In today's homes and schools, children are emerging as frequent and experienced users of technology [3, 141. As this trend continues, it becomes increasingly important to ask if we are fulfilling the technology ne...
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GOMS is many things to many people. It is the only validated analytic usability evaluation method (UEM) in the field of human-computerinteraction. It is being used by practitioners at some of the world's largest ...
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GOMS is many things to many people. It is the only validated analytic usability evaluation method (UEM) in the field of human-computerinteraction. It is being used by practitioners at some of the world's largest and some of the smallest software companies. It is a research agenda that is being pursued at universities the world over. It is a task analysis technique with roots in both cognitive psychology and artificial intelligence. It is a flexible tool that can be used with protocol analysis. It is a technique that makes detailed profiling possible. It is an important adjunct to usability testing. It is something that can be done at the early stages of the design process. It is a way of intelligently playing what if games with interface possibilities. It is all of these things and more.
This paper presents a system for automatic verb sense disambiguation using a small corpus and a Machine-Readable Dictionary (MRD) in Korean. The system learns a set of typical uses listed in the MRD usage examples for...
Interactive plush toys, such as ActiMates Barney, raise new ethical concerns that we as HCI professionals need to address and understand. This panel is designed to bring those concerns to the forefront and allow panel...
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Interactive plush toys, such as ActiMates Barney, raise new ethical concerns that we as HCI professionals need to address and understand. This panel is designed to bring those concerns to the forefront and allow panelists and audience members to debate key issues. The panel includes people with expertise in creating interactive plush toys, creating software for children, and investigating ethical issues of technology.
The line spectral frequencies (LSFs) extracted from successive analysis orders are interlaced with each other. This intermodel interlacing property gives a new relationship between the closeness of LSFs and their spec...
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Librarians have not traditionally been the developers of iiifurnuition retrieval systems. However, with the growth of the World Wide Weh and online knowledge management opportunities, academic librarians have begun to...
We are investigating a novel user interface paradigm based on zooming, in which users are presented with a zooming view of a huge planar information surface. We have developed a system called Pad++ to explore this app...
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作者:
Kim, Hong KookHuman and Computer Interaction Lab.
Information Processing Sector Samsung Advanced Institute of Technology San 14 Nongseo-Ri Kiheung-Eup Yongin-City Kyungki-Do 449-712 Korea Republic of
We propose an adaptive encoding method of fixed codebook in CELP coders and implement an adaptive fixed code excited linear prediction (AF-CELP) speech coder. The AF-CELP exploits the fact that the fixed codebook cont...
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In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint twining using distributed virtual envir...
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ISBN:
(纸本)0819425001
In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint twining using distributed virtual environments (DVEs). One professional Geld that lacks but needs a high-fidelity team training environment is the field of Emergency Medicine. Currently, Emergency Department (ED) medical. personnel train by using words to create a mental picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in Emergency Medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The Virtual Emergency Room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations;the doctor and staff interface to the virtual patient and ED equipment;the accurate simulation of individual patient organs' response to injury, medication, and treatment;and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper w
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