the software stack is an active research area [13, 3, 5, 10, 4, 21, 19, 16, 7, 17, 20, 18, 11, 1, 6, 14, 12]. Implementations in lower level software layers are beginning to emerge in some production systems, which is very welcome. To be most effective, a portable interface to measurement and control features would significantly facilitate participation by all levels of the software stack. We present a proposal for a standard power Application Programming Interface (API) that endeavors to cover the entire software space, from generic hardware interfaces to the input from the computer facility manager.

  15. An Architectural Experience for Interface Design

    Science.gov (United States)

    Gong, Susan P.

    2016-01-01

    The problem of human-computer interface design was brought to the foreground with the emergence of the personal computer, the increasing complexity of electronic systems, and the need to accommodate the human operator in these systems. With each new technological generation discovering the interface design problems of its own technologies, initial…

  16. Evolution of brain-computer interfaces: going beyond classic motor physiology

    Science.gov (United States)

    Leuthardt, Eric C.; Schalk, Gerwin; Roland, Jarod; Rouse, Adam; Moran, Daniel W.

    2010-01-01

    The notion that a computer can decode brain signals to infer the intentions of a human and then enact those intentions directly through a machine is becoming a realistic technical possibility. These types of devices are known as brain-computer interfaces (BCIs). The evolution of these neuroprosthetic technologies could have significant implications for patients with motor disabilities by enhancing their ability to interact and communicate with their environment. The cortical physiology most investigated and used for device control has been brain signals from the primary motor cortex. To date, this classic motor physiology has been an effective substrate for demonstrating the potential efficacy of BCI-based control. However, emerging research now stands to further enhance our understanding of the cortical physiology underpinning human intent and provide further signals for more complex brain-derived control. In this review, the authors report the current status of BCIs and detail the emerging research trends that stand to augment clinical applications in the future. PMID:19569892

  17. The Properties of Intelligent Human-Machine Interface

    Directory of Open Access Journals (Sweden)

    Alexander Alfimtsev

    2012-04-01

    Full Text Available Intelligent human-machine interfaces based on multimodal interaction are developed separately in different application areas. No unified opinion exists about the issue of what properties should these interfaces have to provide an intuitive and natural interaction. Having carried out an analytical survey of the papers that deal with intelligent interfaces a set of properties are presented, which are necessary for intelligent interface between an information system and a human: absolute response, justification, training, personification, adaptiveness, collectivity, security, hidden persistence, portability, filtering.

  18. Designing end-user interfaces

    CERN Document Server

    Heaton, N

    1988-01-01

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

  19. Use of Computer Technology for English Language Learning: Do Learning Styles, Gender, and Age Matter?

    Science.gov (United States)

    Lee, Cynthia; Yeung, Alexander Seeshing; Ip, Tiffany

    2016-01-01

    Computer technology provides spaces and locales for language learning. However, learning style preference and demographic variables may affect the effectiveness of technology use for a desired goal. Adapting Reid's pioneering Perceptual Learning Style Preference Questionnaire (PLSPQ), this study investigated the relations of university students'…

  20. 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

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

    Science.gov (United States)

    Cooper, Lynne P.; Biefeld, Eric W.

    1991-01-01

    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.

  2. A Study Of The Effects Of Computer Animated Character Body Style On Perception Of Facial Expression

    OpenAIRE

    Cissell, Katherine

    2013-01-01

    This study examined if there is a difference in viewer perception of computer animated character facial expressions based on character body style, specifically, realistic and stylized character body styles. Participants viewed twenty clips of computer animated characters expressing one of five emotions: sadness, happiness, anger, surprise and fear. They then named the emotion and rated the sincerity, intensity, and typicality of each clip. The results indicated that for recognition, participa...

  3. Effects of digital human-machine interface characteristics on human error in nuclear power plants

    International Nuclear Information System (INIS)

    Li Pengcheng; Zhang Li; Dai Licao; Huang Weigang

    2011-01-01

    In order to identify the effects of digital human-machine interface characteristics on human error in nuclear power plants, the new characteristics of digital human-machine interface are identified by comparing with the traditional analog control systems in the aspects of the information display, user interface interaction and management, control systems, alarm systems and procedures system, and the negative effects of digital human-machine interface characteristics on human error are identified by field research and interviewing with operators such as increased cognitive load and workload, mode confusion, loss of situation awareness. As to the adverse effects related above, the corresponding prevention and control measures of human errors are provided to support the prevention and minimization of human errors and the optimization of human-machine interface design. (authors)

  4. The brain-computer interface cycle.

    Science.gov (United States)

    van Gerven, Marcel; Farquhar, Jason; Schaefer, Rebecca; Vlek, Rutger; Geuze, Jeroen; Nijholt, Anton; Ramsey, Nick; Haselager, Pim; Vuurpijl, Louis; Gielen, Stan; Desain, Peter

    2009-08-01

    Brain-computer interfaces (BCIs) have attracted much attention recently, triggered by new scientific progress in understanding brain function and by impressive applications. The aim of this review is to give an overview of the various steps in the BCI cycle, i.e., the loop from the measurement of brain activity, classification of data, feedback to the subject and the effect of feedback on brain activity. In this article we will review the critical steps of the BCI cycle, the present issues and state-of-the-art results. Moreover, we will develop a vision on how recently obtained results may contribute to new insights in neurocognition and, in particular, in the neural representation of perceived stimuli, intended actions and emotions. Now is the right time to explore what can be gained by embracing real-time, online BCI and by adding it to the set of experimental tools already available to the cognitive neuroscientist. We close by pointing out some unresolved issues and present our view on how BCI could become an important new tool for probing human cognition.

  5. Impacts of mothers' occupation status and parenting styles on levels of self-control, addiction to computer games, and educational progress of adolescents.

    Science.gov (United States)

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers' occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach's alpha coefficient and route analysis (in LISREL). We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers' occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to have more supervision and control on the degree

  6. Impacts of Mothers’ Occupation Status and Parenting Styles on Levels of Self-Control, Addiction to Computer Games, and Educational Progress of Adolescents

    Science.gov (United States)

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Background Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers’ occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Methods Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach’s alpha coefficient and route analysis (in LISREL). Findings We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers’ occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. Conclusion In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to

  7. Influence of Learning Styles on Graphical User Interface Preferences for e-Learners

    Science.gov (United States)

    Dedic, Velimir; Markovic, Suzana

    2012-01-01

    Implementing Web-based educational environment requires not only developing appropriate architectures, but also incorporating human factors considerations. User interface becomes the major channel to convey information in e-learning context: a well-designed and friendly enough interface is thus the key element in helping users to get the best…

  8. Theorema 2.0: Computer-Assisted Natural-Style Mathematics

    Directory of Open Access Journals (Sweden)

    Bruno Buchberger

    2016-01-01

    Full Text Available The Theorema project aims at the development of a computer assistant for the working mathematician. Support should be given throughout all phases of mathematical activity, from introducing new mathematical concepts by definitions or axioms, through first (computational experiments, the formulation of theorems, their justification by an exact proof, the application of a theorem as an algorithm, until to the dissemination of the results in form of a mathematical publication, the build up of bigger libraries of certified mathematical content and the like. This ambitious project is exactly along the lines of the QED manifesto issued in 1994 (see e.g. http://www.cs.ru.nl/~freek/qed/qed.html and it was initiated in the mid-1990s by Bruno Buchberger. The Theorema system is a computer implementation of the ideas behind the Theorema project. One focus lies on the natural style of system input (in form of definitions, theorems, algorithms, etc., system output (mainly in form of mathematical proofs and user interaction. Another focus is theory exploration, i.e. the development of large consistent mathematical theories in a formal frame, in contrast to just proving single isolated theorems. When using the Theorema system, a user should not have to follow a certain style of mathematics enforced by the system (e.g. basing all of mathematics on set theory or certain variants of type theory, rather should the system support the user in her preferred flavour of doing math. The new implementation of the system, which we refer to as Theorema 2.0, is open-source and available through GitHub.

  9. Style and non-style in anatomical illustration: From Renaissance Humanism to Henry Gray.

    Science.gov (United States)

    Kemp, Martin

    2010-02-01

    Style is a familiar category for the analysis of art. It is less so in the history of anatomical illustration. The great Renaissance and Baroque picture books of anatomy illustrated with stylish woodcuts and engravings, such as those by Charles Estienne, Andreas Vesalius and Govard Bidloo, showed figures in dramatic action in keeping with philosophical and theological ideas about human nature. Parallels can be found in paintings of the period, such as those by Titian, Michelangelo and Hans Baldung Grien. The anatomists also claimed to portray the body in an objective manner, and showed themselves as heroes of the discovery of human knowledge. Rembrandt's painting of Dr Nicholas Tulp is the best-known image of the anatomist as hero. The British empirical tradition in the 18th century saw William Cheselden and William Hunter working with techniques of representation that were intended to guarantee detailed realism. The ambition to portray forms life-size led to massive volumes, such as those by Antonio Mascagni. John Bell, the Scottish anatomist, criticized the size and pretensions of the earlier books and argued for a plain style adapted to the needs of teaching and surgery. Henry Gray's famous Anatomy of 1858, illustrated by Henry Vandyke Carter, aspired to a simple descriptive mode of functional representation that avoided stylishness, resulting in a style of its own. Successive editions of Gray progressively saw the replacement of Gray's method and of all his illustrations. The 150th anniversary edition, edited by Susan Standring, radically re-thinks the role of Gray's book within the teaching of medicine.

  10. Human factors with nonhumans - Factors that affect computer-task performance

    Science.gov (United States)

    Washburn, David A.

    1992-01-01

    There are two general strategies that may be employed for 'doing human factors research with nonhuman animals'. First, one may use the methods of traditional human factors investigations to examine the nonhuman animal-to-machine interface. Alternatively, one might use performance by nonhuman animals as a surrogate for or model of performance by a human operator. Each of these approaches is illustrated with data in the present review. Chronic ambient noise was found to have a significant but inconsequential effect on computer-task performance by rhesus monkeys (Macaca mulatta). Additional data supported the generality of findings such as these to humans, showing that rhesus monkeys are appropriate models of human psychomotor performance. It is argued that ultimately the interface between comparative psychology and technology will depend on the coordinated use of both strategies of investigation.

  11. Improving UGV teleoperation performance using novel visualization techniques and manual interfaces

    Science.gov (United States)

    Vozar, Steven; Tilbury, Dawn M.

    2012-06-01

    Unmanned ground vehicles (UGVs) are well-suited to a variety of tasks that are dangerous or repetitive for humans to perform. Despite recent advances, UGVs still suffer from reliability issues, and human operation failures have been identified as one root cause of UGV system failure. However, most literature relevant to UGV reliability does not address the effects of human errors or the user interface. Our previous work investigated the issue of user situational awareness and sense of presence in the robot workspace by implementing a Mixed Reality interface featuring a first-person video feed with an Augmented Reality overlay and a third-person Virtual Reality display. The interface was evaluated in a series of user tests in which users manually controlled a UGV with a manipulator arm using traditional input modalities including a computer mouse, keyboard and gamepad. In this study, we learned that users found it challenging to mentally map commands from the manual inputs to the robot arm behavior. Also, switching between control modalities seemed to add to the cognitive load during teleoperation tasks. A master-slave style manual controller can provide an intuitive one-to-one mapping from user input to robot pose, and has the potential to improve both operator situational awareness for teleoperation tasks and decrease mission completion time. This paper describes the design and implementation of a teleoperated UGV with a Mixed Reality visualization interface and a master-slave controller that is suitable for teleoperated mobile manipulation tasks.

  12. TMS communications software. Volume 1: Computer interfaces

    Science.gov (United States)

    Brown, J. S.; Lenker, M. D.

    1979-01-01

    A prototype bus communications system, which is being used to support the Trend Monitoring System (TMS) as well as for evaluation of the bus concept is considered. Hardware and software interfaces to the MODCOMP and NOVA minicomputers are included. The system software required to drive the interfaces in each TMS computer is described. Documentation of other software for bus statistics monitoring and for transferring files across the bus is also included.

  13. Controlling a human-computer interface system with a novel classification method that uses electrooculography signals.

    Science.gov (United States)

    Wu, Shang-Lin; Liao, Lun-De; Lu, Shao-Wei; Jiang, Wei-Ling; Chen, Shi-An; Lin, Chin-Teng

    2013-08-01

    Electrooculography (EOG) signals can be used to control human-computer interface (HCI) systems, if properly classified. The ability to measure and process these signals may help HCI users to overcome many of the physical limitations and inconveniences in daily life. However, there are currently no effective multidirectional classification methods for monitoring eye movements. Here, we describe a classification method used in a wireless EOG-based HCI device for detecting eye movements in eight directions. This device includes wireless EOG signal acquisition components, wet electrodes and an EOG signal classification algorithm. The EOG classification algorithm is based on extracting features from the electrical signals corresponding to eight directions of eye movement (up, down, left, right, up-left, down-left, up-right, and down-right) and blinking. The recognition and processing of these eight different features were achieved in real-life conditions, demonstrating that this device can reliably measure the features of EOG signals. This system and its classification procedure provide an effective method for identifying eye movements. Additionally, it may be applied to study eye functions in real-life conditions in the near future.

  14. Interface between computational fluid dynamics (CFD) and plant analysis computer codes

    International Nuclear Information System (INIS)

    Coffield, R.D.; Dunckhorst, F.F.; Tomlinson, E.T.; Welch, J.W.

    1993-01-01

    Computational fluid dynamics (CFD) can provide valuable input to the development of advanced plant analysis computer codes. The types of interfacing discussed in this paper will directly contribute to modeling and accuracy improvements throughout the plant system and should result in significant reduction of design conservatisms that have been applied to such analyses in the past

  15. End-User Control over Physical User-Interfaces: From Digital Fabrication to Real-Time Adaptability

    OpenAIRE

    Ramakers, Raf

    2016-01-01

    Graphical user interfaces are at the core of the majority of computing devices, including WIMP (windows, icons, menus, pointer) interaction styles and touch interactions. The popularity of graphical user interfaces stems from their ability to adapt to a multitude of tasks, such as document editing, messaging, browsing, etc. New tools and technologies also enabled users without a technical background to author these kind of digital interfaces, for example, filters for quick photo editing, inte...

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

    Directory of Open Access Journals (Sweden)

    Amanda Sullivan

    2017-07-01

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

  17. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    Science.gov (United States)

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  18. Designing personal attentive user interfaces in the mobile public safety domain

    NARCIS (Netherlands)

    Streefkerk, J.W.; Esch van-Bussemakers, M.P.; Neerincx, M.A.

    2006-01-01

    In the mobile computing environment, there is a need to adapt the information and service provision to the momentary attentive state of the user, operational requirements and usage context. This paper proposes to design personal attentive user interfaces (PAUI) for which the content and style of

  19. A tactile P300 brain-computer interface

    NARCIS (Netherlands)

    Brouwer, A.M.; Erp, J.B.F. van

    2010-01-01

    De werking van de eerste Brain-Computer-Interface gebaseerd op tactiele EEG response wordt gedemonstreerd en het effect van het aantal gebruikte vibro-tactiele tactoren en stimulus-timing parameters wordt onderzocht

  20. A Novel Feature Optimization for Wearable Human-Computer Interfaces Using Surface Electromyography Sensors

    Directory of Open Access Journals (Sweden)

    Han Sun

    2018-03-01

    Full Text Available The novel human-computer interface (HCI using bioelectrical signals as input is a valuable tool to improve the lives of people with disabilities. In this paper, surface electromyography (sEMG signals induced by four classes of wrist movements were acquired from four sites on the lower arm with our designed system. Forty-two features were extracted from the time, frequency and time-frequency domains. Optimal channels were determined from single-channel classification performance rank. The optimal-feature selection was according to a modified entropy criteria (EC and Fisher discrimination (FD criteria. The feature selection results were evaluated by four different classifiers, and compared with other conventional feature subsets. In online tests, the wearable system acquired real-time sEMG signals. The selected features and trained classifier model were used to control a telecar through four different paradigms in a designed environment with simple obstacles. Performance was evaluated based on travel time (TT and recognition rate (RR. The results of hardware evaluation verified the feasibility of our acquisition systems, and ensured signal quality. Single-channel analysis results indicated that the channel located on the extensor carpi ulnaris (ECU performed best with mean classification accuracy of 97.45% for all movement’s pairs. Channels placed on ECU and the extensor carpi radialis (ECR were selected according to the accuracy rank. Experimental results showed that the proposed FD method was better than other feature selection methods and single-type features. The combination of FD and random forest (RF performed best in offline analysis, with 96.77% multi-class RR. Online results illustrated that the state-machine paradigm with a 125 ms window had the highest maneuverability and was closest to real-life control. Subjects could accomplish online sessions by three sEMG-based paradigms, with average times of 46.02, 49.06 and 48.08 s

  1. RC Circuits: Some Computer-Interfaced Experiments.

    Science.gov (United States)

    Jolly, Pratibha; Verma, Mallika

    1994-01-01

    Describes a simple computer-interface experiment for recording the response of an RC network to an arbitrary input excitation. The setup is used to pose a variety of open-ended investigations in network modeling by varying the initial conditions, input signal waveform, and the circuit topology. (DDR)

  2. Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces

    OpenAIRE

    Gabbard, Joseph L.

    2008-01-01

    In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. Whe...

  3. Brain Computer Interfaces, a Review

    Directory of Open Access Journals (Sweden)

    Luis Fernando Nicolas-Alonso

    2012-01-01

    Full Text Available A brain-computer interface (BCI is a hardware and software communications system that permits cerebral activity alone to control computers or external devices. The immediate goal of BCI research is to provide communications capabilities to severely disabled people who are totally paralyzed or ‘locked in’ by neurological neuromuscular disorders, such as amyotrophic lateral sclerosis, brain stem stroke, or spinal cord injury. Here, we review the state-of-the-art of BCIs, looking at the different steps that form a standard BCI: signal acquisition, preprocessing or signal enhancement, feature extraction, classification and the control interface. We discuss their advantages, drawbacks, and latest advances, and we survey the numerous technologies reported in the scientific literature to design each step of a BCI. First, the review examines the neuroimaging modalities used in the signal acquisition step, each of which monitors a different functional brain activity such as electrical, magnetic or metabolic activity. Second, the review discusses different electrophysiological control signals that determine user intentions, which can be detected in brain activity. Third, the review includes some techniques used in the signal enhancement step to deal with the artifacts in the control signals and improve the performance. Fourth, the review studies some mathematic algorithms used in the feature extraction and classification steps which translate the information in the control signals into commands that operate a computer or other device. Finally, the review provides an overview of various BCI applications that control a range of devices.

  4. Brain Computer Interfaces, a Review

    Science.gov (United States)

    Nicolas-Alonso, Luis Fernando; Gomez-Gil, Jaime

    2012-01-01

    A brain-computer interface (BCI) is a hardware and software communications system that permits cerebral activity alone to control computers or external devices. The immediate goal of BCI research is to provide communications capabilities to severely disabled people who are totally paralyzed or ‘locked in’ by neurological neuromuscular disorders, such as amyotrophic lateral sclerosis, brain stem stroke, or spinal cord injury. Here, we review the state-of-the-art of BCIs, looking at the different steps that form a standard BCI: signal acquisition, preprocessing or signal enhancement, feature extraction, classification and the control interface. We discuss their advantages, drawbacks, and latest advances, and we survey the numerous technologies reported in the scientific literature to design each step of a BCI. First, the review examines the neuroimaging modalities used in the signal acquisition step, each of which monitors a different functional brain activity such as electrical, magnetic or metabolic activity. Second, the review discusses different electrophysiological control signals that determine user intentions, which can be detected in brain activity. Third, the review includes some techniques used in the signal enhancement step to deal with the artifacts in the control signals and improve the performance. Fourth, the review studies some mathematic algorithms used in the feature extraction and classification steps which translate the information in the control signals into commands that operate a computer or other device. Finally, the review provides an overview of various BCI applications that control a range of devices. PMID:22438708

  5. Adaptive user interfaces

    CERN Document Server

    1990-01-01

    This book describes techniques for designing and building adaptive user interfaces developed in the large AID project undertaken by the contributors.Key Features* Describes one of the few large-scale adaptive interface projects in the world* Outlines the principles of adaptivity in human-computer interaction

  6. Electrostatics with Computer-Interfaced Charge Sensors

    Science.gov (United States)

    Morse, Robert A.

    2006-01-01

    Computer interfaced electrostatic charge sensors allow both qualitative and quantitative measurements of electrostatic charge but are quite sensitive to charges accumulating on modern synthetic materials. They need to be used with care so that students can correctly interpret their measurements. This paper describes the operation of the sensors,…

  7. Neuroengineering tools/applications for bidirectional interfaces, brain computer interfaces, and neuroprosthetic implants - a review of recent progress

    Directory of Open Access Journals (Sweden)

    Ryan M Rothschild

    2010-10-01

    Full Text Available The main focus of this review is to provide a holistic amalgamated overview of the most recent human in vivo techniques for implementing brain-computer interfaces (BCIs, bidirectional interfaces and neuroprosthetics. Neuroengineering is providing new methods for tackling current difficulties; however neuroprosthetics have been studied for decades. Recent progresses are permitting the design of better systems with higher accuracies, repeatability and system robustness. Bidirectional interfaces integrate recording and the relaying of information from and to the brain for the development of BCIs. The concepts of non-invasive and invasive recording of brain activity are introduced. This includes classical and innovative techniques like electroencephalography (EEG and near-infrared spectroscopy (NIRS. Then the problem of gliosis and solutions for (semi- permanent implant biocompatibility such as innovative implant coatings, materials and shapes are discussed. Implant power and the transmission of their data through implanted pulse generators (IPGs and wireless telemetry are taken into account. How sensation can be relayed back to the brain to increase integration of the neuroengineered systems with the body by methods such as micro-stimulation and transcranial magnetic stimulation (TMS are then addressed. The neuroprosthetic section discusses some of the various types and how they operate. Visual prosthetics are discussed and the three types, dependant on implant location, are examined. Auditory prosthetics, being cochlear or cortical, are then addressed. Replacement hand and limb prosthetics are then considered. These are followed by sections concentrating on the control of wheelchairs, computers and robotics directly from brain activity as recorded by non-invasive and invasive techniques.

  8. Region based Brain Computer Interface for a home control application.

    Science.gov (United States)

    Akman Aydin, Eda; Bay, Omer Faruk; Guler, Inan

    2015-08-01

    Environment control is one of the important challenges for disabled people who suffer from neuromuscular diseases. Brain Computer Interface (BCI) provides a communication channel between the human brain and the environment without requiring any muscular activation. The most important expectation for a home control application is high accuracy and reliable control. Region-based paradigm is a stimulus paradigm based on oddball principle and requires selection of a target at two levels. This paper presents an application of region based paradigm for a smart home control application for people with neuromuscular diseases. In this study, a region based stimulus interface containing 49 commands was designed. Five non-disabled subjects were attended to the experiments. Offline analysis results of the experiments yielded 95% accuracy for five flashes. This result showed that region based paradigm can be used to select commands of a smart home control application with high accuracy in the low number of repetitions successfully. Furthermore, a statistically significant difference was not observed between the level accuracies.

  9. Historical Overview, Current Status, and Future Trends in Human-Computer Interfaces for Process Control

    International Nuclear Information System (INIS)

    Owre, Fridtjov

    2003-01-01

    Approximately 25 yr ago, the first computer-based process control systems, including computer-generated displays, appeared. It is remarkable how slowly the human-computer interfaces (HCI's) of such systems have developed over the years. The display design approach in those early days had its roots in the topology of the process. Usually, the information came from the piping and instrumentation diagrams. Later, some important additional functions were added to the basic system, such as alarm and trend displays. Today, these functions are still the basic ones, and the end-user displays have not changed much except for improved display quality in terms of colors, font types and sizes, resolution, and object shapes, resulting from improved display hardware.Today, there are two schools of display design competing for supremacy in the process control segment of the HCI community. One can be characterized by extension and integration of current practice, while the other is more revolutionary.The extension of the current practice approach can be described in terms of added system functionality and integration. This means that important functions for the plant operator - such as signal validation, plant overview information, safety parameter displays, procedures, prediction of future states, and plant performance optimization - are added to the basic functions and integrated in a total unified HCI for the plant operator.The revolutionary approach, however, takes as its starting point the design process itself. The functioning of the plant is described in terms of the plant goals and subgoals, as well as the means available to reach these goals. Then, displays are designed representing this functional structure - in clear contrast to the earlier plant topology representation. Depending on the design approach used, the corresponding displays have various designations, e.g., function-oriented, task-oriented, or ecological displays.This paper gives a historical overview of past

  10. Brain-Computer Interfacing Embedded in Intelligent and Affective Systems

    NARCIS (Netherlands)

    Nijholt, Antinus

    In this talk we survey recent research views on non-traditional brain-computer interfaces (BCI). That is, interfaces that can process brain activity input, but that are designed for the ‘general population’, rather than for clinical purposes. Control of applications can be made more robust by fusing

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

    Directory of Open Access Journals (Sweden)

    Fabien eLotte

    2013-09-01

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

  12. TA-55 facility control system upgrade project - human-system interface functional requirements

    International Nuclear Information System (INIS)

    Atkins, W.H.; Pope, N.G.; Turner, W.J.; Brown, R.E.

    1995-11-01

    The functional requirements for that part of the Technical Area (TA)-55 Operations Center Upgrade Project that involves the human-system interface (HSI) are described in this document. The upgrade project seeks to replace completely the center's existing computerized data acquisition and display system, which consists of the field multiplexer units, Data General computer systems, and associated peripherals and software. The upgrade project has two parts-the Facility Data Acquisition Interface System (FDAIS) and the HSI. The HSI comprises software and hardware to provide a high-level graphical operator interface to the data acquisition system, as well as data archiving, alarm annunciation, and logging. The new system will be built with modern, commercially available components; it will improve reliability and maintainability, and it can be expanded for future needs

  13. Principles of interfacing computers to medical equipment.

    Science.gov (United States)

    Francis, J L; Martin, T R

    1990-12-01

    Table 3 shows a comparison of the interface standards considered. RS232 has the advantages of availability, flexibility and low cost. Variants on the standard overcome its limitations in data-rate and distance. The Centronics parallel standard is available on most personal computers and is particularly suitable for high data-rates over short distances. Other PC standards such as SCSI are special-purpose interfaces and therefore more difficult to use. GPIB is a robust and well-specified standard often used for the control of laboratory instruments.

  14. Computer organization and design the hardware/software interface

    CERN Document Server

    Hennessy, John L

    1994-01-01

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

  15. Examining Student Opinions on Computer Use Based on the Learning Styles in Mathematics Education

    Science.gov (United States)

    Ozgen, Kemal; Bindak, Recep

    2012-01-01

    The purpose of this study is to identify the opinions of high school students, who have different learning styles, related to computer use in mathematics education. High school students' opinions on computer use in mathematics education were collected with both qualitative and quantitative approaches in the study conducted with a survey model. For…

  16. The development and evaluation of guidelines for the review of advanced human-system interfaces

    International Nuclear Information System (INIS)

    O'Hara, J.M.; Wachtel, J.

    1992-01-01

    Advanced control rooms for future nuclear power plants are being designed utilizing computer-based technologies. The US Nuclear Regulatory Commission reviews the human engineering aspects of such control rooms to ensure that they are designed to good human factors engineering principles and that operator performance and reliability are appropriately supported in order to protect public health and safety. This paper describes a general approach to advanced human-system interface review, development of human factors guidelines to support NRC safety reviews of advanced systems, and the results of a guideline test and evaluation program

  17. Using computer-assisted learning to engage diverse learning styles in understanding business management principles.

    Science.gov (United States)

    Frost, Mary E; Derby, Dustin C; Haan, Andrea G

    2013-01-01

    Objective : Changes in small business and insurance present challenges for newly graduated chiropractors. Technology that reaches identified, diverse learning styles may assist the chiropractic student in business classes to meet course outcomes better. Thus, the purpose of our study is to determine if the use of technology-based instructional aids enhance students' mastery of course learning outcomes. Methods : Using convenience sampling, 86 students completed a survey assessing course learning outcomes, learning style, and the helpfulness of lecture and computer-assisted learning related to content mastery. Quantitative analyses occurred. Results : Although respondents reported not finding the computer-assisted learning as helpful as the lecture, significant relationships were found between pre- and post-assisted learning measures of the learning outcomes 1 and 2 for the visual and kinesthetic groups. Surprisingly, however, all learning style groups exhibited significant pre- and post-assisted learning appraisal relationships with learning outcomes 3 and 4. Conclusion : While evidence exists within the current study of a relationship between students' learning of the course content corollary to the use of technologic instructional aids, the exact nature of the relationship remains unclear.

  18. Tutorial: Signal Processing in Brain-Computer Interfaces

    NARCIS (Netherlands)

    Garcia Molina, G.

    2010-01-01

    Research in Electroencephalogram (EEG) based Brain-Computer Interfaces (BCIs) has been considerably expanding during the last few years. Such an expansion owes to a large extent to the multidisciplinary and challenging nature of BCI research. Signal processing undoubtedly constitutes an essential

  19. Learning Styles, Online Content Usage and Exam Performance in a Mixed-Format Introductory Computer Information Systems Course

    Science.gov (United States)

    Lang, Guido; O'Connell, Stephen D.

    2015-01-01

    We investigate the relationship between learning styles, online content usage and exam performance in an undergraduate introductory Computer Information Systems class comprised of both online video tutorials and in-person classes. Our findings suggest that, across students, (1) traditional learning style classification methodologies do not predict…

  20. Digital interface for bi-directional communication between a computer and a peripheral device

    Science.gov (United States)

    Bond, H. H., Jr. (Inventor); Franklin, C. R.

    1984-01-01

    For transmission of data from the computer to the peripheral, the computer initially clears a flipflop which provides a select signal to a multiplexer. A data available signal or data strobe signal is produced while tht data is being provided to the interface. Setting of the flipflop causes a gate to provide to the peripherial a signal indicating that the interface has data available for transmission. The peripheral provides an acknowledge or strobe signal to transfer the data to the peripheral. For transmission of data from the peripheral to the computer, the computer presents the initially cleared flipflop. A data request signal from the peripheral indicates that the peripheral has data available for transmission to the computer. An acknowledge signal indicates that the interface is ready to receive data from the peripheral and to strobe that data into the interface.

  1. Investigation of human system interface design in nuclear power plant

    International Nuclear Information System (INIS)

    Feng Yan; Zhang Yunbo; Wang Zhongqiu

    2012-01-01

    The paper introduces the importance of HFE in designing nuclear power plant, and introduces briefly the content and scope of HFE, discusses human system interface design of new built nuclear power plants. This paper also describes human system interface design of foreign nuclear power plant, and describes in detail human system interface design of domestic nuclear power plant. (authors)

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

    International Nuclear Information System (INIS)

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

    2011-01-01

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

  3. Preface (to: Towards Practical Brain-Computer Interfaces)

    NARCIS (Netherlands)

    Allison, Brendan Z.; Dunne, Stephen; Leeb, Robert; Millán, Jose del R.; Allison, Brendan Z.; Dunne, Stephen; Leeb, Robert; Millán, Jose del R.; Nijholt, Antinus

    2012-01-01

    Brain–computer interface (BCI) research is advancing rapidly. The last few years have seen a dramatic rise in journal publications, academic workshops and conferences, books, new products aimed at both healthy and disabled users, research funding from different sources, and media attention. This

  4. An interface redesign for the feed-water system of the advanced boiling water reactor in a nuclear power plant in Taiwan

    International Nuclear Information System (INIS)

    Hsieh Minchih; Chiu Mingchuan; Hwang Sheueling

    2014-01-01

    A well-designed human-computer interface for the visual display unit in the control room of a complex environment can enhance operator efficiency and, thus, environmental safety. In fact, a cognitive gap often exists between an interface designer and an interface user. Therefore, the issue of the cognitive gap of interface design needs more improvement and investigation. This is an empirical study that presents the application of an ecological interface design (EID) using three cases and demonstrates that an EID framework can support operators in various complex situations. Specifically, it analyzes different levels of automation and emergency condition response at the Lungmen Nuclear Power Plant in Taiwan. A simulated feed-water system was developed involving two interface styles. This study uses the NASA Task Load Index to objectively evaluate the mental workload of the human operators and the Situation Awareness Rating Technique to subjectively assess operator understanding and response, and is a pilot study investigating EID display format use at nuclear power plants in Taiwan. Results suggest the EID-based interface has a remarkable advantage over the original interface in supporting operator performance in the areas of response time and accuracy rate under both normal and emergency situations and provide supporting evidence that an EID-based interface can effectively enhance monitoring tasks in a complex environment. (author)

  5. A multi-purpose brain-computer interface output device.

    Science.gov (United States)

    Thompson, David E; Huggins, Jane E

    2011-10-01

    While brain-computer interfaces (BCIs) are a promising alternative access pathway for individuals with severe motor impairments, many BCI systems are designed as stand-alone communication and control systems, rather than as interfaces to existing systems built for these purposes. An individual communication and control system may be powerful or flexible, but no single system can compete with the variety of options available in the commercial assistive technology (AT) market. BCls could instead be used as an interface to these existing AT devices and products, which are designed for improving access and agency of people with disabilities and are highly configurable to individual user needs. However, interfacing with each AT device and program requires significant time and effort on the part of researchers and clinicians. This work presents the Multi-Purpose BCI Output Device (MBOD), a tool to help researchers and clinicians provide BCI control of many forms of AT in a plug-and-play fashion, i.e., without the installation of drivers or software on the AT device, and a proof-of-concept of the practicality of such an approach. The MBOD was designed to meet the goals of target device compatibility, BCI input device compatibility, convenience, and intuitive command structure. The MBOD was successfully used to interface a BCI with multiple AT devices (including two wheelchair seating systems), as well as computers running Windows (XP and 7), Mac and Ubuntu Linux operating systems.

  6. A Multi-purpose Brain-Computer Interface Output Device

    Science.gov (United States)

    Thompson, David E; Huggins, Jane E

    2012-01-01

    While brain-computer interfaces (BCIs) are a promising alternative access pathway for individuals with severe motor impairments, many BCI systems are designed as standalone communication and control systems, rather than as interfaces to existing systems built for these purposes. While an individual communication and control system may be powerful or flexible, no single system can compete with the variety of options available in the commercial assistive technology (AT) market. BCIs could instead be used as an interface to these existing AT devices and products, which are designed for improving access and agency of people with disabilities and are highly configurable to individual user needs. However, interfacing with each AT device and program requires significant time and effort on the part of researchers and clinicians. This work presents the Multi-Purpose BCI Output Device (MBOD), a tool to help researchers and clinicians provide BCI control of many forms of AT in a plug-and-play fashion, i.e. without the installation of drivers or software on the AT device, and a proof-of-concept of the practicality of such an approach. The MBOD was designed to meet the goals of target device compatibility, BCI input device compatibility, convenience, and intuitive command structure. The MBOD was successfully used to interface a BCI with multiple AT devices (including two wheelchair seating systems), as well as computers running Windows (XP and 7), Mac and Ubuntu Linux operating systems. PMID:22208120

  7. 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

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

    NARCIS (Netherlands)

    Poel, Mannes; Nijboer, Femke; van den Broek, Egon; Fairclough, Stephen; Morency, Louis-Philippe; Bohus, Dan; Aghajan, Hamid; Nijholt, Antinus; Cassell, Justine; Epps, Julien

    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

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

    KAUST Repository

    Klinker, Gudrun; Huber, Manuel; Tö nnis, Marcus

    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.

  10. 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.

  11. Human machine interface for research reactor instrumentation and control system

    International Nuclear Information System (INIS)

    Mohd Sabri Minhat; Mohd Idris Taib; Izhar Abu Hussin; Zareen Khan Abdul Jalil Khan; Nurfarhana Ayuni Joha

    2010-01-01

    Most present design of Human Machine Interface for Research Reactor Instrumentation and Control System is modular-based, comprise of several cabinets such as Reactor Protection System, Control Console, Information Console as well as Communication Console. The safety, engineering and human factor will be concerned for the design. Redundancy and separation of signal and power supply are the main factor for safety consideration. The design of Operator Interface absolutely takes consideration of human and environmental factors. Physical parameters, experiences, trainability and long-established habit patterns are very important for user interface, instead of the Aesthetic and Operator-Interface Geometry. Physical design for New Instrumentation and Control System of RTP are proposed base on the state-of- the-art Human Machine Interface design. (author)

  12. Quadcopter control in three-dimensional space using a noninvasive motor imagery-based brain-computer interface

    Science.gov (United States)

    LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin

    2013-08-01

    Objective. At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional (3D) physical space using noninvasive scalp electroencephalogram (EEG) in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that the operation of a real world device has on subjects' control in comparison to a 2D virtual cursor task. Approach. Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a 3D physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Main results. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m s-1. Significance. Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user's ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in 3D physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG-based BCI systems for accomplish complex control in 3D physical space. The present study may serve as a framework for the investigation of multidimensional noninvasive BCI control in a physical environment using telepresence robotics.

  13. Optimizing the Usability of Brain-Computer Interfaces.

    Science.gov (United States)

    Zhang, Yin; Chase, Steve M

    2018-03-22

    Brain-computer interfaces are in the process of moving from the laboratory to the clinic. These devices act by reading neural activity and using it to directly control a device, such as a cursor on a computer screen. An open question in the field is how to map neural activity to device movement in order to achieve the most proficient control. This question is complicated by the fact that learning, especially the long-term skill learning that accompanies weeks of practice, can allow subjects to improve performance over time. Typical approaches to this problem attempt to maximize the biomimetic properties of the device in order to limit the need for extensive training. However, it is unclear if this approach would ultimately be superior to performance that might be achieved with a nonbiomimetic device once the subject has engaged in extended practice and learned how to use it. Here we approach this problem using ideas from optimal control theory. Under the assumption that the brain acts as an optimal controller, we present a formal definition of the usability of a device and show that the optimal postlearning mapping can be written as the solution of a constrained optimization problem. We then derive the optimal mappings for particular cases common to most brain-computer interfaces. Our results suggest that the common approach of creating biomimetic interfaces may not be optimal when learning is taken into account. More broadly, our method provides a blueprint for optimal device design in general control-theoretic contexts.

  14. Application of a computational situation assessment model to human system interface design and experimental validation of its effectiveness

    International Nuclear Information System (INIS)

    Lee, Hyun-Chul; Koh, Kwang-Yong; Seong, Poong-Hyun

    2013-01-01

    Highlights: ► We validate the effectiveness of a proposed procedure thru an experiment. ► The proposed procedure addresses the salient coding of the key information. ► It was found that salience coding affects operators’ attention significantly. ► The first observation to the key information quickly guided to the correct situation awareness. ► It was validated the proposed procedure is effective for better situation awareness. - Abstract: To evaluate the effects of human cognitive characteristics on situation awareness, a computational situation assessment model of nuclear power plant operators has been developed, as well as a procedure to apply the developed model to the design of human system interfaces (HSIs). The concept of the proposed procedure is to identify the key information source, which is expected to guarantee fast and accurate diagnosis when operators attend to it. The developed computational model is used to search the diagnostic paths and the key information source. In this study, an experiment with twelve trained participants was executed to validate the effectiveness of the proposed procedure. Eighteen scenarios covering various accidents were administered twice for each subject, and experimental data were collected and analyzed. As a result of the data analysis, it was validated that the salience level of information sources significantly influences the attention of operators, and the first observation of the key information sources leads operators to a quick and correct situation assessment. Therefore, we conclude that the proposed procedure for applying the developed model to HSI design is effective

  15. Near infrared spectroscopy based brain-computer interface

    Science.gov (United States)

    Ranganatha, Sitaram; Hoshi, Yoko; Guan, Cuntai

    2005-04-01

    A brain-computer interface (BCI) provides users with an alternative output channel other than the normal output path of the brain. BCI is being given much attention recently as an alternate mode of communication and control for the disabled, such as patients suffering from Amyotrophic Lateral Sclerosis (ALS) or "locked-in". BCI may also find applications in military, education and entertainment. Most of the existing BCI systems which rely on the brain's electrical activity use scalp EEG signals. The scalp EEG is an inherently noisy and non-linear signal. The signal is detrimentally affected by various artifacts such as the EOG, EMG, ECG and so forth. EEG is cumbersome to use in practice, because of the need for applying conductive gel, and the need for the subject to be immobile. There is an urgent need for a more accessible interface that uses a more direct measure of cognitive function to control an output device. The optical response of Near Infrared Spectroscopy (NIRS) denoting brain activation can be used as an alternative to electrical signals, with the intention of developing a more practical and user-friendly BCI. In this paper, a new method of brain-computer interface (BCI) based on NIRS is proposed. Preliminary results of our experiments towards developing this system are reported.

  16. Human Computation

    CERN Multimedia

    CERN. Geneva

    2008-01-01

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

  17. Style in Music

    Science.gov (United States)

    Dannenberg, Roger B.

    Because music is not objectively descriptive or representational, the subjective qualities of music seem to be most important. Style is one of the most salient qualities of music, and in fact most descriptions of music refer to some aspect of musical style. Style in music can refer to historical periods, composers, performers, sonic texture, emotion, and genre. In recent years, many aspects of music style have been studied from the standpoint of automation: How can musical style be recognized and synthesized? An introduction to musical style describes ways in which style is characterized by composers and music theorists. Examples are then given where musical style is the focal point for computer models of music analysis and music generation.

  18. Personalized keystroke dynamics for self-powered human--machine interfacing.

    Science.gov (United States)

    Chen, Jun; Zhu, Guang; Yang, Jin; Jing, Qingshen; Bai, Peng; Yang, Weiqing; Qi, Xuewei; Su, Yuanjie; Wang, Zhong Lin

    2015-01-27

    The computer keyboard is one of the most common, reliable, accessible, and effective tools used for human--machine interfacing and information exchange. Although keyboards have been used for hundreds of years for advancing human civilization, studying human behavior by keystroke dynamics using smart keyboards remains a great challenge. Here we report a self-powered, non-mechanical-punching keyboard enabled by contact electrification between human fingers and keys, which converts mechanical stimuli applied to the keyboard into local electronic signals without applying an external power. The intelligent keyboard (IKB) can not only sensitively trigger a wireless alarm system once gentle finger tapping occurs but also trace and record typed content by detecting both the dynamic time intervals between and during the inputting of letters and the force used for each typing action. Such features hold promise for its use as a smart security system that can realize detection, alert, recording, and identification. Moreover, the IKB is able to identify personal characteristics from different individuals, assisted by the behavioral biometric of keystroke dynamics. Furthermore, the IKB can effectively harness typing motions for electricity to charge commercial electronics at arbitrary typing speeds greater than 100 characters per min. Given the above features, the IKB can be potentially applied not only to self-powered electronics but also to artificial intelligence, cyber security, and computer or network access control.

  19. Search-User Interface Design

    CERN Document Server

    Wilson, Max

    2011-01-01

    Search User Interfaces (SUIs) represent the gateway between people who have a task to complete, and the repositories of information and data stored around the world. Not surprisingly, therefore, there are many communities who have a vested interest in the way SUIs are designed. There are people who study how humans search for information, and people who study how humans use computers. There are people who study good user interface design, and people who design aesthetically pleasing user interfaces. There are also people who curate and manage valuable information resources, and people who desi

  20. High Performance Computing - Power Application Programming Interface Specification Version 2.0.

    Energy Technology Data Exchange (ETDEWEB)

    Laros, James H. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Grant, Ryan [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Levenhagen, Michael J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Olivier, Stephen Lecler [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Pedretti, Kevin [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Ward, H. Lee [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Younge, Andrew J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2017-03-01

    Measuring and controlling the power and energy consumption of high performance computing systems by various components in the software stack is an active research area. Implementations in lower level software layers are beginning to emerge in some production systems, which is very welcome. To be most effective, a portable interface to measurement and control features would significantly facilitate participation by all levels of the software stack. We present a proposal for a standard power Application Programming Interface (API) that endeavors to cover the entire software space, from generic hardware interfaces to the input from the computer facility manager.

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

    Science.gov (United States)

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

    1997-01-01

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

  2. Attempt on construction of human friendly man-machine interface. Study and apply about human communication; Human friendly na man machine interface kochiku no kokoromi. Ningen no communication no kento to sono oyo

    Energy Technology Data Exchange (ETDEWEB)

    Tatsuno, J. [Tokyo University of Agriculture, Tokyo (Japan); Kokubo, Y.; Matsumura, I.; Kobayashi, H. [Hosei University, Tokyo (Japan)

    1998-04-01

    This paper describes an attempt on a construction way of human friendly man-machine interface. At first, we do a simple experiment to find out the characteristic of human verbal communication. From the experimental results, we get some rules in case in human verbal communication. We construct the man-machine interface which is based on these rules. Through teaching process, we examine our verbal communication interface comparing with conventional interfaces. From this comparison, we recognize that the verbal communication interface is valid to construct the user-friendly man-machine interface. 12 refs., 9 figs., 2 tabs.

  3. Touch-based Brain Computer Interfaces: State of the art

    NARCIS (Netherlands)

    Erp, J.B.F. van; Brouwer, A.M.

    2014-01-01

    Brain Computer Interfaces (BCIs) rely on the user's brain activity to control equipment or computer devices. Many BCIs are based on imagined movement (called active BCIs) or the fact that brain patterns differ in reaction to relevant or attended stimuli in comparison to irrelevant or unattended

  4. Brain-Computer Interface Games: Towards a Framework.

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; Poel, Mannes; Herrlich, Marc; Malaka, Rainer; Masuch, Maic

    2012-01-01

    The brain-computer interface (BCI) community started to consider games as potential applications while the games community started to consider BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. In this paper, we propose a preliminary BCI

  5. A computational method for sharp interface advection

    DEFF Research Database (Denmark)

    Roenby, Johan; Bredmose, Henrik; Jasak, Hrvoje

    2016-01-01

    We devise a numerical method for passive advection of a surface, such as the interface between two incompressible fluids, across a computational mesh. The method is called isoAdvector, and is developed for general meshes consisting of arbitrary polyhedral cells. The algorithm is based on the volu...

  6. Outline of human machine interface at Rokkasho reprocessing plant

    International Nuclear Information System (INIS)

    Niioka, T.; Miyazaki, T.; Fujita, D.; Esashika, A.; Yoshida, Y.; Nakamura, W.; Tochigi, T.; Yoshimoto, A.; Yokoi, M.

    2006-01-01

    The Japan Nuclear Fuel Limited (JNFL) has been performing the active tests since the end of March, 2006, for its Rokkasho Reprocessing Plant using the spent fuels retrieved from the Light Water Reactors. At the early stage of the tests relatively low burn-up fuels have been used, and the burn-up will be increased at later stages until the start of commercial operation planned next year. The plant is operated from the main control room in the Control Building, where two types of operator consoles are located for plant monitoring and operation. The Operator Interface Station (OIS) driven by computer systems is chiefly used for instrumentation and control for production activities during normal operation. In addition to this, safety panels composed of hardware circuits are installed for nuclear safety functions such as criticality safety management, explosion protection, and confinement of radioactive materials. This paper outlines the Human Machine Interface features applied to the Rokkasho Reprocessing Plant. (authors)

  7. Towards Effective Non-Invasive Brain-Computer Interfaces Dedicated to Gait Rehabilitation Systems

    Directory of Open Access Journals (Sweden)

    Thierry Castermans

    2013-12-01

    Full Text Available In the last few years, significant progress has been made in the field of walk rehabilitation. Motor cortex signals in bipedal monkeys have been interpreted to predict walk kinematics. Epidural electrical stimulation in rats and in one young paraplegic has been realized to partially restore motor control after spinal cord injury. However, these experimental trials are far from being applicable to all patients suffering from motor impairments. Therefore, it is thought that more simple rehabilitation systems are desirable in the meanwhile. The goal of this review is to describe and summarize the progress made in the development of non-invasive brain-computer interfaces dedicated to motor rehabilitation systems. In the first part, the main principles of human locomotion control are presented. The paper then focuses on the mechanisms of supra-spinal centers active during gait, including results from electroencephalography, functional brain imaging technologies [near-infrared spectroscopy (NIRS, functional magnetic resonance imaging (fMRI, positron-emission tomography (PET, single-photon emission-computed tomography (SPECT] and invasive studies. The first brain-computer interface (BCI applications to gait rehabilitation are then presented, with a discussion about the different strategies developed in the field. The challenges to raise for future systems are identified and discussed. Finally, we present some proposals to address these challenges, in order to contribute to the improvement of BCI for gait rehabilitation.

  8. Control system oriented human interface

    International Nuclear Information System (INIS)

    Barale, P.; Jacobson, V.; Kilgore, R.; Rondeau, D.

    1976-11-01

    The on-line control system interface for magnet beam steering and focusing in the Bevalac is described. An Aydin model 5205B display generator was chosen. This display generator will allow the computer to completely rewrite a monitor screen in less than 50 ms and is also capable of controlling a color monitor

  9. Cost-effective computations with boundary interface operators in elliptic problems

    International Nuclear Information System (INIS)

    Khoromskij, B.N.; Mazurkevich, G.E.; Nikonov, E.G.

    1993-01-01

    The numerical algorithm for fast computations with interface operators associated with the elliptic boundary value problems (BVP) defined on step-type domains is presented. The algorithm is based on the asymptotically almost optimal technique developed for treatment of the discrete Poincare-Steklov (PS) operators associated with the finite-difference Laplacian on rectangles when using the uniform grid with a 'displacement by h/2'. The approach can be regarded as an extension of the method proposed for the partial solution of the finite-difference Laplace equation to the case of displaced grids and mixed boundary conditions. It is shown that the action of the PS operator for the Dirichlet problem and mixed BVP can be computed with expenses of the order of O(Nlog 2 N) both for arithmetical operations and computer memory needs, where N is the number of unknowns on the rectangle boundary. The single domain algorithm is applied to solving the multidomain elliptic interface problems with piecewise constant coefficients. The numerical experiments presented confirm almost linear growth of the computational costs and memory needs with respect to the dimension of the discrete interface problem. 14 refs., 3 figs., 4 tabs

  10. Brain-Computer Interface Games: Towards a Framework

    NARCIS (Netherlands)

    Gürkök, Hayrettin; Nijholt, Antinus; Poel, Mannes; Nakatsu, Ryohei; Rauterberg, Matthias; Ciancarini, Paolo

    2015-01-01

    The brain-computer interface (BCI) community has started to consider games as potential applications, while the game community has started to consider BCI as a game controller. However, there is a discrepancy between the BCI games developed by the two communities. This not only adds to the workload

  11. The Self-Paced Graz Brain-Computer Interface: Methods and Applications

    Directory of Open Access Journals (Sweden)

    Reinhold Scherer

    2007-01-01

    Full Text Available We present the self-paced 3-class Graz brain-computer interface (BCI which is based on the detection of sensorimotor electroencephalogram (EEG rhythms induced by motor imagery. Self-paced operation means that the BCI is able to determine whether the ongoing brain activity is intended as control signal (intentional control or not (non-control state. The presented system is able to automatically reduce electrooculogram (EOG artifacts, to detect electromyographic (EMG activity, and uses only three bipolar EEG channels. Two applications are presented: the freeSpace virtual environment (VE and the Brainloop interface. The freeSpace is a computer-game-like application where subjects have to navigate through the environment and collect coins by autonomously selecting navigation commands. Three subjects participated in these feedback experiments and each learned to navigate through the VE and collect coins. Two out of the three succeeded in collecting all three coins. The Brainloop interface provides an interface between the Graz-BCI and Google Earth.

  12. A covert attention P300-based brain-computer interface: Geospell.

    Science.gov (United States)

    Aloise, Fabio; Aricò, Pietro; Schettini, Francesca; Riccio, Angela; Salinari, Serenella; Mattia, Donatella; Babiloni, Fabio; Cincotti, Febo

    2012-01-01

    The Farwell and Donchin P300 speller interface is one of the most widely used brain-computer interface (BCI) paradigms for writing text. Recent studies have shown that the recognition accuracy of the P300 speller decreases significantly when eye movement is impaired. This report introduces the GeoSpell interface (Geometric Speller), which implements a stimulation framework for a P300-based BCI that has been optimised for operation in covert visual attention. We compared the Geospell with the P300 speller interface under overt attention conditions with regard to effectiveness, efficiency and user satisfaction. Ten healthy subjects participated in the study. The performance of the GeoSpell interface in covert attention was comparable with that of the P300 speller in overt attention. As expected, the effectiveness of the spelling decreased with the new interface in covert attention. The NASA task load index (TLX) for workload assessment did not differ significantly between the two modalities. This study introduces and evaluates a gaze-independent, P300-based brain-computer interface, the efficacy and user satisfaction of which were comparable with those off the classical P300 speller. Despite a decrease in effectiveness due to the use of covert attention, the performance of the GeoSpell far exceeded the threshold of accuracy with regard to effective spelling.

  13. A brain computer interface-based explorer.

    Science.gov (United States)

    Bai, Lijuan; Yu, Tianyou; Li, Yuanqing

    2015-04-15

    In recent years, various applications of brain computer interfaces (BCIs) have been studied. In this paper, we present a hybrid BCI combining P300 and motor imagery to operate an explorer. Our system is mainly composed of a BCI mouse, a BCI speller and an explorer. Through this system, the user can access his computer and manipulate (open, close, copy, paste, and delete) files such as documents, pictures, music, movies and so on. The system has been tested with five subjects, and the experimental results show that the explorer can be successfully operated according to subjects' intentions. Copyright © 2014 Elsevier B.V. All rights reserved.

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

    International Nuclear Information System (INIS)

    Anon.

    1990-01-01

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

  15. Usability of Three Electroencephalogram Headsets for Brain-Computer Interfaces: A Within Subject Comparison

    NARCIS (Netherlands)

    Gamboa, H.; Nijboer, Femke; van de Laar, B.L.A.; Plácido da Silva, H.; Gilleade, K.; Gerritsen, Steven; Nijholt, Antinus; Bermúdez i Badia, S.; Poel, Mannes; Fairclough, S.

    Currently the field of brain–computer interfacing is increasingly focused on developing usable brain–computer interfaces (BCIs) to better ensure technology transfer and acceptance. Many studies have investigated the usability of BCI applications as a whole. Here we aim to investigate one specific

  16. Workshops of the Sixth International Brain–Computer Interface Meeting: brain–computer interfaces past, present, and future

    Science.gov (United States)

    Huggins, Jane E.; Guger, Christoph; Ziat, Mounia; Zander, Thorsten O.; Taylor, Denise; Tangermann, Michael; Soria-Frisch, Aureli; Simeral, John; Scherer, Reinhold; Rupp, Rüdiger; Ruffini, Giulio; Robinson, Douglas K. R.; Ramsey, Nick F.; Nijholt, Anton; Müller-Putz, Gernot; McFarland, Dennis J.; Mattia, Donatella; Lance, Brent J.; Kindermans, Pieter-Jan; Iturrate, Iñaki; Herff, Christian; Gupta, Disha; Do, An H.; Collinger, Jennifer L.; Chavarriaga, Ricardo; Chase, Steven M.; Bleichner, Martin G.; Batista, Aaron; Anderson, Charles W.; Aarnoutse, Erik J.

    2017-01-01

    The Sixth International Brain–Computer Interface (BCI) Meeting was held 30 May–3 June 2016 at the Asilomar Conference Grounds, Pacific Grove, California, USA. The conference included 28 workshops covering topics in BCI and brain–machine interface research. Topics included BCI for specific populations or applications, advancing BCI research through use of specific signals or technological advances, and translational and commercial issues to bring both implanted and non-invasive BCIs to market. BCI research is growing and expanding in the breadth of its applications, the depth of knowledge it can produce, and the practical benefit it can provide both for those with physical impairments and the general public. Here we provide summaries of each workshop, illustrating the breadth and depth of BCI research and highlighting important issues and calls for action to support future research and development. PMID:29152523

  17. Workshops of the Sixth International Brain-Computer Interface Meeting: brain-computer interfaces past, present, and future.

    Science.gov (United States)

    Huggins, Jane E; Guger, Christoph; Ziat, Mounia; Zander, Thorsten O; Taylor, Denise; Tangermann, Michael; Soria-Frisch, Aureli; Simeral, John; Scherer, Reinhold; Rupp, Rüdiger; Ruffini, Giulio; Robinson, Douglas K R; Ramsey, Nick F; Nijholt, Anton; Müller-Putz, Gernot; McFarland, Dennis J; Mattia, Donatella; Lance, Brent J; Kindermans, Pieter-Jan; Iturrate, Iñaki; Herff, Christian; Gupta, Disha; Do, An H; Collinger, Jennifer L; Chavarriaga, Ricardo; Chase, Steven M; Bleichner, Martin G; Batista, Aaron; Anderson, Charles W; Aarnoutse, Erik J

    2017-01-01

    The Sixth International Brain-Computer Interface (BCI) Meeting was held 30 May-3 June 2016 at the Asilomar Conference Grounds, Pacific Grove, California, USA. The conference included 28 workshops covering topics in BCI and brain-machine interface research. Topics included BCI for specific populations or applications, advancing BCI research through use of specific signals or technological advances, and translational and commercial issues to bring both implanted and non-invasive BCIs to market. BCI research is growing and expanding in the breadth of its applications, the depth of knowledge it can produce, and the practical benefit it can provide both for those with physical impairments and the general public. Here we provide summaries of each workshop, illustrating the breadth and depth of BCI research and highlighting important issues and calls for action to support future research and development.

  18. 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.

  19. Rater reliability and concurrent validity of the Keyboard Personal Computer Style instrument (K-PeCS).

    Science.gov (United States)

    Baker, Nancy A; Cook, James R; Redfern, Mark S

    2009-01-01

    This paper describes the inter-rater and intra-rater reliability, and the concurrent validity of an observational instrument, the Keyboard Personal Computer Style instrument (K-PeCS), which assesses stereotypical postures and movements associated with computer keyboard use. Three trained raters independently rated the video clips of 45 computer keyboard users to ascertain inter-rater reliability, and then re-rated a sub-sample of 15 video clips to ascertain intra-rater reliability. Concurrent validity was assessed by comparing the ratings obtained using the K-PeCS to scores developed from a 3D motion analysis system. The overall K-PeCS had excellent reliability [inter-rater: intra-class correlation coefficients (ICC)=.90; intra-rater: ICC=.92]. Most individual items on the K-PeCS had from good to excellent reliability, although six items fell below ICC=.75. Those K-PeCS items that were assessed for concurrent validity compared favorably to the motion analysis data for all but two items. These results suggest that most items on the K-PeCS can be used to reliably document computer keyboarding style.

  20. Practical speech user interface design

    CERN Document Server

    Lewis, James R

    2010-01-01

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

  1. Human-Manipulator Interface Using Particle Filter

    Directory of Open Access Journals (Sweden)

    Guanglong Du

    2014-01-01

    Full Text Available This paper utilizes a human-robot interface system which incorporates particle filter (PF and adaptive multispace transformation (AMT to track the pose of the human hand for controlling the robot manipulator. This system employs a 3D camera (Kinect to determine the orientation and the translation of the human hand. We use Camshift algorithm to track the hand. PF is used to estimate the translation of the human hand. Although a PF is used for estimating the translation, the translation error increases in a short period of time when the sensors fail to detect the hand motion. Therefore, a methodology to correct the translation error is required. What is more, to be subject to the perceptive limitations and the motor limitations, human operator is hard to carry out the high precision operation. This paper proposes an adaptive multispace transformation (AMT method to assist the operator to improve the accuracy and reliability in determining the pose of the robot. The human-robot interface system was experimentally tested in a lab environment, and the results indicate that such a system can successfully control a robot manipulator.

  2. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    Science.gov (United States)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  3. Human machine interface. Tradition or challenge?

    International Nuclear Information System (INIS)

    Craeghs, V.; Brouns, S.J.

    1997-01-01

    In a preliminary phase of the installation of a new operational management system the Dutch public utility MEGA Limburg used the opportunity to adjust the management style at the same time. A change was made from conventional control to a more dynamic way of managing the grid. A critical factor for success was the involvement of the operators in the process. In particular attention is paid to the presentation of the process on the computer screen. The results of the automation project are briefly discussed. 6 figs

  4. Papers from the Fifth International Brain-Computer Interface Meeting

    Science.gov (United States)

    Huggins, Jane E.; Wolpaw, Jonathan R.

    2014-06-01

    Brain-computer interfaces (BCIs), also known as brain-machine interfaces (BMIs), translate brain activity into new outputs that replace, restore, enhance, supplement or improve natural brain outputs. BCI research and development has grown rapidly for the past two decades. It is beginning to provide useful communication and control capacities to people with severe neuromuscular disabilities; and it is expanding into new areas such as neurorehabilitation that may greatly increase its clinical impact. At the same time, significant challenges remain, particularly in regard to translating laboratory advances into clinical use. The papers in this special section report some of the work presented at the Fifth International BCI Meeting held on 3-7 June 2013 at the Asilomar Conference Center in Pacific Grove, California, USA. Like its predecessors over the past 15 years, this meeting was supported by the National Institutes of Health, the National Science Foundation, and a variety of other governmental and private sponsors [1]. This fifth meeting was organized and managed by a program committee of BCI researchers from throughout the world [2]. It retained the distinctive retreat-style format developed by the Wadsworth Center researchers who organized and managed the first four meetings. The 301 attendees came from 165 research groups in 29 countries; 37% were students or postdoctoral fellows. Of more than 200 extended abstracts submitted for peer review, 25 were selected for oral presentation [3], and 181 were presented as posters [4] and published in the open-access conference proceedings [5]. The meeting featured 19 highly interactive workshops [6] covering the broad spectrum of BCI research and development, as well as many demonstrations of BCI systems and associated technology. Like the first four meetings, this one included attendees and embraced topics from across the broad spectrum of disciplines essential to effective BCI research and development, including

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

    NARCIS (Netherlands)

    Shen, Jie; Pantic, Maja

    2013-01-01

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

  6. A brain-computer interface controlled mail client.

    Science.gov (United States)

    Yu, Tianyou; Li, Yuanqing; Long, Jinyi; Wang, Cong

    2013-01-01

    In this paper, we propose a brain-computer interface (BCI) based mail client. This system is controlled by hybrid features extracted from scalp-recorded electroencephalographic (EEG). We emulate the computer mouse by the motor imagery-based mu rhythm and the P300 potential. Furthermore, an adaptive P300 speller is included to provide text input function. With this BCI mail client, users can receive, read, write mails, as well as attach files in mail writing. The system has been tested on 3 subjects. Experimental results show that mail communication with this system is feasible.

  7. Playful Interfaces : Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, A.

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  8. Nanostructured interfaces for enhancing mechanical properties of composites: Computational micromechanical studies

    DEFF Research Database (Denmark)

    Mishnaevsky, Leon

    2015-01-01

    Computational micromechanical studies of the effect of nanostructuring and nanoengineering of interfaces, phase and grain boundaries of materials on the mechanical properties and strength of materials and the potential of interface nanostructuring to enhance the materials properties are reviewed....

  9. Online LDA BASED brain-computer interface system to aid disabled people

    OpenAIRE

    Apdullah Yayık; Yakup Kutlu

    2017-01-01

    This paper aims to develop brain-computer interface system based on electroencephalography that can aid disabled people in daily life. The system relies on one of the most effective event-related potential wave, P300, which can be elicited by oddball paradigm. Developed application has a basic interaction tool that enables disabled people to convey their needs to other people selecting related objects. These objects pseudo-randomly flash in a visual interface on computer screen. The user must...

  10. Human-machine interface software package

    International Nuclear Information System (INIS)

    Liu, D.K.; Zhang, C.Z.

    1992-01-01

    The Man-Machine Interface software Package (MMISP) is designed to configure the console software of PLS 60 Mev LINAC control system. The control system of PLS 60 Mev LINAC is a distributed control system which includes the main computer (Intel 310) four local station, and two sets of industrial level console computer. The MMISP provides the operator with the display page editor, various I/O configuration such as digital signals In/Out, analog signal In/Out, waveform TV graphic display, and interactive with operator through graphic picture display, voice explanation, and touch panel. This paper describes its function and application. (author)

  11. Third Workshop on Affective Brain-Computer Interfaces: introduction

    NARCIS (Netherlands)

    Mühl, C.; Chanel, G.; Allison, B.; Nijholt, Antinus

    2013-01-01

    Following the first and second workshop on affective brain-computer interfaces, held in conjunction with ACII in Amsterdam (2009) and Memphis (2011), the third workshop explores the advantages and limitations of using neurophysiological signals for the automatic recognition of affective and

  12. Permanency analysis on human electroencephalogram signals for pervasive Brain-Computer Interface systems.

    Science.gov (United States)

    Sadeghi, Koosha; Junghyo Lee; Banerjee, Ayan; Sohankar, Javad; Gupta, Sandeep K S

    2017-07-01

    Brain-Computer Interface (BCI) systems use some permanent features of brain signals to recognize their corresponding cognitive states with high accuracy. However, these features are not perfectly permanent, and BCI system should be continuously trained over time, which is tedious and time consuming. Thus, analyzing the permanency of signal features is essential in determining how often to repeat training. In this paper, we monitor electroencephalogram (EEG) signals, and analyze their behavior through continuous and relatively long period of time. In our experiment, we record EEG signals corresponding to rest state (eyes open and closed) from one subject everyday, for three and a half months. The results show that signal features such as auto-regression coefficients remain permanent through time, while others such as power spectral density specifically in 5-7 Hz frequency band are not permanent. In addition, eyes open EEG data shows more permanency than eyes closed data.

  13. Intelligent Context-Aware and Adaptive Interface for Mobile LBS.

    Science.gov (United States)

    Feng, Jiangfan; Liu, Yanhong

    2015-01-01

    Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the information needed to complete a human-computer interaction task, but to understand human processes that interact in spatial query, which will in turn inform the detailed design of better user interfaces in mobile location based services. In this study, a context-aware adaptive model for mobile location based services interface is proposed, which contains three major sections: purpose, adjustment, and adaptation. Based on this model we try to describe the process of user operation and interface adaptation clearly through the dynamic interaction between users and the interface. Then we show how the model applies users' demands in a complicated environment and suggested the feasibility by the experimental results.

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

    Science.gov (United States)

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

    2016-03-01

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

  15. High Performance Computing - Power Application Programming Interface Specification Version 1.4

    Energy Technology Data Exchange (ETDEWEB)

    Laros III, James H. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); DeBonis, David [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Grant, Ryan [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Kelly, Suzanne M. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Levenhagen, Michael J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Olivier, Stephen Lecler [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States); Pedretti, Kevin [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States)

    2016-10-01

    Measuring and controlling the power and energy consumption of high performance computing systems by various components in the software stack is an active research area [13, 3, 5, 10, 4, 21, 19, 16, 7, 17, 20, 18, 11, 1, 6, 14, 12]. Implementations in lower level software layers are beginning to emerge in some production systems, which is very welcome. To be most effective, a portable interface to measurement and control features would significantly facilitate participation by all levels of the software stack. We present a proposal for a standard power Application Programming Interface (API) that endeavors to cover the entire software space, from generic hardware interfaces to the input from the computer facility manager.

  16. Human reliability analysis in the man-machine interface design review

    International Nuclear Information System (INIS)

    Kim, I.S.

    2001-01-01

    Advanced, computer-based man-machine interface (MMI) is emerging as part of the new design of nuclear power plants. The impact of advanced MMI on the operator performance, and as a result, on plant safety should be thoroughly evaluated before such technology is actually adopted in the plants. This paper discusses the applicability of human reliability analysis (HRA) to support the design review process. Both the first-generation and the second-generation HRA methods are considered focusing on a couple of promising HRA methods, i.e. ATHEANA and CREAM, with the potential to assist the design review process

  17. Brain-computer interface on the basis of EEG system Encephalan

    Science.gov (United States)

    Maksimenko, Vladimir; Badarin, Artem; Nedaivozov, Vladimir; Kirsanov, Daniil; Hramov, Alexander

    2018-04-01

    We have proposed brain-computer interface (BCI) for the estimation of the brain response on the presented visual tasks. Proposed BCI is based on the EEG recorder Encephalan-EEGR-19/26 (Medicom MTD, Russia) supplemented by a special home-made developed acquisition software. BCI is tested during experimental session while subject is perceiving the bistable visual stimuli and classifying them according to the interpretation. We have subjected the participant to the different external conditions and observed the significant decrease in the response, associated with the perceiving the bistable visual stimuli, during the presence of distraction. Based on the obtained results we have proposed possibility to use of BCI for estimation of the human alertness during solving the tasks required substantial visual attention.

  18. Linking Individual Learning Styles to Approach-Avoidance Motivational Traits and Computational Aspects of Reinforcement Learning.

    Directory of Open Access Journals (Sweden)

    Kristoffer Carl Aberg

    Full Text Available Learning how to gain rewards (approach learning and avoid punishments (avoidance learning is fundamental for everyday life. While individual differences in approach and avoidance learning styles have been related to genetics and aging, the contribution of personality factors, such as traits, remains undetermined. Moreover, little is known about the computational mechanisms mediating differences in learning styles. Here, we used a probabilistic selection task with positive and negative feedbacks, in combination with computational modelling, to show that individuals displaying better approach (vs. avoidance learning scored higher on measures of approach (vs. avoidance trait motivation, but, paradoxically, also displayed reduced learning speed following positive (vs. negative outcomes. These data suggest that learning different types of information depend on associated reward values and internal motivational drives, possibly determined by personality traits.

  19. Linking Individual Learning Styles to Approach-Avoidance Motivational Traits and Computational Aspects of Reinforcement Learning

    Science.gov (United States)

    Carl Aberg, Kristoffer; Doell, Kimberly C.; Schwartz, Sophie

    2016-01-01

    Learning how to gain rewards (approach learning) and avoid punishments (avoidance learning) is fundamental for everyday life. While individual differences in approach and avoidance learning styles have been related to genetics and aging, the contribution of personality factors, such as traits, remains undetermined. Moreover, little is known about the computational mechanisms mediating differences in learning styles. Here, we used a probabilistic selection task with positive and negative feedbacks, in combination with computational modelling, to show that individuals displaying better approach (vs. avoidance) learning scored higher on measures of approach (vs. avoidance) trait motivation, but, paradoxically, also displayed reduced learning speed following positive (vs. negative) outcomes. These data suggest that learning different types of information depend on associated reward values and internal motivational drives, possibly determined by personality traits. PMID:27851807

  20. Simulation and experimental studies of operators' decision styles and crew composition while using an ecological and traditional user interface for the control room of a nuclear power plant

    International Nuclear Information System (INIS)

    Meshkati, N.; Buller, B.J.; Azadeh, M.A.

    1994-01-01

    A traditional human factors (i.e., microergonomic) approach to complex human-machine systems is only concerned with improving the workstation (user interface) design. This approach, by ignoring the importance of the integration of the user interface with job and organizational design, results in systems which lead, at best, only to sub-optimization and are therefore inherently error- and failure-prone. Such systems, when eventually faced with the concentration of certain fault events, will suffer from this open-quotes resident pathogenclose quotes and, as such, are doomed to failure. Also, when complex technological systems, such as nuclear power plants, move from routine to non-routine (normal to emergency) operation, the controlling operators need to dynamically match the system's new requirements. This mandates integrated and harmonious changes in information presentation (display), changes in (job) performance requirements in part because of operators' inevitable involuntary transition to different levels of cognitive control, and reconfigurations of the operators' team (organizational) structure and communication. It is also demonstrated that the skill, rule, and knowledge (SRK) model, developed by Rasmussen, is a high-potential and powerful framework that could be utilized for the proposed integration purpose. The objective of this research was threefold: (1) using the SRK model, to develop an integrated information processing conceptual framework (for integration of workstation, job, and team design); (2) to evaluate the user interface component of this framework -- the ecological display; and (3) to analyze the effect of operators' individual information processing behavior and decision styles on handling plant disturbances, on their performance and preference for traditional and ecological user interfaces

  1. CAMAPPLE: CAMAC interface to the Apple computer

    International Nuclear Information System (INIS)

    Oxoby, G.J.; Trang, Q.H.; Williams, S.H.

    1981-04-01

    The advent of the personal microcomputer provides a new tool for the debugging, calibration and monitoring of small scale physics apparatus, e.g., a single detector being developed for a larger physics apparatus. With an appropriate interface these microcomputer systems provide a low cost (1/3 the cost of a comparable minicomputer system), convenient, dedicated, portable system which can be used in a fashion similar to that of portable oscilloscopes. Here, an interface between the Apple computer and CAMAC which is now being used to study the detector for a Cerenkov ring-imaging device is described. The Apple is particularly well-suited to this application because of its ease of use, hi-resolution graphics, peripheral bus and documentation support

  2. Interfacing computers and the internet with your allergy practice.

    Science.gov (United States)

    Bernstein, Jonathan A

    2004-10-01

    Computers and the internet have begun to play a prominent role in the medical profession and, in particular, the allergy specialty. Computer technology is being used more frequently for patient and physician education, asthma management in children and adults, including environmental control, generating patient databases for research and clinical practice and in marketing and e-commerce. This article will review how computers and the internet have begun to interface with the allergy subspecialty practice in these various areas.

  3. Personal computer interface for temmperature measuring in the cutting process with turning

    International Nuclear Information System (INIS)

    Trajchevski, Neven; Filipovski, Velimir; Kuzinonovski, Mikolaj

    2004-01-01

    The computer development aided reserch systems in the investigations of the characteristics of the surface layar forms conditions for decreasing of the measuring uncertainty. Especially important is the fact that the usage of open and self made measuring systems accomplishes the demands for a total control of the research process. This paper describes an original personal computer interface which is used in the newly built computer aided reserrch system for temperatute measuring in the machining with turning. This interface consists of optically-coupled linear isolation amplifier and an analog to digital (A/D) converter. It is designed for measuring of the themo- voltage that is a generated from the natural thermocouple workpiece-cutting tool. That is achived by digitalizing the value of the thermo-voltage in data which is transmitted to the personal computer. The interface realization is a result of the research activity of the faculty of Mechanical Engineering and the Faculty of Electrical Engineering in Skopje.

  4. runjags: An R Package Providing Interface Utilities, Model Templates, Parallel Computing Methods and Additional Distributions for MCMC Models in JAGS

    Directory of Open Access Journals (Sweden)

    Matthew J. Denwood

    2016-07-01

    Full Text Available The runjags package provides a set of interface functions to facilitate running Markov chain Monte Carlo models in JAGS from within R. Automated calculation of appropriate convergence and sample length diagnostics, user-friendly access to commonly used graphical outputs and summary statistics, and parallelized methods of running JAGS are provided. Template model specifications can be generated using a standard lme4-style formula interface to assist users less familiar with the BUGS syntax. Automated simulation study functions are implemented to facilitate model performance assessment, as well as drop-k type cross-validation studies, using high performance computing clusters such as those provided by parallel. A module extension for JAGS is also included within runjags, providing the Pareto family of distributions and a series of minimally-informative priors including the DuMouchel and half-Cauchy priors. This paper outlines the primary functions of this package, and gives an illustration of a simulation study to assess the sensitivity of two equivalent model formulations to different prior distributions.

  5. Real-time brain computer interface using imaginary movements

    DEFF Research Database (Denmark)

    El-Madani, Ahmad; Sørensen, Helge Bjarup Dissing; Kjær, Troels W.

    2015-01-01

    Background: Brain Computer Interface (BCI) is the method of transforming mental thoughts and imagination into actions. A real-time BCI system can improve the quality of life of patients with severe neuromuscular disorders by enabling them to communicate with the outside world. In this paper...

  6. Addition of visual noise boosts evoked potential-based brain-computer interface.

    Science.gov (United States)

    Xie, Jun; Xu, Guanghua; Wang, Jing; Zhang, Sicong; Zhang, Feng; Li, Yeping; Han, Chengcheng; Li, Lili

    2014-05-14

    Although noise has a proven beneficial role in brain functions, there have not been any attempts on the dedication of stochastic resonance effect in neural engineering applications, especially in researches of brain-computer interfaces (BCIs). In our study, a steady-state motion visual evoked potential (SSMVEP)-based BCI with periodic visual stimulation plus moderate spatiotemporal noise can achieve better offline and online performance due to enhancement of periodic components in brain responses, which was accompanied by suppression of high harmonics. Offline results behaved with a bell-shaped resonance-like functionality and 7-36% online performance improvements can be achieved when identical visual noise was adopted for different stimulation frequencies. Using neural encoding modeling, these phenomena can be explained as noise-induced input-output synchronization in human sensory systems which commonly possess a low-pass property. Our work demonstrated that noise could boost BCIs in addressing human needs.

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

    NARCIS (Netherlands)

    Gürkök, Hayrettin

    2012-01-01

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

  8. Performance monitoring for brain-computer-interface actions.

    Science.gov (United States)

    Schurger, Aaron; Gale, Steven; Gozel, Olivia; Blanke, Olaf

    2017-02-01

    When presented with a difficult perceptual decision, human observers are able to make metacognitive judgements of subjective certainty. Such judgements can be made independently of and prior to any overt response to a sensory stimulus, presumably via internal monitoring. Retrospective judgements about one's own task performance, on the other hand, require first that the subject perform a task and thus could potentially be made based on motor processes, proprioceptive, and other sensory feedback rather than internal monitoring. With this dichotomy in mind, we set out to study performance monitoring using a brain-computer interface (BCI), with which subjects could voluntarily perform an action - moving a cursor on a computer screen - without any movement of the body, and thus without somatosensory feedback. Real-time visual feedback was available to subjects during training, but not during the experiment where the true final position of the cursor was only revealed after the subject had estimated where s/he thought it had ended up after 6s of BCI-based cursor control. During the first half of the experiment subjects based their assessments primarily on the prior probability of the end position of the cursor on previous trials. However, during the second half of the experiment subjects' judgements moved significantly closer to the true end position of the cursor, and away from the prior. This suggests that subjects can monitor task performance when the task is performed without overt movement of the body. Copyright © 2016 Elsevier Inc. All rights reserved.

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

    Science.gov (United States)

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

    2017-01-01

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

  10. The Future of Brain-Computer Interfacing (keynote paper)

    NARCIS (Netherlands)

    Nijholt, Antinus

    In this paper we survey some early applications and research on brain-computer interfacing. We emphasize and revalue the role the views on artistic and playful applications have played. In previous years various road maps for BCI research appeared. The interest in medical applications has guided BCI

  11. Brain-computer interfacing under distraction: an evaluation study

    DEFF Research Database (Denmark)

    Brandl, Stephanie; Frølich, Laura; Höhne, Johannes

    2016-01-01

    Objective. While motor-imagery based brain-computer interfaces (BCIs) have been studied over many years by now, most of these studies have taken place in controlled lab settings. Bringing BCI technology into everyday life is still one of the main challenges in this field of research. Approach...

  12. Concept of software interface for BCI systems

    Science.gov (United States)

    Svejda, Jaromir; Zak, Roman; Jasek, Roman

    2016-06-01

    Brain Computer Interface (BCI) technology is intended to control external system by brain activity. One of main part of such system is software interface, which carries about clear communication between brain and either computer or additional devices connected to computer. This paper is organized as follows. Firstly, current knowledge about human brain is briefly summarized to points out its complexity. Secondly, there is described a concept of BCI system, which is then used to build an architecture of proposed software interface. Finally, there are mentioned disadvantages of sensing technology discovered during sensing part of our research.

  13. Control of a mobile robot through brain computer interface

    Directory of Open Access Journals (Sweden)

    Robinson Jimenez Moreno

    2015-07-01

    Full Text Available This paper poses a control interface to command the movement of a mobile robot according to signals captured from the user's brain. These signals are acquired and interpreted by Emotiv EPOC device, a 14-electrode type sensor which captures electroencephalographic (EEG signals with high resolution, which, in turn, are sent to a computer for processing. One brain-computer interface (BCI was developed based on the Emotiv software and SDK in order to command the mobile robot from a distance. Functionality tests are performed with the sensor to discriminate shift intentions of a user group, as well as with a fuzzy controller to hold the direction in case of concentration loss. As conclusion, it was possible to obtain an efficient system for robot movements by brain commands.

  14. Intelligent Context-Aware and Adaptive Interface for Mobile LBS

    Directory of Open Access Journals (Sweden)

    Jiangfan Feng

    2015-01-01

    Full Text Available Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the information needed to complete a human-computer interaction task, but to understand human processes that interact in spatial query, which will in turn inform the detailed design of better user interfaces in mobile location based services. In this study, a context-aware adaptive model for mobile location based services interface is proposed, which contains three major sections: purpose, adjustment, and adaptation. Based on this model we try to describe the process of user operation and interface adaptation clearly through the dynamic interaction between users and the interface. Then we show how the model applies users’ demands in a complicated environment and suggested the feasibility by the experimental results.

  15. On the tip of the tongue: learning typing and pointing with an intra-oral computer interface.

    Science.gov (United States)

    Caltenco, Héctor A; Breidegard, Björn; Struijk, Lotte N S Andreasen

    2014-07-01

    To evaluate typing and pointing performance and improvement over time of four able-bodied participants using an intra-oral tongue-computer interface for computer control. A physically disabled individual may lack the ability to efficiently control standard computer input devices. There have been several efforts to produce and evaluate interfaces that provide individuals with physical disabilities the possibility to control personal computers. Training with the intra-oral tongue-computer interface was performed by playing games over 18 sessions. Skill improvement was measured through typing and pointing exercises at the end of each training session. Typing throughput improved from averages of 2.36 to 5.43 correct words per minute. Pointing throughput improved from averages of 0.47 to 0.85 bits/s. Target tracking performance, measured as relative time on target, improved from averages of 36% to 47%. Path following throughput improved from averages of 0.31 to 0.83 bits/s and decreased to 0.53 bits/s with more difficult tasks. Learning curves support the notion that the tongue can rapidly learn novel motor tasks. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, which makes the tongue a feasible input organ for computer control. Intra-oral computer interfaces could provide individuals with severe upper-limb mobility impairments the opportunity to control computers and automatic equipment. Typing and pointing performance of the tongue-computer interface is comparable to performances of other proficient assistive devices, but does not cause fatigue easily and might be invisible to other people, which is highly prioritized by assistive device users. Combination of visual and auditory feedback is vital for a good performance of an intra-oral computer interface and helps to reduce involuntary or erroneous activations.

  16. Camapple: CAMAC interface to the Apple computer

    International Nuclear Information System (INIS)

    Oxoby, G.J.; Trang, Q.H.; Williams, S.H.

    1981-01-01

    The advent of the 'personal' microcomputer provides a new tool for the debugging, calibration and monitoring of small scale physics apparatus, e.g., a single detector being developed for a larger physics apparatus. With an appropriate interface these microcomputer systems provide a low cost (1/3 the cost of a comparable minicomputer system), convenient, dedicated, portable system which can be used in a fashion similar to that of portable oscilliscopes. Here we describe an interface between the Apple computer and CAMAC which is now being used to study the detector for a Cerenkov ring-imaging device. The Apple is particularly well-suited to this application because of its ease of use, hi-resolution graphics, peripheral bus and documentation support. (orig.)

  17. Control of a visual keyboard using an electrocorticographic brain-computer interface.

    Science.gov (United States)

    Krusienski, Dean J; Shih, Jerry J

    2011-05-01

    Brain-computer interfaces (BCIs) are devices that enable severely disabled people to communicate and interact with their environments using their brain waves. Most studies investigating BCI in humans have used scalp EEG as the source of electrical signals and focused on motor control of prostheses or computer cursors on a screen. The authors hypothesize that the use of brain signals obtained directly from the cortical surface will more effectively control a communication/spelling task compared to scalp EEG. A total of 6 patients with medically intractable epilepsy were tested for the ability to control a visual keyboard using electrocorticographic (ECOG) signals. ECOG data collected during a P300 visual task paradigm were preprocessed and used to train a linear classifier to subsequently predict the intended target letters. The classifier was able to predict the intended target character at or near 100% accuracy using fewer than 15 stimulation sequences in 5 of the 6 people tested. ECOG data from electrodes outside the language cortex contributed to the classifier and enabled participants to write words on a visual keyboard. This is a novel finding because previous invasive BCI research in humans used signals exclusively from the motor cortex to control a computer cursor or prosthetic device. These results demonstrate that ECOG signals from electrodes both overlying and outside the language cortex can reliably control a visual keyboard to generate language output without voice or limb movements.

  18. A computational method for sharp interface advection

    Science.gov (United States)

    Bredmose, Henrik; Jasak, Hrvoje

    2016-01-01

    We devise a numerical method for passive advection of a surface, such as the interface between two incompressible fluids, across a computational mesh. The method is called isoAdvector, and is developed for general meshes consisting of arbitrary polyhedral cells. The algorithm is based on the volume of fluid (VOF) idea of calculating the volume of one of the fluids transported across the mesh faces during a time step. The novelty of the isoAdvector concept consists of two parts. First, we exploit an isosurface concept for modelling the interface inside cells in a geometric surface reconstruction step. Second, from the reconstructed surface, we model the motion of the face–interface intersection line for a general polygonal face to obtain the time evolution within a time step of the submerged face area. Integrating this submerged area over the time step leads to an accurate estimate for the total volume of fluid transported across the face. The method was tested on simple two-dimensional and three-dimensional interface advection problems on both structured and unstructured meshes. The results are very satisfactory in terms of volume conservation, boundedness, surface sharpness and efficiency. The isoAdvector method was implemented as an OpenFOAM® extension and is published as open source. PMID:28018619

  19. A computational method for sharp interface advection.

    Science.gov (United States)

    Roenby, Johan; Bredmose, Henrik; Jasak, Hrvoje

    2016-11-01

    We devise a numerical method for passive advection of a surface, such as the interface between two incompressible fluids, across a computational mesh. The method is called isoAdvector, and is developed for general meshes consisting of arbitrary polyhedral cells. The algorithm is based on the volume of fluid (VOF) idea of calculating the volume of one of the fluids transported across the mesh faces during a time step. The novelty of the isoAdvector concept consists of two parts. First, we exploit an isosurface concept for modelling the interface inside cells in a geometric surface reconstruction step. Second, from the reconstructed surface, we model the motion of the face-interface intersection line for a general polygonal face to obtain the time evolution within a time step of the submerged face area. Integrating this submerged area over the time step leads to an accurate estimate for the total volume of fluid transported across the face. The method was tested on simple two-dimensional and three-dimensional interface advection problems on both structured and unstructured meshes. The results are very satisfactory in terms of volume conservation, boundedness, surface sharpness and efficiency. The isoAdvector method was implemented as an OpenFOAM ® extension and is published as open source.

  20. Joint Time-Frequency-Space Classification of EEG in a Brain-Computer Interface Application

    Directory of Open Access Journals (Sweden)

    Molina Gary N Garcia

    2003-01-01

    Full Text Available Brain-computer interface is a growing field of interest in human-computer interaction with diverse applications ranging from medicine to entertainment. In this paper, we present a system which allows for classification of mental tasks based on a joint time-frequency-space decorrelation, in which mental tasks are measured via electroencephalogram (EEG signals. The efficiency of this approach was evaluated by means of real-time experimentations on two subjects performing three different mental tasks. To do so, a number of protocols for visualization, as well as training with and without feedback, were also developed. Obtained results show that it is possible to obtain good classification of simple mental tasks, in view of command and control, after a relatively small amount of training, with accuracies around 80%, and in real time.

  1. Competing and collaborating brains: multi-brain computer interfacing

    NARCIS (Netherlands)

    Nijholt, Antinus; Hassanieu, Aboul Ella; Azar, Ahmad Taher

    2015-01-01

    In this chapter we survey the possibilities of brain-computer interface applications that assume two or more users, where at least one of the users’ brain activity is used as input to the application. Such ‘applications’ were already explored by artists who introduced artistic EEG applications in

  2. Design guidelines for the use of audio cues in computer interfaces

    Energy Technology Data Exchange (ETDEWEB)

    Sumikawa, D.A.; Blattner, M.M.; Joy, K.I.; Greenberg, R.M.

    1985-07-01

    A logical next step in the evolution of the computer-user interface is the incorporation of sound thereby using our senses of ''hearing'' in our communication with the computer. This allows our visual and auditory capacities to work in unison leading to a more effective and efficient interpretation of information received from the computer than by sight alone. In this paper we examine earcons, which are audio cues, used in the computer-user interface to provide information and feedback to the user about computer entities (these include messages and functions, as well as states and labels). The material in this paper is part of a larger study that recommends guidelines for the design and use of audio cues in the computer-user interface. The complete work examines the disciplines of music, psychology, communication theory, advertising, and psychoacoustics to discover how sound is utilized and analyzed in those areas. The resulting information is organized according to the theory of semiotics, the theory of signs, into the syntax, semantics, and pragmatics of communication by sound. Here we present design guidelines for the syntax of earcons. Earcons are constructed from motives, short sequences of notes with a specific rhythm and pitch, embellished by timbre, dynamics, and register. Compound earcons and family earcons are introduced. These are related motives that serve to identify a family of related cues. Examples of earcons are given.

  3. BCILAB: a platform for brain-computer interface development

    Science.gov (United States)

    Kothe, Christian Andreas; Makeig, Scott

    2013-10-01

    Objective. The past two decades have seen dramatic progress in our ability to model brain signals recorded by electroencephalography, functional near-infrared spectroscopy, etc., and to derive real-time estimates of user cognitive state, response, or intent for a variety of purposes: to restore communication by the severely disabled, to effect brain-actuated control and, more recently, to augment human-computer interaction. Continuing these advances, largely achieved through increases in computational power and methods, requires software tools to streamline the creation, testing, evaluation and deployment of new data analysis methods. Approach. Here we present BCILAB, an open-source MATLAB-based toolbox built to address the need for the development and testing of brain-computer interface (BCI) methods by providing an organized collection of over 100 pre-implemented methods and method variants, an easily extensible framework for the rapid prototyping of new methods, and a highly automated framework for systematic testing and evaluation of new implementations. Main results. To validate and illustrate the use of the framework, we present two sample analyses of publicly available data sets from recent BCI competitions and from a rapid serial visual presentation task. We demonstrate the straightforward use of BCILAB to obtain results compatible with the current BCI literature. Significance. The aim of the BCILAB toolbox is to provide the BCI community a powerful toolkit for methods research and evaluation, thereby helping to accelerate the pace of innovation in the field, while complementing the existing spectrum of tools for real-time BCI experimentation, deployment and use.

  4. Are we there yet? Evaluating commercial grade brain-computer interface for control of computer applications by individuals with cerebral palsy.

    Science.gov (United States)

    Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Claire Davies, T

    2017-02-01

    Using a commercial electroencephalography (EEG)-based brain-computer interface (BCI), the training and testing protocol for six individuals with spastic quadriplegic cerebral palsy (GMFCS and MACS IV and V) was evaluated. A customised, gamified training paradigm was employed. Over three weeks, the participants spent two sessions exploring the system, and up to six sessions playing the game which focussed on EEG feedback of left and right arm motor imagery. The participants showed variable inconclusive results in the ability to produce two distinct EEG patterns. Participant performance was influenced by physical illness, motivation, fatigue and concentration. The results from this case study highlight the infancy of BCIs as a form of assistive technology for people with cerebral palsy. Existing commercial BCIs are not designed according to the needs of end-users. Implications for Rehabilitation Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces are not designed for practical assistive technology use for people with cerebral palsy. Practical brain-computer interface assistive technologies may need to be flexible to suit individual needs.

  5. Vibrotactile Feedback for Brain-Computer Interface Operation

    OpenAIRE

    Cincotti, Febo; Kauhanen, Laura; Aloise, Fabio; Palomäki, Tapio; Caporusso, Nicholas; Jylänki, Pasi; Mattia, Donatella; Babiloni, Fabio; Vanacker, Gerolf; Nuttin, Marnix; Marciani, Maria Grazia; Millán, José del R.

    2007-01-01

    To be correctly mastered, brain-computer interfaces (BCIs) need an uninterrupted flow of feedback to the user. This feedback is usually delivered through the visual channel. Our aim was to explore the benefits of vibrotactile feedback during users' training and control of EEG-based BCI applications. A protocol for delivering vibrotactile feedback, including specific hardware and software arrangements, was specified. In three studies with 33 subjects (i...

  6. Brain-computer interface training combined with transcranial direct current stimulation in patients with chronic severe hemiparesis: Proof of concept study.

    Science.gov (United States)

    Kasashima-Shindo, Yuko; Fujiwara, Toshiyuki; Ushiba, Junichi; Matsushika, Yayoi; Kamatani, Daiki; Oto, Misa; Ono, Takashi; Nishimoto, Atsuko; Shindo, Keiichiro; Kawakami, Michiyuki; Tsuji, Tetsuya; Liu, Meigen

    2015-04-01

    Brain-computer interface technology has been applied to stroke patients to improve their motor function. Event-related desynchronization during motor imagery, which is used as a brain-computer interface trigger, is sometimes difficult to detect in stroke patients. Anodal transcranial direct current stimulation (tDCS) is known to increase event-related desynchronization. This study investigated the adjunctive effect of anodal tDCS for brain-computer interface training in patients with severe hemiparesis. Eighteen patients with chronic stroke. A non-randomized controlled study. Subjects were divided between a brain-computer interface group and a tDCS- brain-computer interface group and participated in a 10-day brain-computer interface training. Event-related desynchronization was detected in the affected hemisphere during motor imagery of the affected fingers. The tDCS-brain-computer interface group received anodal tDCS before brain-computer interface training. Event-related desynchronization was evaluated before and after the intervention. The Fugl-Meyer Assessment upper extremity motor score (FM-U) was assessed before, immediately after, and 3 months after, the intervention. Event-related desynchronization was significantly increased in the tDCS- brain-computer interface group. The FM-U was significantly increased in both groups. The FM-U improvement was maintained at 3 months in the tDCS-brain-computer interface group. Anodal tDCS can be a conditioning tool for brain-computer interface training in patients with severe hemiparetic stroke.

  7. Sequenced subjective accents for brain-computer interfaces

    Science.gov (United States)

    Vlek, R. J.; Schaefer, R. S.; Gielen, C. C. A. M.; Farquhar, J. D. R.; Desain, P.

    2011-06-01

    Subjective accenting is a cognitive process in which identical auditory pulses at an isochronous rate turn into the percept of an accenting pattern. This process can be voluntarily controlled, making it a candidate for communication from human user to machine in a brain-computer interface (BCI) system. In this study we investigated whether subjective accenting is a feasible paradigm for BCI and how its time-structured nature can be exploited for optimal decoding from non-invasive EEG data. Ten subjects perceived and imagined different metric patterns (two-, three- and four-beat) superimposed on a steady metronome. With an offline classification paradigm, we classified imagined accented from non-accented beats on a single trial (0.5 s) level with an average accuracy of 60.4% over all subjects. We show that decoding of imagined accents is also possible with a classifier trained on perception data. Cyclic patterns of accents and non-accents were successfully decoded with a sequence classification algorithm. Classification performances were compared by means of bit rate. Performance in the best scenario translates into an average bit rate of 4.4 bits min-1 over subjects, which makes subjective accenting a promising paradigm for an online auditory BCI.

  8. Improvement of computer complex and interface system for compact nuclear simulator

    International Nuclear Information System (INIS)

    Lee, D. Y.; Park, W. M.; Cha, K. H.; Jung, C. H.; Park, J. C.

    1999-01-01

    CNS(Compact Nuclear Simulator) was developed at the end of 1980s, and have been used as training simulator for staffs of KAERI during 10 years. The operator panel interface cards and the graphic interface cards were designed with special purpose only for CNS. As these interface cards were worn out for 10 years, it was very difficult to get spare parts and to repair them. And the interface cards were damaged by over current happened by shortage of lamp in the operator panel. To solve these problem, the project 'Improvement of Compact Nuclear Simulator' was started from 1997. This paper only introduces about the improvement of computer complex and interface system

  9. A Human Machine Interface for EVA

    Science.gov (United States)

    Hartmann, L.

    EVA astronauts work in a challenging environment that includes high rate of muscle fatigue, haptic and proprioception impairment, lack of dexterity and interaction with robotic equipment. Currently they are heavily dependent on support from on-board crew and ground station staff for information and robotics operation. They are limited to the operation of simple controls on the suit exterior and external robot controls that are difficult to operate because of the heavy gloves that are part of the EVA suit. A wearable human machine interface (HMI) inside the suit provides a powerful alternative for robot teleoperation, procedure checklist access, generic equipment operation via virtual control panels and general information retrieval and presentation. The HMI proposed here includes speech input and output, a simple 6 degree of freedom (dof) pointing device and a heads up display (HUD). The essential characteristic of this interface is that it offers an alternative to the standard keyboard and mouse interface of a desktop computer. The astronaut's speech is used as input to command mode changes, execute arbitrary computer commands and generate text. The HMI can respond with speech also in order to confirm selections, provide status and feedback and present text output. A candidate 6 dof pointing device is Measurand's Shapetape, a flexible "tape" substrate to which is attached an optic fiber with embedded sensors. Measurement of the modulation of the light passing through the fiber can be used to compute the shape of the tape and, in particular, the position and orientation of the end of the Shapetape. It can be used to provide any kind of 3d geometric information including robot teleoperation control. The HUD can overlay graphical information onto the astronaut's visual field including robot joint torques, end effector configuration, procedure checklists and virtual control panels. With suitable tracking information about the position and orientation of the EVA suit

  10. Human-centered Computing: Toward a Human Revolution

    OpenAIRE

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

    2007-01-01

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

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

    Science.gov (United States)

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

    2018-01-01

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

  12. Computer-based diagnostic monitoring to enhance the human-machine interface of complex processes

    International Nuclear Information System (INIS)

    Kim, I.S.

    1992-02-01

    There is a growing interest in introducing an automated, on-line, diagnostic monitoring function into the human-machine interfaces (HMIs) or control rooms of complex process plants. The design of such a system should be properly integrated with other HMI systems in the control room, such as the alarms system or the Safety Parameter Display System (SPDS). This paper provides a conceptual foundation for the development of a Plant-wide Diagnostic Monitoring System (PDMS), along with functional requirements for the system and other advanced HMI systems. Insights are presented into the design of an efficient and robust PDMS, which were gained from a critical review of various methodologies developed in the nuclear power industry, the chemical process industry, and the space technological community

  13. Computational analysis of RNA-protein interaction interfaces via the Voronoi diagram.

    Science.gov (United States)

    Mahdavi, Sedigheh; Mohades, Ali; Salehzadeh Yazdi, Ali; Jahandideh, Samad; Masoudi-Nejad, Ali

    2012-01-21

    Cellular functions are mediated by various biological processes including biomolecular interactions, such as protein-protein, DNA-protein and RNA-protein interactions in which RNA-Protein interactions are indispensable for many biological processes like cell development and viral replication. Unlike the protein-protein and protein-DNA interactions, accurate mechanisms and structures of the RNA-Protein complexes are not fully understood. A large amount of theoretical evidence have shown during the past several years that computational geometry is the first pace in understanding the binding profiles and plays a key role in the study of intricate biological structures, interactions and complexes. In this paper, RNA-Protein interaction interface surface is computed via the weighted Voronoi diagram of atoms. Using two filter operations provides a natural definition for interface atoms as classic methods. Unbounded parts of Voronoi facets that are far from the complex are trimmed using modified convex hull of atom centers. This algorithm is implemented to a database with different RNA-Protein complexes extracted from Protein Data Bank (PDB). Afterward, the features of interfaces have been computed and compared with classic method. The results show high correlation coefficients between interface size in the Voronoi model and the classical model based on solvent accessibility, as well as high accuracy and precision in comparison to classical model. Copyright © 2011 Elsevier Ltd. All rights reserved.

  14. HCI in Mobile and Ubiquitous Computing

    OpenAIRE

    椎尾, 一郎; 安村, 通晃; 福本, 雅明; 伊賀, 聡一郎; 増井, 俊之

    2003-01-01

    This paper provides some perspectives to human computer interaction in mobile and ubiquitous computing. The review covers overview of ubiquitous computing, mobile computing and wearable computing. It also summarizes HCI topics on these field, including real-world oriented interface, multi-modal interface, context awareness and in-visible computers. Finally we discuss killer applications for coming ubiquitous computing era.

  15. Intelligent Multi-Media Integrated Interface Project

    Science.gov (United States)

    1990-06-01

    been devoted to the application of aritificial intelligence technology to the development of human -computer interface technology that integrates speech...RADC-TR-90-128 Final Technical Report June 1090 AD-A225 973 INTELLIGENT MULTI-MEDIA INTEGRATED INTERFACE PROJECT Calspan-University of Buffalo...contractual obligations or notices on a specific document require that it be returned. INTELLIGENT MULTI-MEDIA INTEGRATED INTERFACE PROJECT J. G. Neal J. M

  16. Guest editorial: Brain/neuronal computer games interfaces and interaction

    OpenAIRE

    Coyle, D.; Principe, J.; Lotte, F.; Nijholt, Antinus

    2013-01-01

    Nowadays brainwave or electroencephalogram (EEG) controlled games controllers are adding new options to satisfy the continual demand for new ways to interact with games, following trends such as the Nintendo® Wii, Microsoft® Kinect and Playstation® Move which are based on accelerometers and motion capture. EEG-based brain-computer games interaction are controlled through brain-computer interface (BCI) technology which requires sophisticated signal processing to produce a low communication ban...

  17. Identifying the Learning Styles and Instructional Tool Preferences of Beginning Food Science and Human Nutrition Majors

    Science.gov (United States)

    Bohn, D. M.; Rasmussen, C. N.; Schmidt, S. J.

    2004-01-01

    Learning styles vary among individuals, and understanding which instructional tools certain learning styles prefer can be utilized to enhance student learning. Students in the introductory Food Science and Human Nutrition course (FSHN 101), taught at the Univ. of Illinois at Urbana-Champaign, were asked to complete Gregorc's Learning Style…

  18. A Classification of Human-to-Human Communication during the Use of Immersive Teleoperation Interfaces

    DEFF Research Database (Denmark)

    Kraus, Martin; Kibsgaard, Martin

    2015-01-01

    We propose a new classification of the human-to-human communication during the use of immersive teleoperation interfaces based on real-life examples. While a large body of research is concerned with communication in collaborative virtual environments (CVEs), less research focuses on cases where...... of the proposed classification to real environments can offer useful reference cases. Using this extended classification not only allows us to discuss and understand differences and similarities of various forms of communication in a more systematic way, but it also provides guidelines and reference cases...... for the design of immersive teleoperation interfaces that support human-to-human communication....

  19. Mental workload during brain-computer interface training.

    Science.gov (United States)

    Felton, Elizabeth A; Williams, Justin C; Vanderheiden, Gregg C; Radwin, Robert G

    2012-01-01

    It is not well understood how people perceive the difficulty of performing brain-computer interface (BCI) tasks, which specific aspects of mental workload contribute the most, and whether there is a difference in perceived workload between participants who are able-bodied and disabled. This study evaluated mental workload using the NASA Task Load Index (TLX), a multi-dimensional rating procedure with six subscales: Mental Demands, Physical Demands, Temporal Demands, Performance, Effort, and Frustration. Able-bodied and motor disabled participants completed the survey after performing EEG-based BCI Fitts' law target acquisition and phrase spelling tasks. The NASA-TLX scores were similar for able-bodied and disabled participants. For example, overall workload scores (range 0-100) for 1D horizontal tasks were 48.5 (SD = 17.7) and 46.6 (SD 10.3), respectively. The TLX can be used to inform the design of BCIs that will have greater usability by evaluating subjective workload between BCI tasks, participant groups, and control modalities. Mental workload of brain-computer interfaces (BCI) can be evaluated with the NASA Task Load Index (TLX). The TLX is an effective tool for comparing subjective workload between BCI tasks, participant groups (able-bodied and disabled), and control modalities. The data can inform the design of BCIs that will have greater usability.

  20. Cognitive science as an interface between rational and mechanistic explanation.

    Science.gov (United States)

    Chater, Nick

    2014-04-01

    Cognitive science views thought as computation; and computation, by its very nature, can be understood in both rational and mechanistic terms. In rational terms, a computation solves some information processing problem (e.g., mapping sensory information into a description of the external world; parsing a sentence; selecting among a set of possible actions). In mechanistic terms, a computation corresponds to causal chain of events in a physical device (in engineering context, a silicon chip; in biological context, the nervous system). The discipline is thus at the interface between two very different styles of explanation--as the papers in the current special issue well illustrate, it explores the interplay of rational and mechanistic forces. Copyright © 2014 Cognitive Science Society, Inc.

  1. Human-system interface for CAREM nuclear reactor

    International Nuclear Information System (INIS)

    Abaurre, Norberto F.; Flury, Celso A.; Pierini, Juan P.; Etchepareborda, Andres; Breitembuecher, Alfredo J.; Lema, Fabian M.

    2009-01-01

    Associated with activities to be developed by our working group on the construction of the reactor training simulator for the CAREM, we have planned the design of human-system interface (HSI) of the main control room. The goal of this study is to describe the planning and methodology used for the HSI interface design. The products of this process are the layout specifications of the Control Room and the screens specifications for control software. (author)

  2. One health: The interface between veterinary and human health

    Directory of Open Access Journals (Sweden)

    Kshitiz Shrestha

    2018-01-01

    Full Text Available One Health is an emerging global key concept integrating human and animal health through international research and policy. The complex relationships between the human and animal have resulted in a human-animal-environment interface since prehistorical times. The people, animals, plants, and the environment are so intrinsically linked that prevention of risks and the mitigation of effects of crises that originate at the interface between humans, animals, and their environments can only improve health and wellbeing. The “One Health” approach has been successfully implemented in numerous projects around the world. The containment of pandemic threats such as avian influenza and severe acute respiratory syndrome within months of outbreak are few examples of successful applications of the One Health paradigm. The paper begins with a brief overview of the human-animal interface and continues with the socio-economic and public health impact caused by various zoonotic diseases such as Middle East respiratory syndrome, Influenza, and Ebola virus. This is followed by the role of “One Health” to deal the global problem by the global solution. It emphasizes the interdisciplinary collaboration, training for health professionals and institutional support to minimize global health threats due to infectious diseases. The broad definition of the concept is supposed to lead multiple interpretations that impede the effective implementation of One Health approach within veterinary profession, within the medical profession, by wildlife specialists and by environmentalists, while on the other side, it gives a value of interdisciplinary collaboration for reducing threats in human-animal-environment interface.

  3. Towards SSVEP-based, portable, responsive Brain-Computer Interface.

    Science.gov (United States)

    Kaczmarek, Piotr; Salomon, Pawel

    2015-08-01

    A Brain-Computer Interface in motion control application requires high system responsiveness and accuracy. SSVEP interface consisted of 2-8 stimuli and 2 channel EEG amplifier was presented in this paper. The observed stimulus is recognized based on a canonical correlation calculated in 1 second window, ensuring high interface responsiveness. A threshold classifier with hysteresis (T-H) was proposed for recognition purposes. Obtained results suggest that T-H classifier enables to significantly increase classifier performance (resulting in accuracy of 76%, while maintaining average false positive detection rate of stimulus different then observed one between 2-13%, depending on stimulus frequency). It was shown that the parameters of T-H classifier, maximizing true positive rate, can be estimated by gradient-based search since the single maximum was observed. Moreover the preliminary results, performed on a test group (N=4), suggest that for T-H classifier exists a certain set of parameters for which the system accuracy is similar to accuracy obtained for user-trained classifier.

  4. Benchmarking Brain-Computer Interfaces Outside the Laboratory: The Cybathlon 2016

    Directory of Open Access Journals (Sweden)

    Domen Novak

    2018-01-01

    Full Text Available This paper presents a new approach to benchmarking brain-computer interfaces (BCIs outside the lab. A computer game was created that mimics a real-world application of assistive BCIs, with the main outcome metric being the time needed to complete the game. This approach was used at the Cybathlon 2016, a competition for people with disabilities who use assistive technology to achieve tasks. The paper summarizes the technical challenges of BCIs, describes the design of the benchmarking game, then describes the rules for acceptable hardware, software and inclusion of human pilots in the BCI competition at the Cybathlon. The 11 participating teams, their approaches, and their results at the Cybathlon are presented. Though the benchmarking procedure has some limitations (for instance, we were unable to identify any factors that clearly contribute to BCI performance, it can be successfully used to analyze BCI performance in realistic, less structured conditions. In the future, the parameters of the benchmarking game could be modified to better mimic different applications (e.g., the need to use some commands more frequently than others. Furthermore, the Cybathlon has the potential to showcase such devices to the general public.

  5. Efficacy of brain-computer interface-driven neuromuscular electrical stimulation for chronic paresis after stroke.

    Science.gov (United States)

    Mukaino, Masahiko; Ono, Takashi; Shindo, Keiichiro; Fujiwara, Toshiyuki; Ota, Tetsuo; Kimura, Akio; Liu, Meigen; Ushiba, Junichi

    2014-04-01

    Brain computer interface technology is of great interest to researchers as a potential therapeutic measure for people with severe neurological disorders. The aim of this study was to examine the efficacy of brain computer interface, by comparing conventional neuromuscular electrical stimulation and brain computer interface-driven neuromuscular electrical stimulation, using an A-B-A-B withdrawal single-subject design. A 38-year-old male with severe hemiplegia due to a putaminal haemorrhage participated in this study. The design involved 2 epochs. In epoch A, the patient attempted to open his fingers during the application of neuromuscular electrical stimulation, irrespective of his actual brain activity. In epoch B, neuromuscular electrical stimulation was applied only when a significant motor-related cortical potential was observed in the electroencephalogram. The subject initially showed diffuse functional magnetic resonance imaging activation and small electro-encephalogram responses while attempting finger movement. Epoch A was associated with few neurological or clinical signs of improvement. Epoch B, with a brain computer interface, was associated with marked lateralization of electroencephalogram (EEG) and blood oxygenation level dependent responses. Voluntary electromyogram (EMG) activity, with significant EEG-EMG coherence, was also prompted. Clinical improvement in upper-extremity function and muscle tone was observed. These results indicate that self-directed training with a brain computer interface may induce activity- dependent cortical plasticity and promote functional recovery. This preliminary clinical investigation encourages further research using a controlled design.

  6. Comparison of four classification methods for brain-computer interface

    Czech Academy of Sciences Publication Activity Database

    Frolov, A.; Húsek, Dušan; Bobrov, P.

    2011-01-01

    Roč. 21, č. 2 (2011), s. 101-115 ISSN 1210-0552 R&D Projects: GA MŠk(CZ) 1M0567; GA ČR GA201/05/0079; GA ČR GAP202/10/0262 Institutional research plan: CEZ:AV0Z10300504 Keywords : brain computer interface * motor imagery * visual imagery * EEG pattern classification * Bayesian classification * Common Spatial Patterns * Common Tensor Discriminant Analysis Subject RIV: IN - Informatics, Computer Science Impact factor: 0.646, year: 2011

  7. Development of Multimodal Human Interface Technology

    Science.gov (United States)

    Hirose, Michitaka

    About 20 years have passed since the word “Virtual Reality” became popular. During these two decades, novel human interface technology so called “multimodal interface technology” has been formed. In this paper, firstly, recent progress in realtime CG, BCI and five senses IT is quickly reviewed. Since the life cycle of the information technology is said to be 20 years or so, novel directions and paradigms of VR technology can be found in conjunction with the technologies forementioned. At the end of the paper, these futuristic directions such as ultra-realistic media are briefly introduced.

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

    Science.gov (United States)

    Mitchell, Christine M.

    1993-01-01

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

  9. Social Interaction in a Cooperative Brain-computer Interface Game

    NARCIS (Netherlands)

    Obbink, Michel; Gürkök, Hayrettin; Plass - Oude Bos, D.; Hakvoort, Gido; Poel, Mannes; Nijholt, Antinus; Camurri, Antonio; Costa, Cristina

    Does using a brain-computer interface (BCI) influence the social interaction between people when playing a cooperative game? By measuring the amount of speech, utterances, instrumental gestures and empathic gestures during a cooperative game where two participants had to reach a certain goal, and

  10. Advancements in Violin-Related Human-Computer Interaction

    DEFF Research Database (Denmark)

    Overholt, Daniel

    2014-01-01

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

  11. Brain computer interface for operating a robot

    Science.gov (United States)

    Nisar, Humaira; Balasubramaniam, Hari Chand; Malik, Aamir Saeed

    2013-10-01

    A Brain-Computer Interface (BCI) is a hardware/software based system that translates the Electroencephalogram (EEG) signals produced by the brain activity to control computers and other external devices. In this paper, we will present a non-invasive BCI system that reads the EEG signals from a trained brain activity using a neuro-signal acquisition headset and translates it into computer readable form; to control the motion of a robot. The robot performs the actions that are instructed to it in real time. We have used the cognitive states like Push, Pull to control the motion of the robot. The sensitivity and specificity of the system is above 90 percent. Subjective results show a mixed trend of the difficulty level of the training activities. The quantitative EEG data analysis complements the subjective results. This technology may become very useful for the rehabilitation of disabled and elderly people.

  12. Human-system Interfaces for Automatic Systems

    Energy Technology Data Exchange (ETDEWEB)

    OHara, J.M.; Higgins,J. (BNL); Fleger, S.; Barnes V. (NRC)

    2010-11-07

    Automation is ubiquitous in modern complex systems, and commercial nuclear- power plants are no exception. Automation is applied to a wide range of functions including monitoring and detection, situation assessment, response planning, and response implementation. Automation has become a 'team player' supporting personnel in nearly all aspects of system operation. In light of its increasing use and importance in new- and future-plants, guidance is needed to conduct safety reviews of the operator's interface with automation. The objective of this research was to develop such guidance. We first characterized the important HFE aspects of automation, including six dimensions: levels, functions, processes, modes, flexibility, and reliability. Next, we reviewed literature on the effects of all of these aspects of automation on human performance, and on the design of human-system interfaces (HSIs). Then, we used this technical basis established from the literature to identify general principles for human-automation interaction and to develop review guidelines. The guidelines consist of the following seven topics: automation displays, interaction and control, automation modes, automation levels, adaptive automation, error tolerance and failure management, and HSI integration. In addition, our study identified several topics for additional research.

  13. Steering a Tractor by Means of an EMG-Based Human-Machine Interface

    Directory of Open Access Journals (Sweden)

    Sergio Alonso-Garcia

    2011-07-01

    Full Text Available An electromiographic (EMG-based human-machine interface (HMI is a communication pathway between a human and a machine that operates by means of the acquisition and processing of EMG signals. This article explores the use of EMG-based HMIs in the steering of farm tractors. An EPOC, a low-cost human-computer interface (HCI from the Emotiv Company, was employed. This device, by means of 14 saline sensors, measures and processes EMG and electroencephalographic (EEG signals from the scalp of the driver. In our tests, the HMI took into account only the detection of four trained muscular events on the driver’s scalp: eyes looking to the right and jaw opened, eyes looking to the right and jaw closed, eyes looking to the left and jaw opened, and eyes looking to the left and jaw closed. The EMG-based HMI guidance was compared with manual guidance and with autonomous GPS guidance. A driver tested these three guidance systems along three different trajectories: a straight line, a step, and a circumference. The accuracy of the EMG-based HMI guidance was lower than the accuracy obtained by manual guidance, which was lower in turn than the accuracy obtained by the autonomous GPS guidance; the computed standard deviations of error to the desired trajectory in the straight line were 16 cm, 9 cm, and 4 cm, respectively. Since the standard deviation between the manual guidance and the EMG-based HMI guidance differed only 7 cm, and this difference is not relevant in agricultural steering, it can be concluded that it is possible to steer a tractor by an EMG-based HMI with almost the same accuracy as with manual steering.

  14. An architecture for human-network interfaces

    DEFF Research Database (Denmark)

    Sonnenwald, Diane H.

    1990-01-01

    Some of the issues (and their consequences) that arise when human-network interfaces (HNIs) are viewed from the perspective of people who use and develop them are examined. Target attributes of HNI architecture are presented. A high-level architecture model that supports the attributes is discussed...

  15. Workshops of the Fifth International Brain-Computer Interface Meeting: Defining the Future.

    Science.gov (United States)

    Huggins, Jane E; Guger, Christoph; Allison, Brendan; Anderson, Charles W; Batista, Aaron; Brouwer, Anne-Marie A-M; Brunner, Clemens; Chavarriaga, Ricardo; Fried-Oken, Melanie; Gunduz, Aysegul; Gupta, Disha; Kübler, Andrea; Leeb, Robert; Lotte, Fabien; Miller, Lee E; Müller-Putz, Gernot; Rutkowski, Tomasz; Tangermann, Michael; Thompson, David Edward

    2014-01-01

    The Fifth International Brain-Computer Interface (BCI) Meeting met June 3-7 th , 2013 at the Asilomar Conference Grounds, Pacific Grove, California. The conference included 19 workshops covering topics in brain-computer interface and brain-machine interface research. Topics included translation of BCIs into clinical use, standardization and certification, types of brain activity to use for BCI, recording methods, the effects of plasticity, special interest topics in BCIs applications, and future BCI directions. BCI research is well established and transitioning to practical use to benefit people with physical impairments. At the same time, new applications are being explored, both for people with physical impairments and beyond. Here we provide summaries of each workshop, illustrating the breadth and depth of BCI research and high-lighting important issues for future research and development.

  16. An associative Brain-Computer-Interface for acute stroke patients

    DEFF Research Database (Denmark)

    Mrachacz-Kersting, Natalie; Stevenson, Andrew James Thomas; Aliakbaryhosseinabadi, Susan

    2016-01-01

    An efficient innovative Brain-Computer-Interface system that empowers chronic stroke patients to control an artificial activation of their lower limb muscle through task specific motor intent has been tested in the past. In the current study it was applied to acute stroke patients. The system...

  17. Brain Computer Interface on Track to Home

    OpenAIRE

    Miralles, Felip; Vargiu, Eloisa; Dauwalder, Stefan; Solà, Marc; Müller-Putz, Gernot; Wriessnegger, Selina C.; Pinegger, Andreas; Kübler, Andrea; Halder, Sebastian; Käthner, Ivo; Martin, Suzanne; Daly, Jean; Armstrong, Elaine; Guger, Christoph; Hintermüller, Christoph

    2015-01-01

    The novel BackHome system offers individuals with disabilities a range of useful services available via brain-computer interfaces (BCIs), to help restore their independence. This is the time such technology is ready to be deployed in the real world, that is, at the target end users' home. This has been achieved by the development of practical electrodes, easy to use software, and delivering telemonitoring and home support capabilities which have been conceived, implemented, and tested within ...

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

    Science.gov (United States)

    Osga, Glenn A.

    1993-01-01

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

  19. Human Computer Music Performance

    OpenAIRE

    Dannenberg, Roger B.

    2012-01-01

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

  20. An online hybrid brain-computer interface combining multiple physiological signals for webpage browse.

    Science.gov (United States)

    Long Chen; Zhongpeng Wang; Feng He; Jiajia Yang; Hongzhi Qi; Peng Zhou; Baikun Wan; Dong Ming

    2015-08-01

    The hybrid brain computer interface (hBCI) could provide higher information transfer rate than did the classical BCIs. It included more than one brain-computer or human-machine interact paradigms, such as the combination of the P300 and SSVEP paradigms. Research firstly constructed independent subsystems of three different paradigms and tested each of them with online experiments. Then we constructed a serial hybrid BCI system which combined these paradigms to achieve the functions of typing letters, moving and clicking cursor, and switching among them for the purpose of browsing webpages. Five subjects were involved in this study. They all successfully realized these functions in the online tests. The subjects could achieve an accuracy above 90% after training, which met the requirement in operating the system efficiently. The results demonstrated that it was an efficient system capable of robustness, which provided an approach for the clinic application.

  1. BRAIN-COMPUTER-INTERFACE – SUPPORTED MOTOR IMAGERY TRAININTG FOR PATIENTS WITH HEMIPARESIS

    Directory of Open Access Journals (Sweden)

    O. A. Mokienko

    2013-01-01

    Full Text Available The aim of study was to assess the feasibility of motor imagery supported brain-computer interface in patients with hemiparesis. 13 patients with central paresis of the hand and 15 healthy volunteers were learning to control EEG-based interface with feedback. No differences on interface control quality were found between patients and healthy subjects. The trainings were accompanied by the desynchronization of sensorimotor rhythm. In patients with cortical damage the source of EEG-activity was dislocated.

  2. Brain-computer interfaces in neurological rehabilitation.

    Science.gov (United States)

    Daly, Janis J; Wolpaw, Jonathan R

    2008-11-01

    Recent advances in analysis of brain signals, training patients to control these signals, and improved computing capabilities have enabled people with severe motor disabilities to use their brain signals for communication and control of objects in their environment, thereby bypassing their impaired neuromuscular system. Non-invasive, electroencephalogram (EEG)-based brain-computer interface (BCI) technologies can be used to control a computer cursor or a limb orthosis, for word processing and accessing the internet, and for other functions such as environmental control or entertainment. By re-establishing some independence, BCI technologies can substantially improve the lives of people with devastating neurological disorders such as advanced amyotrophic lateral sclerosis. BCI technology might also restore more effective motor control to people after stroke or other traumatic brain disorders by helping to guide activity-dependent brain plasticity by use of EEG brain signals to indicate to the patient the current state of brain activity and to enable the user to subsequently lower abnormal activity. Alternatively, by use of brain signals to supplement impaired muscle control, BCIs might increase the efficacy of a rehabilitation protocol and thus improve muscle control for the patient.

  3. Hands in space: gesture interaction with augmented-reality interfaces.

    Science.gov (United States)

    Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai

    2014-01-01

    Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.

  4. Computational Model-Based Prediction of Human Episodic Memory Performance Based on Eye Movements

    Science.gov (United States)

    Sato, Naoyuki; Yamaguchi, Yoko

    Subjects' episodic memory performance is not simply reflected by eye movements. We use a ‘theta phase coding’ model of the hippocampus to predict subjects' memory performance from their eye movements. Results demonstrate the ability of the model to predict subjects' memory performance. These studies provide a novel approach to computational modeling in the human-machine interface.

  5. Auditory interfaces: The human perceiver

    Science.gov (United States)

    Colburn, H. Steven

    1991-01-01

    A brief introduction to the basic auditory abilities of the human perceiver with particular attention toward issues that may be important for the design of auditory interfaces is presented. The importance of appropriate auditory inputs to observers with normal hearing is probably related to the role of hearing as an omnidirectional, early warning system and to its role as the primary vehicle for communication of strong personal feelings.

  6. Ethical aspects of brain computer interfaces: a scoping review.

    Science.gov (United States)

    Burwell, Sasha; Sample, Matthew; Racine, Eric

    2017-11-09

    Brain-Computer Interface (BCI) is a set of technologies that are of increasing interest to researchers. BCI has been proposed as assistive technology for individuals who are non-communicative or paralyzed, such as those with amyotrophic lateral sclerosis or spinal cord injury. The technology has also been suggested for enhancement and entertainment uses, and there are companies currently marketing BCI devices for those purposes (e.g., gaming) as well as health-related purposes (e.g., communication). The unprecedented direct connection created by BCI between human brains and computer hardware raises various ethical, social, and legal challenges that merit further examination and discussion. To identify and characterize the key issues associated with BCI use, we performed a scoping review of biomedical ethics literature, analyzing the ethics concerns cited across multiple disciplines, including philosophy and medicine. Based on this investigation, we report that BCI research and its potential translation to therapeutic intervention generate significant ethical, legal, and social concerns, notably with regards to personhood, stigma, autonomy, privacy, research ethics, safety, responsibility, and justice. Our review of the literature determined, furthermore, that while these issues have been enumerated extensively, few concrete recommendations have been expressed. We conclude that future research should focus on remedying a lack of practical solutions to the ethical challenges of BCI, alongside the collection of empirical data on the perspectives of the public, BCI users, and BCI researchers.

  7. Do Computers Write on Electric Screens?

    Directory of Open Access Journals (Sweden)

    Samuel Goyet

    2016-09-01

    Full Text Available How do we, humans, communicate with computers, or computational machines? What are the activities do humans and machines share, what are the meeting points between the two? Eventually, how can we build concepts of these meeting points that leaves space for the proper mode of existence of both humans and machines, without subduing one to the other? Computers are machines that operates on a scale different from humans: the calculus done by machines is too fast and untangible for humans. This is why computers activities has to be textualized, put into a form that can be understand for humans. For instance into a graphical interface, or a command line. More generally, this article tackles the problem of interface between humans and machines, the way the relation between humans and machines has been conceptualized. It is inspired both by philosophy of the modes of existence – since computers are machines with their own mode of existence – and semiotics, since computers activities have to be converted in some sort of signs that can be read by humans.

  8. Fun and Efficiency of the Wii Balance Interface

    NARCIS (Netherlands)

    Fikkert, F.W.; Nijholt, Antinus; Nijholt, A.; Reidsma, D.; Hoeijmakers, Niek; Reidsma, Dennis; van der Vet, P.E.

    2010-01-01

    Balance input in human-computer interfaces can be beneficial, enjoyable and entertaining. Users can navigate a virtual (game) world or an (empirical) dataset while having their hands free to issue other commands. A new low-cost balance interface, the Nintendo balance board, offers more widespread

  9. Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process

    Science.gov (United States)

    Chandrasekera, Tilanka; Yoon, So-Yeon

    2018-01-01

    Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning…

  10. More playful user interfaces interfaces that invite social and physical interaction

    CERN Document Server

    2015-01-01

    This book covers the latest advances in playful user interfacesinterfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implement...

  11. Semi-supervised adaptation in ssvep-based brain-computer interface using tri-training

    DEFF Research Database (Denmark)

    Bender, Thomas; Kjaer, Troels W.; Thomsen, Carsten E.

    2013-01-01

    This paper presents a novel and computationally simple tri-training based semi-supervised steady-state visual evoked potential (SSVEP)-based brain-computer interface (BCI). It is implemented with autocorrelation-based features and a Naïve-Bayes classifier (NBC). The system uses nine characters...

  12. MULTI - multifunctional interface of the IBM XT and AT type personal computers

    International Nuclear Information System (INIS)

    Gross, T.; Kalavski, D.; Rubin, D.; Tulaev, A.B.; Tumanov, A.V.

    1988-01-01

    MULTI multifunctional interface which enables to solve problems of personal computer connestion with physical equipment without application of intermediate buses is described. Parallel 32-digit bidirectional 1/10 register and buffered bus of personal computer represent MULTI base. Ways of MULTI application are described

  13. [A wireless smart home system based on brain-computer interface of steady state visual evoked potential].

    Science.gov (United States)

    Zhao, Li; Xing, Xiao; Guo, Xuhong; Liu, Zehua; He, Yang

    2014-10-01

    Brain-computer interface (BCI) system is a system that achieves communication and control among humans and computers and other electronic equipment with the electroencephalogram (EEG) signals. This paper describes the working theory of the wireless smart home system based on the BCI technology. We started to get the steady-state visual evoked potential (SSVEP) using the single chip microcomputer and the visual stimulation which composed by LED lamp to stimulate human eyes. Then, through building the power spectral transformation on the LabVIEW platform, we processed timely those EEG signals under different frequency stimulation so as to transfer them to different instructions. Those instructions could be received by the wireless transceiver equipment to control the household appliances and to achieve the intelligent control towards the specified devices. The experimental results showed that the correct rate for the 10 subjects reached 100%, and the control time of average single device was 4 seconds, thus this design could totally achieve the original purpose of smart home system.

  14. Fully Implanted Brain-Computer Interface in a Locked-In Patient with ALS.

    Science.gov (United States)

    Vansteensel, Mariska J; Pels, Elmar G M; Bleichner, Martin G; Branco, Mariana P; Denison, Timothy; Freudenburg, Zachary V; Gosselaar, Peter; Leinders, Sacha; Ottens, Thomas H; Van Den Boom, Max A; Van Rijen, Peter C; Aarnoutse, Erik J; Ramsey, Nick F

    2016-11-24

    Options for people with severe paralysis who have lost the ability to communicate orally are limited. We describe a method for communication in a patient with late-stage amyotrophic lateral sclerosis (ALS), involving a fully implanted brain-computer interface that consists of subdural electrodes placed over the motor cortex and a transmitter placed subcutaneously in the left side of the thorax. By attempting to move the hand on the side opposite the implanted electrodes, the patient accurately and independently controlled a computer typing program 28 weeks after electrode placement, at the equivalent of two letters per minute. The brain-computer interface offered autonomous communication that supplemented and at times supplanted the patient's eye-tracking device. (Funded by the Government of the Netherlands and the European Union; ClinicalTrials.gov number, NCT02224469 .).

  15. Study and simulation of human interface; Human interface kenkyu to simulation

    Energy Technology Data Exchange (ETDEWEB)

    Nishitani, H. [Nara Institute of Science and Technology, Nara (Japan)

    1996-10-05

    Validation researches have begun about the interrelationship between systems and human beings using a virtual-reality plant environment. This article introduces some recent studies about the human interface in an operation control system in a virtual-reality environment. The evaluation of a system from the viewpoint of ease of use is called a usability test, to which a psychological protocol analysis is applied for finding out problematic points by carefully observing the operator actually operating the system. For instance, in a boiler plant simulator constructed for DCS training, the operator is given some tasks, such as the prediction as to how a certain event will develop, probing of the cause of anomalies, and execution of related operations. Video cameras are installed at various spots for the minute observation of facial expressions and behavior of the operator, and the operator`s recognition, thought, behavior, and utterances, expressed by the operator facially or verbally, are recorded and analyzed, and the results are utilized for system improvement and operator training. 3 refs., 2 figs.

  16. Effects of Learning Style and Training Method on Computer Attitude and Performance in World Wide Web Page Design Training.

    Science.gov (United States)

    Chou, Huey-Wen; Wang, Yu-Fang

    1999-01-01

    Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…

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

    OpenAIRE

    Melbø, Henrik Kaald

    2014-01-01

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

  18. Beyond intuitive anthropomorphic control: recent achievements using brain computer interface technologies

    Science.gov (United States)

    Pohlmeyer, Eric A.; Fifer, Matthew; Rich, Matthew; Pino, Johnathan; Wester, Brock; Johannes, Matthew; Dohopolski, Chris; Helder, John; D'Angelo, Denise; Beaty, James; Bensmaia, Sliman; McLoughlin, Michael; Tenore, Francesco

    2017-05-01

    Brain-computer interface (BCI) research has progressed rapidly, with BCIs shifting from animal tests to human demonstrations of controlling computer cursors and even advanced prosthetic limbs, the latter having been the goal of the Revolutionizing Prosthetics (RP) program. These achievements now include direct electrical intracortical microstimulation (ICMS) of the brain to provide human BCI users feedback information from the sensors of prosthetic limbs. These successes raise the question of how well people would be able to use BCIs to interact with systems that are not based directly on the body (e.g., prosthetic arms), and how well BCI users could interpret ICMS information from such devices. If paralyzed individuals could use BCIs to effectively interact with such non-anthropomorphic systems, it would offer them numerous new opportunities to control novel assistive devices. Here we explore how well a participant with tetraplegia can detect infrared (IR) sources in the environment using a prosthetic arm mounted camera that encodes IR information via ICMS. We also investigate how well a BCI user could transition from controlling a BCI based on prosthetic arm movements to controlling a flight simulator, a system with different physical dynamics than the arm. In that test, the BCI participant used environmental information encoded via ICMS to identify which of several upcoming flight routes was the best option. For both tasks, the BCI user was able to quickly learn how to interpret the ICMSprovided information to achieve the task goals.

  19. Investigation of human-robot interface performance in household environments

    Science.gov (United States)

    Cremer, Sven; Mirza, Fahad; Tuladhar, Yathartha; Alonzo, Rommel; Hingeley, Anthony; Popa, Dan O.

    2016-05-01

    Today, assistive robots are being introduced into human environments at an increasing rate. Human environments are highly cluttered and dynamic, making it difficult to foresee all necessary capabilities and pre-program all desirable future skills of the robot. One approach to increase robot performance is semi-autonomous operation, allowing users to intervene and guide the robot through difficult tasks. To this end, robots need intuitive Human-Machine Interfaces (HMIs) that support fine motion control without overwhelming the operator. In this study we evaluate the performance of several interfaces that balance autonomy and teleoperation of a mobile manipulator for accomplishing several household tasks. Our proposed HMI framework includes teleoperation devices such as a tablet, as well as physical interfaces in the form of piezoresistive pressure sensor arrays. Mobile manipulation experiments were performed with a sensorized KUKA youBot, an omnidirectional platform with a 5 degrees of freedom (DOF) arm. The pick and place tasks involved navigation and manipulation of objects in household environments. Performance metrics included time for task completion and position accuracy.

  20. A brain-computer interface to support functional recovery

    DEFF Research Database (Denmark)

    Kjaer, Troels W; Sørensen, Helge Bjarup Dissing

    2013-01-01

    Brain-computer interfaces (BCI) register changes in brain activity and utilize this to control computers. The most widely used method is based on registration of electrical signals from the cerebral cortex using extracranially placed electrodes also called electroencephalography (EEG). The features...... extracted from the EEG may, besides controlling the computer, also be fed back to the patient for instance as visual input. This facilitates a learning process. BCI allow us to utilize brain activity in the rehabilitation of patients after stroke. The activity of the cerebral cortex varies with the type...... of movement we imagine, and by letting the patient know the type of brain activity best associated with the intended movement the rehabilitation process may be faster and more efficient. The focus of BCI utilization in medicine has changed in recent years. While we previously focused on devices facilitating...

  1. Design of a Computer-Controlled, Random-Access Slide Projector Interface. Final Report (April 1974 - November 1974).

    Science.gov (United States)

    Kirby, Paul J.; And Others

    The design, development, test, and evaluation of an electronic hardware device interfacing a commercially available slide projector with a plasma panel computer terminal is reported. The interface device allows an instructional computer program to select slides for viewing based upon the lesson student situation parameters of the instructional…

  2. Techniques and applications for binaural sound manipulation in human-machine interfaces

    Science.gov (United States)

    Begault, Durand R.; Wenzel, Elizabeth M.

    1992-01-01

    The implementation of binaural sound to speech and auditory sound cues (auditory icons) is addressed from both an applications and technical standpoint. Techniques overviewed include processing by means of filtering with head-related transfer functions. Application to advanced cockpit human interface systems is discussed, although the techniques are extendable to any human-machine interface. Research issues pertaining to three-dimensional sound displays under investigation at the Aerospace Human Factors Division at NASA Ames Research Center are described.

  3. DOSE-Analyzer. A computer program with graphical user interface to analyze absorbed dose inside a body of mouse and human upon external neutron exposure

    International Nuclear Information System (INIS)

    Satoh, Daiki; Takahashi, Fumiaki; Shigemori, Yuji; Sakamoto, Kensaku

    2010-06-01

    DOSE-Analyzer is a computer program to retrieve the dose information from a database and generate a graph through a graphical user interface (GUI). The database is constructed for absorbed dose, fluence, and energy distribution inside a body of mouse and human exposed upon external neutrons, which is calculated by our developed Monte-Carlo simulation method using voxel-based phantom and particle transport code PHITS. The input configurations of irradiation geometry, subject, and energy are set by GUI. The results are tabulated at particle types, i.e. electron, proton, deuteron, triton, and alpha particle, and target organs on a data sheet of Microsoft Office Excel TM . Simple analysis to compare the output values for two subjects is also performed on DOSE-Analyzer. This report is a user manual of DOSE-Analyzer. (author)

  4. A Distributed Tactile Sensor for Intuitive Human-Robot Interfacing

    Directory of Open Access Journals (Sweden)

    Andrea Cirillo

    2017-01-01

    Full Text Available Safety of human-robot physical interaction is enabled not only by suitable robot control strategies but also by suitable sensing technologies. For example, if distributed tactile sensors were available on the robot, they could be used not only to detect unintentional collisions, but also as human-machine interface by enabling a new mode of social interaction with the machine. Starting from their previous works, the authors developed a conformable distributed tactile sensor that can be easily conformed to the different parts of the robot body. Its ability to estimate contact force components and to provide a tactile map with an accurate spatial resolution enables the robot to handle both unintentional collisions in safe human-robot collaboration tasks and intentional touches where the sensor is used as human-machine interface. In this paper, the authors present the characterization of the proposed tactile sensor and they show how it can be also exploited to recognize haptic tactile gestures, by tailoring recognition algorithms, well known in the image processing field, to the case of tactile images. In particular, a set of haptic gestures has been defined to test three recognition algorithms on a group of 20 users. The paper demonstrates how the same sensor originally designed to manage unintentional collisions can be successfully used also as human-machine interface.

  5. Neurobionics and the brain-computer interface: current applications and future horizons.

    Science.gov (United States)

    Rosenfeld, Jeffrey V; Wong, Yan Tat

    2017-05-01

    The brain-computer interface (BCI) is an exciting advance in neuroscience and engineering. In a motor BCI, electrical recordings from the motor cortex of paralysed humans are decoded by a computer and used to drive robotic arms or to restore movement in a paralysed hand by stimulating the muscles in the forearm. Simultaneously integrating a BCI with the sensory cortex will further enhance dexterity and fine control. BCIs are also being developed to: provide ambulation for paraplegic patients through controlling robotic exoskeletons; restore vision in people with acquired blindness; detect and control epileptic seizures; and improve control of movement disorders and memory enhancement. High-fidelity connectivity with small groups of neurons requires microelectrode placement in the cerebral cortex. Electrodes placed on the cortical surface are less invasive but produce inferior fidelity. Scalp surface recording using electroencephalography is much less precise. BCI technology is still in an early phase of development and awaits further technical improvements and larger multicentre clinical trials before wider clinical application and impact on the care of people with disabilities. There are also many ethical challenges to explore as this technology evolves.

  6. Influence of human-machine-interfaces on the error-proneness of operator interaction with technical systems

    International Nuclear Information System (INIS)

    Boussoffara, Badi; Elzer, Peter F.

    1999-01-01

    The paper gives an overview over a research project that has been jointly conducted by four research institutions in Germany since October 1995 with the financial support of the Volkswagen Foundation Germany. The aim of this project is to experimentally investigate the influence of the Human Computer Interface (HCI) on the error-proneness of operators during classification and diagnosis of various process states. Since evaluation of the complete chain 'activation - detection -recognition - diagnosis - action' would have caused some ambiguities with respect to the interpretation of the experimental data only detection and classification of unwanted process states have been evaluated. Depending on the requirements of the various types of experiments the following experimental environments were set up: IPP, IfKog: a simulator of a coal-fired power station (courtesy of ABB); ISTec: a simulator of a nuclear power station (courtesy of GRS); several types of interfaces designed by IPP and IfKog, implemented at IPP; interfaces designed and implemented at ISTec (author) (ml)

  7. Human-centered design of the human-system interfaces of medical equipment: thyroid uptake system

    International Nuclear Information System (INIS)

    Monteiro, Jonathan K.R.; Farias, Marcos S.; Santos, Isaac J.A. Luquetti; Monteiro, Beany G.

    2013-01-01

    Technology plays an important role in modern medical centers, making healthcare increasingly complex, relying on complex technical equipment. This technical complexity is particularly noticeable in the nuclear medicine. Poorly design human-system interfaces can increase the risks for human error. The human-centered approach emphasizes the development of the equipment with a deep understanding of the users activities, current work practices, needs and abilities of the users. An important concept of human-centered design is that the ease-of-use of the equipment can be ensured only if users are actively incorporated in all phases of the life cycle of design process. Representative groups of users are exposed to the equipment at various stages in development, in a variety of testing, evaluation and interviewing situations. The users feedback obtained is then used to refine the design, with the result serving as input to the next interaction of design process. The limits of the approach are that the users cannot address any particular future needs without prior experience or knowledge about the equipment operation. The aim of this paper is to present a methodological framework that contributes to the design of the human-system interfaces, through an approach related to the users and their activities. A case study is described in which the methodological framework is being applied in development of new human-system interfaces of the thyroid uptake system. (author)

  8. Measuring Emotion Regulation with Single Dry Electrode Brain Computer Interface

    NARCIS (Netherlands)

    van der Wal, C.N.; Irrmischer, M.; Guo, Y.; Friston, K.; Faisal, A.; Hill, S.; Peng, H.

    2015-01-01

    Wireless brain computer interfaces (BCI’s) are promising for new intelligent applications in which emotions are detected by measuring brain activity. Applications, such as serious games and video game therapy, are measuring and using the user’s emotional state in order to determine the intensity

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

    Science.gov (United States)

    Lynch, P J

    1994-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Xuebai Zhang

    2017-01-01

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

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

    Science.gov (United States)

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

    2017-01-01

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

  12. Generating User Interfaces with the FUSE-System

    OpenAIRE

    Frank Lonczewski; Siegfried Schreiber

    2017-01-01

    With the FUSE(Formal User interface Specification Environment)-System we present a methodology and a set of integrated tools for the automatic generation of graphical user interfaces. FUSE provides tool-based support for all phases (task-, user-, problem domain analysis, design of the logical user interface, design of user interface in a particular layout style) of the user interface development process. Based on a formal specification of dialogue- and layout guidelines, FUSE allows the autom...

  13. Simulation-based computation of dose to humans in radiological environments

    International Nuclear Information System (INIS)

    Breazeal, N.L.; Davis, K.R.; Watson, R.A.; Vickers, D.S.; Ford, M.S.

    1996-03-01

    The Radiological Environment Modeling System (REMS) quantifies dose to humans working in radiological environments using the IGRIP (Interactive Graphical Robot Instruction Program) and Deneb/ERGO simulation software. These commercially available products are augmented with custom C code to provide radiation exposure information to, and collect radiation dose information from, workcell simulations. Through the use of any radiation transport code or measured data, a radiation exposure input database may be formulated. User-specified IGRIP simulations utilize these databases to compute and accumulate dose to programmable human models operating around radiation sources. Timing, distances, shielding, and human activity may be modeled accurately in the simulations. The accumulated dose is recorded in output files, and the user is able to process and view this output. The entire REMS capability can be operated from a single graphical user interface

  14. Simulation-based computation of dose to humans in radiological environments

    Energy Technology Data Exchange (ETDEWEB)

    Breazeal, N.L. [Sandia National Labs., Livermore, CA (United States); Davis, K.R.; Watson, R.A. [Sandia National Labs., Albuquerque, NM (United States); Vickers, D.S. [Brigham Young Univ., Provo, UT (United States). Dept. of Electrical and Computer Engineering; Ford, M.S. [Battelle Pantex, Amarillo, TX (United States). Dept. of Radiation Safety

    1996-03-01

    The Radiological Environment Modeling System (REMS) quantifies dose to humans working in radiological environments using the IGRIP (Interactive Graphical Robot Instruction Program) and Deneb/ERGO simulation software. These commercially available products are augmented with custom C code to provide radiation exposure information to, and collect radiation dose information from, workcell simulations. Through the use of any radiation transport code or measured data, a radiation exposure input database may be formulated. User-specified IGRIP simulations utilize these databases to compute and accumulate dose to programmable human models operating around radiation sources. Timing, distances, shielding, and human activity may be modeled accurately in the simulations. The accumulated dose is recorded in output files, and the user is able to process and view this output. The entire REMS capability can be operated from a single graphical user interface.

  15. Mechatronics Interface for Computer Assisted Prostate Surgery Training

    Science.gov (United States)

    Altamirano del Monte, Felipe; Padilla Castañeda, Miguel A.; Arámbula Cosío, Fernando

    2006-09-01

    In this work is presented the development of a mechatronics device to simulate the interaction of the surgeon with the surgical instrument (resectoscope) used during a Transurethral Resection of the Prostate (TURP). Our mechatronics interface is part of a computer assisted system for training in TURP, which is based on a 3D graphics model of the prostate which can be deformed and resected interactively by the user. The mechatronics interface, is the device that the urology residents will manipulate to simulate the movements performed during surgery. Our current prototype has five degrees of freedom, which are enough to have a realistic simulation of the surgery movements. Two of these degrees of freedom are linear, to determinate the linear displacement of the resecting loop and the other three are rotational to determinate three directions and amounts of rotation.

  16. The Binding Interface between Human APOBEC3F and HIV-1 Vif Elucidated by Genetic and Computational Approaches

    Directory of Open Access Journals (Sweden)

    Christopher Richards

    2015-12-01

    Full Text Available APOBEC3 family DNA cytosine deaminases provide overlapping defenses against pathogen infections. However, most viruses have elaborate evasion mechanisms such as the HIV-1 Vif protein, which subverts cellular CBF-β and a polyubiquitin ligase complex to neutralize these enzymes. Despite advances in APOBEC3 and Vif biology, a full understanding of this direct host-pathogen conflict has been elusive. We combine virus adaptation and computational studies to interrogate the APOBEC3F-Vif interface and build a robust structural model. A recurring compensatory amino acid substitution from adaptation experiments provided an initial docking constraint, and microsecond molecular dynamic simulations optimized interface contacts. Virus infectivity experiments validated a long-lasting electrostatic interaction between APOBEC3F E289 and HIV-1 Vif R15. Taken together with mutagenesis results, we propose a wobble model to explain how HIV-1 Vif has evolved to bind different APOBEC3 enzymes and, more generally, how pathogens may evolve to escape innate host defenses.

  17. An automated meta-monitoring mobile application and front-end interface for the ATLAS computing model

    Energy Technology Data Exchange (ETDEWEB)

    Kawamura, Gen; Quadt, Arnulf [II. Physikalisches Institut, Georg-August-Universitaet Goettingen (Germany)

    2016-07-01

    Efficient administration of computing centres requires advanced tools for the monitoring and front-end interface of the infrastructure. Providing the large-scale distributed systems as a global grid infrastructure, like the Worldwide LHC Computing Grid (WLCG) and ATLAS computing, is offering many existing web pages and information sources indicating the status of the services, systems and user jobs at grid sites. A meta-monitoring mobile application which automatically collects the information could give every administrator a sophisticated and flexible interface of the infrastructure. We describe such a solution; the MadFace mobile application developed at Goettingen. It is a HappyFace compatible mobile application which has a user-friendly interface. It also becomes very feasible to automatically investigate the status and problem from different sources and provides access of the administration roles for non-experts.

  18. Computer analysis of lighting style in fine art: steps towards inter-artist studies

    Science.gov (United States)

    Stork, David G.

    2011-03-01

    Stylometry in visual art-the mathematical description of artists' styles - has been based on a number of properties of works, such as color, brush stroke shape, visual texture, and measures of contours' curvatures. We introduce the concept of quantitative measures of lighting, such as statistical descriptions of spatial coherence, diuseness, and so forth, as properties of artistic style. Some artists of the high Renaissance, such as Leonardo, worked from nature and strove to render illumination "faithfully" photorealists, such as Richard Estes, worked from photographs and duplicated the "physics based" lighting accurately. As such, each had dierent motivations, methodologies, stagings, and "accuracies" in rendering lighting clues. Perceptual studies show that observers are poor judges of properties of lighting in photographs such as consistency (and thus by extension in paintings as well); computer methods such as rigorous cast-shadow analysis, occluding-contour analysis and spherical harmonic based estimation of light fields can be quite accurate. For this reasons, computer lighting analysis can provide a new tools for art historical studies. We review lighting analysis in paintings such as Vermeer's Girl with a pearl earring, de la Tour's Christ in the carpenter's studio, Caravaggio's Magdalen with the smoking flame and Calling of St. Matthew) and extend our corpus to works where lighting coherence is of interest to art historians, such as Caravaggio's Adoration of the Shepherds or Nativity (1609) in the Capuchin church of Santa Maria degli Angeli. Our measure of lighting coherence may help reveal the working methods of some artists and in diachronic studies of individual artists. We speculate on artists and art historical questions that may ultimately profit from future renements to these new computational tools.

  19. Software and man-machine interface considerations for a nuclear plant computer replacement and upgrade project

    International Nuclear Information System (INIS)

    Diamond, G.; Robinson, E.

    1984-01-01

    Some of the key software functions and Man-Machine Interface considerations in a computer replacement and upgrade project for a nuclear power plant are described. The project involves the installation of two separate computer systems: an Emergency Response Facilities Computer System (ERFCS) and a Plant Process Computer System (PPCS). These systems employ state-of-the-art computer hardware and software. The ERFCS is a new system intended to provide enhanced functions to meet NRC post-TMI guidelines. The PPCS is intended to replace and upgrade an existing obsolete plant computer system. A general overview of the hardware and software aspects of the replacement and upgrade is presented. The work done to develop the upgraded Man-Machine Interface is described. For the ERFCS, a detailed discussion is presented of the work done to develop logic to evaluate the readiness and performance of safety systems and their supporting functions. The Man-Machine Interface considerations of reporting readiness and performance to the operator are discussed. Finally, the considerations involved in the implementation of this logic in real-time software are discussed.. For the PPCS, a detailed discussion is presented of some new features

  20. Improved Targeting Through Collaborative Decision-Making and Brain Computer Interfaces

    Science.gov (United States)

    Stoica, Adrian; Barrero, David F.; McDonald-Maier, Klaus

    2013-01-01

    This paper reports a first step toward a brain-computer interface (BCI) for collaborative targeting. Specifically, we explore, from a broad perspective, how the collaboration of a group of people can increase the performance on a simple target identification task. To this end, we requested a group of people to identify the location and color of a sequence of targets appearing on the screen and measured the time and accuracy of the response. The individual results are compared to a collective identification result determined by simple majority voting, with random choice in case of drawn. The results are promising, as the identification becomes significantly more reliable even with this simple voting and a small number of people (either odd or even number) involved in the decision. In addition, the paper briefly analyzes the role of brain-computer interfaces in collaborative targeting, extending the targeting task by using a BCI instead of a mechanical response.

  1. Personality Trait and Facial Expression Filter-Based Brain-Computer Interface

    Directory of Open Access Journals (Sweden)

    Seongah Chin

    2013-02-01

    Full Text Available In this paper, we present technical approaches that bridge the gap in the research related to the use of brain-computer interfaces for entertainment and facial expressions. Such facial expressions that reflect an individual's personal traits can be used to better realize artificial facial expressions in a gaming environment based on a brain-computer interface. First, an emotion extraction filter is introduced in order to classify emotions on the basis of the users' brain signals in real time. Next, a personality trait filter is defined to classify extrovert and introvert types, which manifest as five traits: very extrovert, extrovert, medium, introvert and very introvert. In addition, facial expressions derived from expression rates are obtained by an extrovert-introvert fuzzy model through its defuzzification process. Finally, we confirm this validation via an analysis of the variance of the personality trait filter, a k-fold cross validation of the emotion extraction filter, an accuracy analysis, a user study of facial synthesis and a test case game.

  2. Aspects of computer control from the human engineering standpoint

    International Nuclear Information System (INIS)

    Huang, T.V.

    1979-03-01

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

  3. Interface design for health care environments: the role of cognitive science.

    OpenAIRE

    Patel, V. L.; Kushniruk, A. W.

    1998-01-01

    An important challenge in the development of computer-based health care environments is the design of effective user interfaces. In this paper we consider a number of aspects of interface design related to the study of human-computer interaction from a cognitive perspective. It is argued that user interfaces must be designed with consideration of the information requirements, cognitive capabilities and limitations of the end users. Greater concern for fundamental research in design of user in...

  4. Development and functional demonstration of a wireless intraoral inductive tongue computer interface for severely disabled persons.

    Science.gov (United States)

    N S Andreasen Struijk, Lotte; Lontis, Eugen R; Gaihede, Michael; Caltenco, Hector A; Lund, Morten Enemark; Schioeler, Henrik; Bentsen, Bo

    2017-08-01

    Individuals with tetraplegia depend on alternative interfaces in order to control computers and other electronic equipment. Current interfaces are often limited in the number of available control commands, and may compromise the social identity of an individual due to their undesirable appearance. The purpose of this study was to implement an alternative computer interface, which was fully embedded into the oral cavity and which provided multiple control commands. The development of a wireless, intraoral, inductive tongue computer was described. The interface encompassed a 10-key keypad area and a mouse pad area. This system was embedded wirelessly into the oral cavity of the user. The functionality of the system was demonstrated in two tetraplegic individuals and two able-bodied individuals Results: The system was invisible during use and allowed the user to type on a computer using either the keypad area or the mouse pad. The maximal typing rate was 1.8 s for repetitively typing a correct character with the keypad area and 1.4 s for repetitively typing a correct character with the mouse pad area. The results suggest that this inductive tongue computer interface provides an esthetically acceptable and functionally efficient environmental control for a severely disabled user. Implications for Rehabilitation New Design, Implementation and detection methods for intra oral assistive devices. Demonstration of wireless, powering and encapsulation techniques suitable for intra oral embedment of assistive devices. Demonstration of the functionality of a rechargeable and fully embedded intra oral tongue controlled computer input device.

  5. Integrated Human Factors Design Guidelines for Sound Interface

    International Nuclear Information System (INIS)

    Lee, Jung Woon; Lee, Yong Hee; Oh, In Seok; Lee, Hyun Chul; Cha, Woo Chang

    2004-05-01

    Digital MMI, such as CRT, LCD etc., has been used increasingly in the design of main control room of the Korean standard nuclear power plants following the YGN units 3 and 4. The utilization of digital MMI may introduce various kind of sound interface into the control room design. In this project, for five top-level guideline items, including Sound Formats, Alarms, Sound Controls, Communications, and Environments, a total of 147 detail guidelines were developed and a database system for these guidelines was developed. The integrated human factors design guidelines for sound interface and the database system developed in this project will be useful for the design of sound interface of digital MMI in Korean NPPs

  6. Integrated Human Factors Design Guidelines for Sound Interface

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Jung Woon; Lee, Yong Hee; Oh, In Seok; Lee, Hyun Chul [KAERI, Daejeon (Korea, Republic of); Cha, Woo Chang [Kumoh National Univ. of Technology, Gumi (Korea, Republic of)

    2004-05-15

    Digital MMI, such as CRT, LCD etc., has been used increasingly in the design of main control room of the Korean standard nuclear power plants following the YGN units 3 and 4. The utilization of digital MMI may introduce various kind of sound interface into the control room design. In this project, for five top-level guideline items, including Sound Formats, Alarms, Sound Controls, Communications, and Environments, a total of 147 detail guidelines were developed and a database system for these guidelines was developed. The integrated human factors design guidelines for sound interface and the database system developed in this project will be useful for the design of sound interface of digital MMI in Korean NPPs.

  7. Soft drink effects on sensorimotor rhythm brain computer interface performance and resting-state spectral power.

    Science.gov (United States)

    Mundahl, John; Jianjun Meng; He, Jeffrey; Bin He

    2016-08-01

    Brain-computer interface (BCI) systems allow users to directly control computers and other machines by modulating their brain waves. In the present study, we investigated the effect of soft drinks on resting state (RS) EEG signals and BCI control. Eight healthy human volunteers each participated in three sessions of BCI cursor tasks and resting state EEG. During each session, the subjects drank an unlabeled soft drink with either sugar, caffeine, or neither ingredient. A comparison of resting state spectral power shows a substantial decrease in alpha and beta power after caffeine consumption relative to control. Despite attenuation of the frequency range used for the control signal, caffeine average BCI performance was the same as control. Our work provides a useful characterization of caffeine, the world's most popular stimulant, on brain signal frequencies and their effect on BCI performance.

  8. Development traumatic brain injury computer user interface for disaster area in Indonesia supported by emergency broadband access network.

    Science.gov (United States)

    Sutiono, Agung Budi; Suwa, Hirohiko; Ohta, Toshizumi; Arifin, Muh Zafrullah; Kitamura, Yohei; Yoshida, Kazunari; Merdika, Daduk; Qiantori, Andri; Iskandar

    2012-12-01

    Disasters bring consequences of negative impacts on the environment and human life. One of the common cause of critical condition is traumatic brain injury (TBI), namely, epidural (EDH) and subdural hematoma (SDH), due to downfall hard things during earthquake. We proposed and analyzed the user response, namely neurosurgeon, general doctor/surgeon and nurse when they interacted with TBI computer interface. The communication systems was supported by TBI web based applications using emergency broadband access network with tethered balloon and simulated in the field trial to evaluate the coverage area. The interface consisted of demography data and multi tabs for anamnesis, treatment, follow up and teleconference interfaces. The interface allows neurosurgeon, surgeon/general doctors and nurses to entry the EDH and SDH patient's data during referring them on the emergency simulation and evaluated based on time needs and their understanding. The average time needed was obtained after simulated by Lenovo T500 notebook using mouse; 8-10 min for neurosurgeons, 12-15 min for surgeons/general doctors and 15-19 min for nurses. By using Think Pad X201 Tablet, the time needed for entry data was 5-7 min for neurosurgeon, 7-10 min for surgeons/general doctors and 12-16 min for nurses. We observed that the time difference was depending on the computer type and user literacy qualification as well as their understanding on traumatic brain injury, particularly for the nurses. In conclusion, there are five data classification for simply TBI GUI, namely, 1) demography, 2) specific anamnesis for EDH and SDH, 3) treatment action and medicine of TBI, 4) follow up data display and 5) teleneurosurgery for streaming video consultation. The type of computer, particularly tablet PC was more convenient and faster for entry data, compare to that computer mouse touched pad. Emergency broadband access network using tethered balloon is possible to be employed to cover the communications systems in

  9. Ethical Issues in Brain-Computer Interface Research, Development, and Dissemination

    NARCIS (Netherlands)

    Vlek, Rutger; Steines, David; Szibbo, Dyana; Kübler, Andrea; Schneider, Mary-Jane; Haselager, Pim; Nijboer, Femke

    The steadily growing field of brain-computer interfacing (BCI) may develop useful technologies, with a potential impact not only on individuals, but also on society as a whole. At the same time, the development of BCI presents significant ethical and legal challenges. In a workshop during the 4th

  10. Ethical Issues in Brain-Computer Interface Research, Development, and Dissemination

    NARCIS (Netherlands)

    Vlek, R.J.; Steines, D.; Szibbo, D.; Kübler, A.; Schneider, M.J.; Haselager, W.F.G.; Nijboer, F.

    2012-01-01

    The steadily growing field of brain–computer interfacing (BCI) may develop useful technologies, with a potential impact not only on individuals, but also on society as a whole. At the same time, the development of BCI presents significant ethical and legal challenges. In a workshop during the 4th

  11. Catalyzing Inquiry at the Interface of Computing and Biology

    Energy Technology Data Exchange (ETDEWEB)

    John Wooley; Herbert S. Lin

    2005-10-30

    This study is the first comprehensive NRC study that suggests a high-level intellectual structure for Federal agencies for supporting work at the biology/computing interface. The report seeks to establish the intellectual legitimacy of a fundamentally cross-disciplinary collaboration between biologists and computer scientists. That is, while some universities are increasingly favorable to research at the intersection, life science researchers at other universities are strongly impeded in their efforts to collaborate. This report addresses these impediments and describes proven strategies for overcoming them. An important feature of the report is the use of well-documented examples that describe clearly to individuals not trained in computer science the value and usage of computing across the biological sciences, from genes and proteins to networks and pathways, from organelles to cells, and from individual organisms to populations and ecosystems. It is hoped that these examples will be useful to students in the life sciences to motivate (continued) study in computer science that will enable them to be more facile users of computing in their future biological studies.

  12. Design and Evaluation of Human System Interfaces (HSIs)

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2003-07-01

    In the safe operation of nuclear power plants and other complex process industries the performance of the control room crews plays an important role. In this respect a well-functioning and well-designed Human-System Interface (HSI) is crucial for safe and efficient operation of the plant. It is therefore essential that the design, development and evaluation of both control rooms and HSI-solutions are conducted in a well-structured way, applying sound human factors principles and guidelines in all phases of the HSI development process. Many nuclear power plants around the world are currently facing major modernisation of their control rooms. In this process computerised, screen-based HSIs replace old conventional operator interfaces. In new control rooms, both in the nuclear field and in other process industries, fully digital, screen-based control rooms are becoming the standard. It is therefore of particular importance to address the design and evaluation of screen-based HSIs in a systematic and consistent way in order to arrive at solutions which take proper advantage of the possibilities for improving operator support through the use of digital, screen-based HSIs, at the same time avoiding pitfalls and problems in the use of this technology. The Halden Reactor Project, in cooperation with the OECD Nuclear Energy Agency, organised an International Summer School on ''Design and Evaluation of Human-System Interfaces (HSIs)'' in Halden, Norway in the period August 25th - 29th, 2003. The Summer School addressed the different steps in design, development and evaluation of HSIs, and the human factors principles, standards and guidelines which should be followed in this process. The lectures comprised both theoretical background, as well as examples of good and bad HSI design, thereby providing practical advice in design and evaluation of operator interfaces and control room solutions to the participants in the Summer School. This CD contains the

  13. Design and Evaluation of Human System Interfaces (HSIs)

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    2003-07-01

    In the safe operation of nuclear power plants and other complex process industries the performance of the control room crews plays an important role. In this respect a well-functioning and well-designed Human-System Interface (HSI) is crucial for safe and efficient operation of the plant. It is therefore essential that the design, development and evaluation of both control rooms and HSI-solutions are conducted in a well-structured way, applying sound human factors principles and guidelines in all phases of the HSI development process. Many nuclear power plants around the world are currently facing major modernisation of their control rooms. In this process computerised, screen-based HSIs replace old conventional operator interfaces. In new control rooms, both in the nuclear field and in other process industries, fully digital, screen-based control rooms are becoming the standard. It is therefore of particular importance to address the design and evaluation of screen-based HSIs in a systematic and consistent way in order to arrive at solutions which take proper advantage of the possibilities for improving operator support through the use of digital, screen-based HSIs, at the same time avoiding pitfalls and problems in the use of this technology. The Halden Reactor Project, in cooperation with the OECD Nuclear Energy Agency, organised an International Summer School on ''Design and Evaluation of Human-System Interfaces (HSIs)'' in Halden, Norway in the period August 25th - 29th, 2003. The Summer School addressed the different steps in design, development and evaluation of HSIs, and the human factors principles, standards and guidelines which should be followed in this process. The lectures comprised both theoretical background, as well as examples of good and bad HSI design, thereby providing practical advice in design and evaluation of operator interfaces and control room solutions to the participants in the Summer School. This CD contains the Proceedings of the

  14. Design and Evaluation of Human System Interfaces (HSIs)

    International Nuclear Information System (INIS)

    2003-01-01

    In the safe operation of nuclear power plants and other complex process industries the performance of the control room crews plays an important role. In this respect a well-functioning and well-designed Human-System Interface (HSI) is crucial for safe and efficient operation of the plant. It is therefore essential that the design, development and evaluation of both control rooms and HSI-solutions are conducted in a well-structured way, applying sound human factors principles and guidelines in all phases of the HSI development process. Many nuclear power plants around the world are currently facing major modernisation of their control rooms. In this process computerised, screen-based HSIs replace old conventional operator interfaces. In new control rooms, both in the nuclear field and in other process industries, fully digital, screen-based control rooms are becoming the standard. It is therefore of particular importance to address the design and evaluation of screen-based HSIs in a systematic and consistent way in order to arrive at solutions which take proper advantage of the possibilities for improving operator support through the use of digital, screen-based HSIs, at the same time avoiding pitfalls and problems in the use of this technology. The Halden Reactor Project, in cooperation with the OECD Nuclear Energy Agency, organised an International Summer School on ''Design and Evaluation of Human-System Interfaces (HSIs)'' in Halden, Norway in the period August 25th - 29th, 2003. The Summer School addressed the different steps in design, development and evaluation of HSIs, and the human factors principles, standards and guidelines which should be followed in this process. The lectures comprised both theoretical background, as well as examples of good and bad HSI design, thereby providing practical advice in design and evaluation of operator interfaces and control room solutions to the participants in the Summer School. This CD contains the Proceedings of the

  15. Knowledge-based critiquing of graphical user interfaces with CHIMES

    Science.gov (United States)

    Jiang, Jianping; Murphy, Elizabeth D.; Carter, Leslie E.; Truszkowski, Walter F.

    1994-01-01

    CHIMES is a critiquing tool that automates the process of checking graphical user interface (GUI) designs for compliance with human factors design guidelines and toolkit style guides. The current prototype identifies instances of non-compliance and presents problem statements, advice, and tips to the GUI designer. Changes requested by the designer are made automatically, and the revised GUI is re-evaluated. A case study conducted at NASA-Goddard showed that CHIMES has the potential for dramatically reducing the time formerly spent in hands-on consistency checking. Capabilities recently added to CHIMES include exception handling and rule building. CHIMES is intended for use prior to usability testing as a means, for example, of catching and correcting syntactic inconsistencies in a larger user interface.

  16. UIMX: A User Interface Management System For Scientific Computing With X Windows

    Science.gov (United States)

    Foody, Michael

    1989-09-01

    Applications with iconic user interfaces, (for example, interfaces with pulldown menus, radio buttons, and scroll bars), such as those found on Apple's Macintosh computer and the IBM PC under Microsoft's Presentation Manager, have become very popular, and for good reason. They are much easier to use than applications with traditional keyboard-oriented interfaces, so training costs are much lower and just about anyone can use them. They are standardized between applications, so once you learn one application you are well along the way to learning another. The use of one reinforces the common elements between applications of the interface, and, as a result, you remember how to use them longer. Finally, for the developer, their support costs can be much lower because of their ease of use.

  17. 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.

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

    Science.gov (United States)

    2017-08-08

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

  19. A comparative study: use of a Brain-computer Interface (BCI) device by people with cerebral palsy in interaction with computers.

    Science.gov (United States)

    Heidrich, Regina O; Jensen, Emely; Rebelo, Francisco; Oliveira, Tiago

    2015-01-01

    This article presents a comparative study among people with cerebral palsy and healthy controls, of various ages, using a Brain-computer Interface (BCI) device. The research is qualitative in its approach. Researchers worked with Observational Case Studies. People with cerebral palsy and healthy controls were evaluated in Portugal and in Brazil. The study aimed to develop a study for product evaluation in order to perceive whether people with cerebral palsy could interact with the computer and compare whether their performance is similar to that of healthy controls when using the Brain-computer Interface. Ultimately, it was found that there are no significant differences between people with cerebral palsy in the two countries, as well as between populations without cerebral palsy (healthy controls).

  20. A parallel coordinates style interface for exploratory volume visualization.

    Science.gov (United States)

    Tory, Melanie; Potts, Simeon; Möller, Torsten

    2005-01-01

    We present a user interface, based on parallel coordinates, that facilitates exploration of volume data. By explicitly representing the visualization parameter space, the interface provides an overview of rendering options and enables users to easily explore different parameters. Rendered images are stored in an integrated history bar that facilitates backtracking to previous visualization options. Initial usability testing showed clear agreement between users and experts of various backgrounds (usability, graphic design, volume visualization, and medical physics) that the proposed user interface is a valuable data exploration tool.

  1. Activities of IAEA related to human interface in man-machine system

    International Nuclear Information System (INIS)

    Nishiwaki, Yasushi

    1988-01-01

    The present paper outlines some activities of IAEA related to human interface in man-machine systems. It has been recognized for quite some time that in large and complex man-machine interactive systems human errors can contribute substantially to failures of these systems, and that the improvement in the human interface in man-machine systems is essential for the safety of the plant. Many important surveys have been made in some member countries. These studies and operational experience have shown that it is possible to substantially reduce this adverse impact of human errors in nuclear power plant operations by the application of human factors technology. This technology. This technology includes: (1) selection of people with the requisite skills and knowledge and providing them with job-relevant training, (2) maintenance of the necessary job qualifications for each person in the plant, (3) design of man-machine interfaces which are fully compatible with the capabilities and limitations of the people in the system, and (4) design of job operations, including written materials, to facilitate required quality of human performance. A review is made of education/training, operator support systems, human error data collection, analysis of safety significant events and future activities. (Nogami, K.)

  2. Interfacing a fieldable multichannel analyzer to a MicroVAX computer

    International Nuclear Information System (INIS)

    Litherland, K.R.; Johnson, M.W.

    1990-01-01

    This paper reports on software written for interfacing the D.S. Davidson Model 2056 portable multichannel analyzer to a MicroVAX computer running the VMS operating system. The operational objective of the software is to give the user a nearly transparent mechanism for controlling the analyzer with functions equivalent to those on the analyzer's own keyboard, thus minimizing the training requirement for the user. The software is written in VMS enhanced Fortran and consists of a main control program, several subprocesses, and libraries containing graphics commands and other information. Interfaces to other commercially available software packages for data storage and manipulation are provided. Problems encountered and their programming solutions are discussed

  3. Neural correlates of learning in an electrocorticographic motor-imagery brain-computer interface

    Science.gov (United States)

    Blakely, Tim M.; Miller, Kai J.; Rao, Rajesh P. N.; Ojemann, Jeffrey G.

    2014-01-01

    Human subjects can learn to control a one-dimensional electrocorticographic (ECoG) brain-computer interface (BCI) using modulation of primary motor (M1) high-gamma activity (signal power in the 75–200 Hz range). However, the stability and dynamics of the signals over the course of new BCI skill acquisition have not been investigated. In this study, we report 3 characteristic periods in evolution of the high-gamma control signal during BCI training: initial, low task accuracy with corresponding low power modulation in the gamma spectrum, followed by a second period of improved task accuracy with increasing average power separation between activity and rest, and a final period of high task accuracy with stable (or decreasing) power separation and decreasing trial-to-trial variance. These findings may have implications in the design and implementation of BCI control algorithms. PMID:25599079

  4. Design Concept of Human Interface System for Risk Monitoring for Proactive Trouble Prevention

    Energy Technology Data Exchange (ETDEWEB)

    Yoshikawa, Hidekazu; Yang, Ming; Zhang, Zhijian; Hashim, Muhammad [Harbin Engineering University, Harbin (China); Lind, Morten [Technical University of Denmark, Kongens Lyngby (Djibouti); Tamayama, Kiyoshi; Okusa, Kyoichi [Japan Atomic Energy Agency, Tsuruga (Japan)

    2011-08-15

    A new concept is first proposed of distributed human interface system to integrate both operation and maintenance of nuclear power plant. Then, a method of constructing human interface system is introduced by integrating the plant knowledge database system based on Multilevel Flow Model (MFM) with the risk monitor to watch Defense-in Depth plant safety functions. The proposed concept is applied for a liquid metal fast reactor Monju and necessary R and D subjects are reviewed to realize human interface system for the maintenance work in Monju plant. Because of using high temperature liquid sodium as reactor coolant in Monju plant, the maintenance for Monju should utilize more automated equipment of remote control and robotics than that of light water reactor. It is necessary to design optimum task allocation between human and automated machine as the requisites for good communication design of human interface systems to support the collaboration work between workers at local workplace and the main control room. In this paper, the general issues are reviewed on how to configure the whole human interface system for helping proactive trouble prevention and risk evaluation on the basis of the presented target plant model before the concrete proposition of the hardware and software systems development to be used by both the staffs of operation and maintenance of NPP.

  5. Design Concept of Human Interface System for Risk Monitoring for Proactive Trouble Prevention

    International Nuclear Information System (INIS)

    Yoshikawa, Hidekazu; Yang, Ming; Zhang, Zhijian; Hashim, Muhammad; Lind, Morten; Tamayama, Kiyoshi; Okusa, Kyoichi

    2011-01-01

    A new concept is first proposed of distributed human interface system to integrate both operation and maintenance of nuclear power plant. Then, a method of constructing human interface system is introduced by integrating the plant knowledge database system based on Multilevel Flow Model (MFM) with the risk monitor to watch Defense-in Depth plant safety functions. The proposed concept is applied for a liquid metal fast reactor Monju and necessary R and D subjects are reviewed to realize human interface system for the maintenance work in Monju plant. Because of using high temperature liquid sodium as reactor coolant in Monju plant, the maintenance for Monju should utilize more automated equipment of remote control and robotics than that of light water reactor. It is necessary to design optimum task allocation between human and automated machine as the requisites for good communication design of human interface systems to support the collaboration work between workers at local workplace and the main control room. In this paper, the general issues are reviewed on how to configure the whole human interface system for helping proactive trouble prevention and risk evaluation on the basis of the presented target plant model before the concrete proposition of the hardware and software systems development to be used by both the staffs of operation and maintenance of NPP

  6. Knowledge-based support for design and operational use of human-machine interfaces

    International Nuclear Information System (INIS)

    Johannsen, G.

    1994-01-01

    The possibilities for knowledge support of different human user classes, namely operators, operational engineers and designers of human-machine interfaces, are discussed. Several human-machine interface functionalities are briefly explained. The paper deals with such questions as which type of knowledge is needed for design and operation, how to represent it, where to get it from, how to process it, and how to consider and use it. The relationships between design and operational use are thereby emphasised. (author)

  7. Sensory System for Implementing a Human—Computer Interface Based on Electrooculography

    Directory of Open Access Journals (Sweden)

    Sergio Ortega

    2010-12-01

    Full Text Available This paper describes a sensory system for implementing a human–computer interface based on electrooculography. An acquisition system captures electrooculograms and transmits them via the ZigBee protocol. The data acquired are analysed in real time using a microcontroller-based platform running the Linux operating system. The continuous wavelet transform and neural network are used to process and analyse the signals to obtain highly reliable results in real time. To enhance system usability, the graphical interface is projected onto special eyewear, which is also used to position the signal-capturing electrodes.

  8. Physical interface dynamics alter how robotic exosuits augment human movement: implications for optimizing wearable assistive devices.

    Science.gov (United States)

    Yandell, Matthew B; Quinlivan, Brendan T; Popov, Dmitry; Walsh, Conor; Zelik, Karl E

    2017-05-18

    Wearable assistive devices have demonstrated the potential to improve mobility outcomes for individuals with disabilities, and to augment healthy human performance; however, these benefits depend on how effectively power is transmitted from the device to the human user. Quantifying and understanding this power transmission is challenging due to complex human-device interface dynamics that occur as biological tissues and physical interface materials deform and displace under load, absorbing and returning power. Here we introduce a new methodology for quickly estimating interface power dynamics during movement tasks using common motion capture and force measurements, and then apply this method to quantify how a soft robotic ankle exosuit interacts with and transfers power to the human body during walking. We partition exosuit end-effector power (i.e., power output from the device) into power that augments ankle plantarflexion (termed augmentation power) vs. power that goes into deformation and motion of interface materials and underlying soft tissues (termed interface power). We provide empirical evidence of how human-exosuit interfaces absorb and return energy, reshaping exosuit-to-human power flow and resulting in three key consequences: (i) During exosuit loading (as applied forces increased), about 55% of exosuit end-effector power was absorbed into the interfaces. (ii) However, during subsequent exosuit unloading (as applied forces decreased) most of the absorbed interface power was returned viscoelastically. Consequently, the majority (about 75%) of exosuit end-effector work over each stride contributed to augmenting ankle plantarflexion. (iii) Ankle augmentation power (and work) was delayed relative to exosuit end-effector power, due to these interface energy absorption and return dynamics. Our findings elucidate the complexities of human-exosuit interface dynamics during transmission of power from assistive devices to the human body, and provide insight into

  9. Ecological Design of Cooperative Human-Machine Interfaces for Safety of Intelligent Transport Systems

    Directory of Open Access Journals (Sweden)

    Orekhov Aleksandr

    2016-01-01

    Full Text Available The paper describes research results in the domain of cooperative intelligent transport systems. The requirements for human-machine interface considering safety issue of for intelligent transport systems (ITSare analyzed. Profiling of the requirements to cooperative human-machine interface (CHMI for such systems including requirements to usability and safety is based on a set of standards for ITSs. An approach and design technique of cooperative human-machine interface for ITSs are suggested. The architecture of cloud-based CHMI for intelligent transport systems has been developed. The prototype of software system CHMI4ITSis described.

  10. A meta-analysis of human-system interfaces in unmanned aerial vehicle (UAV) swarm management.

    Science.gov (United States)

    Hocraffer, Amy; Nam, Chang S

    2017-01-01

    A meta-analysis was conducted to systematically evaluate the current state of research on human-system interfaces for users controlling semi-autonomous swarms composed of groups of drones or unmanned aerial vehicles (UAVs). UAV swarms pose several human factors challenges, such as high cognitive demands, non-intuitive behavior, and serious consequences for errors. This article presents findings from a meta-analysis of 27 UAV swarm management papers focused on the human-system interface and human factors concerns, providing an overview of the advantages, challenges, and limitations of current UAV management interfaces, as well as information on how these interfaces are currently evaluated. In general allowing user and mission-specific customization to user interfaces and raising the swarm's level of autonomy to reduce operator cognitive workload are beneficial and improve situation awareness (SA). It is clear more research is needed in this rapidly evolving field. Copyright © 2016 Elsevier Ltd. All rights reserved.

  11. A model for assessing the degree of importance of ergonomics criteria to human machine interface

    Energy Technology Data Exchange (ETDEWEB)

    Araujo, Cesar Ribeiro de; Domech More, Jesus [Universidade Estacio de Sa do Rio de Janeiro, RJ (Brazil). Mestrado em Desenvolvimento Empresarial - MADE]. E-mail: cesararaujobr@yahoo.com.br; jesus.more@estacio.br; Silva, Aretha Felix Thomaz da [Coordenacao dos Programas de Pos-graduacao de Engenharia (COPPE/UFRJ), Rio de Janeiro, RJ (Brazil). Programa de Engenharia Civil. Sistemas Computacionais Orientados a Industria do Petroleo]. E-mail: aretha@coc.ufrj.br

    2007-07-01

    This paper intends to show a model to help us to incorporate ergonomics criteria into the usability of the human computer interface (HCI). The techniques based on fuzzy set theory are appropriate tools for the treatment of subjective and vague concepts that are inherent to usability for the HCI. The application consists of analysis concepts. This approach allows the use of natural language expressions of importance in ergonomics criteria estimation. The above-mentioned model shows the degree of importance of the ergonomics criteria present in the software interface used in the medical area. In this work, as entry data, the system developer opinions are used and as a result we had the hierarchy of 18 ergonomic criteria. The ergonomic criteria are those already validated by the market, which are linked to the ErgoList checklists. The fuzzy model created will allow knowing the most important criteria to health governmental companies. Its Information Technology (IT) professionals will concentrate efforts when treating the usability of the software interface and its systems. (author)

  12. A model for assessing the degree of importance of ergonomics criteria to human machine interface

    International Nuclear Information System (INIS)

    Araujo, Cesar Ribeiro de; Domech More, Jesus; Silva, Aretha Felix Thomaz da

    2007-01-01

    This paper intends to show a model to help us to incorporate ergonomics criteria into the usability of the human computer interface (HCI). The techniques based on fuzzy set theory are appropriate tools for the treatment of subjective and vague concepts that are inherent to usability for the HCI. The application consists of analysis concepts. This approach allows the use of natural language expressions of importance in ergonomics criteria estimation. The above-mentioned model shows the degree of importance of the ergonomics criteria present in the software interface used in the medical area. In this work, as entry data, the system developer opinions are used and as a result we had the hierarchy of 18 ergonomic criteria. The ergonomic criteria are those already validated by the market, which are linked to the ErgoList checklists. The fuzzy model created will allow knowing the most important criteria to health governmental companies. Its Information Technology (IT) professionals will concentrate efforts when treating the usability of the software interface and its systems. (author)

  13. Interface design for digital courses

    NARCIS (Netherlands)

    Tabbers, H.; Kester, L.; Hummel, H.; Nadolski, R.; Jochems, W.; Merriënboer, J.; Koper, R.

    2003-01-01

    An important question in web-based education is how to deal with the design of the interface. What will the actual screen look like? Two main issues that are especially relevant for educational purposes are discussed, both from a Human-Computer Interaction and an Educational Psychology perspective.

  14. 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

  15. Online LDA BASED brain-computer interface system to aid disabled people

    Directory of Open Access Journals (Sweden)

    Apdullah Yayık

    2017-06-01

    Full Text Available This paper aims to develop brain-computer interface system based on electroencephalography that can aid disabled people in daily life. The system relies on one of the most effective event-related potential wave, P300, which can be elicited by oddball paradigm. Developed application has a basic interaction tool that enables disabled people to convey their needs to other people selecting related objects. These objects pseudo-randomly flash in a visual interface on computer screen. The user must focus on related object to convey desired needs. The system can convey desired needs correctly by detecting P300 wave in acquired 14-channel EEG signal and classifying using linear discriminant analysis classifier just in 15 seconds. Experiments have been carried out on 19 volunteers to validate developed BCI system. As a result, accuracy rate of 90.83% is achieved in online performance.

  16. Study and application of human reliability analysis for digital human-system interface

    International Nuclear Information System (INIS)

    Jia Ming; Liu Yanzi; Zhang Jianbo

    2014-01-01

    The knowledge of human-orientated abilities and limitations could be used to digital human-system interface (HSI) design by human reliability analysis (HRA) technology. Further, control room system design could achieve the perfect match of man-machine-environment. This research was conducted to establish an integrated HRA method. This method identified HSI potential design flaws which may affect human performance and cause human error. Then a systematic approach was adopted to optimize HSI. It turns out that this method is practical and objective, and effectively improves the safety, reliability and economy of nuclear power plant. This method was applied to CRP1000 projects under construction successfully with great potential. (authors)

  17. Selective sensation based brain-computer interface via mechanical vibrotactile stimulation.

    Science.gov (United States)

    Yao, Lin; Meng, Jianjun; Zhang, Dingguo; Sheng, Xinjun; Zhu, Xiangyang

    2013-01-01

    In this work, mechanical vibrotactile stimulation was applied to subjects' left and right wrist skins with equal intensity, and a selective sensation perception task was performed to achieve two types of selections similar to motor imagery Brain-Computer Interface. The proposed system was based on event-related desynchronization/synchronization (ERD/ERS), which had a correlation with processing of afferent inflow in human somatosensory system, and attentional effect which modulated the ERD/ERS. The experiments were carried out on nine subjects (without experience in selective sensation), and six of them showed a discrimination accuracy above 80%, three of them above 95%. Comparative experiments with motor imagery (with and without presence of stimulation) were also carried out, which further showed the feasibility of selective sensation as an alternative BCI task complementary to motor imagery. Specifically there was significant improvement ([Formula: see text]) from near 65% in motor imagery (with and without presence of stimulation) to above 80% in selective sensation on some subjects. The proposed BCI modality might well cooperate with existing BCI modalities in the literature in enlarging the widespread usage of BCI system.

  18. Selective Sensation Based Brain-Computer Interface via Mechanical Vibrotactile Stimulation

    Science.gov (United States)

    Yao, Lin; Meng, Jianjun; Zhang, Dingguo; Sheng, Xinjun; Zhu, Xiangyang

    2013-01-01

    In this work, mechanical vibrotactile stimulation was applied to subjects’ left and right wrist skins with equal intensity, and a selective sensation perception task was performed to achieve two types of selections similar to motor imagery Brain-Computer Interface. The proposed system was based on event-related desynchronization/synchronization (ERD/ERS), which had a correlation with processing of afferent inflow in human somatosensory system, and attentional effect which modulated the ERD/ERS. The experiments were carried out on nine subjects (without experience in selective sensation), and six of them showed a discrimination accuracy above 80%, three of them above 95%. Comparative experiments with motor imagery (with and without presence of stimulation) were also carried out, which further showed the feasibility of selective sensation as an alternative BCI task complementary to motor imagery. Specifically there was significant improvement () from near 65% in motor imagery (with and without presence of stimulation) to above 80% in selective sensation on some subjects. The proposed BCI modality might well cooperate with existing BCI modalities in the literature in enlarging the widespread usage of BCI system. PMID:23762253

  19. Do Human-Figure Drawings of Children and Adolescents Mirror Their Cognitive Style and Self-Esteem?

    Science.gov (United States)

    Dey, Anindita; Ghosh, Paromita

    2016-01-01

    The investigation probed relationships among human-figure drawing, field-dependent-independent cognitive style and self-esteem of 10-15 year olds. It also attempted to predict human-figure drawing scores of participants based on their field-dependence-independence and self-esteem. Area, stratified and multi-stage random sampling were used to…

  20. Learning Style and Task Performance in Synchronous Computer-Mediated Communication: A Case Study of Iranian EFL Learners

    Science.gov (United States)

    Hedayati, Mohsen; Foomani, Elham Mohammadi

    2015-01-01

    The study reported here explores whether English as a foreign Language (EFL) learners' preferred ways of learning (i.e., learning styles) affect their task performance in computer-mediated communication (CMC). As Ellis (2010) points out, while the increasing use of different sorts of technology is witnessed in language learning contexts, it is…

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

    NARCIS (Netherlands)

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

    2008-01-01

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

  2. Ownership and Agency of an Independent Supernumerary Hand Induced by an Imitation Brain-Computer Interface.

    Science.gov (United States)

    Bashford, Luke; Mehring, Carsten

    2016-01-01

    To study body ownership and control, illusions that elicit these feelings in non-body objects are widely used. Classically introduced with the Rubber Hand Illusion, these illusions have been replicated more recently in virtual reality and by using brain-computer interfaces. Traditionally these illusions investigate the replacement of a body part by an artificial counterpart, however as brain-computer interface research develops it offers us the possibility to explore the case where non-body objects are controlled in addition to movements of our own limbs. Therefore we propose a new illusion designed to test the feeling of ownership and control of an independent supernumerary hand. Subjects are under the impression they control a virtual reality hand via a brain-computer interface, but in reality there is no causal connection between brain activity and virtual hand movement but correct movements are observed with 80% probability. These imitation brain-computer interface trials are interspersed with movements in both the subjects' real hands, which are in view throughout the experiment. We show that subjects develop strong feelings of ownership and control over the third hand, despite only receiving visual feedback with no causal link to the actual brain signals. Our illusion is crucially different from previously reported studies as we demonstrate independent ownership and control of the third hand without loss of ownership in the real hands.

  3. Brain-Computer Interface Spellers: A Review.

    Science.gov (United States)

    Rezeika, Aya; Benda, Mihaly; Stawicki, Piotr; Gembler, Felix; Saboor, Abdul; Volosyak, Ivan

    2018-03-30

    A Brain-Computer Interface (BCI) provides a novel non-muscular communication method via brain signals. A BCI-speller can be considered as one of the first published BCI applications and has opened the gate for many advances in the field. Although many BCI-spellers have been developed during the last few decades, to our knowledge, no reviews have described the different spellers proposed and studied in this vital field. The presented speller systems are categorized according to major BCI paradigms: P300, steady-state visual evoked potential (SSVEP), and motor imagery (MI). Different BCI paradigms require specific electroencephalogram (EEG) signal features and lead to the development of appropriate Graphical User Interfaces (GUIs). The purpose of this review is to consolidate the most successful BCI-spellers published since 2010, while mentioning some other older systems which were built explicitly for spelling purposes. We aim to assist researchers and concerned individuals in the field by illustrating the highlights of different spellers and presenting them in one review. It is almost impossible to carry out an objective comparison between different spellers, as each has its variables, parameters, and conditions. However, the gathered information and the provided taxonomy about different BCI-spellers can be helpful, as it could identify suitable systems for first-hand users, as well as opportunities of development and learning from previous studies for BCI researchers.

  4. Brain–Computer Interface Spellers: A Review

    Science.gov (United States)

    Gembler, Felix; Saboor, Abdul

    2018-01-01

    A Brain–Computer Interface (BCI) provides a novel non-muscular communication method via brain signals. A BCI-speller can be considered as one of the first published BCI applications and has opened the gate for many advances in the field. Although many BCI-spellers have been developed during the last few decades, to our knowledge, no reviews have described the different spellers proposed and studied in this vital field. The presented speller systems are categorized according to major BCI paradigms: P300, steady-state visual evoked potential (SSVEP), and motor imagery (MI). Different BCI paradigms require specific electroencephalogram (EEG) signal features and lead to the development of appropriate Graphical User Interfaces (GUIs). The purpose of this review is to consolidate the most successful BCI-spellers published since 2010, while mentioning some other older systems which were built explicitly for spelling purposes. We aim to assist researchers and concerned individuals in the field by illustrating the highlights of different spellers and presenting them in one review. It is almost impossible to carry out an objective comparison between different spellers, as each has its variables, parameters, and conditions. However, the gathered information and the provided taxonomy about different BCI-spellers can be helpful, as it could identify suitable systems for first-hand users, as well as opportunities of development and learning from previous studies for BCI researchers. PMID:29601538

  5. The computer-controlled GPIB-RS232 interface for data transmission

    International Nuclear Information System (INIS)

    Bai Xiaowei

    1993-01-01

    A kind of RS232-GPIB interface circuit is introduced, which provides communication between the serial system and the instrument with GPIB. Port P 1 of 8031 is used to select function mode as listener, talker or others. Under the control of a personal computer, the data communication is completed both in serial and the parallel modes

  6. Style over substance: What can parenting styles tell us about ownership styles and obesity in companion animals?

    Science.gov (United States)

    German, Alexander J

    2015-01-01

    Obesity is a major medical concern in human subjects, and most concerning is the rapid recent increase in childhood obesity. Children are more likely to be obese if their parents are obese, an effect that is mediated both by genetics and environment, most notably parental influence. Four major parenting styles have been recognised: authoritative; authoritarian; indulgent; uninvolved. Too much parental control, as with the authoritarian style, is associated with a higher weight status in children. Conversely, indulgent feeding styles can also have negative consequences and, where control is too lax, a poor relationship with food develops, which may also lead to weight gain. Obesity is also a growing concern in companion animals, and it has parallels with obesity in children. For instance, overweight people are more likely to own overweight dogs. Furthermore, the care that people provide for their pets mirrors that which parents provide for children, and pets are commonly viewed as child substitutes. These similarities raise obvious questions about whether different styles of pet ownership exist, and what part they may play in attitudes to feeding as well as predisposition to obesity in pets. Future work could focus on determining to what extent styles of pet ownership mirror parenting styles, whether there are links to obesity in dogs and cats. Knowledge regarding the owner-pet bond might provide comparative insights into the links between parenting styles and childhood obesity.

  7. Brain-computer interface after nervous system injury.

    Science.gov (United States)

    Burns, Alexis; Adeli, Hojjat; Buford, John A

    2014-12-01

    Brain-computer interface (BCI) has proven to be a useful tool for providing alternative communication and mobility to patients suffering from nervous system injury. BCI has been and will continue to be implemented into rehabilitation practices for more interactive and speedy neurological recovery. The most exciting BCI technology is evolving to provide therapeutic benefits by inducing cortical reorganization via neuronal plasticity. This article presents a state-of-the-art review of BCI technology used after nervous system injuries, specifically: amyotrophic lateral sclerosis, Parkinson's disease, spinal cord injury, stroke, and disorders of consciousness. Also presented is transcending, innovative research involving new treatment of neurological disorders. © The Author(s) 2014.

  8. Dancing Styles of Collective Cell Migration: Image-Based Computational Analysis of JRAB/MICAL-L2.

    Science.gov (United States)

    Sakane, Ayuko; Yoshizawa, Shin; Yokota, Hideo; Sasaki, Takuya

    2018-01-01

    Collective cell migration is observed during morphogenesis, angiogenesis, and wound healing, and this type of cell migration also contributes to efficient metastasis in some kinds of cancers. Because collectively migrating cells are much better organized than a random assemblage of individual cells, there seems to be a kind of order in migrating clusters. Extensive research has identified a large number of molecules involved in collective cell migration, and these factors have been analyzed using dramatic advances in imaging technology. To date, however, it remains unclear how myriad cells are integrated as a single unit. Recently, we observed unbalanced collective cell migrations that can be likened to either precision dancing or awa-odori , Japanese traditional dancing similar to the style at Rio Carnival, caused by the impairment of the conformational change of JRAB/MICAL-L2. This review begins with a brief history of image-based computational analyses on cell migration, explains why quantitative analysis of the stylization of collective cell behavior is difficult, and finally introduces our recent work on JRAB/MICAL-L2 as a successful example of the multidisciplinary approach combining cell biology, live imaging, and computational biology. In combination, these methods have enabled quantitative evaluations of the "dancing style" of collective cell migration.

  9. The effectiveness of a work style intervention and a lifestyle physical activity intervention on the recovery from neck and upper limb symptoms in computer workers

    NARCIS (Netherlands)

    Bernaards, C.M.; Ariëns, G.A.M.; Knol, D.L.; Hildebrandt, V.H.

    2007-01-01

    This study assessed the effectiveness of a single intervention targeting work style and a combined intervention targeting work style and physical activity on the recovery from neck and upper limb symptoms. Computer workers with frequent or long-term neck and upper limb symptoms were randomised into

  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. Human factors engineering review for CRT screen design

    International Nuclear Information System (INIS)

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

    1999-01-01

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

  12. Leadership = Communication? The Relations of Leaders' Communication Styles with Leadership Styles, Knowledge Sharing and Leadership Outcomes.

    Science.gov (United States)

    de Vries, Reinout E; Bakker-Pieper, Angelique; Oostenveld, Wyneke

    2010-09-01

    PURPOSE: The purpose of this study was to investigate the relations between leaders' communication styles and charismatic leadership, human-oriented leadership (leader's consideration), task-oriented leadership (leader's initiating structure), and leadership outcomes. METHODOLOGY: A survey was conducted among 279 employees of a governmental organization. The following six main communication styles were operationalized: verbal aggressiveness, expressiveness, preciseness, assuredness, supportiveness, and argumentativeness. Regression analyses were employed to test three main hypotheses. FINDINGS: In line with expectations, the study showed that charismatic and human-oriented leadership are mainly communicative, while task-oriented leadership is significantly less communicative. The communication styles were strongly and differentially related to knowledge sharing behaviors, perceived leader performance, satisfaction with the leader, and subordinate's team commitment. Multiple regression analyses showed that the leadership styles mediated the relations between the communication styles and leadership outcomes. However, leader's preciseness explained variance in perceived leader performance and satisfaction with the leader above and beyond the leadership style variables. IMPLICATIONS: This study offers potentially invaluable input for leadership training programs by showing the importance of leader's supportiveness, assuredness, and preciseness when communicating with subordinates. ORIGINALITY/VALUE: Although one of the core elements of leadership is interpersonal communication, this study is one of the first to use a comprehensive communication styles instrument in the study of leadership.

  13. Myndplay: Measuring Attention Regulation with Single Dry Electrode Brain Computer Interface

    NARCIS (Netherlands)

    van der Wal, C.N.; Irrmischer, M.; Guo, Y.; Friston, K.; Faisal, A.; Hill, S.; Peng, H.

    2015-01-01

    Future applications for the detection of attention can be helped by the development and validation of single electrode brain computer interfaces that are small and user-friendly. The two objectives of this study were: to (1) understand the correlates of attention regulation as detected with the

  14. 뇌-컴퓨터 쿸터페쿴스 (Brain-Computer Interfaces) 기술엿 대한 국내·외 연구개발 뿙향 조사 (Research and Development in Brain-Computer Interfacing Technology: A Comprehensive Technical Review). Final Report.

    NARCIS (Netherlands)

    Nam, Chang Soo; Kim, Sung-Phil; Krusienkki, Dean; Nijholt, Antinus

    2015-01-01

    This report commisioned by the Korean American Scientists and Engineers Association (KSEA) and written with the support of the Korea Federation of Science and Technology Societies (KOFST) surveys research and development trends in the area of brain-computer interface (Brain-Computer Interfaces, BCI)

  15. DARPA-funded efforts in the development of novel brain-computer interface technologies.

    Science.gov (United States)

    Miranda, Robbin A; Casebeer, William D; Hein, Amy M; Judy, Jack W; Krotkov, Eric P; Laabs, Tracy L; Manzo, Justin E; Pankratz, Kent G; Pratt, Gill A; Sanchez, Justin C; Weber, Douglas J; Wheeler, Tracey L; Ling, Geoffrey S F

    2015-04-15

    The Defense Advanced Research Projects Agency (DARPA) has funded innovative scientific research and technology developments in the field of brain-computer interfaces (BCI) since the 1970s. This review highlights some of DARPA's major advances in the field of BCI, particularly those made in recent years. Two broad categories of DARPA programs are presented with respect to the ultimate goals of supporting the nation's warfighters: (1) BCI efforts aimed at restoring neural and/or behavioral function, and (2) BCI efforts aimed at improving human training and performance. The programs discussed are synergistic and complementary to one another, and, moreover, promote interdisciplinary collaborations among researchers, engineers, and clinicians. Finally, this review includes a summary of some of the remaining challenges for the field of BCI, as well as the goals of new DARPA efforts in this domain. Copyright © 2014 The Authors. Published by Elsevier B.V. All rights reserved.

  16. A haptic interface for virtual simulation of endoscopic surgery.

    Science.gov (United States)

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  17. Interface design of VSOP'94 computer code for safety analysis

    International Nuclear Information System (INIS)

    Natsir, Khairina; Andiwijayakusuma, D.; Wahanani, Nursinta Adi; Yazid, Putranto Ilham

    2014-01-01

    Today, most software applications, also in the nuclear field, come with a graphical user interface. VSOP'94 (Very Superior Old Program), was designed to simplify the process of performing reactor simulation. VSOP is a integrated code system to simulate the life history of a nuclear reactor that is devoted in education and research. One advantage of VSOP program is its ability to calculate the neutron spectrum estimation, fuel cycle, 2-D diffusion, resonance integral, estimation of reactors fuel costs, and integrated thermal hydraulics. VSOP also can be used to comparative studies and simulation of reactor safety. However, existing VSOP is a conventional program, which was developed using Fortran 65 and have several problems in using it, for example, it is only operated on Dec Alpha mainframe platforms and provide text-based output, difficult to use, especially in data preparation and interpretation of results. We develop a GUI-VSOP, which is an interface program to facilitate the preparation of data, run the VSOP code and read the results in a more user friendly way and useable on the Personal 'Computer (PC). Modifications include the development of interfaces on preprocessing, processing and postprocessing. GUI-based interface for preprocessing aims to provide a convenience way in preparing data. Processing interface is intended to provide convenience in configuring input files and libraries and do compiling VSOP code. Postprocessing interface designed to visualized the VSOP output in table and graphic forms. GUI-VSOP expected to be useful to simplify and speed up the process and analysis of safety aspects

  18. Interface design of VSOP'94 computer code for safety analysis

    Science.gov (United States)

    Natsir, Khairina; Yazid, Putranto Ilham; Andiwijayakusuma, D.; Wahanani, Nursinta Adi

    2014-09-01

    Today, most software applications, also in the nuclear field, come with a graphical user interface. VSOP'94 (Very Superior Old Program), was designed to simplify the process of performing reactor simulation. VSOP is a integrated code system to simulate the life history of a nuclear reactor that is devoted in education and research. One advantage of VSOP program is its ability to calculate the neutron spectrum estimation, fuel cycle, 2-D diffusion, resonance integral, estimation of reactors fuel costs, and integrated thermal hydraulics. VSOP also can be used to comparative studies and simulation of reactor safety. However, existing VSOP is a conventional program, which was developed using Fortran 65 and have several problems in using it, for example, it is only operated on Dec Alpha mainframe platforms and provide text-based output, difficult to use, especially in data preparation and interpretation of results. We develop a GUI-VSOP, which is an interface program to facilitate the preparation of data, run the VSOP code and read the results in a more user friendly way and useable on the Personal 'Computer (PC). Modifications include the development of interfaces on preprocessing, processing and postprocessing. GUI-based interface for preprocessing aims to provide a convenience way in preparing data. Processing interface is intended to provide convenience in configuring input files and libraries and do compiling VSOP code. Postprocessing interface designed to visualized the VSOP output in table and graphic forms. GUI-VSOP expected to be useful to simplify and speed up the process and analysis of safety aspects.

  19. Determining the user profile for an adaptable training platform

    CSIR Research Space (South Africa)

    Helbig, M

    2010-10-01

    Full Text Available learning, from learning styles to physical abilities; and the proliferation of human-computer interface modalities - proves difficult for a system to fully determine when modelling diverse user profiles. Therefore most research has only focussed on the user...

  20. The Effect of Animation in Multimedia Computer-Based Learning and Learning Style to the Learning Results

    Directory of Open Access Journals (Sweden)

    Muhammad RUSLI

    2017-10-01

    Full Text Available The effectiveness of a learning depends on four main elements, they are content, desired learning outcome, instructional method and the delivery media. The integration of those four elements can be manifested into a learning modul which is called multimedia learning or learning by using multimedia. In learning context by using computer-based multimedia, there are two main things that need to be noticed so that the learning process can run effectively: how the content is presented, and what the learner’s chosen way in accepting and processing the information into a meaningful knowledge. First it is related with the way to visualize the content and how people learn. The second one is related with the learning style of the learner. This research aims to investigate the effect of the type of visualization—static vs animated—on a multimedia computer-based learning, and learning styles—visual vs verbal, towards the students’ capability in applying the concepts, procedures, principles of Java programming. Visualization type act as independent variables, and learning styles of the students act as a moderator variable. Moreover, the instructional strategies followed the Component Display Theory of Merril, and the format of presentation of multimedia followed the Seven Principles of Multimedia Learning of Mayer and Moreno. Learning with the multimedia computer-based learning has been done in the classroom. The subject of this research was the student of STMIK-STIKOM Bali in odd semester 2016-2017 which followed the course of Java programming. The Design experiments used multivariate analysis of variance, MANOVA 2 x 2, with a large sample of 138 students in 4 classes. Based on the results of the analysis, it can be concluded that the animation in multimedia interactive learning gave a positive effect in improving students’ learning outcomes, particularly in the applying the concepts, procedures, and principles of Java programming. The

  1. Perspective of next generation training system from the viewpoints of human interfaces. Human interface kara mita kyoiku kunren system no genjo to kongo no tenbo

    Energy Technology Data Exchange (ETDEWEB)

    Nishida, S [Mitsubishi Electric Corp., Tokyo (Japan)

    1992-12-10

    This paper describes an education and training system placing its emphasis on human interfaces. The paper indicates that the currently used education and training systems lack training functions to cultivate knowledge-based judgment abilities that can find adequate solutions to events that have not been experienced previously; such judgments require deep understanding on the objects; and this training requires a system to aid the comprehension based on knowledges in the realm of recognition science for the 'human understanding'. Next, a pedagogical interface is proposed for aiding the comprehension. The paper enumerates functions indispensable for the comprehension including setting the 'loop for representation and examination', aiding the representation to examination loop, aiding roles by others, and realizing interactions through a hypothetical world. Also enumerated as fundamental techniques to structure such interface are information structuring techniques, groupware techniques, and virtual reality techniques. 19 refs., 10 figs.

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

    Directory of Open Access Journals (Sweden)

    Li Deng

    2016-01-01

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

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

    Science.gov (United States)

    Deng, Li; Wang, Guohua; Yu, Suihuai

    2016-01-01

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

  4. A Wearable Channel Selection-Based Brain-Computer Interface for Motor Imagery Detection.

    Science.gov (United States)

    Lo, Chi-Chun; Chien, Tsung-Yi; Chen, Yu-Chun; Tsai, Shang-Ho; Fang, Wai-Chi; Lin, Bor-Shyh

    2016-02-06

    Motor imagery-based brain-computer interface (BCI) is a communication interface between an external machine and the brain. Many kinds of spatial filters are used in BCIs to enhance the electroencephalography (EEG) features related to motor imagery. The approach of channel selection, developed to reserve meaningful EEG channels, is also an important technique for the development of BCIs. However, current BCI systems require a conventional EEG machine and EEG electrodes with conductive gel to acquire multi-channel EEG signals and then transmit these EEG signals to the back-end computer to perform the approach of channel selection. This reduces the convenience of use in daily life and increases the limitations of BCI applications. In order to improve the above issues, a novel wearable channel selection-based brain-computer interface is proposed. Here, retractable comb-shaped active dry electrodes are designed to measure the EEG signals on a hairy site, without conductive gel. By the design of analog CAR spatial filters and the firmware of EEG acquisition module, the function of spatial filters could be performed without any calculation, and channel selection could be performed in the front-end device to improve the practicability of detecting motor imagery in the wearable EEG device directly or in commercial mobile phones or tablets, which may have relatively low system specifications. Finally, the performance of the proposed BCI is investigated, and the experimental results show that the proposed system is a good wearable BCI system prototype.

  5. sBCI-Headset—Wearable and Modular Device for Hybrid Brain-Computer Interface

    Directory of Open Access Journals (Sweden)

    Tatsiana Malechka

    2015-02-01

    Full Text Available Severely disabled people, like completely paralyzed persons either with tetraplegia or similar disabilities who cannot use their arms and hands, are often considered as a user group of Brain Computer Interfaces (BCI. In order to achieve high acceptance of the BCI by this user group and their supporters, the BCI system has to be integrated into their support infrastructure. Critical disadvantages of a BCI are the time consuming preparation of the user for the electroencephalography (EEG measurements and the low information transfer rate of EEG based BCI. These disadvantages become apparent if a BCI is used to control complex devices. In this paper, a hybrid BCI is described that enables research for a Human Machine Interface (HMI that is optimally adapted to requirements of the user and the tasks to be carried out. The solution is based on the integration of a Steady-state visual evoked potential (SSVEP-BCI, an Event-related (de-synchronization (ERD/ERS-BCI, an eye tracker, an environmental observation camera, and a new EEG head cap for wearing comfort and easy preparation. The design of the new fast multimodal BCI (called sBCI system is described and first test results, obtained in experiments with six healthy subjects, are presented. The sBCI concept may also become useful for healthy people in cases where a “hands-free” handling of devices is necessary.

  6. Electrophysiological Brain Activity during the Control of a Motor Imagery-Based Brain–Computer Interface

    Czech Academy of Sciences Publication Activity Database

    Frolov, A. A.; Aziatskaya, G.A.; Bobrov, P.D.; Luykmanov, R. Kh.; Fedotova, I.R.; Húsek, Dušan; Snášel, V.

    2017-01-01

    Roč. 43, č. 5 (2017), s. 501-511 ISSN 0362-1197 Institutional support: RVO:67985807 Keywords : brain–computer interface * neurointerface * EEG * motor imagery * EEG rhythm synchronization and desynchronization * independent component analysis * EEG inverse problem * neurorehabilitation Subject RIV: IN - Informatics, Computer Science OBOR OECD: Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)

  7. Some Human Factors Considerations for Designing Mixed Reality Interfaces

    National Research Council Canada - National Science Library

    Milgram, Paul

    2006-01-01

    ...), as well as the case of Augmented Virtuality (AV). In designing human-machine interfaces for mixed reality applications, a number of considerations are discussed which may potentially impact the effectiveness of the design...

  8. Detecting Mental States by Machine Learning Techniques: The Berlin Brain-Computer Interface

    Science.gov (United States)

    Blankertz, Benjamin; Tangermann, Michael; Vidaurre, Carmen; Dickhaus, Thorsten; Sannelli, Claudia; Popescu, Florin; Fazli, Siamac; Danóczy, Márton; Curio, Gabriel; Müller, Klaus-Robert

    The Berlin Brain-Computer Interface Brain-Computer Interface (BBCI) uses a machine learning approach to extract user-specific patterns from high-dimensional EEG-features optimized for revealing the user's mental state. Classical BCI applications are brain actuated tools for patients such as prostheses (see Section 4.1) or mental text entry systems ([1] and see [2-5] for an overview on BCI). In these applications, the BBCI uses natural motor skills of the users and specifically tailored pattern recognition algorithms for detecting the user's intent. But beyond rehabilitation, there is a wide range of possible applications in which BCI technology is used to monitor other mental states, often even covert ones (see also [6] in the fMRI realm). While this field is still largely unexplored, two examples from our studies are exemplified in Sections 4.3 and 4.4.

  9. Guidance for Human-system Interfaces to Automatic Systems

    Energy Technology Data Exchange (ETDEWEB)

    O' Hara, J.M.; Higgins, J.; Stephen Fleger; Valerie Barnes

    2010-09-27

    Automation is ubiquitous in modern complex systems, and commercial nuclear- power plants are no exception. Automation is applied to a wide range of functions, including monitoring and detection, situation assessment, response planning, and response implementation. Automation has become a 'team player' supporting personnel in nearly all aspects of system operation. In light of its increasing use and importance in new- and future-plants, guidance is needed to conduct safety reviews of the operator's interface with automation. The objective of this research was to develop such guidance. We first characterized the important HFE aspects of automation, including six dimensions: Levels, functions, processes, modes, flexibility, and reliability. Next, we reviewed literature on the effects of all of these aspects of automation on human performance, and on the design of human-system interfaces (HSIs). Then, we used this technical basis established from the literature to identify general principles for human-automation interaction and to develop review guidelines. The guidelines consist of the following seven topics: Automation displays, interaction and control, automation modes, automation levels, adaptive automation, error tolerance and failure management, and HSI integration.

  10. Using Ontology to Drive an Adaptive Learning Interface

    Directory of Open Access Journals (Sweden)

    Andrew Crapo

    2004-10-01

    Full Text Available Intelligent, adaptive interfaces are a pre-requisite to elevating computer-based applications to the realm of collaborative decision support in complex, relatively open-ended domains such as logistics and planning. This is because the composition and effective presentation of even the most useful information must be tailored to constantly changing circumstances. Our objective is to not only achieve an adaptive human-machine interface, but to imbue the software with a significant portion of the responsibility for effectively controlling the adaptation, freeing the user from unnecessary distraction and making the human-machine relationship more collaborative in nature. The foundational concepts of interface adaptation are discussed and a specific logistics application is described as an example.

  11. Real-time stylistic prediction for whole-body human motions.

    Science.gov (United States)

    Matsubara, Takamitsu; Hyon, Sang-Ho; Morimoto, Jun

    2012-01-01

    The ability to predict human motion is crucial in several contexts such as human tracking by computer vision and the synthesis of human-like computer graphics. Previous work has focused on off-line processes with well-segmented data; however, many applications such as robotics require real-time control with efficient computation. In this paper, we propose a novel approach called real-time stylistic prediction for whole-body human motions to satisfy these requirements. This approach uses a novel generative model to represent a whole-body human motion including rhythmic motion (e.g., walking) and discrete motion (e.g., jumping). The generative model is composed of a low-dimensional state (phase) dynamics and a two-factor observation model, allowing it to capture the diversity of motion styles in humans. A real-time adaptation algorithm was derived to estimate both state variables and style parameter of the model from non-stationary unlabeled sequential observations. Moreover, with a simple modification, the algorithm allows real-time adaptation even from incomplete (partial) observations. Based on the estimated state and style, a future motion sequence can be accurately predicted. In our implementation, it takes less than 15 ms for both adaptation and prediction at each observation. Our real-time stylistic prediction was evaluated for human walking, running, and jumping behaviors. Copyright © 2011 Elsevier Ltd. All rights reserved.

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

    Science.gov (United States)

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

    2017-05-01

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

  13. 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.

  14. Training to use a commercial brain-computer interface as access technology: a case study.

    Science.gov (United States)

    Taherian, Sarvnaz; Selitskiy, Dmitry; Pau, James; Davies, T Claire; Owens, R Glynn

    2016-01-01

    This case study describes how an individual with spastic quadriplegic cerebral palsy was trained over a period of four weeks to use a commercial electroencephalography (EEG)-based brain-computer interface (BCI). The participant spent three sessions exploring the system, and seven sessions playing a game focused on EEG feedback training of left and right arm motor imagery and a customised, training game paradigm was employed. The participant showed improvement in the production of two distinct EEG patterns. The participant's performance was influenced by motivation, fatigue and concentration. Six weeks post-training the participant could still control the BCI and used this to type a sentence using an augmentative and alternative communication application on a wirelessly linked device. The results from this case study highlight the importance of creating a dynamic, relevant and engaging training environment for BCIs. Implications for Rehabilitation Customising a training paradigm to suit the users' interests can influence adherence to assistive technology training. Mood, fatigue, physical illness and motivation influence the usability of a brain-computer interface. Commercial brain-computer interfaces, which require little set up time, may be used as access technology for individuals with severe disabilities.

  15. Ethical aspects of brain computer interfaces: a scoping review

    OpenAIRE

    Burwell, Sasha; Sample, Matthew; Racine, Eric

    2017-01-01

    Background Brain-Computer Interface (BCI) is a set of technologies that are of increasing interest to researchers. BCI has been proposed as assistive technology for individuals who are non-communicative or paralyzed, such as those with amyotrophic lateral sclerosis or spinal cord injury. The technology has also been suggested for enhancement and entertainment uses, and there are companies currently marketing BCI devices for those purposes (e.g., gaming) as well as health-related purposes (e.g...

  16. Computer simulation study of the nematic-vapour interface in the Gay-Berne model

    Science.gov (United States)

    Rull, Luis F.; Romero-Enrique, José Manuel

    2017-06-01

    We present computer simulations of the vapour-nematic interface of the Gay-Berne model. We considered situations which correspond to either prolate or oblate molecules. We determine the anchoring of the nematic phase and correlate it with the intermolecular potential parameters. On the other hand, we evaluate the surface tension associated to this interface. We find a corresponding states law for the surface tension dependence on the temperature, valid for both prolate and oblate molecules.

  17. Coping with human errors through system design: Implications for ecological interface design

    DEFF Research Database (Denmark)

    Rasmussen, Jens; Vicente, Kim J.

    1989-01-01

    Research during recent years has revealed that human errors are not stochastic events which can be removed through improved training programs or optimal interface design. Rather, errors tend to reflect either systematic interference between various models, rules, and schemata, or the effects...... of the adaptive mechanisms involved in learning. In terms of design implications, these findings suggest that reliable human-system interaction will be achieved by designing interfaces which tend to minimize the potential for control interference and support recovery from errors. In other words, the focus should...... be on control of the effects of errors rather than on the elimination of errors per se. In this paper, we propose a theoretical framework for interface design that attempts to satisfy these objectives. The goal of our framework, called ecological interface design, is to develop a meaningful representation...

  18. Evaluation of LDA Ensembles Classifiers for Brain Computer Interface

    International Nuclear Information System (INIS)

    Arjona, Cristian; Pentácolo, José; Gareis, Iván; Atum, Yanina; Gentiletti, Gerardo; Acevedo, Rubén; Rufiner, Leonardo

    2011-01-01

    The Brain Computer Interface (BCI) translates brain activity into computer commands. To increase the performance of the BCI, to decode the user intentions it is necessary to get better the feature extraction and classification techniques. In this article the performance of a three linear discriminant analysis (LDA) classifiers ensemble is studied. The system based on ensemble can theoretically achieved better classification results than the individual counterpart, regarding individual classifier generation algorithm and the procedures for combine their outputs. Classic algorithms based on ensembles such as bagging and boosting are discussed here. For the application on BCI, it was concluded that the generated results using ER and AUC as performance index do not give enough information to establish which configuration is better.

  19. Designing a hands-on brain computer interface laboratory course.

    Science.gov (United States)

    Khalighinejad, Bahar; Long, Laura Kathleen; Mesgarani, Nima

    2016-08-01

    Devices and systems that interact with the brain have become a growing field of research and development in recent years. Engineering students are well positioned to contribute to both hardware development and signal analysis techniques in this field. However, this area has been left out of most engineering curricula. We developed an electroencephalography (EEG) based brain computer interface (BCI) laboratory course to educate students through hands-on experiments. The course is offered jointly by the Biomedical Engineering, Electrical Engineering, and Computer Science Departments of Columbia University in the City of New York and is open to senior undergraduate and graduate students. The course provides an effective introduction to the experimental design, neuroscience concepts, data analysis techniques, and technical skills required in the field of BCI.

  20. Brain-computer interface analysis of a dynamic visuo-motor task.

    Science.gov (United States)

    Logar, Vito; Belič, Aleš

    2011-01-01

    The area of brain-computer interfaces (BCIs) represents one of the more interesting fields in neurophysiological research, since it investigates the development of the machines that perform different transformations of the brain's "thoughts" to certain pre-defined actions. Experimental studies have reported some successful implementations of BCIs; however, much of the field still remains unexplored. According to some recent reports the phase coding of informational content is an important mechanism in the brain's function and cognition, and has the potential to explain various mechanisms of the brain's data transfer, but it has yet to be scrutinized in the context of brain-computer interface. Therefore, if the mechanism of phase coding is plausible, one should be able to extract the phase-coded content, carried by brain signals, using appropriate signal-processing methods. In our previous studies we have shown that by using a phase-demodulation-based signal-processing approach it is possible to decode some relevant information on the current motor action in the brain from electroencephalographic (EEG) data. In this paper the authors would like to present a continuation of their previous work on the brain-information-decoding analysis of visuo-motor (VM) tasks. The present study shows that EEG data measured during more complex, dynamic visuo-motor (dVM) tasks carries enough information about the currently performed motor action to be successfully extracted by using the appropriate signal-processing and identification methods. The aim of this paper is therefore to present a mathematical model, which by means of the EEG measurements as its inputs predicts the course of the wrist movements as applied by each subject during the task in simulated or real time (BCI analysis). However, several modifications to the existing methodology are needed to achieve optimal decoding results and a real-time, data-processing ability. The information extracted from the EEG could

  1. Introduction to human factors

    International Nuclear Information System (INIS)

    Winters, J.M.

    1988-03-01

    Some background is given on the field of human factors. The nature of problems with current human/computer interfaces is discussed, some costs are identified, ideal attributes of graceful system interfaces are outlined, and some reasons are indicated why it's not easy to fix the problems

  2. Process modeling style

    CERN Document Server

    Long, John

    2014-01-01

    Process Modeling Style focuses on other aspects of process modeling beyond notation that are very important to practitioners. Many people who model processes focus on the specific notation used to create their drawings. While that is important, there are many other aspects to modeling, such as naming, creating identifiers, descriptions, interfaces, patterns, and creating useful process documentation. Experience author John Long focuses on those non-notational aspects of modeling, which practitioners will find invaluable. Gives solid advice for creating roles, work produ

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

    OpenAIRE

    Toumi, Tarek; Zidani, Abdelmadjid

    2014-01-01

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

  4. A Model-Driven Approach to Graphical User Interface Runtime Adaptation

    OpenAIRE

    Criado, Javier; Vicente Chicote, Cristina; Iribarne, Luis; Padilla, Nicolás

    2010-01-01

    Graphical user interfaces play a key role in human-computer interaction, as they link the system with its end-users, allowing information exchange and improving communication. Nowadays, users increasingly demand applications with adaptive interfaces that dynamically evolve in response to their specific needs. Thus, providing graphical user interfaces with runtime adaptation capabilities is becoming more and more an important issue. To address this problem, this paper proposes a componen...

  5. A simple interface to computational fluid dynamics programs for building environment simulations

    Energy Technology Data Exchange (ETDEWEB)

    Broderick, III, C R; Chen, Q [Massachusetts Institute of Technology, Cambridge, MA (United States)

    2000-07-01

    It is becoming a popular practice for architects and HVAC engineers to simulate airflow in and around buildings by computational fluid dynamics (CFD) methods in order to predict indoor and outdoor environment. However, many CFD programs are crippled by a historically poor and inefficient user interface system, particularly for users with little training in numerical simulation. This investigation endeavors to create a simplified CFD interface (SCI) that allows architects and buildings engineers to use CFD without excessive training. The SCI can be easily integrated into new CFD programs. (author)

  6. Modulation of Posterior Alpha Activity by Spatial Attention Allows for Controlling A Continuous Brain-Computer Interface.

    Science.gov (United States)

    Horschig, Jörn M; Oosterheert, Wouter; Oostenveld, Robert; Jensen, Ole

    2015-11-01

    Here we report that the modulation of alpha activity by covert attention can be used as a control signal in an online brain-computer interface, that it is reliable, and that it is robust. Subjects were instructed to orient covert visual attention to the left or right hemifield. We decoded the direction of attention from the magnetoencephalogram by a template matching classifier and provided the classification outcome to the subject in real-time using a novel graphical user interface. Training data for the templates were obtained from a Posner-cueing task conducted just before the BCI task. Eleven subjects participated in four sessions each. Eight of the subjects achieved classification rates significantly above chance level. Subjects were able to significantly increase their performance from the first to the second session. Individual patterns of posterior alpha power remained stable throughout the four sessions and did not change with increased performance. We conclude that posterior alpha power can successfully be used as a control signal in brain-computer interfaces. We also discuss several ideas for further improving the setup and propose future research based on solid hypotheses about behavioral consequences of modulating neuronal oscillations by brain computer interfacing.

  7. Human-Machine interface for off normal and emergency situations in nuclear power plants

    Energy Technology Data Exchange (ETDEWEB)

    Kwon, Kee Choon [Korea Atomic Energy Research Institute, Taejeon (Korea)

    2000-01-01

    Many nuclear power plants (NPPs) have reported that a high percentage of all major failures in the plants are caused by human errors. Therefore, there has been much focus on elimination of human errors, enhancement of human performance, and general improvement of human machine interface (HMI). Both the utility management and the regulators are demanding improvement in this area. The International Atomic Energy Agency (IAEA) Specialists' Meeting on 'Human-Machine Interface for Off Normal and Emergency Situations in Nuclear Power Plants' was co-organized by the Korea Atomic Energy Research Institute (KAERI) and the Korea Power Engineering Company, INC (KOPEC), and took place in Taejeon, Republic of Korea, 1999 October 26-28. Fifty eight participants, representing nine member countries reviewed recent developments and discussed directions for future efforts in the Human-Machine Interface for Off Normal and Emergency Situations in NPPs. Twenty papers were presented, covering a wide spectrum of technical and scientific subjects including recent experience and benefits from Operational Experience with HMI, Development of HMI System, Licensing Issues for HMI and Future Development and Trends. (Author)

  8. Human-Machine interface for off normal and emergency situations in nuclear power plants

    Energy Technology Data Exchange (ETDEWEB)

    Kwon, Kee Choon [Korea Atomic Energy Research Institute, Taejeon (Korea)

    2000-01-01

    Many nuclear power plants (NPPs) have reported that a high percentage of all major failures in the plants are caused by human errors. Therefore, there has been much focus on elimination of human errors, enhancement of human performance, and general improvement of human machine interface (HMI). Both the utility management and the regulators are demanding improvement in this area. The International Atomic Energy Agency (IAEA) Specialists' Meeting on 'Human-Machine Interface for Off Normal and Emergency Situations in Nuclear Power Plants' was co-organized by the Korea Atomic Energy Research Institute (KAERI) and the Korea Power Engineering Company, INC (KOPEC), and took place in Taejeon, Republic of Korea, 1999 October 26-28. Fifty eight participants, representing nine member countries reviewed recent developments and discussed directions for future efforts in the Human-Machine Interface for Off Normal and Emergency Situations in NPPs. Twenty papers were presented, covering a wide spectrum of technical and scientific subjects including recent experience and benefits from Operational Experience with HMI, Development of HMI System, Licensing Issues for HMI and Future Development and Trends. (Author)

  9. Proposal of adaptive human interface and study of interface evaluation method for plant operators

    International Nuclear Information System (INIS)

    Ujita, Hiroshi; Kubota, Ryuji.

    1994-01-01

    In this report, a new concept of human interface adaptive to plant operators' mental model, cognitive process and psychological state which change with time is proposed. It is composed of a function to determine information which should be indicated to operators based on the plant situation, a function to estimate operators' internal conditions, and a function to arrange the information amount, position, timing, form etc. based on their conditions. The method to evaluate the fitness of the interface by using the analysis results based on cognitive science, ergonomics, psychology and physiology is developed to achieve such an interface. Fundamental physiological experiments have been performed. Stress and workload can be identified by the ratio of the power average of the α wave fraction of a brain wave and be distinguished by the ratio of the standard deviation of the R-R interval in test and at rest, in the case of low stress such as mouse operation, calculation and walking. (author)

  10. Proposal of adaptive human interface and study of interface evaluation method for plant operators

    Energy Technology Data Exchange (ETDEWEB)

    Ujita, Hiroshi [Hitachi Ltd., Ibaraki (Japan). Energy Research Lab.; Kubota, Ryuji

    1994-07-01

    In this report, a new concept of human interface adaptive to plant operators' mental model, cognitive process and psychological state which change with time is proposed. It is composed of a function to determine information which should be indicated to operators based on the plant situation, a function to estimate operators' internal conditions, and a function to arrange the information amount, position, timing, form etc. based on their conditions. The method to evaluate the fitness of the interface by using the analysis results based on cognitive science, ergonomics, psychology and physiology is developed to achieve such an interface. Fundamental physiological experiments have been performed. Stress and workload can be identified by the ratio of the power average of the [alpha] wave fraction of a brain wave and be distinguished by the ratio of the standard deviation of the R-R interval in test and at rest, in the case of low stress such as mouse operation, calculation and walking. (author).

  11. Evolution of the Brain Computing Interface (BCI and Proposed Electroencephalography (EEG Signals Based Authentication Model

    Directory of Open Access Journals (Sweden)

    Ramzan Qaseem

    2018-01-01

    Full Text Available With current advancements in the field of Brain Computer interface it is required to study how it will affect the other technologies currently in use. In this paper, the authors motivate the need of Brain Computing Interface in the era of IoT (Internet of Things, and analyze how BCI in the presence of IoT could have serious privacy breach if not protected by new kind of more secure protocols. Security breach and hacking has been around for a long time but now we are sensitive towards data as our lives depend on it. When everything is interconnected through IoT and considering that we control all interconnected things by means of our brain using BCI (Brain Computer Interface, the meaning of security breach becomes much more sensitive than in the past. This paper describes the old security methods being used for authentication and how they can be compromised. Considering the sensitivity of data in the era of IoT, a new form of authentication is required, which should incorporate BCI rather than usual authentication techniques.

  12. Some aspects of digital I and C and digital human-system interface upgrades in nuclear power plants

    International Nuclear Information System (INIS)

    Mandic, D.

    2005-01-01

    Digital I and C technology introduces some new terms and new processes like software life cycle, process computer configuration control, digital human-system interface (HSI), software V and V (Verification and Validation), software common mode failure potential, software documentation, etc. Based on the experience from NEK, and other NPPs and published reports from other organizations, this paper sheds light on challenging tasks related to some aspects of the digital I and C upgrades and especially the NPP MCR/MCB HSI (Nuclear Power Plant Main Control Room / Main Control Board Human-System Interface) upgrade. The Ref. [1], EPRI Report TR-1008122 was used as a guidance to analyze original NEK MCR/MCB HSI design (1970s), to describe migration from the original MCR/MCB HSI design to the 2005 AS-BUILT status and to propose the authors vision for the key planning aspects for I and C upgrades and MCR modernization. This paper submits the justified proposal for the endpoint vision and the migration path applicable to NEK MCR/MCB HSI modernization, as well as some of the possible risks and lessons learned. (author)

  13. Eye gaze in intelligent user interfaces gaze-based analyses, models and applications

    CERN Document Server

    Nakano, Yukiko I; Bader, Thomas

    2013-01-01

    Remarkable progress in eye-tracking technologies opened the way to design novel attention-based intelligent user interfaces, and highlighted the importance of better understanding of eye-gaze in human-computer interaction and human-human communication. For instance, a user's focus of attention is useful in interpreting the user's intentions, their understanding of the conversation, and their attitude towards the conversation. In human face-to-face communication, eye gaze plays an important role in floor management, grounding, and engagement in conversation.Eye Gaze in Intelligent User Interfac

  14. Hacking the brain: Brain-computer interfacing technology and the ethics of neurosecurity

    NARCIS (Netherlands)

    Ienca, M.; Haselager, W.F.G.

    2016-01-01

    Brain-computer interfacing technologies are used as assistive technologies for patients as well as healthy subjects to control devices solely by brain activity. Yet the risks associated with the misuse of these technologies remain largely unexplored. Recent findings have shown that BCIs are

  15. When computers were human

    CERN Document Server

    Grier, David Alan

    2013-01-01

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

  16. Safety Metrics for Human-Computer Controlled Systems

    Science.gov (United States)

    Leveson, Nancy G; Hatanaka, Iwao

    2000-01-01

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

  17. Design Concept of Human Interface System for Risk Monitoring for Proactive Trouble Prevention

    DEFF Research Database (Denmark)

    Hidekazu, Yoshikawa; Ming, Yang; Zhijian, Zhang

    2011-01-01

    interface systems to support the collaboration work between workers at local workplace and the main control room. In this paper, the general issues are reviewed on how to configure the whole human interface system for helping proactive trouble prevention and risk evaluation on the basis of the presented......) with the risk monitor to watch Defense-in Depth plant safety functions. The proposed concept is applied for a liquid metal fast reactor Monju and necessary R&D subjects are reviewed to realize human interface system for the maintenance work in Monju plant. Because of using high temperature liquid sodium...... as reactor coolant in Monju plant, the maintenance for Monju should utilize more automated equipments of remote control and robotics than that of light water reactor. It is necessary to design optimum task allocation between human and automated machine as the requisites for good communication design of human...

  18. A COMPUTER ANALYSIS OF FICTIONAL PROSE STYLE.

    Science.gov (United States)

    KROEBER, KARL

    FUNDAMENTAL CHARACTERISTICS OF FICTIONAL PROSE STYLE WERE STUDIED THROUGH SYSTEMATIC AND OBJECTIVE ANALYSES OF NOVELISTIC SYNTAX AND VOCABULARY. SAMPLE PASSAGES FROM THE MAJOR NOVELS OF JANE AUSTEN, THE BRONTE SISTERS, AND GEORGE ELIOT AS WELL AS NOVELS BY 13 OTHER AUTHORS WERE ANALYZED. INFORMATION ON PASSAGE SENTENCES, CLAUSES, AND WORDS WAS…

  19. A brain-computer interface to support functional recovery.

    Science.gov (United States)

    Kjaer, Troels W; Sørensen, Helge B

    2013-01-01

    Brain-computer interfaces (BCI) register changes in brain activity and utilize this to control computers. The most widely used method is based on registration of electrical signals from the cerebral cortex using extracranially placed electrodes also called electroencephalography (EEG). The features extracted from the EEG may, besides controlling the computer, also be fed back to the patient for instance as visual input. This facilitates a learning process. BCI allow us to utilize brain activity in the rehabilitation of patients after stroke. The activity of the cerebral cortex varies with the type of movement we imagine, and by letting the patient know the type of brain activity best associated with the intended movement the rehabilitation process may be faster and more efficient. The focus of BCI utilization in medicine has changed in recent years. While we previously focused on devices facilitating communication in the rather few patients with locked-in syndrome, much interest is now devoted to the therapeutic use of BCI in rehabilitation. For this latter group of patients, the device is not intended to be a lifelong assistive companion but rather a 'teacher' during the rehabilitation period. Copyright © 2013 S. Karger AG, Basel.

  20. Error-Free Text Typing Performance of an Inductive Intra-Oral Tongue Computer Interface for Severely Disabled Individuals.

    Science.gov (United States)

    Andreasen Struijk, Lotte N S; Bentsen, Bo; Gaihede, Michael; Lontis, Eugen R

    2017-11-01

    For severely paralyzed individuals, alternative computer interfaces are becoming increasingly essential for everyday life as social and vocational activities are facilitated by information technology and as the environment becomes more automatic and remotely controllable. Tongue computer interfaces have proven to be desirable by the users partly due to their high degree of aesthetic acceptability, but so far the mature systems have shown a relatively low error-free text typing efficiency. This paper evaluated the intra-oral inductive tongue computer interface (ITCI) in its intended use: Error-free text typing in a generally available text editing system, Word. Individuals with tetraplegia and able bodied individuals used the ITCI for typing using a MATLAB interface and for Word typing for 4 to 5 experimental days, and the results showed an average error-free text typing rate in Word of 11.6 correct characters/min across all participants and of 15.5 correct characters/min for participants familiar with tongue piercings. Improvements in typing rates between the sessions suggest that typing ratescan be improved further through long-term use of the ITCI.

  1. 1995 CERN school of computing. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Vandoni, C E [ed.

    1995-10-25

    These proceedings contain a written account of the majority of the lectures given at the 1995 CERN School of Computing. The Scientific Programme was articulated on 8 main themes: Human Computer Interfaces; Collaborative Software Engineering; Information Super Highways; Trends in Computer Architecture/Industry; Parallel Architectures (MPP); Mathematical Computing; Data Acquisition Systems; World-Wide Web for Physics. A number of lectures dealt with general aspects of computing, in particular in the area of Human Computer Interfaces (computer graphics, user interface tools and virtual reality). Applications in HEP of computer graphics (event display) was the subject of two lectures. The main theme of Mathematical Computing covered Mathematica and the usage of statistics packages. The important subject of Data Acqusition Systems was covered by lectures on switching techniques and simulation and modelling tools. A series of lectures dealt with the Information Super Highways and World-Wide Web Technology and its applications to High Energy Physics. Different aspects of Object Oriented Information Engineering Methodology and Object Oriented Programming in HEP were dealt in detail also in connection with data acquisition systems. On the theme `Trends in Computer Architecutre and Industry` lectures were given on: ATM Switching, and FORTRAN90 and High Performance FORTRAN. Computer Parallel Architectures (MPP) lectures delt with very large scale open systems, history and future of computer system architecture, message passing paradigm, features of PVM and MPI. (orig.).

  2. 1995 CERN school of computing. Proceedings

    International Nuclear Information System (INIS)

    Vandoni, C.E.

    1995-01-01

    These proceedings contain a written account of the majority of the lectures given at the 1995 CERN School of Computing. The Scientific Programme was articulated on 8 main themes: Human Computer Interfaces; Collaborative Software Engineering; Information Super Highways; Trends in Computer Architecture/Industry; Parallel Architectures (MPP); Mathematical Computing; Data Acquisition Systems; World-Wide Web for Physics. A number of lectures dealt with general aspects of computing, in particular in the area of Human Computer Interfaces (computer graphics, user interface tools and virtual reality). Applications in HEP of computer graphics (event display) was the subject of two lectures. The main theme of Mathematical Computing covered Mathematica and the usage of statistics packages. The important subject of Data Acqusition Systems was covered by lectures on switching techniques and simulation and modelling tools. A series of lectures dealt with the Information Super Highways and World-Wide Web Technology and its applications to High Energy Physics. Different aspects of Object Oriented Information Engineering Methodology and Object Oriented Programming in HEP were dealt in detail also in connection with data acquisition systems. On the theme 'Trends in Computer Architecutre and Industry' lectures were given on: ATM Switching, and FORTRAN90 and High Performance FORTRAN. Computer Parallel Architectures (MPP) lectures delt with very large scale open systems, history and future of computer system architecture, message passing paradigm, features of PVM and MPI. (orig.)

  3. Brain-Computer Interface application: auditory serial interface to control a two-class motor-imagery-based wheelchair.

    Science.gov (United States)

    Ron-Angevin, Ricardo; Velasco-Álvarez, Francisco; Fernández-Rodríguez, Álvaro; Díaz-Estrella, Antonio; Blanca-Mena, María José; Vizcaíno-Martín, Francisco Javier

    2017-05-30

    Certain diseases affect brain areas that control the movements of the patients' body, thereby limiting their autonomy and communication capacity. Research in the field of Brain-Computer Interfaces aims to provide patients with an alternative communication channel not based on muscular activity, but on the processing of brain signals. Through these systems, subjects can control external devices such as spellers to communicate, robotic prostheses to restore limb movements, or domotic systems. The present work focus on the non-muscular control of a robotic wheelchair. A proposal to control a wheelchair through a Brain-Computer Interface based on the discrimination of only two mental tasks is presented in this study. The wheelchair displacement is performed with discrete movements. The control signals used are sensorimotor rhythms modulated through a right-hand motor imagery task or mental idle state. The peculiarity of the control system is that it is based on a serial auditory interface that provides the user with four navigation commands. The use of two mental tasks to select commands may facilitate control and reduce error rates compared to other endogenous control systems for wheelchairs. Seventeen subjects initially participated in the study; nine of them completed the three sessions of the proposed protocol. After the first calibration session, seven subjects were discarded due to a low control of their electroencephalographic signals; nine out of ten subjects controlled a virtual wheelchair during the second session; these same nine subjects achieved a medium accuracy level above 0.83 on the real wheelchair control session. The results suggest that more extensive training with the proposed control system can be an effective and safe option that will allow the displacement of a wheelchair in a controlled environment for potential users suffering from some types of motor neuron diseases.

  4. iPhone User Interface Cookbook

    CERN Document Server

    Banga, Cameron

    2011-01-01

    Written in a cookbook style, this book offers solutions using a recipe based approach. Each recipe contains step-by-step instructions followed by an analysis of what was done in each task and other useful information. The cookbook approach means you can dive into whatever recipes you want in no particular order. The iPhone Interface Cookbook is written from the ground up for people who are new to iOS or application interface design in general. Each chapter discusses the reasoning and design strategy behind critical interface components, as well as how to best integrate each into any iPhone or

  5. A high speed, selective multi-ADC to computer data transfer interface, for nuclear physics experiments

    International Nuclear Information System (INIS)

    Arctaedius, T.; Ekstroem, R.E.

    1986-08-01

    A link connecting up to fifteen Analog to Digital Converters with a computer, through a Direct Memory Access interface, is described. The interface decides which of the connected ADC:s that participate in an event, and transfers the output-data from these to the computer, accompanied with a 2-byte word identifying the participating ADC:s. This data format can be recorded on tape without further transformations, and is easy to unfold at the off-line analysis. Data transfer is accomplished in less than a few microseconds, which is made possible by the use of high speed TTL circuits. (authors)

  6. MDI: Mathematica database interface for the MFEDB

    International Nuclear Information System (INIS)

    Wiley, J.C.; Miner, W.H. Jr.; Ross, D.W.

    1992-04-01

    We describe a new interface for the Magnetic Fusion Energy Database, MFEDB, which uses Mathematica reg-sign as a front end. MDI is a Mathematica package that defines a basic set of MFEDB access functions. The package will also accept standard SQL queries. Each function returns Mathematica-style lists, which can then be manipulated with any of the Mathematica functions. MDI also provides some utility functions for plotting and analyzing the data. The MDI package essentially makes the MFEDB an extension of Mathematica. The user may use any of the many Mathematica front-ends including telnet, X-Windows, or a notebook. The mdi.m package may be obtained by anonymous FTP from the MFEDB site or by use of netmfe, and E-mail database interface. MDI is a example of distributed computing. Behind the user interface, MDI calls an RPC client program that communicates with an RPC server on the MFEDB computer. It relies on the network communication capabilities of Mathematica to connect the user to a workstation running the Mathematica kernel. The Mathematica kernel is then connected to the MFEDB host workstation by a client/server pair of RPC processes. If the Mathematica kernel is to be run on the users' machine, the RPC client program must also be obtained and installed. The MDI RPC server is also available for users who would like to provide their own client software. The server returns ASCII tables from standards queries and may be accessed and processed by any program on the internet that has access to RPC services

  7. Occupational stress in human computer interaction.

    Science.gov (United States)

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

    1999-04-01

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

  8. Research of Digital Interface Layout Design based on Eye-tracking

    OpenAIRE

    Shao Jiang; Xue Chengqi; Wang Fang; Wang Haiyan; Tang Wencheng; Chen Mo; Kang Mingwu

    2015-01-01

    The aim of this paper is to improve the low service efficiency and unsmooth human-computer interaction caused by currently irrational layouts of digital interfaces for complex systems. Also, three common layout structures for digital interfaces are to be presented and five layout types appropriate for multilevel digital interfaces are to be summarized. Based on the eye tracking technology, an assessment was conducted in advantages and disadvantages of different layout types through subjects’ ...

  9. Humor and creative life styles.

    Science.gov (United States)

    Richman, J

    2001-01-01

    This paper is based upon the writings of William James in the late 19th century, and Alfred Adler and Sigmund Freud in the 20th, enriched by the contributions of later personality and role theorists. The self is defined as the unique organization of each person; a style is the self in action. Different life styles and their components are expressed in different situations. I posit that humor and positive thinking, combined with meaning and purpose, are vital components of all constructive life styles. The knowledge of life styles cuts through diagnostic labels to reveal our universal humanity. It can be fruitfully applied to patients and nonpatients alike and, I found, for the self-understanding of therapist. The clinical application of life styles is illustrated through numerous vignettes.

  10. Computer interfacing

    CERN Document Server

    Dixey, Graham

    1994-01-01

    This book explains how computers interact with the world around them and therefore how to make them a useful tool. Topics covered include descriptions of all the components that make up a computer, principles of data exchange, interaction with peripherals, serial communication, input devices, recording methods, computer-controlled motors, and printers.In an informative and straightforward manner, Graham Dixey describes how to turn what might seem an incomprehensible 'black box' PC into a powerful and enjoyable tool that can help you in all areas of your work and leisure. With plenty of handy

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

    Directory of Open Access Journals (Sweden)

    Marijan Beg

    2017-05-01

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

  12. Ubiquitous human computing.

    Science.gov (United States)

    Zittrain, Jonathan

    2008-10-28

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

  13. Neuro-robotics from brain machine interfaces to rehabilitation robotics

    CERN Document Server

    Artemiadis

    2014-01-01

    Neuro-robotics is one of the most multidisciplinary fields of the last decades, fusing information and knowledge from neuroscience, engineering and computer science. This book focuses on the results from the strategic alliance between Neuroscience and Robotics that help the scientific community to better understand the brain as well as design robotic devices and algorithms for interfacing humans and robots. The first part of the book introduces the idea of neuro-robotics, by presenting state-of-the-art bio-inspired devices. The second part of the book focuses on human-machine interfaces for pe

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

    NARCIS (Netherlands)

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

    2013-01-01

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

  15. Citation analysis of Computer Standards & Interfaces: Technical or also non-technical focus?

    NARCIS (Netherlands)

    G. van de Kaa (Geerten); H.J. de Vries (Henk); B. Baskaran (Balakumaran)

    2015-01-01

    textabstractThis paper analyzes to which extent research published in Computer Standards & Interfaces (CSI) has a technical focus. We find that CSI has been following its scope very closely in the last three years and that the majority of its publications have a technical focus. Articles published

  16. Usability testing of a respiratory interface using computer screen and facial expressions videos.

    Science.gov (United States)

    Oliveira, Ana; Pinho, Cátia; Monteiro, Sandra; Marcos, Ana; Marques, Alda

    2013-12-01

    Computer screen videos (CSVs) and users' facial expressions videos (FEVs) are recommended to evaluate systems performance. However, software combining both methods is often non-accessible in clinical research fields. The Observer-XT software is commonly used for clinical research to assess human behaviours. Thus, this study reports on the combination of CSVs and FEVs, to evaluate a graphical user interface (GUI). Eight physiotherapists entered clinical information in the GUI while CSVs and FEVs were collected. The frequency and duration of a list of behaviours found in FEVs were analysed using the Observer-XT-10.5. Simultaneously, the frequency and duration of usability problems of CSVs were manually registered. CSVs and FEVs timelines were also matched to verify combinations. The analysis of FEVs revealed that the category most frequently observed in users behaviour was the eye contact with the screen (ECS, 32±9) whilst verbal communication achieved the highest duration (14.8±6.9min). Regarding the CSVs, 64 problems, related with the interface (73%) and the user (27%), were found. In total, 135 usability problems were identified by combining both methods. The majority were reported through verbal communication (45.8%) and ECS (40.8%). "False alarms" and "misses" did not cause quantifiable reactions and the facial expressions problems were mainly related with the lack of familiarity (55.4%) felt by users when interacting with the interface. These findings encourage the use of Observer-XT-10.5 to conduct small usability sessions, as it identifies emergent groups of problems by combining methods. However, to validate final versions of systems further validation should be conducted using specialized software. © 2013 Published by Elsevier Ltd.

  17. Humans, Intelligent Technology, and Their Interface: A Study of Brown’s Point

    Science.gov (United States)

    2017-12-01

    INTELLIGENT TECHNOLOGY , AND THEIR INTERFACE: A STUDY OF BROWN’S POINT by Jackie L. J. White December 2017 Thesis Advisor: Carolyn Halladay...REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE HUMANS, INTELLIGENT TECHNOLOGY , AND THEIR INTERFACE: A STUDY OF BROWN’S POINT...with the technology before and during the accident. I combined the findings from the accident investigation with various heuristics regarding the human

  18. Data communications in a parallel active messaging interface of a parallel computer

    Science.gov (United States)

    Archer, Charles J; Blocksome, Michael A; Ratterman, Joseph D; Smith, Brian E

    2013-10-29

    Data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the parallel computer including a plurality of compute nodes that execute a parallel application, the PAMI composed of data communications endpoints, each endpoint including a specification of data communications parameters for a thread of execution on a compute node, including specifications of a client, a context, and a task, the compute nodes and the endpoints coupled for data communications through the PAMI and through data communications resources, including receiving in an origin endpoint of the PAMI a data communications instruction, the instruction characterized by an instruction type, the instruction specifying a transmission of transfer data from the origin endpoint to a target endpoint and transmitting, in accordance with the instruction type, the transfer data from the origin endpoint to the target endpoint.

  19. Associations between parental rules, style of communication and children's screen time.

    Science.gov (United States)

    Bjelland, Mona; Soenens, Bart; Bere, Elling; Kovács, Éva; Lien, Nanna; Maes, Lea; Manios, Yannis; Moschonis, George; te Velde, Saskia J

    2015-10-01

    Research suggests an inverse association between parental rules and screen time in pre-adolescents, and that parents' style of communication with their children is related to the children's time spent watching TV. The aims of this study were to examine associations of parental rules and parental style of communication with children's screen time and perceived excessive screen time in five European countries. UP4FUN was a multi-centre, cluster randomised controlled trial with pre- and post-test measurements in each of five countries; Belgium, Germany, Greece, Hungary and Norway. Questionnaires were completed by the children at school and the parent questionnaire was brought home. Three structural equation models were tested based on measures of screen time and parental style of communication from the pre-test questionnaires. Of the 152 schools invited, 62 (41 %) schools agreed to participate. In total 3325 children (average age 11.2 years and 51 % girls) and 3038 parents (81 % mothers) completed the pre-test questionnaire. The average TV/DVD times across the countries were between 1.5 and 1.8 h/day, while less time was used for computer/games console (0.9-1.4 h/day). The children's perceived parental style of communication was quite consistent for TV/DVD and computer/games console. The presence of rules was significantly associated with less time watching TV/DVD and use of computer/games console time. Moreover, the use of an autonomy-supportive style was negatively related to both time watching TV/DVD and use of computer/games console time. The use of a controlling style was related positively to perceived excessive time used on TV/DVD and excessive time used on computer/games console. With a few exceptions, results were similar across the five countries. This study suggests that an autonomy-supportive style of communicating rules for TV/DVD or computer/ games console use is negatively related to children's time watching TV/DVD and use of computer/games console time

  20. User interface design in safety parameter display systems

    International Nuclear Information System (INIS)

    Schultz, E.E. Jr.; Johnson, G.L.

    1988-01-01

    The extensive installation of computerized safety Parameter Display Systems (SPDSs) in nuclear power plants since the Three-Mile Island accident has enhanced plant safety. It has also raised new issues of how best to ensure an effective interface between human operators and the plant via computer systems. New developments in interface technologies since the current generation of SPDSs was installed can contribute to improving display interfaces. These technologies include new input devices, three-dimensional displays, delay indicators, and auditory displays. Examples of how they might be applied to improve current SPDSs are given. These examples illustrate how the new use interface technology could be applied to future nuclear plant displays

  1. Human-computer interaction : Guidelines for web animation

    OpenAIRE

    Galyani Moghaddam, Golnessa; Moballeghi, Mostafa

    2006-01-01

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

  2. Visual and tactile interfaces for bi-directional human robot communication

    Science.gov (United States)

    Barber, Daniel; Lackey, Stephanie; Reinerman-Jones, Lauren; Hudson, Irwin

    2013-05-01

    Seamless integration of unmanned and systems and Soldiers in the operational environment requires robust communication capabilities. Multi-Modal Communication (MMC) facilitates achieving this goal due to redundancy and levels of communication superior to single mode interaction using auditory, visual, and tactile modalities. Visual signaling using arm and hand gestures is a natural method of communication between people. Visual signals standardized within the U.S. Army Field Manual and in use by Soldiers provide a foundation for developing gestures for human to robot communication. Emerging technologies using Inertial Measurement Units (IMU) enable classification of arm and hand gestures for communication with a robot without the requirement of line-of-sight needed by computer vision techniques. These devices improve the robustness of interpreting gestures in noisy environments and are capable of classifying signals relevant to operational tasks. Closing the communication loop between Soldiers and robots necessitates them having the ability to return equivalent messages. Existing visual signals from robots to humans typically require highly anthropomorphic features not present on military vehicles. Tactile displays tap into an unused modality for robot to human communication. Typically used for hands-free navigation and cueing, existing tactile display technologies are used to deliver equivalent visual signals from the U.S. Army Field Manual. This paper describes ongoing research to collaboratively develop tactile communication methods with Soldiers, measure classification accuracy of visual signal interfaces, and provides an integration example including two robotic platforms.

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

    Science.gov (United States)

    Halder, S; Käthner, I; Kübler, A

    2016-02-01

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

  4. Gakumon-Ryoku and japanese style of management- does our management style matter?

    Directory of Open Access Journals (Sweden)

    Oba Hiroyuki

    2010-05-01

    Full Text Available This paper highlights a new style of development learning, the so-called “Gakumon-ryoku”, and its application to the Japanese style of management. “Gakumon-ryoku” is the capability and commitment or free-will to awaken and share freedom lifestyles by learning and asking about our thoughts and feelings through the Value-Conscious Matrix VC Matrix or simply VCM for short.This enlightens and vitalizes our thoughts and feelings, and can transform us by creating a new identity for us as Development of Co-creative Alive Beings, or D-CAB. This eye-opening experience was examined with the Japanese style of management (JM in short and has brought us to become aware of the essence of JM spirit of TO BE ONE. To the question, “does our management style matter”, this paper has answered “Yes”, not because this is not economically or rationally efficient, but because it has been confined to it and has not been examined in the light of the JOY criterion including efficiency. What really matters is not whether or not to follow the Japanese style, but the fact that the quality of life, or Joyful or not matters in our management style. We learn that the Japanese style of management has both unique and universal features, and we, as human beings, can share its universal value of JOY of service.

  5. Adding tactile realism to a virtual reality laparoscopic surgical simulator with a cost-effective human interface device

    Science.gov (United States)

    Mack, Ian W.; Potts, Stephen; McMenemy, Karen R.; Ferguson, R. S.

    2006-02-01

    The laparoscopic technique for performing abdominal surgery requires a very high degree of skill in the medical practitioner. Much interest has been focused on using computer graphics to provide simulators for training surgeons. Unfortunately, these tend to be complex and have a very high cost, which limits availability and restricts the length of time over which individuals can practice their skills. With computer game technology able to provide the graphics required for a surgical simulator, the cost does not have to be high. However, graphics alone cannot serve as a training simulator. Human interface hardware, the equivalent of the force feedback joystick for a flight simulator game, is required to complete the system. This paper presents a design for a very low cost device to address this vital issue. The design encompasses: the mechanical construction, the electronic interfaces and the software protocols to mimic a laparoscopic surgical set-up. Thus the surgeon has the capability of practicing two-handed procedures with the possibility of force feedback. The force feedback and collision detection algorithms allow surgeons to practice realistic operating theatre procedures with a good degree of authenticity.

  6. Performance of Brain-computer Interfacing based on tactile selective sensation and motor imagery

    DEFF Research Database (Denmark)

    Yao, Lin; Sheng, Xinjun; Mrachacz-Kersting, Natalie

    2018-01-01

    We proposed a multi-class tactile brain-computer interface that utilizes stimulus-induced oscillatory dynamics. It was hypothesized that somatosensory attention can modulate tactile induced oscillation changes, which can decode different sensation attention tasks. Subjects performed four tactile...

  7. A memory efficient user interface for CLIPS micro-computer applications

    Science.gov (United States)

    Sterle, Mark E.; Mayer, Richard J.; Jordan, Janice A.; Brodale, Howard N.; Lin, Min-Jin

    1990-01-01

    The goal of the Integrated Southern Pine Beetle Expert System (ISPBEX) is to provide expert level knowledge concerning treatment advice that is convenient and easy to use for Forest Service personnel. ISPBEX was developed in CLIPS and delivered on an IBM PC AT class micro-computer, operating with an MS/DOS operating system. This restricted the size of the run time system to 640K. In order to provide a robust expert system, with on-line explanation, help, and alternative actions menus, as well as features that allow the user to back up or execute 'what if' scenarios, a memory efficient menuing system was developed to interface with the CLIPS programs. By robust, we mean an expert system that (1) is user friendly, (2) provides reasonable solutions for a wide variety of domain specific problems, (3) explains why some solutions were suggested but others were not, and (4) provides technical information relating to the problem solution. Several advantages were gained by using this type of user interface (UI). First, by storing the menus on the hard disk (instead of main memory) during program execution, a more robust system could be implemented. Second, since the menus were built rapidly, development time was reduced. Third, the user may try a new scenario by backing up to any of the input screens and revising segments of the original input without having to retype all the information. And fourth, asserting facts from the menus provided for a dynamic and flexible fact base. This UI technology has been applied successfully in expert systems applications in forest management, agriculture, and manufacturing. This paper discusses the architecture of the UI system, human factors considerations, and the menu syntax design.

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

    Science.gov (United States)

    Hoffman, Daniel L.

    2013-01-01

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

  9. Interface design of VSOP'94 computer code for safety analysis

    Energy Technology Data Exchange (ETDEWEB)

    Natsir, Khairina, E-mail: yenny@batan.go.id; Andiwijayakusuma, D.; Wahanani, Nursinta Adi [Center for Development of Nuclear Informatics - National Nuclear Energy Agency, PUSPIPTEK, Serpong, Tangerang, Banten (Indonesia); Yazid, Putranto Ilham [Center for Nuclear Technology, Material and Radiometry- National Nuclear Energy Agency, Jl. Tamansari No.71, Bandung 40132 (Indonesia)

    2014-09-30

    Today, most software applications, also in the nuclear field, come with a graphical user interface. VSOP'94 (Very Superior Old Program), was designed to simplify the process of performing reactor simulation. VSOP is a integrated code system to simulate the life history of a nuclear reactor that is devoted in education and research. One advantage of VSOP program is its ability to calculate the neutron spectrum estimation, fuel cycle, 2-D diffusion, resonance integral, estimation of reactors fuel costs, and integrated thermal hydraulics. VSOP also can be used to comparative studies and simulation of reactor safety. However, existing VSOP is a conventional program, which was developed using Fortran 65 and have several problems in using it, for example, it is only operated on Dec Alpha mainframe platforms and provide text-based output, difficult to use, especially in data preparation and interpretation of results. We develop a GUI-VSOP, which is an interface program to facilitate the preparation of data, run the VSOP code and read the results in a more user friendly way and useable on the Personal 'Computer (PC). Modifications include the development of interfaces on preprocessing, processing and postprocessing. GUI-based interface for preprocessing aims to provide a convenience way in preparing data. Processing interface is intended to provide convenience in configuring input files and libraries and do compiling VSOP code. Postprocessing interface designed to visualized the VSOP output in table and graphic forms. GUI-VSOP expected to be useful to simplify and speed up the process and analysis of safety aspects.

  10. Style and ideology in translation

    CERN Document Server

    Munday, Jeremy

    2013-01-01

    Adopting an interdisciplinary approach, this book investigates the style, or 'voice,' of English language translations of twentieth-century Latin American writing, including fiction, political speeches, and film. Existing models of stylistic analysis, supported at times by computer-assisted analysis, are developed to examine a range of works and writers, selected for their literary, cultural, and ideological importance. The style of the different translators is subjected to a close linguistic investigation within their cultural and ideological framework.

  11. Fusion interfaces for tactical environments: An application of virtual reality technology

    Science.gov (United States)

    Haas, Michael W.

    1994-01-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

  12. Human Computing and Machine Understanding of Human Behavior: A Survey

    NARCIS (Netherlands)

    Pantic, Maja; Pentland, Alex; Nijholt, Antinus; Huang, Thomas; Quek, F.; Yang, Yie

    2006-01-01

    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should

  13. Bigger data for big data: from Twitter to brain-computer interfaces.

    Science.gov (United States)

    Roesch, Etienne B; Stahl, Frederic; Gaber, Mohamed Medhat

    2014-02-01

    We are sympathetic with Bentley et al.'s attempt to encompass the wisdom of crowds in a generative model, but posit that a successful attempt at using big data will include more sensitive measurements, more varied sources of information, and will also build from the indirect information available through technology, from ancillary technical features to data from brain-computer interfaces.

  14. Multimodal 2D Brain Computer Interface.

    Science.gov (United States)

    Almajidy, Rand K; Boudria, Yacine; Hofmann, Ulrich G; Besio, Walter; Mankodiya, Kunal

    2015-08-01

    In this work we used multimodal, non-invasive brain signal recording systems, namely Near Infrared Spectroscopy (NIRS), disc electrode electroencephalography (EEG) and tripolar concentric ring electrodes (TCRE) electroencephalography (tEEG). 7 healthy subjects participated in our experiments to control a 2-D Brain Computer Interface (BCI). Four motor imagery task were performed, imagery motion of the left hand, the right hand, both hands and both feet. The signal slope (SS) of the change in oxygenated hemoglobin concentration measured by NIRS was used for feature extraction while the power spectrum density (PSD) of both EEG and tEEG in the frequency band 8-30Hz was used for feature extraction. Linear Discriminant Analysis (LDA) was used to classify different combinations of the aforementioned features. The highest classification accuracy (85.2%) was achieved by using features from all the three brain signals recording modules. The improvement in classification accuracy was highly significant (p = 0.0033) when using the multimodal signals features as compared to pure EEG features.

  15. The interface at the skin

    DEFF Research Database (Denmark)

    Hansen, Lone Koefoed

    2011-01-01

    In the development of and discourses around interfaces there has always been a strong urge to bypass representation and ‘jack’ directly in to the human brain, consciousness, perceptions and feelings. In her article ”The interface at the skin” Lone Koefoed Hansen looks at how two contemporary...... experimental dresses made by Philips within the field of wearable computing subscribe to the concept of ‘ideal communication’. In her article, she explains how this particular type of communication is linked to the paranormal phenomena of mind reading and telepathy, and argues that sensor-based wearable...... computing is the newest example of a technological development implicitly or explicitly aiming at manifesting two utopian parameters of communication: immediacy and instantaneity. Though utopian, this manifestation has served as a way to brand Philips “as a highly innovative and remarkable company”....

  16. A square root ensemble Kalman filter application to a motor-imagery brain-computer interface.

    Science.gov (United States)

    Kamrunnahar, M; Schiff, S J

    2011-01-01

    We here investigated a non-linear ensemble Kalman filter (SPKF) application to a motor imagery brain computer interface (BCI). A square root central difference Kalman filter (SR-CDKF) was used as an approach for brain state estimation in motor imagery task performance, using scalp electroencephalography (EEG) signals. Healthy human subjects imagined left vs. right hand movements and tongue vs. bilateral toe movements while scalp EEG signals were recorded. Offline data analysis was conducted for training the model as well as for decoding the imagery movements. Preliminary results indicate the feasibility of this approach with a decoding accuracy of 78%-90% for the hand movements and 70%-90% for the tongue-toes movements. Ongoing research includes online BCI applications of this approach as well as combined state and parameter estimation using this algorithm with different system dynamic models.

  17. Leadership = Communication? The Relations of Leaders’ Communication Styles with Leadership Styles, Knowledge Sharing and Leadership Outcomes

    Science.gov (United States)

    Bakker-Pieper, Angelique; Oostenveld, Wyneke

    2009-01-01

    Purpose The purpose of this study was to investigate the relations between leaders’ communication styles and charismatic leadership, human-oriented leadership (leader’s consideration), task-oriented leadership (leader’s initiating structure), and leadership outcomes. Methodology A survey was conducted among 279 employees of a governmental organization. The following six main communication styles were operationalized: verbal aggressiveness, expressiveness, preciseness, assuredness, supportiveness, and argumentativeness. Regression analyses were employed to test three main hypotheses. Findings In line with expectations, the study showed that charismatic and human-oriented leadership are mainly communicative, while task-oriented leadership is significantly less communicative. The communication styles were strongly and differentially related to knowledge sharing behaviors, perceived leader performance, satisfaction with the leader, and subordinate’s team commitment. Multiple regression analyses showed that the leadership styles mediated the relations between the communication styles and leadership outcomes. However, leader’s preciseness explained variance in perceived leader performance and satisfaction with the leader above and beyond the leadership style variables. Implications This study offers potentially invaluable input for leadership training programs by showing the importance of leader’s supportiveness, assuredness, and preciseness when communicating with subordinates. Originality/value Although one of the core elements of leadership is interpersonal communication, this study is one of the first to use a comprehensive communication styles instrument in the study of leadership. PMID:20700375

  18. Technology Roadmap Instrumentation, Control, and Human-Machine Interface to Support DOE Advanced Nuclear Energy Programs

    Energy Technology Data Exchange (ETDEWEB)

    Donald D Dudenhoeffer; Burce P Hallbert

    2007-03-01

    Instrumentation, Controls, and Human-Machine Interface (ICHMI) technologies are essential to ensuring delivery and effective operation of optimized advanced Generation IV (Gen IV) nuclear energy systems. In 1996, the Watts Bar I nuclear power plant in Tennessee was the last U.S. nuclear power plant to go on line. It was, in fact, built based on pre-1990 technology. Since this last U.S. nuclear power plant was designed, there have been major advances in the field of ICHMI systems. Computer technology employed in other industries has advanced dramatically, and computing systems are now replaced every few years as they become functionally obsolete. Functional obsolescence occurs when newer, more functional technology replaces or supersedes an existing technology, even though an existing technology may well be in working order.Although ICHMI architectures are comprised of much of the same technology, they have not been updated nearly as often in the nuclear power industry. For example, some newer Personal Digital Assistants (PDAs) or handheld computers may, in fact, have more functionality than the 1996 computer control system at the Watts Bar I plant. This illustrates the need to transition and upgrade current nuclear power plant ICHMI technologies.

  19. A Function-Behavior-State Approach to Designing Human Machine Interface for Nuclear Power Plant Operators

    Science.gov (United States)

    Lin, Y.; Zhang, W. J.

    2005-02-01

    This paper presents an approach to human-machine interface design for control room operators of nuclear power plants. The first step in designing an interface for a particular application is to determine information content that needs to be displayed. The design methodology for this step is called the interface design framework (called framework ). Several frameworks have been proposed for applications at varying levels, including process plants. However, none is based on the design and manufacture of a plant system for which the interface is designed. This paper presents an interface design framework which originates from design theory and methodology for general technical systems. Specifically, the framework is based on a set of core concepts of a function-behavior-state model originally proposed by the artificial intelligence research community and widely applied in the design research community. Benefits of this new framework include the provision of a model-based fault diagnosis facility, and the seamless integration of the design (manufacture, maintenance) of plants and the design of human-machine interfaces. The missing linkage between design and operation of a plant was one of the causes of the Three Mile Island nuclear reactor incident. A simulated plant system is presented to explain how to apply this framework in designing an interface. The resulting human-machine interface is discussed; specifically, several fault diagnosis examples are elaborated to demonstrate how this interface could support operators' fault diagnosis in an unanticipated situation.

  20. 2012 International Conference on Human-centric Computing

    CERN Document Server

    Jin, Qun; Yeo, Martin; Hu, Bin; Human Centric Technology and Service in Smart Space, HumanCom 2012

    2012-01-01

    The theme of HumanCom is focused on the various aspects of human-centric computing for advances in computer science and its applications and provides an opportunity for academic and industry professionals to discuss the latest issues and progress in the area of human-centric computing. In addition, the conference will publish high quality papers which are closely related to the various theories and practical applications in human-centric computing. Furthermore, we expect that the conference and its publications will be a trigger for further related research and technology improvements in this important subject.