161,639 research outputs found
Exploration Technologies for Operations
Although the International Space Station (ISS) assembly has been completed, the Operations support teams continue to seek more efficient and effective ways to prepare for and conduct the ISS operations and future exploration missions beyond low earth orbit. This search for improvement has led to a significant collaboration between the NASA research and advanced software development community at NASA Ames Research Center and the Mission Operations community at NASA Johnson Space Center. Since 2001, NASA Ames Research Center has been developing and applying its advanced intelligent systems and human systems integration research to mission operations tools for several of the unmanned Mars missions operations. Since 2006, NASA Ames Research Center has also been developing and applying its advanced intelligent systems and human systems integration research to mission operations tools for manned operations support with the Mission Operations Directorate at NASA Johnson Space Center. This paper discusses the completion of the development and deployment of a variety of intelligent and human systems technologies adopted for manned mission operations. The technologies associated with the projects include advanced software systems for operations and human-centered computing. Human-centered computing looks to the processes and procedures that people do to perform any given job, then attempts to identify opportunities to improve these processes and procedures. In particular, for mission operations, improvements are quantified by specifically identifying how a tool can increase a persons efficiency, enhance a persons functional capability, andor improve the assurance of a persons decisions. The Ames development team has collaborated with the Mission Operations team to identify areas of efficiencies through technology infusion applications in support of the Plan, Train, and Fly activities of human-spaceflight mission operations. The specific applications discussed in this paper are in the areas of mission planning systems, mission operations design modeling and workflow automation, advanced systems monitoring, mission control technologies, search tools, training management tools, spacecraft solar array management, spacecraft power management, and spacecraft attitude planning. We discuss these specific projects between the Ames Research Center and the Johnson Space Centers Mission Operations Directorate, and how these technologies and projects are enhancing the mission operations support for the International Space Station. We also discuss the challenges, problems, and successes associated with long-distance and multi-year development projects between the research team at Ames and the Mission Operations customers at Johnson Space center. Finally, we discuss how these technology infusion applications and underlying technologies might be used in the future to support on-board operations of the crew and spacecraft systems as human exploration expands beyond low earth orbit to destinations in the solar system where communications delays will require more on-board autonomy and planning by the crew. Longer communications delays will require that the ground mission operations support will be primarily strategic in nature, while the tactical level of planning, systems monitoring and control, and failure analysisisolationrecovery will be the responsibility of both the spacecraft autonomous systems and the crew. Our expectation is that the technologie
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
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Animal-Computer Interaction: a Manifesto (2011) and sections from Towards an Animal-Centred Ethics for Animal-Computer Interaction (2016)
Reprint of journal article "Animal-Computer Interaction: a Manifesto" (2011) and of sections of journal article "Towards an Animal-Centred Ethics for Animal-Computer Interaction" (2016
Human computer interaction for international development: past present and future
Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4Dâto give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future
Activity-Centric Computing Systems
⢠Activity-Centric Computing (ACC) addresses deep-rooted information management problems in traditional application centric computing by providing a unifying computational model for human goal-oriented âactivity,â cutting across system boundaries. ⢠We provide a historical review of the motivation for and development of ACC systems, and highlight the need for broadening up this research topic to also include low-level system research and development. ⢠ACC concepts and technology relate to many facets of computing; they are relevant for researchers working on new computing models and operating systems, as well as for application designers seeking to incorporate these technologies in domain-specific applications
Evaluating Content-centric vs User-centric Ad Affect Recognition
Despite the fact that advertisements (ads) often include strongly emotional
content, very little work has been devoted to affect recognition (AR) from ads.
This work explicitly compares content-centric and user-centric ad AR
methodologies, and evaluates the impact of enhanced AR on computational
advertising via a user study. Specifically, we (1) compile an affective ad
dataset capable of evoking coherent emotions across users; (2) explore the
efficacy of content-centric convolutional neural network (CNN) features for
encoding emotions, and show that CNN features outperform low-level emotion
descriptors; (3) examine user-centered ad AR by analyzing Electroencephalogram
(EEG) responses acquired from eleven viewers, and find that EEG signals encode
emotional information better than content descriptors; (4) investigate the
relationship between objective AR and subjective viewer experience while
watching an ad-embedded online video stream based on a study involving 12
users. To our knowledge, this is the first work to (a) expressly compare user
vs content-centered AR for ads, and (b) study the relationship between modeling
of ad emotions and its impact on a real-life advertising application.Comment: Accepted at the ACM International Conference on Multimodal Interation
(ICMI) 201
Metadata and ontologies for organizing studentsâ memories and learning: standards and convergence models for context awareness
Este artĂculo trata de las ontologĂas que sirven para la comprensiĂłn en contexto y la GestiĂłn de la InformaciĂłn Personal (PIM)y su aplicabilidad al proyecto Memex Metadata(M2). M2 es un proyecto de investigaciĂłn de la Universidad de Carolina del Norte en Chapel Hill para mejorar la memoria digital de los alumnos utilizando tablet PC, la tecnologĂa SenseCam de Microsoft y otras tecnologĂas mĂłviles(p.ej. un dispositivo de GPS) para capturar el contexto del aprendizaje. Este artĂculo presenta el proyecto M2, dicute el concepto de los portafolios digitales en las actuales tendencias educativas, relacionĂĄndolos con las tecnologĂas emergentes, revisa las ontologĂas relevantes y su relaciĂłn con el proyecto CAF (Context Awareness Framework), y concluye identificando las lĂneas de investigaciĂłn futuras.This paper focuses on ontologies supporting context awareness and Personal Information Management (PIM) and their
applicability in Memex Metadata (M2) project. M2 is a research project of the University of North Carolina at Chapel Hill to
improve student digital memories using the tablet PC, Microsoftâs SenseCam technology, and other mobile technologies (e.g.,
a GPS device) to capture context. The M2 project offers new opportunities studying studentsâ learning with digital
technologies. This paper introduces the M2 project; discusses E-portfolios and current educational trends related to pervasive
computing; reviews relevant ontologies and their relationship to the projectsâ CAF (context awareness framework), and
concludes by identifying future research directions
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