21 research outputs found

    Onsetsu hyoki no kyotsusei ni motozuita Ajia moji nyuryoku intafesu ni kansuru kenkyu

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    制度:新 ; 報告番号:甲3450号 ; 学位の種類:博士(国際情報通信学) ; 授与年月日:2011/10/26 ; 早大学位記番号:新577

    Improving expressivity in desktop interactions with a pressure-augmented mouse

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    Desktop-based Windows, Icons, Menus and Pointers (WIMP) interfaces have changed very little in the last 30 years, and are still limited by a lack of powerful and expressive input devices and interactions. In order to make desktop interactions more expressive and controllable, expressive input mechanisms like pressure input must be made available to desktop users. One way to provide pressure input to these users is through a pressure-augmented computer mouse; however, before pressure-augmented mice can be developed, design information must be provided to mouse developers. The problem we address in this thesis is that there is a lack of ergonomics and performance information for the design of pressure-augmented mice. Our solution was to provide empirical performance and ergonomics information for pressure-augmented mice by performing five experiments. With the results of our experiments we were able to identify the optimal design parameters for pressure-augmented mice and provide a set of recommendations for future pressure-augmented mouse designs

    Structure evaluation of computer human animation quality

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    The University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyThis work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs, and obtain a "true story" of quality character animation and the effect of using animation as useful tools in Education. The first set of questionnaires were designed to accommodate the evaluation of animation from candidates from different walks of life, ranging from animators, gamers, teacher assistances (TA), students, teaches, professionals and researchers using and evaluating pre-prepared animated character videos scenarios, and the study outcomes has reviewed the recent advances techniques of character animation, motion editing that enable the control of complex animations by interactively blending, improving and tuning artificial or captured motions. The goal of this work was to augment the students learning intuition by providing ways to make education and learning more interesting, useful and fun objectively, in order to improve students’ respond and understanding to any subject area through the use of animation also by producing the required high quality motion, reaction, interaction and story board to viewers of the motion. We present a variety of different evaluation to the motion quality by measuring user sensitivity, observations to any noticeable artefact, usability, usefulness etc. to derive clear useful guidelines from the results, and discuss several interesting systematic trends we have uncovered in the experimental data. We also present an efficient technique for evaluating the capability of animation influence on education to fulfil the requirements of a given scenario, along with the advantages and the effect on those deficiencies of some methods commonly used to improve animation quality to serve the learning process. Finally, we propose a wide range of extensions and statistical calculation enabled by these evaluation tools, such as Wilcoxon, F-test, T-test, Wondershare Quiz creator (WQC), Chi square and many others explained with full details

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    Exploring user experience (UX) factors For ICTD services

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    Consistent with global entities such as the United Nations- through the World Summit of the Information Society (WSIS), introduction of Information and Communication Technology (ICT) for human development has seen the introduction of ICT-based services aimed at facilitating socio-economic development of marginalized communities. The use of ICTs has always solicited the concept of Human Computer Interaction (HCI), which involves the methods which humans interact with technology. The types of User Interfaces (UIs) and interaction techniques that people use to interact with ICTs affects the way they perceive technology and eventually, their acceptance of the technology. Current ICT systems still haven‟t adopted the concept of placing the user at the core of the interaction. Users are still required to adapt themselves to the interface‟s characteristics; which limits the number of people who can use the system due to inabilities to adapt to the interface. As a result, the information embedded in these technologies is still inaccessible and useless to Marginalized Rural Area (MRA) users. Such usability challenges can be mitigated against and avoided by matching UI components with the users‟ mental models, language, preferences, needs and other socio-cultural artefacts. In this research, literature in Human-Computer Interaction (HCI) is reviewed with emphasis on the usability and User Experience (UX) during user interaction with ICTs using various modes of interactions. HCI emphasizes the need for systems to take account of user‟s characteristics such as their abilities, needs, socio-cultural experiences, behaviours and interests. In efforts to meet the requirement of UX, the user, system and the context of use, need to be evaluated, taking into consideration that changing one entity modifies the UX. This will be achieved by persona profiling to determine the key characteristics of the user communities, clustered according to the key UX attributes. Subsequently, through detailed usability evaluations, including the use of System Usability Scale (SUS) to determine user satisfaction with various UI components/techniques per identified persona- thus providing and persona mapping for usability of Information and Communication Technology for Development (ICTD) services. The results from this research are reflective of the importance of creating personas for usability testing. Some of the personas do not have a problem with interacting with most of the interfaces but their choice of interface comes from a preference point of view. For some personas, their skills and level of experience with ICTs motivates their choice of interface. The common UI component that users from across the spectrum appreciate is UI consistency which makes interaction easier and more natural. Common obstacles with current User Interfaces (UIs) that inhibit users from MRAs include the hefty use of text in interfaces, unintuitive navigation structures and the use of a foreign language. Differences in UIs from different application developers present an inconsistency which challenges the users from rural areas. These differences include the layout, the text entry methods and the form of output produced. A solution to this has been identified from the usability test as the use of speech-enabled interfaces in a language that can be understood by the target audience. In addition, through literature study it has been found that UX of interfaces can be improved by the use of less textual or text-free interfaces. Based on literature, users from MRAs can benefit from using hand-writing based UIs for text-based entry which mimics pen and paper environment for literate users who have experience with writing. Finally, the use of numbered options can assist illiterate users in tasks that requires users to choose options and for navigation. Therefore, consistency in UIs designed to be used by MRA users can improve usability of these interfaces and thus, improving the overall UX

    Automatic adoption of touch as pointing modality on a touchscreen laptop: Beginners' motivators and inhibitors

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    Touch modality is a widely integrated and a highly desirable feature in modern interactive technological devices. It is the de-facto interaction modality in touch-enabled mobile devices such as smartphones and tablets. Nowadays, the list of touchable interfaces is continuously expanding and even includes previously non-touchable devices such as laptops. Touch modality in laptops, however, does not stand out as the default modality for interacting with the device. Primarily, a laptop can be operated with either of the traditional point-and-click modality alternatives already present, the mouse and the trackpad. User studies on pointing modalities have generated little information on the automatic use of touch since these studies are often grounded on users' preferential intentions, but rarely on the drivers that facilitate or impede the adoption of touch. This thesis endeavours to understand how certain factors such as background in touch usage, usage mode, type of pointing task, pointing targets and starting modality motivate or inhibit beginners' automatic adoption of touch modality for activating interactive web elements on a touchscreen laptop device. An observation of users' pointing movements was conducted in two sets of possible laptop usage mode - on a desktop and on a couch - with the aim of identifying the frequency of touches occurring as first instance. The observation aims to investigate the automatic adoption of touch by having participants perform pointing tasks on interactive web elements. The data obtained show that participants are motivated to automatically adopt touch within a more relaxed use context such as sitting on a sofa or on a playful task such as drawing. In conclusion, while there are not too many interactions on a touchscreen laptop which would necessitate the use of touch, its automatic adoption is, nevertheless, possible and has the potential to become widespread if user interfaces convey discoverable features of 'touchability' and if perceived worthiness of using touch overrides existing habitual usage of non-touch modalities

    The Increasing Use of Portable Computing and Communication Devices and its Impact on the Health of EU Workers

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    [Excerpt] Portable computing and communication devices are widely used by workers from different occupations and their use is steadily increasing. The risks associated with working with portable devices and systems, for which at present no guidelines exist, differ considerably from those associated with working with visual display units at workstations. The latter are covered by the European VDU Directive and governed by a host of guidelines and recommendations within the EU Member States. In the light of the above, the study addresses the following issues: · To what extent are mobile communication devices used by the working population – how is such use growing in absolute terms and which types of workers are using them? · How is the technology behind these devices – hardware and telecommunications – developing, and how is the technology likely to evolve in the future? · Description of the possible hazards arising from the use of portable computing and communication devices and the risks to workers in terms of ill health and accidents. We also consider how the nature and extent of these risks will change in the future in the light of likely developments in technology and its use. · The implications of the use and development of mobile communication and computing devices for occupational health and safety management and for legislation and implementation in the context of European law concerning health and safety at work. · The scope is limited to work carried out in locations and environments that are impossible or difficult for the employer to control

    Winona Daily News

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    https://openriver.winona.edu/winonadailynews/1701/thumbnail.jp
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