122,230 research outputs found
Affective Interaction in Smart Environments
AbstractWe present a concept where the smart environments of the future will be able to provide ubiquitous affective communication. All the surfaces will become interactive and the furniture will display emotions. In particular, we present a first prototype that allows people to share their emotional states in a natural way. The input will be given through facial expressions and the output will be displayed in a context-aware multimodal way. Two novel output modalities are presented: a robotic painting that applies the concept of affective communication to the informative art and an RGB lamp that represents the emotions remaining in the user's peripheral attention. An observation study has been conducted during an interactive event and we report our preliminary findings in this paper
Best Practices for Evaluating Flight Deck Interfaces for Transport Category Aircraft with Particular Relevance to Issues of Attention, Awareness, and Understanding CAST SE-210 Output 2 Report 6 of 6
Attention, awareness, and understanding of the flight crew are a critical contributor to safety and the flight deck plays a critical role in supporting these cognitive functions. Changes to the flight deck need to be evaluated for whether the changed device provides adequate support for these functions. This report describes a set of diverse evaluation methods. The report recommends designing the interface-evaluation to span the phases of the device development, from early to late, and it provides methods appropriate at each phase. It describes the various ways in which an interface or interface component can fail to support awareness as potential issues to be assessed in evaluation. It summarizes appropriate methods to evaluate different issues concerning inadequate support for these functions, throughout the phases of development
Perfect Information vs Random Investigation: Safety Guidelines for a Consumer in the Jungle of Product Differentiation
We present a graph-theoretic model of consumer choice, where final decisions
are shown to be influenced by information and knowledge, in the form of
individual awareness, discriminating ability, and perception of market
structure. Building upon the distance-based Hotelling's differentiation idea,
we describe the behavioral experience of several prototypes of consumers, who
walk a hypothetical cognitive path in an attempt to maximize their
satisfaction. Our simulations show that even consumers endowed with a small
amount of information and knowledge may reach a very high level of utility. On
the other hand, complete ignorance negatively affects the whole consumption
process. In addition, rather unexpectedly, a random walk on the graph reveals
to be a winning strategy, below a minimal threshold of information and
knowledge.Comment: 27 pages, 12 figure
Pervasive and standalone computing: The perceptual effects of variable multimedia quality.
The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a userâs level of information assimilation, however, does impact a usersâ perception of multimedia video âqualityâ. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the usersâ perception of âqualityâ. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia
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