8,341 research outputs found

    Report on the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3)

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    This report records and discusses the Third Workshop on Sustainable Software for Science: Practice and Experiences (WSSSPE3). The report includes a description of the keynote presentation of the workshop, which served as an overview of sustainable scientific software. It also summarizes a set of lightning talks in which speakers highlighted to-the-point lessons and challenges pertaining to sustaining scientific software. The final and main contribution of the report is a summary of the discussions, future steps, and future organization for a set of self-organized working groups on topics including developing pathways to funding scientific software; constructing useful common metrics for crediting software stakeholders; identifying principles for sustainable software engineering design; reaching out to research software organizations around the world; and building communities for software sustainability. For each group, we include a point of contact and a landing page that can be used by those who want to join that group's future activities. The main challenge left by the workshop is to see if the groups will execute these activities that they have scheduled, and how the WSSSPE community can encourage this to happen

    Practical neurophysiological analysis of readability as a usability dimension

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    This paper discusses opportunities and feasibility of integrating neurophysiologic analysis methods, based on electroencephalography (EEG), in the current landscape of usability evaluation methods. The rapid evolution and growing availability of low-cost, easier to use devices and the accumulated knowledge in feature extraction and processing algorithms allow us to foresee the practicality of this integration. The work presented in this paper is focused on reading and readability, identified as a key element of usability heuristics, and observable in the neurophysiologic signals' space. The experiments are primarily designed to address the discrimination of the reading activity (silent, attentive and continuous) and the verification of decreasing readability, associated with the user's mental workload analysis. The results obtained in the series of experiments demonstrate the validity of the approach for each individual user, and raise the problem of inter-subject variability and the need for designing appropriate calibration procedures for different users

    Information Outlook, September 2005

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    Volume 9, Issue 9https://scholarworks.sjsu.edu/sla_io_2005/1008/thumbnail.jp

    Physiologically attentive user interface for improved robot teleoperation

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    User interfaces (UI) are shifting from being attention-hungry to being attentive to users’ needs upon interaction. Interfaces developed for robot teleoperation can be particularly complex, often displaying large amounts of information, which can increase the cognitive overload that prejudices the performance of the operator. This paper presents the development of a Physiologically Attentive User Interface (PAUI) prototype preliminary evaluated with six participants. A case study on Urban Search and Rescue (USAR) operations that teleoperate a robot was used although the proposed approach aims to be generic. The robot considered provides an overly complex Graphical User Interface (GUI) which does not allow access to its source code. This represents a recurring and challenging scenario when robots are still in use, but technical updates are no longer offered that usually mean their abandon. A major contribution of the approach is the possibility of recycling old systems while improving the UI made available to end users and considering as input their physiological data. The proposed PAUI analyses physiological data, facial expressions, and eye movements to classify three mental states (rest, workload, and stress). An Attentive User Interface (AUI) is then assembled by recycling a pre-existing GUI, which is dynamically modified according to the predicted mental state to improve the user's focus during mentally demanding situations. In addition to the novelty of the proposed PAUIs that take advantage of pre-existing GUIs, this work also contributes with the design of a user experiment comprising mental state induction tasks that successfully trigger high and low cognitive overload states. Results from the preliminary user evaluation revealed a tendency for improvement in the usefulness and ease of usage of the PAUI, although without statistical significance, due to the reduced number of subjects.info:eu-repo/semantics/acceptedVersio

    An Investigation of the Relationship Between Subjective Mental Workload and Objective Indicators of User Activity

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    Whilst the concept of physical workload is intuitively understood and readily applicable in system design, the same cannot be said of mental workload (MWL), despite its importance in our increasingly technological society. Despite its origin in the mid 20th century, the very concept of ”mental workload” is still a topic of debate in the literature, although it can be loosely defined as “the amount of mental work necessary for a person to complete a task” (Miller, 1956; Longo, 2014). Several methods have been utilized to measure of MWL, including physiological methods such as neuro-imagery, performance-based metrics, and subjective measures via questionnaires, such as the NASA-TLX method (NASA, 2022). In this work, the relationship between subjective measures of MWL and objective indicators of activity is examined. Herein, a series of web-based tasks have been developed with mouse-activity monitoring implemented in JavaScript in order to study this relationship. The experimental results indicate that user mouse activity does not correlate with subjective indicators of MWL

    Developing a distributed electronic health-record store for India

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    The DIGHT project is addressing the problem of building a scalable and highly available information store for the Electronic Health Records (EHRs) of the over one billion citizens of India

    Is it worthwhile going immersive? : evaluating the performance of virtual simulated stores for shopper research : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Marketing at Massey University, Albany, New Zealand

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    Listed in 2020 Dean's List of Exceptional ThesesAdvances in simulation technology offer the possibility of more authentic shopper environments for virtual store experiments. Criticisms of subjective measures of consumer behavior previously led to the use of test markets or simulated stores for consumer experimental research. As cost implications made such experiments unavailable to the wider market research community, virtual simulated stores (VSSs) were developed as an alternative. However, the adoption of VSSs has been slow as traditional desktop-operated VSSs do not provide an authentic multicategory shopper experience. New simulation technologies offer the opportunity for more immersive and authentic VSS environments. Yet there has been little research on how authenticity of VSSs is impacted by newly available technology such as head-mounted displays, motion tracking, force feedback controllers, and application of place and plausibility cues. Thus, this dissertation asks whether immersive technologies have potential to provide highly authentic VSS environments. Of the many factors that may determine authenticity, this dissertation examines three; participants’ sense of telepresence, the realism of shopper behaviour, and the effects of shopper locomotion alternatives. An immersive VSS incorporating new virtual technologies was specifically designed and built for this research. Three studies were undertaken. The first compared perceived telepresence and usability between a desktop-operated VSS and an equivalent immersive walk-around VSS. The second examined the authenticity of shopper behaviour in the immersive walk-around VSS by comparing observed shopping patterns to those previously reported in the marketing literature. The third tested whether walk-around locomotion was necessary for authenticity, or whether a simpler teleportation method would result in equivalent shopper behaviour and emotions. Results showed that immersive VSS systems are preferable to traditional desktop-operated systems with regards to telepresence and usability. Further, authentic behavioural patterns can be found in immersive walk-around store experiments, including plausibility of private label shares, pack inspection times, shelf-height effects and impulse purchases. Lastly, there were no differences in shopper emotions and purchase behaviour between walk-around locomotion and controller-based instant teleportation, implying that the teleportation technique can be used, thereby reducing the required physical footprint for immersive VSS simulations. Collectively, the findings imply that marketers who study in-store shopper behavior can be confident using immersive VSS for their research as opposed to outdated desktop VSS technology

    Visual Flow-based Programming Plugin for Brain Computer Interface in Computer-Aided Design

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    Over the last half century, the main application of Brain Computer Interfaces, BCIs has been controlling wheelchairs and neural prostheses or generating text or commands for people with restricted mobility. There has been very limited attention in the field to applications for computer aided design, despite the potential of BCIs to provide a new form of environmental interaction. In this paper we introduce the development and application of Neuron, a novel BCI tool that enables designers with little experience in neuroscience or computer programming to gain access to neurological data, along with established metrics relevant to design, create BCI interaction prototypes, both with digital onscreen objects and physical devices, and evaluate designs based on neurological information and record measurements for further analysis. After discussing the BCI tool development, the article presents its capabilities through two case studies, along with a brief evaluation of the tool performance and a discussion of implications, limitations, and future improvement

    User-centered semantic dataset retrieval

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    Finding relevant research data is an increasingly important but time-consuming task in daily research practice. Several studies report on difficulties in dataset search, e.g., scholars retrieve only partial pertinent data, and important information can not be displayed in the user interface. Overcoming these problems has motivated a number of research efforts in computer science, such as text mining and semantic search. In particular, the emergence of the Semantic Web opens a variety of novel research perspectives. Motivated by these challenges, the overall aim of this work is to analyze the current obstacles in dataset search and to propose and develop a novel semantic dataset search. The studied domain is biodiversity research, a domain that explores the diversity of life, habitats and ecosystems. This thesis has three main contributions: (1) We evaluate the current situation in dataset search in a user study, and we compare a semantic search with a classical keyword search to explore the suitability of semantic web technologies for dataset search. (2) We generate a question corpus and develop an information model to figure out on what scientific topics scholars in biodiversity research are interested in. Moreover, we also analyze the gap between current metadata and scholarly search interests, and we explore whether metadata and user interests match. (3) We propose and develop an improved dataset search based on three components: (A) a text mining pipeline, enriching metadata and queries with semantic categories and URIs, (B) a retrieval component with a semantic index over categories and URIs and (C) a user interface that enables a search within categories and a search including further hierarchical relations. Following user centered design principles, we ensure user involvement in various user studies during the development process
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