90,938 research outputs found
Isabelle/PIDE as Platform for Educational Tools
The Isabelle/PIDE platform addresses the question whether proof assistants of
the LCF family are suitable as technological basis for educational tools. The
traditionally strong logical foundations of systems like HOL, Coq, or Isabelle
have so far been counter-balanced by somewhat inaccessible interaction via the
TTY (or minor variations like the well-known Proof General / Emacs interface).
Thus the fundamental question of math education tools with fully-formal
background theories has often been answered negatively due to accidental
weaknesses of existing proof engines.
The idea of "PIDE" (which means "Prover IDE") is to integrate existing
provers like Isabelle into a larger environment, that facilitates access by
end-users and other tools. We use Scala to expose the proof engine in ML to the
JVM world, where many user-interfaces, editor frameworks, and educational tools
already exist. This shall ultimately lead to combined mathematical assistants,
where the logical engine is in the background, without obstructing the view on
applications of formal methods, formalized mathematics, and math education in
particular.Comment: In Proceedings THedu'11, arXiv:1202.453
History navigation in location-based mobile systems
The aim of this paper is to provide an overview and comparison of concepts that have been proposed to guide users through interaction histories (e.g. for web browsers). The goal is to gain insights into history design that may be used for designing an interaction history for the location-based Tourist Information Provider (TIP) system [8]. The TIP system consists of several services that interact on a mobile device
Bacteria Hunt: Evaluating multi-paradigm BCI interaction
The multimodal, multi-paradigm brain-computer interfacing (BCI) game Bacteria Hunt was used to evaluate two aspects of BCI interaction in a gaming context. One goal was to examine the effect of feedback on the ability of the user to manipulate his mental state of relaxation. This was done by having one condition in which the subject played the game with real feedback, and another with sham feedback. The feedback did not seem to affect the game experience (such as sense of control and tension) or the objective indicators of relaxation, alpha activity and heart rate. The results are discussed with regard to clinical neurofeedback studies. The second goal was to look into possible interactions between the two BCI paradigms used in the game: steady-state visually-evoked potentials (SSVEP) as an indicator of concentration, and alpha activity as a measure of relaxation. SSVEP stimulation activates the cortex and can thus block the alpha rhythm. Despite this effect, subjects were able to keep their alpha power up, in compliance with the instructed relaxation task. In addition to the main goals, a new SSVEP detection algorithm was developed and evaluated
Assessing the effectiveness of multi-touch interfaces for DP operation
Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper
Oral messages improve visual search
Input multimodality combining speech and hand gestures has motivated numerous
usability studies. Contrastingly, issues relating to the design and ergonomic
evaluation of multimodal output messages combining speech with visual
modalities have not yet been addressed extensively. The experimental study
presented here addresses one of these issues. Its aim is to assess the actual
efficiency and usability of oral system messages including brief spatial
information for helping users to locate objects on crowded displays rapidly.
Target presentation mode, scene spatial structure and task difficulty were
chosen as independent variables. Two conditions were defined: the visual target
presentation mode (VP condition) and the multimodal target presentation mode
(MP condition). Each participant carried out two blocks of visual search tasks
(120 tasks per block, and one block per condition). Scene target presentation
mode, scene structure and task difficulty were found to be significant factors.
Multimodal target presentation proved to be more efficient than visual target
presentation. In addition, participants expressed very positive judgments on
multimodal target presentations which were preferred to visual presentations by
a majority of participants. Besides, the contribution of spatial messages to
visual search speed and accuracy was influenced by scene spatial structure and
task difficulty: (i) messages improved search efficiency to a lesser extent for
2D array layouts than for some other symmetrical layouts, although the use of
2D arrays for displaying pictures is currently prevailing; (ii) message
usefulness increased with task difficulty. Most of these results are
statistically significant.Comment: 4 page
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