3,640 research outputs found

    A conceptual architecture for interactive educational multimedia

    Get PDF
    Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction

    Exploring miscommunication and collaborative behaviour in human-robot interaction

    Get PDF
    This paper presents the first step in designing a speech-enabled robot that is capable of natural management of miscommunication. It describes the methods and results of two WOz studies, in which dyads of naïve participants interacted in a collaborative task. The first WOz study explored human miscommunication management. The second study investigated how shared visual space and monitoring shape the processes of feedback and communication in task-oriented interactions. The results provide insights for the development of human-inspired and robust natural language interfaces in robots

    Evaluating musical software using conceptual metaphors

    Get PDF
    An open challenge for interaction designers is to find ways of designing software to enhance the ability of novices to perform tasks that normally require specialized domain expertise. This challenge is particularly demanding in areas such as music analysis, where complex, abstract, domain-specific concepts and notations occur. One promising theoretical foundation for this work involves the identification of conceptual metaphors and image schemas, found by analyzing discourse. This kind of analysis has already been applied, with some success, both to musical concepts and, separately, to user interface design. The present work appears to be the first to combine these hitherto distinct bodies of research, with the aim of devising a general method for improving user interfaces for music. Some areas where this may require extensions to existing method are noted. This paper presents the results of an exploratory evaluation of Harmony Space, a tool for playing, analysing and learning about harmony. The evaluation uses conceptual metaphors and image schemas elicited from the dialogues of experienced musicians discussing the harmonic progressions in a piece of music. Examples of where the user interface supports the conceptual metaphors, and where support could be improved, are discussed. The potential use of audio output to support conceptual metaphors and image schemas is considered

    Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)

    Get PDF
    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2005Includes bibliographical references (leaves: 95)Text in English; Abstract: Turkish and Englishxi, 98 leavesIn this era that the popularity of digital products has risen, computer and its tools affect every part of our lives. New technologies provide extraordinary powers to those people who master them. Digital products and their graphical user interfaces are still new technologies that are being rapidly disseminated. Human performance in the use of digital product will remain a rapidly expanding research and development topic in the coming decades. For this reason, theimportance of interaction between digital product and user should be considered.The term .Graphical user interface. is the layer where the digital productcommunicated with human and human communicated with digital product. A well-designed product can fail with an unsuccessful interface. Conversely, a product has not good design values can become successful with its well-designed interface. To get best interaction between digital product and user, the graphical interface design itself has some rudimentary design values like user-friendliness, usability, easy to learn, etc.At an individual level, user interfaces change many people.s lives. For instance, At an individual level, user interfaces change many people.s lives. For instance, and technicians can manipulate their job more safely. Some changes, however, are disruptive; too often, users must cope with frustration, fear, and failure when they encounter excessive complexity, incomprehensible terminology, or chaotic layouts.Designers are exploring how best to organize information graphically. They are developing query languages and visually attractive facilities. Techniques such as direct manipulation, telepresence, and virtual realities may change the ways that we interact with and think about digital products. Consequently, the goal of making the user's quality of life better is important to keep in mind.In this research, from the point of an industrial designer.s view, the subject matter .Graphical user interface design., and its all interaction rules with user are evaluated. In terms of design language, which has the ability of understand the user behavior, it puts the subject matter on the agenda to explore recipe of a successful product

    Adapting user interfaces for visually disabled users

    Get PDF
    Recent developments in the design of human-machine interfaces have resulted in interfaces which make access to computer-based equipment more difficult for visually disabled people. The aim of this project was to explore whether it is possible to adapt such interfaces so as to make them usable by people who cannot see a screen. The approach adopted was based upon two principles: the replacement of visual interlace entities by auditory analogues and appropriately constraining the resultant interlace. Two forms of sound were used to embody the auditory interface: musical tones and synthetic speech. The 'auditory screen' so produced consists of a grid of 'auditory objects', each of which is associated with a spatial location, a tone, a name and an action. In order to test the principles a word processing program was designed and implemented to demonstrate how a visual program might be adapted to be accessed through such an interface. This program was evaluated with the assistance of a number of visually disabled testers. They were trained to use the word processor through completing a graded set of exercises. Data were obtained in a number of ways during and after the completion of the exercises. Since the auditory interface had some novel components, special evaluation methods were applied. The nature of the interaction was analyzed, using an approach based on work on keystroke models of visual interfaces. This yielded a simple model of the 'hand-ear' coordination employed, which forms a basis for prediction of user behaviour. It was also necessary to evaluate aspects of the program, such as ease-of-learning and these were investigated by interviewing the subjects. The results demonstrate that the approach is viable. The thesis also discusses a number of problems in using such an interface, most of which are related to the memory load on the user
    • …
    corecore