19,931 research outputs found

    Understanding concurrent earcons: applying auditory scene analysis principles to concurrent earcon recognition

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    Two investigations into the identification of concurrently presented, structured sounds, called earcons were carried out. One of the experiments investigated how varying the number of concurrently presented earcons affected their identification. It was found that varying the number had a significant effect on the proportion of earcons identified. Reducing the number of concurrently presented earcons lead to a general increase in the proportion of presented earcons successfully identified. The second experiment investigated how modifying the earcons and their presentation, using techniques influenced by auditory scene analysis, affected earcon identification. It was found that both modifying the earcons such that each was presented with a unique timbre, and altering their presentation such that there was a 300 ms onset-to-onset time delay between each earcon were found to significantly increase identification. Guidelines were drawn from this work to assist future interface designers when incorporating concurrently presented earcons

    Recognition of animated icons by elementary‐aged children

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    This paper describes a study to investigate the recognizability of and preference for animated icons by elementary‐aged aged children. Fourteen typical computer‐related tasks (e.g., copy, move) were viewed by 60 school‐children in two iconic formats: animated and static. The content of the icons and the computer process or action they mimicked were drawn from a previous study in which a similar group of children was asked to depict gesturally their interpretation of the 14 tasks. Results indicated that the animated version of the icons was more recognizable and that the children greatly preferred the animated icons over the static icons. Implications for the design of enhanced user‐interfaces for children are noted

    Measuring Symbol and Icon Characteristics: Norms for Concreteness, Complexity, Meaningfulness, Familiarity, and Semantic Distance for 239 Symbols

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    This paper provides rating norms for a set of symbols and icons selected from a wide variety of sources. These ratings enable the effects of symbol characteristics on user performance to be systematically investigated. The symbol characteristics that have been quantified are considered to be of central relevance to symbol usability research and include concreteness, complexity, meaningfulness, familiarity, and semantic distance. The interrelationships between each of these dimensions is examined and the importance of using normative ratings for experimental research is discussed

    About the nature of Kansei information

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    Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Crossmodal spatial location: initial experiments

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    This paper describes an alternative form of interaction for mobile devices using crossmodal output. The aim of our work is to investigate the equivalence of audio and tactile displays so that the same messages can be presented in one form or another. Initial experiments show that spatial location can be perceived as equivalent in both the auditory and tactile modalities Results show that participants are able to map presented 3D audio positions to tactile body positions on the waist most effectively when mobile and that there are significantly more errors made when using the ankle or wrist. This paper compares the results from both a static and mobile experiment on crossmodal spatial location and outlines the most effective ways to use this crossmodal output in a mobile context

    Cognitive network structure: an experimental study

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    In this paper we present first experimental results about a small group of people exchanging private and public messages in a virtual community. Our goal is the study of the cognitive network that emerges during a chat seance. We used the Derrida coefficient and the triangle structure under the working assumption that moods and perceived mutual affinity can produce results complementary to a full semantic analysis. The most outstanding outcome is the difference between the network obtained considering publicly exchanged messages and the one considering only privately exchanged messages: in the former case, the network is very homogeneous, in the sense that each individual interacts in the same way with all the participants, whilst in the latter the interactions among different agents are very heterogeneous, and are based on "the enemy of my enemy is my friend" strategy. Finally a recent characterization of the triangular cliques has been considered in order to describe the intimate structure of the network. Experimental results confirm recent theoretical studies indicating that certain 3-vertex structures can be used as indicators for the network aging and some relevant dynamical features.Comment: 15 pages, 5 figures, 3 table

    Quantifying perception of nonlinear elastic tissue models using multidimensional scaling

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    Simplified soft tissue models used in surgical simulations cannot perfectly reproduce all material behaviors. In particular, many tissues exhibit the Poynting effect, which results in normal forces during shearing of tissue and is only observed in nonlinear elastic material models. In order to investigate and quantify the role of the Poynting effect on material discrimination, we performed a multidimensional scaling (MDS) study. Participants were presented with several pairs of shear and normal forces generated by a haptic device during interaction with virtual soft objects. Participants were asked to rate the similarity between the forces felt. The selection of the material parameters – and thus the magnitude of the shear\ud and normal forces – was based on a pre-study prior to the MDS experiment. It was observed that for nonlinear elastic tissue models exhibiting the Poynting effect, MDS analysis indicated that both shear and normal forces affect user perception

    Improving users’ comprehension of changes with animation and sound: an empirical assessment

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    Animation or sound is often used in user interfaces as an attempt to improve users' perception and comprehension of evolving situations and support them in decision-making. However, empirical data establishing their real effectiveness on the comprehension of changes are still lacking. We have carried out an experiment using four combinations of visual and auditory feedback in a split attention task. The results not only confirm that such feedback improves the perception of changes, but they also demonstrate that animation and sound used alone or combined bring major improvements on the comprehension of a changing situation. Based on these results, we propose design guidelines about the most efficient combinations to be used in user interfaces
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