173,978 research outputs found

    Optimizing for confidence - Costs and opportunities at the frontier between abstraction and reality

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    Is there a relationship between computing costs and the confidence people place in the behavior of computing systems? What are the tuning knobs one can use to optimize systems for human confidence instead of correctness in purely abstract models? This report explores these questions by reviewing the mechanisms by which people build confidence in the match between the physical world behavior of machines and their abstract intuition of this behavior according to models or programming language semantics. We highlight in particular that a bottom-up approach relies on arbitrary trust in the accuracy of I/O devices, and that there exists clear cost trade-offs in the use of I/O devices in computing systems. We also show various methods which alleviate the need to trust I/O devices arbitrarily and instead build confidence incrementally "from the outside" by considering systems as black box entities. We highlight cases where these approaches can reach a given confidence level at a lower cost than bottom-up approaches.Comment: 11 pages, 1 figur

    The development of a computer human interface using touch input for point of sale applications : a thesis presented in partial fulfilment of the requirements for the degree of Master of Technology in Product Development at Massey University

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    This project developed a touch screen interface for a new generation EFTPOS sales terminal at the fuel pump in a service station. Scenario plans and creative observation of consumers and analysis of their expressed needs, wants, and requirements were developed within the context of the client's specifications. This enabled the production of a physical and graphical user interface that provided initial appeal, ease of learning, high speed of user task performance, low user error rate, subjective user satisfaction, and user retention over time. Using multimedia computer software as a rapid prototyping tool enabled realistic feedback to be obtained early in the development stages and facilitated the modification of prototypes to minimise the barriers to potential consumer acceptance. The designer was able to effectively communicate the goals and details of the product to the team implementing the design using flow charts and diagrams to define the structure and content of the interface. The process used to develop the interface was compared with published product development techniques that incorporated consumer testing checkpoints throughout the discrete phases of product creation. It was determined that the generic processes were useful in practice, but only if the checkpoints were chosen appropriately and the tests customised for the developing product. Testing at fixed stages in the design process was found to be detrimental to the project. Putting excessive emphasis on the testing of the product curbed creativity by removing valid solutions before they could be investigated fully. The touch screen interface developed will be used to lead customers through fuel deliveries, Electronic Funds Transfer (EFT) transactions, and the purchase of other service station related products and services. The interface allows incorporation of advertising and customisation for use in other countries, meets the company's specifications, and has polled well in consumer tests when incorporated in a simulated mounting

    Sonically-enhanced widgets: comments on Brewster and Clarke, ICAD 1997

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    This paper presents a review of the research surrounding the paper “The Design and Evaluation of a Sonically Enhanced Tool Palette” by Brewster and Clarke from ICAD 1997. A historical perspective is given followed by a discussion of how this work has fed into current developments in the area

    Leading and following with a virtual trainer

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    This paper describes experiments with a virtual fitness trainer capable of mutually coordinated interaction. The virtual human co-exercises along with the user, leading as well as following in tempo, to motivate the user and to influence the speed with which the user performs the exercises. In a series of three experiments (20 participants in total) we attempted to influence the users' performance by manipulating the (timing of the) exercise behavior of the virtual trainer. The results show that it is possible to do this implicitly, using only micro adjustments to its bodily behavior. As such, the system is a rst step in the direction of mutually coordinated bodily interaction for virtual humans

    Research on Social Engagement with a Rabbitic User Interface

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    Companions as interfaces to smart rooms need not only to be easy to interact with, but also to maintain long-term relationships with their users. The FP7-funded project SERA (Social Engagement with Robots and Agents) contributes to knowledge about and modeling of such relationships. One focal activity is an iterative field study to collect real-life long-term interaction data with a robotic interface. The first stage of this study has been completed. This paper reports on the set-up and the first insights

    A Petri-Net Based Approach to Measure the Learnability of Interactive Systems

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    We propose an approach to measure the learnability of an interactive system. Our approach relies on recording in a user log all the user actions that take place during a run of the system and on replaying them over one or more interaction models of the system. Each interaction model describes the expected way of executing a relevant task provided by the system. The proposed approach is able to identify deviations between the interaction models and the user log and to assess the weight of such deviations through a fitness value, which estimates how much a log adheres to the models. Our thesis is that by measuring the rate of such a fitness value for subsequent executions of the system we can not only understand if the system is learnable with respect to its relevant tasks, but also to identify potential learning issues. © 2016 Copyright held by the owner/author(s)

    An introduction to interactive sonification

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    The research field of sonification, a subset of the topic of auditory display, has developed rapidly in recent decades. It brings together interests from the areas of data mining, exploratory data analysis, human–computer interfaces, and computer music. Sonification presents information by using sound (particularly nonspeech), so that the user of an auditory display obtains a deeper understanding of the data or processes under investigation by listening
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