58 research outputs found

    Система формирования нормативов трудозатрат на выполнение планово-профилактических работ средств АСУ ТП, КИПиА и сооружений связи

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    In modern conditions engineering and technology are constantly changing, in a short period of time the process of modernization and improvement of the existing technology

    How odgcrnwi becomes crowding: Stimulus-specific learning reduces crowding

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    Processes underlying crowding in visual letter recognition were examined by investigating effects of training. Experiment 1 revealed that training reduces crowding mainly for trained strings. This was corroborated in Experiment 2, where no training effects were obvious after 3 days of training when strings changed from trial to trial. Experiment 3 specified that after a short amount of training, learning effects remained specific to trained strings and also to the trained retinal eccentricity and the interletter spacing used in training. Transfer to other than trained conditions was observed only after further training. Experiment 4 showed that transfer occurred earlier when words were used as stimuli. These results thus demonstrate that part of crowding results from the absence of higher level representations of the stimulus. Such representations can be acquired through learning visual properties of the stimulus

    On object selection in gaze controlled environments

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    In the past twenty years, gaze control has become a reliable alternative input method not only for handicapped users. The selection of objects, however, which is of highest importance and of highest frequency in computer control, requires explicit control not inherent in eye movements. Objects have been therefore usually selected via prolonged fixations (dwell times). Dwell times seemed to be for many years the unique reliable method for selection. In this paper, we review pros and cons of classical selection methods and novel metaphors, which are based on pies and gestures. The focus is on the effectiveness and efficiency of selections. In order to estimate the potential of current suggestions for selection, a basic empirical comparison is recommended

    RubikAuth: Fast and Secure Authentication in Virtual Reality

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    There is a growing need for usable and secure authentication in virtual reality (VR). Established concepts (e.g., 2D graphical PINs) are vulnerable to observation attacks, and proposed alternatives are relatively slow. We present RubikAuth, a novel authentication scheme for VR where users authenticate quickly by selecting digits from a virtual 3Dcube that is manipulated with a handheld controller. We report two studies comparing how pointing using gaze, headpose, and controller tapping impacts RubikAuth’s usability and observation resistance under three realistic threat models. Entering a four-symbol RubikAuth password is fast:1.69 s to 3.5 s using controller tapping, 2.35 s to 4.68 s using head pose, and 2.39 s to 4.92 s using gaze and highly resilient to observations; 97.78% to 100% of observation attacks were unsuccessful. Our results suggest that providing attackers with support material contributes to more realistic security evaluations

    Perceptual learning of visual letter recognition

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    Zur Bedingungsanalyse lateraler Maskierungseffekte

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