602 research outputs found

    Modeling and Analysis of Uncertain Time-Critical Tasking Problems (UTCTP)

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    Modeling and Analysis of Uncertain Time-Critical Tasking Problems (UTCTP

    Understanding concurrent earcons: applying auditory scene analysis principles to concurrent earcon recognition

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    Two investigations into the identification of concurrently presented, structured sounds, called earcons were carried out. One of the experiments investigated how varying the number of concurrently presented earcons affected their identification. It was found that varying the number had a significant effect on the proportion of earcons identified. Reducing the number of concurrently presented earcons lead to a general increase in the proportion of presented earcons successfully identified. The second experiment investigated how modifying the earcons and their presentation, using techniques influenced by auditory scene analysis, affected earcon identification. It was found that both modifying the earcons such that each was presented with a unique timbre, and altering their presentation such that there was a 300 ms onset-to-onset time delay between each earcon were found to significantly increase identification. Guidelines were drawn from this work to assist future interface designers when incorporating concurrently presented earcons

    Modeling and analysis of uncertain time-critical tasking problems

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    Naval Research Logistics, 53 , No. 6, (Sept. 2006), 588-599.This paper describes modeling and operational analysis of a generic asymmetric services-system situation in which (a) Red agents, potentially threatening, but in another but important interpretation, are isolated friendlies, such as downed pilots, that require assistance and "arrive" according to some partially known and potentially changing pattern in time and space: and (b) Reds have effectively limited unknown deadlines or times of availability for Blue service, i.e., detection, classification, and attack in a military setting or emergency assistance in others. We discuss various service options by Blue service agents and devise several approximations allowing one to compute efficiently those proportions of tasks of different classes that are successfully serviced, or more generally, if different rewards are associated with different classes of tasks, the percentage of the possible reward gained. We suggest heuristic policies of a Blue server to select the next task to perform and to decide how much time to allocate to that service. We discuss this for a number of specific examples

    Abstract sounds and their applications in audio and perception research

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    International audienceRecognition of sound sources and events is an important pro- cess in sound perception and has been studied in many research domains. Conversely sounds that cannot be recognized are not often studied except by electroacoustic music composers. Besides, considerations on recogni- tion of sources might help to address the problem of stimulus selection and categorization of sounds in the context of perception research. This paper introduces what we call abstract sounds with the existing musical background and shows their relevance for different applications

    Painting the ideal home: using art to express visions of technologically supported independent living for older people in North East England

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    This paper describes the investigation of the development of future technological products to support older people in everyday living through the agency of a community art group. Recent research has identified a number of challenges facing designers seeking to use traditional participatory design approaches to gather technology requirements data from older people. Here, a project is described that sought to get a group of older people to think creatively about their needs and desires for technological support through the medium of paint. The artistic expression technique described in this article allowed the identification of issues that had also been found by previous research that used a range of different techniques. This indicates that the approach shows promise, as it allows information to be gathered in an environment that is comfortable and familiar using methods already known by the participants and which they find enjoyable. It provides a complement (or possible alternative) to standard protocols and has the potential benefit of extracting even richer information as the primary task for participants is enjoyable in its own right and is not associated with an interrogative process. Furthermore, it is argued that some of the key risks of traditional approaches are lessened or removed by the naturalistic setting of this approach

    Designing novel applications for emerging multimedia technology

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    Current R&D in media technologies such as Multimedia, Semantic Web and Sensor Web technologies are advancing in a fierce rate and will sure to become part of our important regular items in a 'conventional' technology inventory in near future. While the R&D nature of these technologies means their accuracy, reliability and robustness are not sufficient enough to be used in real world yet, we want to envision now the near-future where these technologies will have matured and used in real applications in order to explore and start shaping many possible new ways these novel technologies could be utilised. In this talk, some of this effort in designing novel applications that incorporate various media technologies as their backend will be presented. Examples include novel scenarios of LifeLogging application that incorporate automatic structuring of millions of photos passively captured from a SenseCam (wearable digital camera that automatically takes photos triggered by environmental sensors) and an interactive TV application incorporating a number of multimedia tools yet extremely simple and easy to use with a remote control in a lean-back position. The talk will conclude with remarks on how the design of novel applications that have no precedence or existing user base should require somewhat different approach from those suggested and practiced in conventional usability engineering methodology

    Reenacting sensorimotor features of drawing movements from friction sounds

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    International audienceEven though we generally don't pay attention to the friction sounds produced when we are writing or drawing, these sounds are recordable, and can even evoke the underlying gesture. In this paper, auditory perception of such sounds, and the internal representations they evoke when we listen to them, is considered from the sensorimotor learning point of view. The use of synthesis processes of friction sounds makes it possible to investigate the perceptual influence of each gestures parameter separately. Here, the influence of the velocity profile on the mental representation of the gesture induced by a friction sound was investigated through 3 experiments. The results reveal the perceptual relevance of this parameter, and particularly a specific morphology corresponding to biological movements, the so-called 1/3-power law. The experiments are discussed according to the sensorimotor theory and the invariant taxonomy of the ecological approach

    Patterns of place:an integrated approach for the design and evaluation of real and virtual environments

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    This chapter describes an approach to the development of virtual representations of real places. The work was funded under the European Union’s €20 m Future and Emerging Technologies theme of the 5th Framework Programme, “Presence”. The aim of the project, called BENOGO, was to develop a novel technology based on real-time image-based rendering (IBR) for representing places in virtual environments. The specific focus of the work presented here concerned how to capture the essential features of real places, and how to represent that knowledge, so that the team developing the IBR-based virtual environments could produce an environment that was as realistic as possible. This involved the development and evaluation of a number of virtual environments and the evolution of two complementary techniques; the Place Probe and Patterns of place

    Designing informative warning signals: Effects of indicator type, modality, and task demand on recognition speed and accuracy

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    An experiment investigated the assumption that natural indicators which exploit existing learned associations between a signal and an event make more effective warnings than previously unlearned symbolic indicators. Signal modality (visual, auditory) and task demand (low, high) were also manipulated. Warning effectiveness was indexed by accuracy and reaction time (RT) recorded during training and dual task test phases. Thirty-six participants were trained to recognize 4 natural and 4 symbolic indicators, either visual or auditory, paired with critical incidents from an aviation context. As hypothesized, accuracy was greater and RT was faster in response to natural indicators during the training phase. This pattern of responding was upheld in test phase conditions with respect to accuracy but observed in RT only in test phase conditions involving high demand and the auditory modality. Using the experiment as a specific example, we argue for the importance of considering the cognitive contribution of the user (viz., prior learned associations) in the warning design process. Drawing on semiotics and cognitive psychology, we highlight the indexical nature of so-called auditory icons or natural indicators and argue that the cogniser is an indispensable element in the tripartite nature of signification
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