Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this ...
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ISBN:
(纸本)9781450358972
Transforming a graphical user interface screenshot created by a designer into computer code is a typical task conducted by a developer in order to build customized software, websites, and mobile applications. In this paper, we show that deep learning methods can be leveraged to train a model end-to-end to automatically reverse engineer user interfaces and generate code from a single input image with over 77% of accuracy for three different platforms (i.e. iOS, Android and web-based technologies).
In the literature, automation is usually addressed as a goal (produce systems that are as autonomous as possible) as a process (producing systems with autonomous behaviors) or as a state (a system performing in an aut...
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ISBN:
(纸本)9781450358972
In the literature, automation is usually addressed as a goal (produce systems that are as autonomous as possible) as a process (producing systems with autonomous behaviors) or as a state (a system performing in an autonomous way). These uses suggest that automation is a global concept that does not need decomposing. However, when designing systems (including interactivesystems), automation can only be incorporated at very low-level details, when some functions (previously performed by humans) are migrated to the system. There is a similarity between this global vision of automation and the global vision of human body in biology before the advent of anatomy (that aims at decomposing organisms in parts) and physiology (that aims at understanding the functions of organisms and their parts). This presentation will follow the path of anatomy and physiology to understand better what automation is, how automation can be designed, how partly autonomous systems can better support users and why full automation is a desirable but foolish, inadvisable and unwise target.
Testing strategies for interactivesystems require that we find suitable ways of incorporating tests of functionality with tests of interfaces and interactivity. For safety-critical interactivesystems the problem is ...
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ISBN:
(纸本)9781450358972
Testing strategies for interactivesystems require that we find suitable ways of incorporating tests of functionality with tests of interfaces and interactivity. For safety-critical interactivesystems the problem is harder due to the necessity to ensure higher thresholds for testing to ensure safety is preserved. Conversely however, for safety-critical systems we are more likely to have a larger set of artefacts such as formal models, specifications etc. which can be used as the basis for test generation. The challenge is in finding ways of making use of (what may be a diverse set of) such models and specifications to assist with the testing process. In this paper we describe how we incorporate interactive system models with behavioural specifications to automatically generate test stubs. We show how the declarative test language Gherkin and its associated Cucumber tool can be integrated into an interactive system modelling environment to achieve this. The tool can either convert interaction models into behavioural models or vice versa, and both sets of models are then used to generate test stubs.
Continuous Software engineering (CSE) activities, i.e., rapidly delivering new software functionality to software users and implementing received feedback, have became an established development practice for creating ...
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ISBN:
(纸本)9781450358972
Continuous Software engineering (CSE) activities, i.e., rapidly delivering new software functionality to software users and implementing received feedback, have became an established development practice for creating interactivesystems. The frequency of software changes turns the feedback loop with users into a critical element of CSE that has not been addressed sufficiently;thus, it may be challenging for developers to understand users' software usage. This research project aims to enable a better understanding of users during CSE. We investigate relevant usage knowledge needs, the unobtrusive collection of usage data by software and hardware sensors, how usage data can be related to feature increments, and ways to externalize tacit usage knowledge. Leveraging these insights, we develop a platform to monitor, visualize, and understand usage knowledge to support developers during the design and development of interactivesystems. The overall goal is to accurately fit the functionality of interactivesystems to user needs.
Nowadays several interactivecomputingsystems (ICSs) still have Graphical User Interfaces (GUIs) that are inadequate in terms of usability and user experience. Numerous improvements were made in the development of be...
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ISBN:
(纸本)9781450368254
Nowadays several interactivecomputingsystems (ICSs) still have Graphical User Interfaces (GUIs) that are inadequate in terms of usability and user experience. Numerous improvements were made in the development of better GUIs however, little has been done to improve existing ones. This might be explained by the fact that most ICSs do not provide source code access. In most cases, this means that only persons with source code access can (easily) enhance the respective GUI. This paper presents a tool using computer vision (CV) algorithms to semi-automatically redefine existing GUIs without accessing their source code. The evaluation of a new GUI obtained from the redefinition of an existing GUI using the tool is described. Results show statistically significant improvements in usability (reduction of interaction mistakes), improved task completion success rate and improved user satisfaction.
This paper provides a draft framework and toolkit plan that provides creation of interactive learning modules for tutors and teachers with the goal of making it easy enough for the teachers to use. The interactive lea...
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The proceedings contain 35 papers. The topics discussed include: an 1834 Mediterranean garden in Berlin - engaged from 2004, 2019, 2032, and 2202;FlyMap: interacting with maps projected from a drone;levitating particl...
ISBN:
(纸本)9781450357654
The proceedings contain 35 papers. The topics discussed include: an 1834 Mediterranean garden in Berlin - engaged from 2004, 2019, 2032, and 2202;FlyMap: interacting with maps projected from a drone;levitating particle displays with interactive voxels;designing low-res lighting displays as ambient gateways to smart devices;exploring networked message signs as a new medium for urban communication;public HMDs: modeling and understanding user behavior around public head-mounted displays;smart jewelry: augmenting traditional wearable self-expression displays;a smartphone-based tangible interaction approach for landscape visualization;and a multi-user interactive public display with dynamic layout optimization.
We introduce the Environment-Augmentation framework and explore how this framework can inform the design of extended reality (i.e.,immersive") systems and experiences.
ISBN:
(纸本)9781538675922
We introduce the Environment-Augmentation framework and explore how this framework can inform the design of extended reality (i.e.,immersive") systems and experiences.
One of the major steps in the evolution of Human-computer interaction (HCI) is the introduction of physiological computing. Real-time measurements and analysis of physiological signals through sensors help opening up ...
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Paired role-play is a common collaborative activity in language learning classrooms, adding meaning and cultural context to the learning process. This is complemented by teachers' immediate and explicit feedback. ...
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ISBN:
(纸本)9781450356206
Paired role-play is a common collaborative activity in language learning classrooms, adding meaning and cultural context to the learning process. This is complemented by teachers' immediate and explicit feedback. interactive tools that provide explicit feedback during collaborative learning are scarce, however. More commonly, supporting dialogue practice takes the form of computer-aided single-student read-and-record activities. This limitation is partly due to the complexity of processing language learners' speech in unconstrained tasks. In this paper, we assess the value of pronunciation error detection algorithms within a realistic, software-aided, paired role-playing task with beginning learners of French. We found that students' pronunciations improve regardless of the type of error detector employed even for those using simple heuristics. We suggest that speech technologies for language learning have been too focused on engineering goals. Instead, new interactive designs supporting collaboration may be used to overcome engineering limitations and properly support students' engagement.
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