9 research outputs found

    When paper meets multi-touch : a study of multi-modal interactions in air traffic controls

    Get PDF
    International audienceWhen multiple modes of interaction are available, it is not obvious whether combining these technologies necessarily leads to a better user experience. It can be difficult to determine which modes are most appropriate for each interaction. However, complex activities such as air traffic control require multiple interaction techniques and modalities. As a result, in this paper, we study the technical challenges of adding finger detection to an augmented flight strip board used by air traffic controllers. We use our augmented strip board to evaluate interactions based on touch, digital pen and physical paper objects. From our user study, we find that users are able to quickly adapt to an interface that offers such a wide range of modalities. The availability of different modalities did not overburden the users and they did not find it difficult to determine the appropriate modality to use for each interaction

    When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control

    Get PDF
    Part 1: Long and Short Papers (Continued); International audience; For expert interfaces, it is not obvious whether providing multiple modes of interaction, each tuned to different sub-tasks, leads to a better user experience than providing a more limited set. In this paper, we investigate this question in the context of air traffic control. We present and analyze an augmented flight strip board offering several forms of interaction, including touch, digital pen and physical paper objects. We explore the technical challenges of adding finger detection to such a flight strip board and evaluate how expert air traffic controllers interact with the resulting system. We find that users are able to quickly adapt to the wide range of offered modalities. Users were not overburden by the choice of different modalities, and did not find it difficult to determine the appropriate modality to use for each interaction. Document type: Part of book or chapter of boo

    Finishing the euchromatic sequence of the human genome

    Get PDF
    The sequence of the human genome encodes the genetic instructions for human physiology, as well as rich information about human evolution. In 2001, the International Human Genome Sequencing Consortium reported a draft sequence of the euchromatic portion of the human genome. Since then, the international collaboration has worked to convert this draft into a genome sequence with high accuracy and nearly complete coverage. Here, we report the result of this finishing process. The current genome sequence (Build 35) contains 2.85 billion nucleotides interrupted by only 341 gaps. It covers ∌99% of the euchromatic genome and is accurate to an error rate of ∌1 event per 100,000 bases. Many of the remaining euchromatic gaps are associated with segmental duplications and will require focused work with new methods. The near-complete sequence, the first for a vertebrate, greatly improves the precision of biological analyses of the human genome including studies of gene number, birth and death. Notably, the human enome seems to encode only 20,000-25,000 protein-coding genes. The genome sequence reported here should serve as a firm foundation for biomedical research in the decades ahead

    What + When = How: The Timelines Approach to Consistency in Networked Games

    No full text
    Abstract—Consistency maintenance techniques used in networked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can make implementing consistency maintenance techniques difficult. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines allow for the explicit treatment of time and have been implemented as part of the Janus toolkit. I

    It’s About Time: Confronting Latency in the Development of Groupware Systems

    No full text
    The presence of network latency leads to usability problems in distributed groupware applications. Example problems include difficulty synchronizing tightly-coupled collaboration, jarring changes in the user interface following the repair of conflicting operations, and confusion when participants discuss state that appears differently to each of them. Techniques exist that can help mitigate the effects of latency, both in the user interface and the groupware application. However, as these techniques necessitate the manipulation of state over time, the effort required to implement them can be significant. In this paper, we present timelines, a programming model allowing the explicit treatment of time in groupware applications. The model has been implemented as part of the Janus toolkit

    Human factors of consistency maintenance in multiplayer computer games

    No full text
    Consistency maintenance (CM) techniques are a crucial part of many distributed systems, and are particularly important in networked games. In this paper we describe a framework of the human factors of CM, to help designers of networked games make better decisions about its use. The framework shows that there is wide variance in the CM requirements of different game situations, identifies the types of requirements that can be considered, and analyses the effects of several consistency schemes on user experience factors. To further explore these issues, we carried out a simulation study that compared four CM algorithms. The experiment confirms many of the predictions of the framework, and reveals additional subtleties of the algorithms. Our work is the first to look comprehensively at the tradeoffs and costs of CM, and our results are a strong starting point that will help designers improve on the user’s quality of experience in distributed shared environments

    When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control

    No full text
    Part 1: Long and Short Papers (Continued)International audienceFor expert interfaces, it is not obvious whether providing multiple modes of interaction, each tuned to different sub-tasks, leads to a better user experience than providing a more limited set. In this paper, we investigate this question in the context of air traffic control. We present and analyze an augmented flight strip board offering several forms of interaction, including touch, digital pen and physical paper objects. We explore the technical challenges of adding finger detection to such a flight strip board and evaluate how expert air traffic controllers interact with the resulting system. We find that users are able to quickly adapt to the wide range of offered modalities. Users were not overburden by the choice of different modalities, and did not find it difficult to determine the appropriate modality to use for each interaction
    corecore