7,679 research outputs found

    A multi-formalism approach for model-based dynamic distribution of user interfaces of critical interactive systems.

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    International audienceEvolution in the context of use requires evolutions in the user interfaces even when they are currently used by operators. User Centered Development promotes reactive answers to this kind of evolutions either by software evolutions through iterative development approaches or at runtime by providing additional information to the operators such as contextual help for instance. This paper proposes a model-based approach to support proactive management of context of use evolutions. By proactive management we mean mechanisms in place to plan and implement evolutions and adaptations of the entire user interface (including behaviour) in a generic way. The approach proposed handles both concentration and distribution of user interfaces requiring both fusion of information into a single UI or fission of information into several ones. This generic model-based approach is exemplified on a safety critical system from space domain. It presents how the new user interfaces can be generated at runtime to provide a new user interface gathering in a single place all the information required to perform the task. These user interfaces have to be generated at runtime as new procedures (i.e. sequences of operations to be executed in a semi-autonomous way) can be defined by operators at any time in order to react to adverse events and to keep the space system in operation. Such contextual, activity-related user interfaces complement the original user interfaces designed for operating the command and control system. The resulting user interface thus corresponds to a distribution of user interfaces in a focus+context way improving usability by increasing both efficiency and effectiveness

    Model-based engineering of widgets, user applications and servers compliant with ARINC 661 specification

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    International audienceThe purpose of ARINC 661 specification [1] is to define interfaces to a Cockpit Display System (CDS) used in any types of aircraft installations. ARINC 661 provides precise information for communication protocol between application (called User Applications) and user interface components (called widgets) as well as precise information about the widgets themselves. However, in ARINC 661, no information is given about the behaviour of these widgets and about the behaviour of an application made up of a set of such widgets. This paper presents the results of the application of a formal description technique to the various elements of ARINC 661 specification within an industrial project. This formal description technique called Interactive Cooperative Objects defines in a precise and non-ambiguous way all the elements of ARINC 661 specification. The application of the formal description techniques is shown on an interactive application called MPIA (Multi Purpose Interactive Application). Within this application, we present how ICO are used for describing interactive widgets, User Applications and User Interface servers (in charge of interaction techniques). The emphasis is put on the model-based management of the feel of the applications allowing rapid prototyping of the external presentation and the interaction techniques. Lastly, we present the CASE (Computer Aided Software Engineering) tool supporting the formal description technique and its new extensions in order to deal with large scale applications as the ones targeted at by ARINC 661 specification

    Developing a distributed electronic health-record store for India

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    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    A Virtual Reality Platform for Musical Creation

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    International audienceVirtual reality aims at interacting with a computer in a similar form to interacting with an object of the real world. This research presents a VR platform allowing the user (1) to interactively create physically-based musical instruments and sounding objects, (2) play them in real time by using multisensory interaction by ways of haptics, 3D visualisation during playing, and real time physically-based sound synthesis. So doing, our system presents the two main properties expected in VR systems: the possibility of designing any type of objects and manipulating them in a multisensory real time fashion. By presenting our environment, we discuss the scientific underlying questions: (1) concerning the real time simulation, the way to manage simultaneous audio-haptic-visual cooperation during the real time multisensory simulations and (2) the Computer Aided Design functionalities for the creation of new physically-based musical instruments and sounding objects

    Model-based engineering of animated interactive systems for the interactive television environment

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    Les interfaces graphiques étaient la plupart du temps statiques, et représentaient une succession d'états logiciels les uns après les autres. Cependant, les transitions animées entre ces états statiques font partie intégrante des interfaces utilisateurs modernes, et leurs processus de design et d'implémentations constituent un défi pour les designers et les développeurs. Cette thèse propose un processus de conception de systèmes interactifs centré sur les animations, ainsi qu'une architecture pour la définition et l'implémentation d'animations au sein des interfaces graphiques. L'architecture met en avant une approche à deux niveaux pour définir une vue haut niveau d'une animation (avec un intérêt particulier pour les objets animés, leurs propriétés à être animé et la composition d'animations) ainsi qu'une vue bas niveau traitant des aspects détaillés des animations tels que les timings et les optimisations. Concernant les spécifications formelles de ces deux niveaux, nous utilisons une approche qui facilite les réseaux de Petri orientés objets pour la conception, l'implémentation et la validation d'interfaces utilisateurs animées en fournissant une description complète et non-ambiguë de l'ensemble de l'interface utilisateur, y compris les animations. Enfin, nous décrivons la mise en pratique du processus présenté, illustré par un cas d'étude d'un prototype haute-fidélité d'une interface utilisateur, pour le domaine de la télévision interactive. Ce processus conduira à une spécification formelle et détaillée du système interactif, et incluera des animations utilisant des réseaux de Petri orientés objet (conçus avec l'outil PetShop CASE).Graphical User Interfaces used to be mostly static, representing one software state after the other. However, animated transitions between these static states are an integral part in modern user interfaces and processes for both their design and implementation remain a challenge for designers and developers. This thesis proposes a process for designing interactive systems focusing on animations, along with an architecture for the definition and implementation of animation in user interfaces. The architecture proposes a two levels approach for defining a high-level view of an animation (focusing on animated objects, their properties to be animated and on the composition of animations) and a low-level one dealing with detailed aspects of animations such as timing and optimization. For the formal specification of these two levels, we are using an approach facilitating object-oriented Petri nets to support the design, implementation and validation of animated user interfaces by providing a complete and unambiguous description of the entire user interface including animations. Finally, we describe the application of the presented process exemplified by a case study for a high-fidelity prototype of a user interface for the interactive Television domain. This process will lead to a detailed formal specification of the interactive system, including animations using object-oriented Petri nets (designed with the PetShop CASE tool)

    Control theoretic models of pointing

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    This article presents an empirical comparison of four models from manual control theory on their ability to model targeting behaviour by human users using a mouse: McRuer’s Crossover, Costello’s Surge, second-order lag (2OL), and the Bang-bang model. Such dynamic models are generative, estimating not only movement time, but also pointer position, velocity, and acceleration on a moment-to-moment basis. We describe an experimental framework for acquiring pointing actions and automatically fitting the parameters of mathematical models to the empirical data. We present the use of time-series, phase space, and Hooke plot visualisations of the experimental data, to gain insight into human pointing dynamics. We find that the identified control models can generate a range of dynamic behaviours that captures aspects of human pointing behaviour to varying degrees. Conditions with a low index of difficulty (ID) showed poorer fit because their unconstrained nature leads naturally to more behavioural variability. We report on characteristics of human surge behaviour (the initial, ballistic sub-movement) in pointing, as well as differences in a number of controller performance measures, including overshoot, settling time, peak time, and rise time. We describe trade-offs among the models. We conclude that control theory offers a promising complement to Fitts’ law based approaches in HCI, with models providing representations and predictions of human pointing dynamics, which can improve our understanding of pointing and inform design

    A Human Operator Model for Medical Device Interaction Using Behavior-Based Hybrid Automata

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    This paper describes the design and implementation of a control-theoretic model that can be used to model both the discrete and continuous behavior of a human operator. The human operator model can be used to compare different device user interfaces in terms of human performance. The implemented human operator model combines an ON–OFF control model and a behavior-based hybrid automaton with three controllers. The controllers, defined as continuous, discrete, and fine-tuning behavior, simulate the user’s conceptual model of the user interface. The device model used is that of a commercial syringe pump with chevron keys, described as a formal specification. Results of the human operator model simulation were generated for 20 different numbers obtained from syringe pump log files. The simulation results werecompared over 33 trials to a lab study employing a device based on the formal specification. The result of the simulation shows a significant similarity to the result of the lab study for all the numbers used

    The Impact of Petri Nets on System-of-Systems Engineering

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    The successful engineering of a large-scale system-of-systems project towards deterministic behaviour depends on integrating autonomous components using international communications standards in accordance with dynamic requirements. To-date, their engineering has been unsuccessful: no combination of top-down and bottom-up engineering perspectives is adopted, and information exchange protocol and interfaces between components are not being precisely specified. Various approaches such as modelling, and architecture frameworks make positive contributions to system-of-systems specification but their successful implementation is still a problem. One of the most popular modelling notations available for specifying systems, UML, is intuitive and graphical but also ambiguous and imprecise. Supplying a range of diagrams to represent a system under development, UML lacks simulation and exhaustive verification capability. This shortfall in UML has received little attention in the context of system-of-systems and there are two major research issues: 1. Where the dynamic, behavioural diagrams of UML can and cannot be used to model and analyse system-of-systems 2. Determining how Petri nets can be used to improve the specification and analysis of the dynamic model of a system-of-systems specified using UML This thesis presents the strengths and weaknesses of Petri nets in relation to the specification of system-of-systems and shows how Petri net models can be used instead of conventional UML Activity Diagrams. The model of the system-of-systems can then be analysed and verified using Petri net theory. The Petri net formalism of behaviour is demonstrated using two case studies from the military domain. The first case study uses Petri nets to specify and analyse a close air support mission. This case study concludes by indicating the strengths, weaknesses, and shortfalls of the proposed formalism in system-of-systems specification. The second case study considers specification of a military exchange network parameters problem and the results are compared with the strengths and weaknesses identified in the first case study. Finally, the results of the research are formulated in the form of a Petri net enhancement to UML (mapping existing activity diagram elements to Petri net elements) to meet the needs of system-of-systems specification, verification and validation

    An overview of decision table literature 1982-1995.

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    This report gives an overview of the literature on decision tables over the past 15 years. As much as possible, for each reference, an author supplied abstract, a number of keywords and a classification are provided. In some cases own comments are added. The purpose of these comments is to show where, how and why decision tables are used. The literature is classified according to application area, theoretical versus practical character, year of publication, country or origin (not necessarily country of publication) and the language of the document. After a description of the scope of the interview, classification results and the classification by topic are presented. The main body of the paper is the ordered list of publications with abstract, classification and comments.
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