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An Integrated Support to Collaborative Semantic Annotation 协同语义标注的集成支持
Adv. Hum. Comput. Interact. Pub Date : 2017-02-01 DOI: 10.1155/2017/7219098
A. Goy, Diego Magro, G. Petrone, Claudia Picardi, Marco Rovera, M. Segnan
{"title":"An Integrated Support to Collaborative Semantic Annotation","authors":"A. Goy, Diego Magro, G. Petrone, Claudia Picardi, Marco Rovera, M. Segnan","doi":"10.1155/2017/7219098","DOIUrl":"https://doi.org/10.1155/2017/7219098","url":null,"abstract":"Everybody experiences every day the need to manage a huge amount of heterogeneous shared resources, causing information overload and fragmentation problems. Collaborative annotation tools are the most common way to address these issues, but collaboratively tagging resources is usually perceived as a boring and time consuming activity and a possible source of conflicts. To face this challenge, collaborative systems should effectively support users in the resource annotation activity and in the definition of a shared view. The main contribution of this paper is the presentation and the evaluation of a set of mechanisms (personal annotations over shared resources and tag suggestions) that provide users with the mentioned support. The goal of the evaluation was to (1) assess the improvement with respect to the situation without support; (2) evaluate the satisfaction of the users, with respect to both the final choice of annotations and possible conflicts; (3) evaluate the usefulness of the support mechanisms in terms of actual usage and user perception. The experiment consisted in a simulated collaborative work scenario, where small groups of users annotated a few resources and then answered a questionnaire. The evaluation results demonstrate that the proposed support mechanisms can reduce both overload and possible disagreement.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123359970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Extending the Touchscreen Pattern Lock Mechanism with Duplicated and Temporal Codes 用复制码和时间码扩展触摸屏模式锁定机制
Adv. Hum. Comput. Interact. Pub Date : 2016-11-01 DOI: 10.1155/2016/8762892
Ashley Colley, Tobias Seitz, Tuomas Lappalainen, M. Kranz, Jonna Häkkilä
{"title":"Extending the Touchscreen Pattern Lock Mechanism with Duplicated and Temporal Codes","authors":"Ashley Colley, Tobias Seitz, Tuomas Lappalainen, M. Kranz, Jonna Häkkilä","doi":"10.1155/2016/8762892","DOIUrl":"https://doi.org/10.1155/2016/8762892","url":null,"abstract":"We investigate improvements to authentication on mobile touchscreen phones and present a novel extension to the widely used touchscreen pattern lock mechanism. Our solution allows including nodes in the grid multiple times, which enhances the resilience to smudge and other forms of attack. For example, for a smudge pattern covering 7 nodes, our approach increases the amount of possible lock patterns by a factor of 15 times. Our concept was implemented and evaluated in a laboratory user test n=36. The test participants found the usability of the proposed concept to be equal to that of the baseline pattern lock mechanism but considered it more secure. Our solution is fully backwards-compatible with the current baseline pattern lock mechanism, hence enabling easy adoption whilst providing higher security at a comparable level of usability.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122633010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Combinations of Methods for Collaborative Evaluation of the Usability of Interactive Software Systems 交互式软件系统可用性协同评估方法的组合
Adv. Hum. Comput. Interact. Pub Date : 2016-09-01 DOI: 10.1155/2016/4089520
Andrés F. Solano, C. Collazos, Cristian Rusu, H. Fardoun
{"title":"Combinations of Methods for Collaborative Evaluation of the Usability of Interactive Software Systems","authors":"Andrés F. Solano, C. Collazos, Cristian Rusu, H. Fardoun","doi":"10.1155/2016/4089520","DOIUrl":"https://doi.org/10.1155/2016/4089520","url":null,"abstract":"Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more relevant information. We propose Collaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independently.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131373154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 15
Capturing the Perceived Phantom Limb through Virtual Reality 通过虚拟现实捕捉感知到的幻肢
Adv. Hum. Comput. Interact. Pub Date : 2016-09-01 DOI: 10.1155/2016/8608972
Christian Rogers, Jonathan Lau, Denver Huynh, Steven Albertson, James Beem, Enlin Qian
{"title":"Capturing the Perceived Phantom Limb through Virtual Reality","authors":"Christian Rogers, Jonathan Lau, Denver Huynh, Steven Albertson, James Beem, Enlin Qian","doi":"10.1155/2016/8608972","DOIUrl":"https://doi.org/10.1155/2016/8608972","url":null,"abstract":"Phantom limb is the sensation amputees may feel when the missing limb is still attached to the body and is still moving as it would if it still existed. Despite there being between 50 and 80% of amputees who report neuropathic pain, also known as phantom limb pain PLP, there is still little understanding of why PLP occurs. There are no fully effective long-term treatments available. One of the struggles with PLP is the difficulty for amputees to describe the sensations of their phantom limbs. The sensations may be of a limb that is in a position that is impossible for a normal limb to attain. The goal of this project was to treat those with PLP by developing a system to communicate the sensations those with PLP were experiencing accurately and easily through various hand positions using a model arm with a user friendly interface. The system was developed with Maya 3D animation software, the Leap Motion input device, and the Unity game engine. The 3D modeled arm was designed to mimic the phantom sensation being able to go beyond normal joint extensions of regular arms. The purpose in doing so was to obtain a true 3D visualization of the phantom limb.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125188471","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface 以《MasterMind Chess》为例:比较鼠标/键盘交互与基于kinect的手势界面
Adv. Hum. Comput. Interact. Pub Date : 2016-05-04 DOI: 10.1155/2016/4602471
Gabriel Alves Vasiljevic Mendes, Leonardo Cunha de Miranda, Erica Miranda
{"title":"A Case Study of MasterMind Chess: Comparing Mouse/Keyboard Interaction with Kinect-Based Gestural Interface","authors":"Gabriel Alves Vasiljevic Mendes, Leonardo Cunha de Miranda, Erica Miranda","doi":"10.1155/2016/4602471","DOIUrl":"https://doi.org/10.1155/2016/4602471","url":null,"abstract":"As gestural interfaces emerged as a new type of user interface, their use has been vastly explored by the entertainment industry to better immerse the player in games. Despite being mainly used in dance and sports games, little use was made of gestural interaction in more slow-paced genres, such as board games. In this work, we present a Kinect-based gestural interface for an online and multiplayer chess game and describe a case study with users with different playing skill levels. Comparing the mouse/keyboard interaction with the gesture-based interaction, the results of the activity were synthesized into lessons learned regarding general usability and design of game control mechanisms. These results could be applied to slow-paced board games like chess. Our findings indicate that gestural interfaces may not be suitable for competitive chess matches, yet it can be fun to play while using them in casual matches.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130317163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Appraisals of Salient Visual Elements in Web Page Design 网页设计中突出视觉元素的评价
Adv. Hum. Comput. Interact. Pub Date : 2016-04-01 DOI: 10.1155/2016/3676704
Johanna M. Silvennoinen, Jussi P. P. Jokinen
{"title":"Appraisals of Salient Visual Elements in Web Page Design","authors":"Johanna M. Silvennoinen, Jussi P. P. Jokinen","doi":"10.1155/2016/3676704","DOIUrl":"https://doi.org/10.1155/2016/3676704","url":null,"abstract":"Visual elements in user interfaces elicit emotions in users and are, therefore, essential to users interacting with different software. Although there is research on the relationship between emotional experience and visual user interface design, the focus has been on the overall visual impression and not on visual elements. Additionally, often in a software development process, programming and general usability guidelines are considered as the most important parts of the process. Therefore, knowledge of programmers’ appraisals of visual elements can be utilized to understand the web page designs we interact with. In this study, appraisal theory of emotion is utilized to elaborate the relationship of emotional experience and visual elements from programmers’ perspective. Participants N=50 used 3E-templates to express their visual and emotional experiences of web page designs. Content analysis of textual data illustrates how emotional experiences are elicited by salient visual elements. Eight hierarchical visual element categories were found and connected to various emotions, such as frustration, boredom, and calmness, via relational emotion themes. The emotional emphasis was on centered, symmetrical, and balanced composition, which was experienced as pleasant and calming. The results benefit user-centered visual interface design and researchers of visual aesthetics in human-computer interaction.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131647156","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Designing Digital Solutions for Preserving Penan Sign Language: A Reflective Study 设计保护本南手语的数字解决方案:反思研究
Adv. Hum. Comput. Interact. Pub Date : 2016-03-01 DOI: 10.1155/2016/4174795
Tariq Zaman, A. Yeo, Garen Jengan
{"title":"Designing Digital Solutions for Preserving Penan Sign Language: A Reflective Study","authors":"Tariq Zaman, A. Yeo, Garen Jengan","doi":"10.1155/2016/4174795","DOIUrl":"https://doi.org/10.1155/2016/4174795","url":null,"abstract":"Oroo’ is a language of nomadic Penans in the rainforests of Borneo and the only way of asynchronous communication between nomadic groups in the forest journey. Like many other indigenous languages, the Oroo’ language is also facing imminent extinction. In this paper, we present the research process and reflections of a multidisciplinary community-based research project on digitalizing and preserving the Oroo’ sign language. As a methodology for project activities, we are employing Participatory Action Research in Software Development Methodology Augmentation PRISMA. Preliminary results show a general interest in digital contents and a positive impact of the project activities. In this paper, we present scenario of a research project that is retooled to fit the need of communities, informing language revitalization efforts and assisting with the evolution of community-based research design.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122982956","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Lower Order Krawtchouk Moment-Based Feature-Set for Hand Gesture Recognition 基于低阶Krawtchouk矩的手势识别特征集
Adv. Hum. Comput. Interact. Pub Date : 2016-03-01 DOI: 10.1155/2016/6727806
Bineet Kaur, G. Joshi
{"title":"Lower Order Krawtchouk Moment-Based Feature-Set for Hand Gesture Recognition","authors":"Bineet Kaur, G. Joshi","doi":"10.1155/2016/6727806","DOIUrl":"https://doi.org/10.1155/2016/6727806","url":null,"abstract":"The capability of lower order Krawtchouk moment-based shape features has been analyzed. The behaviour of 1D and 2D Krawtchouk polynomials at lower orders is observed by varying Region of Interest ROI. The paper measures the effectiveness of shape recognition capability of 2D Krawtchouk features at lower orders on the basis of Jochen-Triesch’s database and hand gesture database of 10 Indian Sign Language ISL alphabets. Comparison of original and reduced feature-set is also done. Experimental results demonstrate that the reduced feature dimensionality gives competent accuracy as compared to the original feature-set for all the proposed classifiers. Thus, the Krawtchouk moment-based features prove to be effective in terms of shape recognition capability at lower orders.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"212 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114842818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 19
Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices 评估虚拟环境的真实性:三种设备的比较
Adv. Hum. Comput. Interact. Pub Date : 2016-03-01 DOI: 10.1155/2016/2937632
Aila Kronqvist, Jussi P. P. Jokinen, Rebekah A. Rousi
{"title":"Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices","authors":"Aila Kronqvist, Jussi P. P. Jokinen, Rebekah A. Rousi","doi":"10.1155/2016/2937632","DOIUrl":"https://doi.org/10.1155/2016/2937632","url":null,"abstract":"Immersive virtual environments VEs have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via an authenticity index in relation to three different immersive virtual environment devices. These devices include 1 a headband, 2 3D glasses, and 3 a head-mounted display HMD. A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128691951","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 26
Kinect-Based Sliding Mode Control for Lynxmotion Robotic Arm 基于运动学的Lynxmotion机械臂滑模控制
Adv. Hum. Comput. Interact. Pub Date : 2016-03-01 DOI: 10.1155/2016/7921295
Ismail Ben Abdallah, Y. Bouteraa, C. Rekik
{"title":"Kinect-Based Sliding Mode Control for Lynxmotion Robotic Arm","authors":"Ismail Ben Abdallah, Y. Bouteraa, C. Rekik","doi":"10.1155/2016/7921295","DOIUrl":"https://doi.org/10.1155/2016/7921295","url":null,"abstract":"Recently, the technological development of manipulator robot increases very quickly and provides a positive impact to human life. The implementation of the manipulator robot technology offers more efficiency and high performance for several human’s tasks. In reality, efforts published in this context are focused on implementing control algorithms with already preprogrammed desired trajectories passive robots case or trajectory generation based on feedback sensors active robots case. However, gesture based control robot can be considered as another channel of system control which is not widely discussed. This paper focuses on a Kinect-based real-time interactive control system implementation. Based on LabVIEW integrated development environment IDE, a developed human-machine-interface HMI allows user to control in real time a Lynxmotion robotic arm. The Kinect software development kit SDK provides a tool to keep track of human body skeleton and abstract it into 3-dimensional coordinates. Therefore, the Kinect sensor is integrated into our control system to detect the different user joints coordinates. The Lynxmotion dynamic has been implemented in a real-time sliding mode control algorithm. The experimental results are carried out to test the effectiveness of the system, and the results verify the tracking ability, stability, and robustness.","PeriodicalId":192934,"journal":{"name":"Adv. Hum. Comput. Interact.","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131027766","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
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