1,068,808 research outputs found
Visual enhancements in pick-and-place tasks: Human operators controlling a simulated cylindrical manipulator
A teleoperation simulator was constructed with vector display system, joysticks, and a simulated cylindrical manipulator, in order to quantitatively evaluate various display conditions. The first of two experiments conducted investigated the effects of perspective parameter variations on human operators' pick-and-place performance, using a monoscopic perspective display. The second experiment involved visual enhancements of the monoscopic perspective display, by adding a grid and reference lines, by comparison with visual enhancements of a stereoscopic display; results indicate that stereoscopy generally permits superior pick-and-place performance, but that monoscopy nevertheless allows equivalent performance when defined with appropriate perspective parameter values and adequate visual enhancements
DOLPHIN: the design and initial evaluation of multimodal focus and context
In this paper we describe a new focus and context visualisation technique called multimodal focus and context. This technique uses a hybrid visual and spatialised audio display space to overcome the limited visual displays of mobile devices. We demonstrate this technique by applying it to maps of theme parks. We present the results of an experiment comparing multimodal focus and context to a purely visual display technique. The results showed that neither system was significantly better than the other. We believe that this is due to issues involving the perception of multiple structured audio sources
Non-visual information display using tactons
This paper describes a novel form of display using tactile output. Tactons, or tactile icons, are structured tactile messages that can be used to communicate message to users non visually. A range of different parameters can be used to construct Tactons, e.g.: frequency, amplitude, waveform and duration of a tactile pulse, plus body location. Tactons have the potential to improve interaction in a range of different areas, particularly where the visual display is overloaded, limited in size or not available, such as interfaces for blind people or on mobile and wearable devices
Multi-modal information processing for visual workload relief
The simultaneous performance of two single-dimensional compensatory tracking tasks, one with the left hand and one with the right hand, is discussed. The tracking performed with the left hand was considered the primary task and was performed with a visual display or a quickened kinesthetic-tactual (KT) display. The right-handed tracking was considered the secondary task and was carried out only with a visual display. Although the two primary task displays had afforded equivalent performance in a critical tracking task performed alone, in the dual-task situation the quickened KT primary display resulted in superior secondary visual task performance. Comparisons of various combinations of primary and secondary visual displays in integrated or separated formats indicate that the superiority of the quickened KT display is not simply due to the elimination of visual scanning. Additional testing indicated that quickening per se also is not the immediate cause of the observed KT superiority
Literature Review of The Store Windows Display Influences on Consumers Attractiveness Through the Layout Design
Windows display is one of the important aspect in retail design in order to increase consumer product awareness. The store windows design had been varied especially with the creative visual merchandiser in managing a visual approach of store windows display. Flat type store windows display often used in Bandung Retail, and has characteristic of its own retail brand image to improve attractiveness. Layout design of a store windows display has an important role for the influence of consumer behavior especially in shopping attitudes. This research identify the effects of WAKAI and MANGO store windows display at Trans Studio Mall on consumer attractiveness through the implementation of layout design principles
Keywords Store Windows, Retail, Attractiveness, Layout design
The role of memory and restricted context in repeated visual search
Previous studies have shown that the efficiency of visual search does not improve when participants search
through the same unchanging display for hundreds of trials (repeated search), even though the participants have
a clear memory of the search display. In this article, we ask two important questions. First, why do participants
not use memory to help search the repeated display? Second, can context be introduced so that participants are
able to guide their attention to the relevant repeated items? Experiments 1–4 show that participants choose not
to use a memory strategy because, under these conditions, repeated memory search is actually less efficient than
repeated visual search, even though the latter task is in itself relatively inefficient. However, when the visual
search task is given context, so that only a subset of the items are ever pertinent, participants can learn to restrict
their attention to the relevant stimuli (Experiments 5 and 6)
Use of Linear Perspective Scene Cues in a Simulated Height Regulation Task
As part of a long-term effort to quantify the effects of visual scene cuing and non-visual motion cuing in flight simulators, an experimental study of the pilot's use of linear perspective cues in a simulated height-regulation task was conducted. Six test subjects performed a fixed-base tracking task with a visual display consisting of a simulated horizon and a perspective view of a straight, infinitely-long roadway of constant width. Experimental parameters were (1) the central angle formed by the roadway perspective and (2) the display gain. The subject controlled only the pitch/height axis; airspeed, bank angle, and lateral track were fixed in the simulation. The average RMS height error score for the least effective display configuration was about 25% greater than the score for the most effective configuration. Overall, larger and more highly significant effects were observed for the pitch and control scores. Model analysis was performed with the optimal control pilot model to characterize the pilot's use of visual scene cues, with the goal of obtaining a consistent set of independent model parameters to account for display effects
Study made of application of stereoscopic display system to analog computer simulation
Stereoscopic visual display system provides both a qualitative and measurable presentation for functions of several variables. A primary application of such a display system is in analog computer simulation of sets of differential equations
Performance evaluation of a kinesthetic-tactual display
Simulator studies demonstrated the feasibility of using kinesthetic-tactual (KT) displays for providing collective and cyclic command information, and suggested that KT displays may increase pilot workload capability. A dual-axis laboratory tracking task suggested that beyond reduction in visual scanning, there may be additional sensory or cognitive benefits to the use of multiple sensory modalities. Single-axis laboratory tracking tasks revealed performance with a quickened KT display to be equivalent to performance with a quickened visual display for a low frequency sum-of-sinewaves input. In contrast, an unquickened KT display was inferior to an unquickened visual display. Full scale simulator studies and/or inflight testing are recommended to determine the generality of these results
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