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1.
Beyond WIMP     
The WIMP (windows, icons, menus, point-and-click devices) graphical user interface (GUI) is not an ideal interface. Expert users find pure WIMP GUIs frustratingly slow and thus use keyboard shortcuts. In addition, they don't scale well-GUI bloat accompanies feature bloat. The most serious limitation, however, is that WIMP GUIs were designed for keyboard-plus-mouse desktop computing environments-environments that takes advantage only of vision and primitive touch. Our goal should be to design user interfaces that match our human perceptual, cognitive, manipulative and social abilities. We want to interact as naturally with computers and intelligent devices as we communicate and collaborate with each other and as we manipulate our physical environments. Indeed, computers are increasingly being used to facilitate human communication, collaboration and social interaction. Therefore, we should increasingly focus on human-human interaction, not just human-computer interaction. This change in focus reflects not only changes in the mode of computer use but also the increasingly invisible nature of the computer in our environments. New environments must serve as forcing functions to give us far higher expectations for user interfaces than we have had previously. Furthermore, the potential of future interfaces for handicapped people is phenomenal. Thus, despite the technology challenges, the greatest challenge lies in our understanding of human capabilities and how to incorporate that understanding into new design tools, methodologies and user interfaces  相似文献   

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3.

The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

4.
Computer self-efficacy in an ongoing use context   总被引:1,自引:0,他引:1  
The objective of this study is to examine whether computer self-efficacy continues to influence the use of information technology in an ongoing use context where experienced personnel use computers to do complex and dynamic knowledge work. Hypotheses are proposed concerning the determinants and consequences of computer self-efficacy. Using a survey of 153 engineers engaged in computer intensive design work, a preliminary test of the hypotheses is conducted using structural equation modelling (LISREL). The results suggest that the impact of self-efficacy on the effectiveness of ongoing computer use may be indirect, mediated by intrinsic motivation. The results also suggest that, in the ongoing use context, user autonomy, learning capabilities, and collegial support are determinants of computer self-efficacy. The conclusion is that computer self-efficacy continues to play an important role among ongoing users. Its influence is not limited to the early stages of user interaction with technology (i.e., adoption or training).  相似文献   

5.
Understanding human movement is key to improving input devices and interaction techniques. This paper presents a study of mouse movements of motion-impaired users, with an aim to gaining a better understanding of impaired movement. The cursor trajectories of six motion-impaired users and three able-bodied users are studied according to their submovement structure. Performance measures based on submovement structure are described, including the frequency and duration of pauses between submovements, verification times, the number of submovements, the peak speed of submovements and the accuracy of submovements in two dimensions. The measures are shown to be sensitive to differences between users with dissimilar physical capabilities. Results include findings that some motion-impaired users pause more often and for longer than able-bodied users, require up to five times more submovements to complete the same task, and exhibit a greater decline in accuracy with increasing speed than able-bodied users.  相似文献   

6.
Today, users interact with computers in an explicit manner and the system's response is independent from their situations. Hence, it is difficult to integrate computers with working life as embedded tools, which can facilitate users to accomplish real world objectives easily. Situated computing is a new paradigm for mobile computer users based on their physical context and activities carried out as a part of their working business. It provides the mechanism to have a mobile computer as a utility to satisfy the user's real world requirements as well as an infrastructure for the situated interaction using applications. In this paper, we are presenting a metaphor called situation metaphor to model interaction between the user and mobile computers in order to achieve expectations of situated computing. A three-layered schema is followed in developing situation metaphor. We discuss extensively the theoretical foundation and framework for the situation metaphor, and followed by applications developed based on the framework.  相似文献   

7.
The use of user models can be very valuable when trying to develop accessible and ergonomic products and services taking into account users’ specific needs and preferences. Simulation of user–product interaction using user models may reveal accessibility issues at the early stages of design and development, and this results to a significant reduction in costs and development time. Moreover, user models can be used in adaptive interfaces enabling the personalised customisation of user interfaces that enhances the accessibility and usability of products and services. This paper presents the efforts of the Virtual User Modelling and Simulation Standardisation ‘VUMS’ cluster of projects towards the development of an interoperable user model, able to describe both able-bodied and people with various kinds of disabilities. The VUMS cluster is consisted by the VERITAS, MyUI, GUIDE, and VICON FP7 European projects, all involved in user modelling from different perspectives. The main goal of the VUMS cluster was the development of a unified user model that could be used by all the participant projects and that could be the basis of a new user model standard. Currently, within the VUMS cluster, a common user model has been defined and converters that enable the transformation from each project’s specific user model to the VUMS user model and vice versa have been developed enabling, thus, the exchange of user models between the projects.  相似文献   

8.
An Architecture for the Integration of Physical and Informational Spaces   总被引:2,自引:0,他引:2  
While computer processing power, storage capacity, and bandwidth are continuing to experience exponential growth, individual human processing capabilities are not increasing significantly. Pervasive computing offers an opportunity for applications to interact with the physical environment and to provide a task-centric and mobile infrastructure for the user. However, this rich environment can also be distracting, in part because of a lack of convergence between the physical infrastructure observed by users and the information space seen by applications. In this paper we introduce AIPIS, an architecture that bridges the physical and informational realms of the human and the computer, respectively. The purpose of AIPIS is two-fold: (1) provide users with a hands-free computing environment that automates much of the drudgery associated with the use of computers; and (2) require human attention for only critical aspects of task execution that require their input. We also describe the Aura desktop, a first prototype of the AIPIS architecture.  相似文献   

9.
智能环境系统构成的复杂性和大量的情境信息增加了为用户提供和布局服务的难度。情境感知服务系统能感知系统运行和人机交互情境,根据相应的决策机制选择适当的设备为用户提供服务,从而简化环境设施的功能布局。在决策过程中引入用户交互模态信息有利于系统根据用户的交互能力和对人机界面的偏好提供服务。把情境细分为用户信息、设备信息、软件信息和环境拓扑信息,针对智能环境提出了一种基于用户交互模态的情境感知服务系统,同时详细说明了利用该技术选择服务的推理过程及其应用方法。通过智慧家庭环境中的场景案例验证了该系统的有效性。  相似文献   

10.
交互式用户界面的形式化描述与性质验证   总被引:2,自引:0,他引:2  
朱军  张高  华庆一  戴国忠 《软件学报》1999,10(11):1163-1168
随着人机交互技术的发展,计算机和用户之间的接口越来越自然,但用户界面管理系统内部的复杂度却大大地增加了.目前提出的新一代用户界面的模型大都停留在概念模型阶段,缺乏对模型的严格描述和证明.该文结合对基于自然交互方式的用户界面的研究成果,归纳出了一个交互式用户界面的通用模型.为了保证系统设计的正确性,文章讨论了如何使用形式化描述语言LOTOS(language of temporal ordering specification)和基于动作的时序逻辑ACTL(action based temporal log  相似文献   

11.
As the use of computers increases, the cost of educating computer users rises. Therefore the need for extensive education of users should be avoided as much as possible. Instead computer systems should be adapted to the requirements and characteristics of computer users. Hereby the need to identify user characteristics arises. The less computer educated the users, the more their requirements of the systems will differ. Where user characteristics are difficult to change, it will be worthwhile to attend to user differences in the design of systems. The implications of user differences may vary depending upon the type of task to be performed. The present paper presents an analysis of different user characteristics and their possible interactions with different task requirements. Hereby some recommendations regarding the need to educate users or adapt systems to the user were derived.  相似文献   

12.
Abstract

As the use of computers increases, the cost of educating computer users rises. Therefore the need for extensive education of users should be avoided as much as possible. Instead computer systems should be adapted to the requirements and characteristics of computer users. Hereby the need to identify user characteristics arises. The less computer educated the users, the more their requirements of the systems will differ. Where user characteristics are difficult to change, it will be worthwhile to attend to user differences in the design of systems. The implications of user differences may vary depending upon the type of task to be performed. The present paper presents an analysis of different user characteristics and their possible interactions with different task requirements. Hereby some recommendations regarding the need to educate users or adapt systems to the user were derived.  相似文献   

13.
Existing machine techniques for acquiring user models are characterized along five orthogonal dimensions: passive/active, user-initiated/automatic, logical/plausible, direct/indirect, and on-line/off-line. Passive techniques observe users whereas active techniques query users. User-initiated techniques require that users volunteer information; automatic techniques do not. The logical/plausible dimension measures the accuracy of derived user model data. Indirect techniques build upon data gathered by more direct methods. On-line techniques acquire user models in real-time during user interaction, while off-line techniques work after the user interaction is finished. Commonalities and differences in capabilities and features of different user model acquisition techniques are analyzed along the above dimensions, and the relationship of these techniques to similar techniques in other areas of artificial intelligence are discussed.  相似文献   

14.
Scientists use sophisticated numerical models to study ocean circulation and other physical systems, but the complex nature of such simulation software generally make them inaccessible to non-expert users. In principle, however, numerical models represent an ideal teaching tool, allowing users to model the response of a complex system to changing conditions. We have designed an interactive simulation program that allows a casual user to control the forcing conditions applied to a numerical ocean circulation model using a graphical user interface, and to observe the results in real-time. This program is implemented using the Regional Ocean Modeling System (ROMS) applied to the Chesapeake Bay. Portions of ROMS were modified to facilitate user interaction, and the user interface and visualization capabilities represent new software development. The result is an interactive simulation of the Chesapeake Bay environment that allows a user to control wind speed and direction along with the rate of flow from the rivers that feed the bay. The simulation provides a variety of visualizations of the response of the system, including water height, velocity, and salinity across horizontal and vertical planes.  相似文献   

15.
对话系统是自然语言处理(NLP)领域中一个重要的下游任务,在近几年得到了越来越多的关注,并取得了很大的发展。然而尽管对话领域已经取得了许多优秀的成果,现有的对话模型在拓展个性化方面依然有很大的局限性。为了使对话模型更符合人类的对话方式,拥有更好的个性化建模能力,该文提出一种新的对单个用户建模的个性化模型PCC(a Personalized Chatbot with Convolution mechanism)。在编码端,PCC通过文本卷积神经网络(TextCNN)处理用户历史回复帖子以得到用户兴趣信息;在解码端,使用相似度搜寻用户历史回答中与当前问题最为匹配的回复和用户ID一起指导生成。实验结果证明,该文模型在生成回复的准确性和多样性上均有较大提升,证明了历史回复信息在个性化建模方面的有效性。  相似文献   

16.
An adaptive user interface requires identification of user requirements. Interface designers and engineers must understand end-user interaction with the system to improve user interface design. A combination of interviews and observations is applied for user requirement analysis in health information systems (HIS). Then, user preferences are categorized in this paper as either data entry, language and vocabulary, information presentation, or help, warning and feedback. The user preferences in these categories were evaluated using the focus group method. Focus group sessions with different types of HIS users comprising medical staff (with and without computer skills) and system administrators identified each user group’s preference for the initial adaptation of the HIS user interface. User needs and requirements must be identified to adapt the interface to users during data entry into the system. System designers must understand user interactions with the system to identify their needs and preferences. Without this, interface design cannot be adapted to users and users will not be comfortable using the system and eventually abandon its use.  相似文献   

17.
Distributable user interfaces enable users to distribute user interface interaction objects (i.e. panels, buttons, input fields, checkboxes, etc.) across different displays using a set of distribution primitives to manipulate them in real time. This work presents how this kind of user interfaces facilitates the computer supported collaborative learning in modern classrooms. These classrooms provide teachers and students with display ecosystems consisting of stationary displays, such as smart projectors and smart TVs as well as mobile displays owned by teachers and students, such as smartphones, tablets, and laptops. The distribution of user interface interaction objects enables teachers to modify the user interface interaction objects that are available to students in real time to control and promote the collaboration and participation among them during learning activities. We propose the development of this type of applications using an extension of the CAMELEON reference framework that supports the definition of UI distribution models. The Essay exercise is presented as a case of study where teachers control the collaboration among students by distributing user interface interaction objects.  相似文献   

18.
基于用户行为模型的计算机辅助翻译方法   总被引:1,自引:0,他引:1  
与全自动机器翻译相比,计算机辅助翻译技术更具实用性,已成为机器翻译领域的一个研究热点.传统的辅助翻译过程中,用户只能被动接受系统提供的辅助译文,并进行翻译后编辑操作.该文提出一种基于用户行为模型的辅助翻译方法,通过实时记录用户的后编辑过程,分析出用户的翻译决策,建立用户行为模型,使得翻译系统能够动态获取和共享用户的翻译...  相似文献   

19.
基于用户行为分析的个人信息检索研究   总被引:1,自引:0,他引:1  
个人信息检索是指个人计算机上用户搜索个人信息(通常是文档)的过程,与互联网检索相比,个人信息检索能够利用的信息很少,这使得其检索结果的排序更加困难。该文通过考察计算机上的用户行为,对个人信息检索的排序问题进行深入的研究。该文考察的用户行为主要包括用户在检索系统中的查询行为和在计算机上的文件访问行为。该文一方面通过查询行为数据训练出结果排序函数,另一方面通过文件访问行为数据获取文件自身的权重,最后利用统计学习方法结合这两类行为的计算结果。实验结果表明,该文提出的方法好于传统的TFIDF排序方法。  相似文献   

20.
基于模型的用户界面设计方法是通过用户界面模型开发用户界面的新方法。任务模型作为其中一个主要模型,刻画的是用户与界面交互过程中动态行为方面的信息。详细介绍了HTA,UAN,GOMS,CTT,Wisdom五种常用的任务模型建模方法,分析了各方法的优缺点及适用环境,并对任务建模方法的未来发展方向进行了展望。  相似文献   

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