558,534 research outputs found

    Collaborative video searching on a tabletop

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    Almost all system and application design for multimedia systems is based around a single user working in isolation to perform some task yet much of the work for which we use computers to help us, is based on working collaboratively with colleagues. Groupware systems do support user collaboration but typically this is supported through software and users still physically work independently. Tabletop systems, such as the DiamondTouch from MERL, are interface devices which support direct user collaboration on a tabletop. When a tabletop is used as the interface for a multimedia system, such as a video search system, then this kind of direct collaboration raises many questions for system design. In this paper we present a tabletop system for supporting a pair of users in a video search task and we evaluate the system not only in terms of search performance but also in terms of user–user interaction and how different user personalities within each pair of searchers impacts search performance and user interaction. Incorporating the user into the system evaluation as we have done here reveals several interesting results and has important ramifications for the design of a multimedia search system

    Review of health information technology usability study methodologies

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    Usability factors are a major obstacle to health information technology (IT) adoption. The purpose of this paper is to review and categorize health IT usability study methods and to provide practical guidance on health IT usability evaluation. 2025 references were initially retrieved from the Medline database from 2003 to 2009 that evaluated health IT used by clinicians. Titles and abstracts were first reviewed for inclusion. Full-text articles were then examined to identify final eligibility studies. 629 studies were categorized into the five stages of an integrated usability specification and evaluation framework that was based on a usability model and the system development life cycle (SDLC)-associated stages of evaluation. Theoretical and methodological aspects of 319 studies were extracted in greater detail and studies that focused on system validation (SDLC stage 2) were not assessed further. The number of studies by stage was: stage 1, task-based or user–task interaction, n=42; stage 2, system–task interaction, n=310; stage 3, user–task–system interaction, n=69; stage 4, user–task–system–environment interaction, n=54; and stage 5, user–task–system–environment interaction in routine use, n=199. The studies applied a variety of quantitative and qualitative approaches. Methodological issues included lack of theoretical framework/model, lack of details regarding qualitative study approaches, single evaluation focus, environmental factors not evaluated in the early stages, and guideline adherence as the primary outcome for decision support system evaluations. Based on the findings, a three-level stratified view of health IT usability evaluation is proposed and methodological guidance is offered based upon the type of interaction that is of primary interest in the evaluation

    It’s a long way to Monte-Carlo: probabilistic display in GPS navigation

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    We present a mobile, GPS-based multimodal navigation system, equipped with inertial control that allows users to explore and navigate through an augmented physical space, incorporating and displaying the uncertainty resulting from inaccurate sensing and unknown user intentions. The system propagates uncertainty appropriately via Monte Carlo sampling and predicts at a user-controllable time horizon. Control of the Monte Carlo exploration is entirely tilt-based. The system output is displayed both visually and in audio. Audio is rendered via granular synthesis to accurately display the probability of the user reaching targets in the space. We also demonstrate the use of uncertain prediction in a trajectory following task, where a section of music is modulated according to the changing predictions of user position with respect to the target trajectory. We show that appropriate display of the full distribution of potential future users positions with respect to sites-of-interest can improve the quality of interaction over a simplistic interpretation of the sensed data

    Information for the user in design of intelligent systems

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    Recommendations are made for improving intelligent system reliability and usability based on the use of information requirements in system development. Information requirements define the task-relevant messages exchanged between the intelligent system and the user by means of the user interface medium. Thus, these requirements affect the design of both the intelligent system and its user interface. Many difficulties that users have in interacting with intelligent systems are caused by information problems. These information problems result from the following: (1) not providing the right information to support domain tasks; and (2) not recognizing that using an intelligent system introduces new user supervisory tasks that require new types of information. These problems are especially prevalent in intelligent systems used for real-time space operations, where data problems and unexpected situations are common. Information problems can be solved by deriving information requirements from a description of user tasks. Using information requirements embeds human-computer interaction design into intelligent system prototyping, resulting in intelligent systems that are more robust and easier to use

    Assessing User Expertise in Spoken Dialog System Interactions

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    Identifying the level of expertise of its users is important for a system since it can lead to a better interaction through adaptation techniques. Furthermore, this information can be used in offline processes of root cause analysis. However, not much effort has been put into automatically identifying the level of expertise of an user, especially in dialog-based interactions. In this paper we present an approach based on a specific set of task related features. Based on the distribution of the features among the two classes - Novice and Expert - we used Random Forests as a classification approach. Furthermore, we used a Support Vector Machine classifier, in order to perform a result comparison. By applying these approaches on data from a real system, Let's Go, we obtained preliminary results that we consider positive, given the difficulty of the task and the lack of competing approaches for comparison.Comment: 10 page

    A flexible telerobotic system for space operations

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    The objective and design of a proposed goal-oriented knowledge-based telerobotic system for space operations is described. This design effort encompasses the elements of the system executive and user interface and the distribution and general structure of the knowledge base, the displays, and the task sequencing. The objective of the design effort is to provide an expandable structure for a telerobotic system that provides cooperative interaction between the human operator and computer control. The initial phase of the implementation provides a rule-based, goal-oriented script generator to interface to the existing control modes of a telerobotic research system, in the Intelligent Systems Research Lab at NASA Research Center

    Multicolour sketch recognition in a learning environment.

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    Virtual physics environments are becoming increasingly popular as a teaching tool for grade and high school level mechanical physics. While useful, these tools often offer a complex user interface, lacking the intuitive nature of the traditional whiteboard. Furthermore, the systems are often too advanced to be used by novices for further experimentation. In this paper we describe a physics learning environment using multicolour sketch recognition techniques on digital whiteboards. We argue that the use of coloured pens helps to resolve several ambiguities appearing in single colour sketching interfaces. The recognition system is based on a combination of Support Vector Machines and rule based methods. The system was evaluated using a constructive interaction method, with users completing a set task

    Choosing Your Moment: Interruptions in Multimedia Annotation.

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    In a cooperative mixed-initiative system, timely and effective dialogue between the system and user is important to ensure that both sides work towards producing the most effective results, and this is affected by how disruptive any interruptions are as the user completes their primary task. A disruptive interaction means the user may become irritated with the system, or might take longer to deal with the interruption and provide information that the system needs to continue. Disruption is influenced both by the nature of the interaction and when it takes place in the context of the user’s progress through their main task. We describe an experiment based on a prototype cooperative video annotation system designed to explore the impact of interruptions, in the form of questions posed by the system that the user must address. Our findings demonstrate a preference towards questions presented in context with the content of the video, rather than at the natural opportunities presented by transitions in the video. This differs from previous research which concentrates on interruptions in the form of notifications
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