3,384 research outputs found

    Human Computer Interactions in Next-Generation of Aircraft Smart Navigation Management Systems: Task Analysis and Architecture under an Agent-Oriented Methodological Approach

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    The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers' indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications.This work was supported in part by Projects MINECO TEC2011-28626-C02-01/02, by program CENIT-ATLANTIDA (cofinanced by Indra and Boeing R&TE), and by ULPGC Precompetitive Research Project (ULPGC Own Program).Publicad

    A tutorial task and tertiary courseware model for collaborative learning communities

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    RAED provides a computerised infrastructure to support the development and administration of Vicarious Learning in collaborative learning communities spread across multiple universities and workplaces. The system is based on the OASIS middleware for Role-based Access Control. This paper describes the origins of the model and the approach to implementation and outlines some of its benefits to collaborative teachers and learners

    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

    AESTHETIC PERCEPTION AND MOTIVATION MODEL FOR FORMAL AND INFORMAL VISUAL ENVIRONMENTS

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    Researchers claim that aesthetic qualities of Formal Learning Visual Environments (FL YEs) have a persuasive role in intensifying learning motivation. Unfortunately, designers seem to overlook the necessity of aesthetic designing of FL YEs that could sustain Learners' Learning Motivation (LLM). The existing literature on aesthetic designing of FL YEs primarily focuses upon environment perspective and users' perspective. The existing studies, however, do not take into account, Learners' Aesthetic Perceptions (LAPs) in Informal Visual Environments (!YEs) which may also influence upon LLM. Recent research in this domain suggests that IVEs are producing learners' with a new profile of cognitive skills, such as visual-spatial intelligence and enhanced aesthetic perceptions. It is thus argued that LAPs formed in IVEs may result in establishment of new schemas (set of aesthetic expectations) and make learners' perceptually selective in judging aesthetics

    Towards an activity-oriented design method for HCI research and practice

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    During the last two decades, designing for usability has been the focus of attention when developing computer systems. However, the dynamic nature of human use of computer systems has meant that designing for 'usefulness' or 'fitness for purpose' is increasingly becoming the primary concern for systems developers. Central to this concern are issues underpinned by the social context in which a computer user operates.Within the field of Human-Computer Interaction (HCI), this situation led to a search for appropriate theories for conceptualising these design concerns. Whilst Activity Theory has been identified as a suitable framework for conceptualising these user perspectives, the lack of a standard methodology for applying it to HCI research and practice has meant that many systems developers have failed to benefit from the richness of this framework. The objective of this thesis was therefore to develop an Activity Theory based methodology for HCI research and practice. This thesis, contributes the `Activity-Oriented Design Methodology' (AODM) both as a practical and analytical methodology for using Activity Theory within HCI design. AODM incorporates four methodological tools namely:- The `Eight-Step-Model'- The `Activity Notation'- The technique of `Generating Research Questions'- The technique of `Mapping AODM Operational Processes'AODM tools were constructed from empirical work carried out as part of this research. Empirical analysis of work practices in two organisations was conducted for a period of two years using Activity Theory. This empirical work formed the basis for validating AODM. AODM tools support the systems design processes of gathering, analysing and communicating (through modelling) research and design insights from an Activity Theory perspective. It is argued that AODM provides a valuable practical and analytical methodology for operationalising Activity Theory within HCI so as to support early phases of systems design: namely, requirements capture and evaluation
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