58 research outputs found
Input Device Selection and Interaction Configuration with ICON
International audienceThis paper describes ICON, a novel editor designed to configure a set of input devices and connect them to actions into a graphical interactive application. ICON allows physically challenged users to connect alternative input devices and/or configure their interaction techniques according to their needs. It allows skilled users - graphic designers or musicians for example - to configure any ICON aware application to use their favorite input devices and interaction techniques (bimanual, voice enabled, etc.). ICON works with Java Swing and requires applications to describe their interaction styles in terms of ICON modules. By using ICON, users can adapt more deeply than before their applications and programmers can easily provide extensibility to their applications
Virtuality in human supervisory control: Assessing the effects of psychological and social remoteness
Virtuality would seem to offer certain advantages for human supervisory control. First, it could provide a physical analogue of the 'real world' environment. Second, it does not require control room engineers to be in the same place as each other. In order to investigate these issues, a low-fidelity simulation of an energy distribution network was developed. The main aims of the research were to assess some of the psychological concerns associated with virtual environments. First, it may result in the social isolation of the people, and it may have dramatic effects upon the nature of the work. Second, a direct physical correspondence with the 'real world' may not best support human supervisory control activities. Experimental teams were asked to control an energy distribution network. Measures of team performance, group identity and core job characteristics were taken. In general terms, the results showed that teams working in the same location performed better than team who were remote from one another
Visual Fixations Duration as an Indicator of Skill Level in eSports
Using highly interactive systems like computer games requires a lot of visual
activity and eye movements. Eye movements are best characterized by visual
fixation - periods of time when the eyes stay relatively still over an object.
We analyzed the distributions of fixation duration of professional athletes,
amateur and newbie players. We show that the analysis of fixation durations can
be used to deduce the skill level in computer game players. Highly skilled
gaming performance is characterized by more variability in fixation durations
and by bimodal fixation duration distributions suggesting the presence of two
fixation types in high skill gamers. These fixation types were identified as
ambient (automatic spatial processing) and focal (conscious visual processing).
The analysis of computer gamers' skill level via the analysis of fixation
durations may be used in developing adaptive interfaces and in interface
design.Comment: 10 pages, 3 figure
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