The increasing complexity of cyber-physical systems poses special challenges for users to be able to appropriate and apply such technologies within their practice. Classic tools to support appropriation have usually t...
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ISBN:
(纸本)9781450358507
The increasing complexity of cyber-physical systems poses special challenges for users to be able to appropriate and apply such technologies within their practice. Classic tools to support appropriation have usually taken the form of written manuals or video tutorials. However, recent research regarding appropriation infrastructures and sociable technologies has suggested that appropriation support functionality can be integrated directly into software and cyber-physical systems. The problem confronting this kind of support is the adequate visualization of the information and the provision of userinterfaces that could offer the necessary basis for appropriation. Based on the example of 3D printing, we examine how projection mapping-as an innovative form of visualization-can be used as a userinterface for hardware-related appropriation support. Through reflections upon the design and evaluation of a projection-based 3D-printer system, we provide insights that extend the notion of appropriation support to encompass projection mapping and that can contribute to the future development of projection-based human-machine interfaces.
In this paper, we identify and proposed an interface mechanism in blockchain for businesses based on user centric approach. The base of user centric approach in business is to increase user or consumer involvement in ...
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The use of digital games allows the enjoyment of playful moments during the learning process, especially when they are aimed at specific audiences, such as people with disabilities. However, these tools often do not h...
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ISBN:
(纸本)9781450369718
The use of digital games allows the enjoyment of playful moments during the learning process, especially when they are aimed at specific audiences, such as people with disabilities. However, these tools often do not have functionalities that allow the customization of the interaction for each user, according to the needs evaluated by healthcare professionals. The purpose of this work is to investigate personalization characteristics of the interaction and also the interface for games in the assistive technology field. This allows the specialized professional to tailor the game to a specific patient during their session. For this, we conducted a study of the literature on adaptable games and an empirical study where we investigated three games that were developed and tested with healthcare professionals specialized in the care of children with disabilities. The results point to customization features for adaptable games.
Recent advances in hardware and software technologies have given rise to a new class of human-computer interfaces that both explores multiple modalities and allows for multiple collaborating users. When compared to th...
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ISBN:
(纸本)9781450368872
Recent advances in hardware and software technologies have given rise to a new class of human-computer interfaces that both explores multiple modalities and allows for multiple collaborating users. When compared to the development of traditional single-user WIMP (windows, icons, menus, pointer)-based applications, however, applications supporting the seamless integration of multimodal-multiuser interactions bring new specification and runtime requirements. With the aim of assisting the specification of multimedia applications that integrate multimodal-multiuser interactions, this paper: (1) proposes the MMAM (Multimodal-Multiuser Authoring Model);(2) presents three different instantiations of it (in NCL, HTML, and a block-based syntax);and (3) evaluates the proposed model through a task-based user study. MMAM enables programmers to design and ponder different solutions for applications with multimodal-multiuser requirements. The proposed instantiations served as proofs of concept about the feasibility of our model implementation and provided the basis for practical experimentation, while the performed user study focused on capturing evidence of both the user understanding and the user acceptance of the proposed model. We asked developers to perform tasks using MMAM and then answer a TAM (technology Acceptance Model)-based questionnaire focused on both the model and its instances. As results, the study indicates that the participants easily understood the model (most of them performed the required tasks with minor or no errors) and found it both useful and easy to use. 94.47% of the participants gave positive answers to the block-based representation TAM questions, whereas 75.17% gave positive answers to the instances-related questions.
For the patients with speech and motion impairments, there is an indispensable need to facilitate their communication with other people, using approaches such as eyeball tracking. However, these systems are usually co...
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ISBN:
(纸本)9781450368698
For the patients with speech and motion impairments, there is an indispensable need to facilitate their communication with other people, using approaches such as eyeball tracking. However, these systems are usually complex and expensive. In this demo, we propose a WiFi-based contactless text input system, called WiMorse. The system allows these patients to communicate with other people by using WiFi signals to track single-finger movements and encoding them as Morse code to input text. However, we note that a small change in the target's location would lead to a significant change in the received WiFi signal pattern, making it impossible to recognize the finger gestures. To tackle this problem, we propose a signal transformation mechanism to obtain a consistent and stable signal pattern at various locations. By deploying only a pair of COTS WiFi devices, WiMorse can achieve real time recognition of finger generated Morse code with high accuracy, and is robust against input position, environment change, and user diversity.
The proceedings contain 11 papers. The topics discussed include: the technical debt dataset;which refactoring reduces bug rate?;on usefulness of the deep-learning-based bug localization models to practitioners;an eval...
ISBN:
(纸本)9781450372336
The proceedings contain 11 papers. The topics discussed include: the technical debt dataset;which refactoring reduces bug rate?;on usefulness of the deep-learning-based bug localization models to practitioners;an evaluation of parameter pruning approaches for software estimation;patterns of effort contribution and demand and user classiï¬ücation based on participation patterns in NPM ecosystem;leveraging change intents for characterizing and identifying large-review-effort changes;prioritizing automated userinterface tests using reinforcement learning;reviewer recommendation using software artifact traceability graphs;applying cross project defect prediction approaches to cross-company effort estimation;and from reports to bug-fix commits: a 10 years dataset of bug-fixing activity from 55 apache’s open source projects.
This joint panel between UIST and CSCW brings together leading researchers at the intersection of the conferences-systems researchers in collaborative and social computing-to engage in a discussion and retrospective. ...
ISBN:
(纸本)9781450375146
This joint panel between UIST and CSCW brings together leading researchers at the intersection of the conferences-systems researchers in collaborative and social computing-to engage in a discussion and retrospective. Pairs of panelists will represent each decade since the founding of the conferences, sharing a brief retrospective that surveys the most influential papers of that decade, the zeitgeist of the problems that were popular that decade and why, and what each decade's work has to say to the decades that came before and after. The panel is intended as a space to celebrate advances in the field, and reflect on the burdens and opportunities that it faces ahead.
This paper describes a MATLAB/Simulink benchmark suite for an open-source self-driving system based on Robot Operating System (ROS). In recent years, self-driving systems have been developed worldwide, and the technol...
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ISBN:
(纸本)9781450368476
This paper describes a MATLAB/Simulink benchmark suite for an open-source self-driving system based on Robot Operating System (ROS). In recent years, self-driving systems have been developed worldwide, and the technology has been making remarkable progress. One approach to the development of the self-driving systems is the utilization of ROS which is an open-source middleware framework used for developing robot applications. On the other hand, the popular approach in the automotive industry is the utilization of MATLAB/Simulink which is the software for modeling, simulating, and analyzing. MATLAB/Simulink provides an interface between ROS and MATLAB/Simulink that enables to create functionalities of ROS-based robots in MATLAB/Simulink. However, it has not been fully utilized in the development of the self-driving systems yet because there are not enough open-source models for self-driving. Thus the co-development is difficult. Therefore, we provide a MATLAB/Simulink benchmark suite for a ROS-based self-driving system called Autoware. Autoware is popular opensource software that provides a complete set of self-driving modules. The provided benchmark contains MATLAB/Simulink models. They help to design the ROS-based self-driving systems using MATLAB/Simulink. Moreover, we investigated other benchmarks for self-driving and indicated that this is the first work aiming to the ROS-based self-driving systems with MATLAB/Simulink.
The environments constructed from contemporary technology (interactive, tangible and ubiquitous) are still challenging the mainstream HCI methods for designing interactive systems, demanding new ways of considering th...
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ISBN:
(纸本)9781450369718
The environments constructed from contemporary technology (interactive, tangible and ubiquitous) are still challenging the mainstream HCI methods for designing interactive systems, demanding new ways of considering the interaction design and its evaluation. In this work, we investigate the concepts of enactive system and (socio)enactive experience by proposing the design of a learning environment. We designed and constructed TangiTime, an educational exhibit to explore the concept of 'deep time' in a (socio)enactive experience of interaction. We discuss the design process, the artifacts implementation, and results of an exploratory study to observe and understand how (socio)enactive aspects of experience potentially emerge into the educational exhibit.
There are several entity initiatives, such as World Wide Web Consortium (W3C), which develop usability and accessibility standards for the Web. In general, the available technologies comply with these standards, but d...
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ISBN:
(纸本)9781450369718
There are several entity initiatives, such as World Wide Web Consortium (W3C), which develop usability and accessibility standards for the Web. In general, the available technologies comply with these standards, but do not attend particularities and challenges of each disability, such as hard of hearing. Despite the initiatives, there are still some obstacles on the part of developers, such as the lack of interest, motivation and necessary knowledge about how to properly develop accessible web application. This paper presents results of a systematic mapping to obtain how Web interfaces are being designed and implemented for deaf people. The results showed few studies about development of tools and technologies to help developers;lack of requirements and recommendations that complement those existing to improve Web accessibility for the hard of hearing;and little use of assistive technology resources that can directly contribute to improving Web accessibility for this audience.
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