5,236 research outputs found

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Harnessing Intellectual Resources in a Collaborative Context to Create Value

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    The value of electronic collaboration has arisen as successful organisations recognize that they need to convert their intellectual resources into customized services. The shift from personal computing to interpersonal or collaborative computing has given rise to ways of working that may bring about better and more effective use of intellectual resources. Current efforts in managing knowledge have concentrated on producing; sharing and storing knowledge while business problems require the combined use of these intellectual resources to enable organisations to provide innovative and customized services. In this chapter the collaborative context is developed using a model for electronic collaboration through the use of which organisations may mobilse collaborative technologies and intellectual resources towards achieving joint effect.electronic collaboration;value creation;collaborative computing;knowledge management and intellectual resources

    SizeNet: Weakly Supervised Learning of Visual Size and Fit in Fashion Images

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    Finding clothes that fit is a hot topic in the e-commerce fashion industry. Most approaches addressing this problem are based on statistical methods relying on historical data of articles purchased and returned to the store. Such approaches suffer from the cold start problem for the thousands of articles appearing on the shopping platforms every day, for which no prior purchase history is available. We propose to employ visual data to infer size and fit characteristics of fashion articles. We introduce SizeNet, a weakly-supervised teacher-student training framework that leverages the power of statistical models combined with the rich visual information from article images to learn visual cues for size and fit characteristics, capable of tackling the challenging cold start problem. Detailed experiments are performed on thousands of textile garments, including dresses, trousers, knitwear, tops, etc. from hundreds of different brands.Comment: IEEE Conference on Computer Vision and Pattern Recognition Workshop (CVPRW) 2019 Focus on Fashion and Subjective Search - Understanding Subjective Attributes of Data (FFSS-USAD

    Learning Through Rich Environments

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    Research into games in education most frequently expresses itself in the form of noting that games interest and motivate, and that we might therefore find the learning process improved if we were to use games as a vehicle for the delivery of learning content. We do not wish to take this approach, but to analyse what it is that makes games interesting and motivating and apply this in the context of designing learning scenarios. Many papers propose taxonomies of game style and criteria for good game design, tending to list good ideas and observed issues, but meeting difficulties when trying to generalise. We review some of the more important contributions in the area, and distil these into models to help us understand what's involved by defining the concept of a “Rich Environment.” We conclude with an example of how these models may be applied to the design of a learning environment

    Human Performance Contributions to Safety in Commercial Aviation

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    In the commercial aviation domain, large volumes of data are collected and analyzed on the failures and errors that result in infrequent incidents and accidents, but in the absence of data on behaviors that contribute to routine successful outcomes, safety management and system design decisions are based on a small sample of non- representative safety data. Analysis of aviation accident data suggests that human error is implicated in up to 80% of accidents, which has been used to justify future visions for aviation in which the roles of human operators are greatly diminished or eliminated in the interest of creating a safer aviation system. However, failure to fully consider the human contributions to successful system performance in civil aviation represents a significant and largely unrecognized risk when making policy decisions about human roles and responsibilities. Opportunities exist to leverage the vast amount of data that has already been collected, or could be easily obtained, to increase our understanding of human contributions to things going right in commercial aviation. The principal focus of this assessment was to identify current gaps and explore methods for identifying human success data generated by the aviation system, from personnel and within the supporting infrastructure
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