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1.
Viewing high-luminance displays such as liquid crystal displays or organic light emitting diode displays under low-light conditions causes an unbearable glare, while viewing them with low luminance under bright-light conditions reduces visibility. Recently, several research groups have reported light adaptable displays (LADs) to extend display visibility over a wide range of light conditions. Here, we present a psychophysical study on how to effectively utilize the LAD using two different display types for the first time. LAD features two switchable display types: light emitting mode (LEM) and light reflecting mode (LRM). To maintain visibility and prevent visual artifacts, we investigate when to switch modes between LEM and LRM. We conduct psychophysical experiments involving seventy subjects. They are asked to select illuminance levels under which they perceive that the LEM and LRM look the same depending on luminance of the LEM. We propose a mode-switching condition by combining our previous results on the comfortable luminance of LEM display according to the ambient illuminance and the selected illuminance results providing equal visibility of both LEM and LRM displays.  相似文献   

2.
Abstract— This study investigated the effect of ambient illuminance (50, 500, 1500, 3000, 6000, and 9000 lx) on participants' visual performance using four electronic displays (conventional LCD under transmissive mode, conventional LCD under reflective mode, Ch‐LC display, and E‐ink display). Analysis results indicate that participants' visual performance shows significant difference under various ambient illuminance and electronic displays. The interaction between ambient illuminance and electronic display also has significant effect on participants' visual performance. When participants use the conventional LCD under transmissive mode, ambient luminance has no significant effect on participants' visual performance. However, participants' visual performance is significantly different under various ambient illuminances using the conventional LCD under reflective mode, Ch‐LC display, and E‐ink display. The conventional LCD under transmissive mode is the only choice at a lower illuminance of 50 lx. Higher illuminance (500 lx) for E‐ink displays may result in as good a performance as the conventional LCD under transmissive mode; nevertheless, much higher illuminance (1500 lx) for the conventional LCD under reflectance mode and Ch‐LC display may achieve better performance.  相似文献   

3.
Displays are the most visible part of most computer applications. Novel display technologies strongly influence and inspire new forms of computer use and interaction. We are particularly interested in the interplay of novel displays and interaction for ubiquitous computing or ambient media environments, as emerging display technologies may become game-changers in how we define and use computers, possibly changing the context of computing fundamentally. We present some of our experiments and lessons learnt with a new category of displays, the “immaterial” FogScreen. It can be described as a novel media platform, exhibiting some fundamental differences to and advantages over other displays. It also enables novel kinds of user interfaces and experiences. In this paper we give insights about the special properties and strengths of the FogScreen by looking at a set of successfully demonstrated interfaces and applications. We also discuss its future potential for user interface design.
Ismo RakkolainenEmail:
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4.
This empirical study reports an intervention to investigate identified research challenges on the evaluation and use of ambient displays in a learning context with the objective to gain insights into the interplay between display design, user attention, and knowledge acquisition. The main research questions were whether an attention-aware display design can capture the user's focus of attention and whether this has an influence on the knowledge gain. A display prototype corresponding to the main ambient display characteristics was designed, applied in a controlled authentic setting, and evaluated accordingly. The prototype presented information and guidelines for first responders in emergency situations, especially in cases of cardiac arrest. The prototype was enhanced with a custom-built sensor to measure user attention and trigger interruptive notifications. The study was conducted among 52 employees working at a university campus. Using an experimental research design, a treatment group exposed to an attention-aware display design was compared to a control group. The results provide evidence that such a display design can attract and retain attention in such a way that the acquisition of knowledge (i.e. the comprehension of the presented information) is effectively facilitated.  相似文献   

5.
Research into ambient assisted living (AAL) strives to ease the daily lives of people with disabilities or chronic medical conditions. AAL systems typically consist of multitudes of sensors and embedded devices, generating large amounts of medical and ambient data. However, these biomedical sensors lack the processing power to perform key monitoring and data-aggregation tasks, necessitating data transmission and computation at central locations. The focus here is on the development of a scalable and context-aware framework and easing the flow between data collection and data processing. The resource-constrained nature of typical wearable body sensors is factored into our proposed model, with cloud computing features utilized to provide a real-time assisted-living service. With the myriad of distributed AAL systems at play, each with unique requirements and eccentricities, the challenge lies in the need to service these disparate systems with a middleware layer that is both coherent and flexible. There is significant complexity in the management of sensor data and the derivation of contextual information, as well as in the monitoring of user activities and in locating appropriate situational services. The proposed CoCaMAAL model seeks to address such issues and implement a service-oriented architecture (SOA) for unified context generation. This is done by efficiently aggregating raw sensor data and the timely selection of appropriate services using a context management system (CMS). With a unified model that includes patients, devices, and computational servers in a single virtual community, AAL services are enhanced. We have prototyped the proposed model and implemented some case studies to demonstrate its effectiveness.  相似文献   

6.
《Ergonomics》2012,55(6):889-890
Abstract

There are considerable problems in displaying complex systems by means of computer technology. One of these is how to present large amounts of information in an intelligible manner. Advantages, on the other hand, may be found in the novel way that information can be presented. This paper is concerned with both of these issues in relation to fault-finding behaviour.

Performance using four types of display was compared for computer-generated network fault diagnosis tasks. One of these showed the network in its entirety. The others related to larger networks which could be seen through three restricted window displays. These were: a scrolling and two hierarchical displays. One of the hierarchical displays was enhanced by including, in an overview page, information concerning the lower levels. The results indicated the superiority of the enhanced display, especially for subjects of lower initial ability. Previous reports of a reduction in the variation between subjects' testing efficiency, when diagnosing faults via restricted windows, were not confirmed. Unlike previous research, a significant improvement in the mean level of quality of diagnosis was found when subjects used the restricted window displays for fault diagnosis.  相似文献   

7.
Abstract— Cholesteric liquid crystals automatically form one‐dimensional photonic crystals. For a photonic crystal in which light‐emitting moieties are embedded, unique properties such as microcavity effects and simultaneous light emission and light reflection can be expected. Three primary‐color photonic‐crystal films were prepared based on cholesteric liquid crystal in which fluorescent dye is incorporated. Microcavity effects, i.e., emission enhancement and spectrum narrowing, were observed. Two types of demonstration liquid‐crystal displays (LCDs) were fabricated using the prepared photonic‐crystal films in a backlight system. One is an area‐color LCD in which a single photonic‐crystal layer is used for each color pixel and the other is a full‐color TFT‐LCD in which three stacked photonic‐crystal layers are used as light‐conversion layers. The area‐color LCD was excited by using 365‐nm UV light, and the full‐color TFT‐LCD was excited by using 470‐nm blue LED light. Because of the photonic crystal's unique features that allow it to work as light‐emitting and light‐reflecting layers simultaneously, both LCDs demonstrate clear readable images even under strong ambient light, such as direct‐sunlight conditions, under which conventional displays including LCDs and OLED displays cannot demonstrate clear images. In particular, an area‐color LCD, which eliminated color filters, gives clear images under bright ambient light conditions even without backlight illumination. This fact suggests that a backlight system using novel photonic‐crystal layers will be suitable for energy‐efficient LCDs (e2‐LCDs), especially for displays designed for outdoor usage.  相似文献   

8.
We propose adaptive tone mapping for display enhancement under ambient light using constrained optimization. To deal with the visibility reduction caused by ambient light in displays, we perform different operations for display enhancement according to the intensity of ambient light. Since weak ambient light has little effect on displayed images, we only perform contrast enhancement for them. However, strong ambient light makes displayed images dark for human eyes, causing severe visibility reduction in luminance and contrast. To enhance the visibility of displayed images under strong ambient light, we formulate a constraint optimization problem which consists of luminance enhancement, contrast enhancement, and distortion minimization terms, and find an optimal trade-off among them by solving it. Finally, we conduct color scaling to reproduce vivid colors in displayed images. Experimental results demonstrate that the proposed method significantly enhances the brightness, contrast, details, and colors of displayed images and outperforms other state-of-the-art methods under ambient light.  相似文献   

9.
This paper presents some design-oriented reflections about a design idea—WaterCalls. This design concept is informed by findings from an ethnographic study of emergency service work. Two main components constitute WaterCalls—an ambient display consisting of bowls with water and a call queue in a graphical interface. The purpose is to support cooperation between several operators who work at different emergency service centres. One benefit of ambient displays in the emergency service centre is that information that is currently not available in the setting may be displayed in an unobtrusive way. In this paper, we suggest that it is important to consider how the ambient displays come into real use and how they fit into the work people actually do, namely, their work practices. For the development of interfaces like this, it is crucial to take into consideration how they are used in combination with more traditional graphical interfaces and other artefacts.  相似文献   

10.
Large displays enable users to perform several tasks simultaneously. Under such circumstances, notification information provided through the concept of ambient displays plays a vital role in assisting users to switch among tasks. This paper presents the experimental results of a notification system design in the peripheral region of large displays. The aim is to provide guidance for notification information design by investigating detection and discrimination performance of human observers when visual notification information is presented away from the foveal region and viewed using peripheral vision. The proposed notification system was designed using an array of glyphs. Each glyph is a small gray square with a fixed size of 60 × 60 pixels. By changing the gray levels of adjacent glyphs dynamically, a glyph array presents a particular dynamic pattern. The experiments involved testing factors that comprised the visual angle, size and shape of glyph arrays, frequency of temporal modulation, phase shift of each pattern, and number of stimuli. The results show that glyph arrays are detected accurately if they are larger, even at wide viewing angles, and that the number of glyphs in a glyph array affects the performance more than the shapes of glyph arrays do. Furthermore, the discrimination performance is higher when both the frequency and phase are manipulated simultaneously (multidimensional design), compared with the case when each of these dimensions is varied separately (single-dimensional design). When the number of stimuli is set at 8, for example, users can maintain an accuracy rate of 70% for the multidimensional design, whereas the accuracy rate is only approximately 60% for the single-dimensional design.  相似文献   

11.
《Ergonomics》2012,55(7):914-925
Participants performed a word–non-word discrimination task within a car control display emulated on a thin film transistor liquid-crystal display (TFT-LCD). The task simulated an information read-out from a TFT-LCD-based instrument panel. Subsequently, participants performed a low-contrast object detection task that simulated the detection of objects during night-time driving. In experiment 1, words/non-words were presented black-on-white (positive polarity) or white-on-black (negative polarity). In experiments 2 and 3, display colour was additionally manipulated. A positive polarity advantage in the discrimination task was consistently observed. In contrast, positive displays interfered more than negative displays with subsequent detection. The detrimental after-effect of positive polarity displays was strong with white and blue, reduced with amber and absent with red displays. Subjective measures showed a preference for blue over red, but a slight advantage for amber over blue. Implications for TFT-LCD design are derived from the results.

Statement of Relevance: When using TFT-LCDs as car instrument panels, positive polarity red TFT-LCDs are very likely to lead to good instrument readability while at the same time minimising – relative to other colours – the negative effects of an illuminated display on low-contrast object detection during night-time driving.  相似文献   

12.
Abstract— This study used several electronic‐book (e‐book) displays (a conventional LCD under transmissive mode, a conventional LCD under reflective mode, a Ch‐LC display, and an e‐ink display) to investigate the effect of e‐book inclination (105° and 135°) and ambient illuminance (200, 800, 1500, and 2200 lux) on the comprehension of subjects. Results indicate that the ambient illuminance does not significantly affect the comprehension of subjects. However, their comprehension differed significantly when using different e‐book displays. In addition, the interaction between illuminance and e‐book display had a significant effect on their comprehension. When the ambient illuminance was set at 800, 1500, and 2200 lux, the subjects' comprehension for reading different e‐book displays did not show a significant difference. When the ambient illuminance was set at 200 lux, however, their comprehension for reading a Ch‐LC display, an e‐ink display, and a conventional LCD under transmissive mode were better than their comprehension of reading a conventional LCD under reflective mode. Regarding the inclination for using e‐books, the subjects' comprehension was better under 105° than that under 135°.  相似文献   

13.
We report a new technique for the design of field‐sequential‐color liquid‐crystal displays (FS‐LCDs), which maximizes the liquid‐crystal response,tLC, by dividing the display area into as few sub‐areas,N, as possible. We obtained the following results: (1) tLC increased as N increased, although saturation tended to occur. Increasing N from 1 to 2 gave the largest increase in tLC. (2) tLC was maximized by dividing the display area unequally.  相似文献   

14.
《Ergonomics》2012,55(7):882-886
Reading text from computer screens is better when text is printed in dark letters on light background (positive polarity) than when it is printed in light letters on dark background (negative polarity). An experiment is presented that tests whether this positive polarity advantage is due to the fact that overall display luminance is typically higher for positive than for negative polarity displays. To this end, text-background polarity and display luminance were manipulated independently. No positive polarity advantage was observed when overall display luminance of positive and negative polarity displays was equivalent. There was only an effect of display luminance, with better performance for the higher-luminance displays. This suggests that the positive polarity advantage is in fact due to the typically higher luminance of positive polarity displays. Readability of text presented on computer screens (e.g. on websites) is better when the overall display luminance level is high, as in positive polarity displays (dark letters on light background). Display polarity per se does not affect readability.  相似文献   

15.
Augmented Reality (AR) head-mounted displays (HMDs) provide users with an immersive virtual experience in the real world. The portability of this technology affords various information display options for construction workers that are not possible otherwise. However, the impact of these different information presentation options on human performance should be carefully evaluated before such technology is deployed in the jobsite. In this paper, we describe a research effort examining how different information displays presented via AR HMD influence task performance when assembling three sized wooden wall frame assembly tasks. We asked 18 construction engineering students with framing experience to finish three wood frame assembly tasks (large, medium, and small) using one of the three information displays (AR 3D conformal, AR 2D tag-along, and paper blueprints). The task performance was measured by time of completion and framing errors, which were analyzed and compared among each factor.  相似文献   

16.
We propose the first join tree (JT) propagation architecture that labels the probability information passed between JT nodes in terms of conditional probability tables (CPTs) rather than potentials. By modeling the task of inference involving evidence, we can generate three work schedules that are more time-efficient for LAZY propagation. Our experimental results, involving five real-world or benchmark Bayesian networks (BNs), demonstrate a reasonable improvement over LAZY propagation. Our architecture also models inference not involving evidence. After the CPTs identified by our architecture have been physically constructed, we show that each JT node has a sound, local BN that preserves all conditional independencies of the original BN. Exploiting inference not involving evidence is used to develop an automated procedure for building multiply sectioned BNs. It also allows direct computation techniques to answer localized queries in local BNs, for which the empirical results on a real-world medical BN are promising. Screen shots of our implemented system demonstrate the improvements in semantic knowledge.  相似文献   

17.
In our everyday lives, we use surrounding living and working environments to arrange physical information artefacts such as books, pictures and calendars. However, when it comes to consumption of computer-based information, this is almost entirely based on attending to screens that separate us from our surroundings. In this paper, we explore the augmentative use of non-computer artefacts in our surroundings for peripheral display of digital information. We discuss system integration of such ambient media, the mapping of information to ambient media, and issues of flexibility and user control. Ambient media have been in everyday use in our work environment, and we report observations from which we conclude their utility as extensions to our digital information spaces.  相似文献   

18.
We study the stability and robustness of a large platoon of vehicles, where each vehicle is modeled as a double integrator, for two decentralized control architectures: predecessor following and symmetric bidirectional. In the predecessor‐following architecture, the control action on each agent only depends on the information from its immediate front neighbor, whereas in the symmetric bidirectional architecture, it depends equally on the information from both its immediate front neighbor and back neighbor. We prove asymptotic stability of the formation for a class of nonlinear controllers with sector nonlinearity, with the linear controller as a special case. We show that the convergence rate of the predecessor‐following architecture is much faster than that of the symmetric bidirectional architecture. However, the predecessor‐following architecture suffers high algebraic growth of initial errors. We also establish scaling laws (with N) of certain H norms of the formation that measure its robustness to external disturbances for the linear case. It is shown that the robustness performance grows geometrically in N for predecessor‐following architecture but only polynomially in N for symmetric‐bidirectional architecture. Extensive numerical simulations are conducted to verify the predictions for the linear case and empirically estimate the corresponding performance metrics for a saturation‐type nonlinear controller. On the basis of the analytical and numerical results, it is seen that the symmetric bidirectional architecture outperforms the predecessor‐following architecture in all measures of performance. Within the predecessor‐following architecture, the nonlinear controller is seen to perform better in general than the linear one. A number of design guidelines are provided on the basis of these conclusions. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

19.
Reflective displays are advantageous in applications requiring low power or daylight readability. However, there are no low‐cost reflective technologies capable of displaying bright colors. By employing photoluminescence to more efficiently use ambient light, we created a prototype display that provides bright, full color in a simple, low‐cost architecture. This prototype includes a novel electrokinetic shutter, a layer that incorporates patterned luminescent red, green, and blue sub‐pixel elements, and a novel optical out‐coupling scheme. The luminescent elements convert otherwise‐wasted portions of the incident spectrum to light in the desired color band, resulting in improved color saturation and lightness. This prototype provides a color gamut that is superior to competing reflective display technologies that utilize color filters in single‐layer side‐by‐side sub‐pixel architectures. The current prototype is capable of switching in <0.5 s; future displays based on an alternative electro‐optic shutter technology should achieve video rate operation. A transflective version of this technology has also been prototyped. The transflective version utilizes its backlight with a power efficiency that is at least three times that of a conventional liquid crystal display. These photoluminescence‐based technologies enable a host of applications ranging from low‐power mobile products and retail pricing signage to daylight readable signage for outdoor advertising segments.  相似文献   

20.
Ubiquitous computing environments continuously infer our context and proactively offer us context aware services and information, suggested by notifications on our mobile devices. However, notifications come with a cost. They may interrupt the user in the current task and be annoying in the wrong context. The challenge becomes how to notify the user about the availability of relevant services while minimizing the level of disruptiveness. Thus, an understanding of what affects the subjective perception of the disruptiveness of the notification is needed. As yet, most of the research on disruptiveness of notifications focused on stationary, task-oriented environments. In this study, we examine the effect of notifications in a special leisure scenario—a museum visit. In two user studies conducted in a museum setting, participants used a context-aware mobile museum guide to receive information on various museum exhibits while periodically receiving notifications. We examined how the user’s activity, the modality of the notification, and the message content affected the perceived level of disruption that the notifications created. We discuss our results in light of existing work in the desktop and mobile domains and provide a framework and recommendations for designing notifications for a mobile museum guide system.  相似文献   

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