From 28 May to 1 June 2007, a seminar on ‘Information Visualization–human-centered Issues in Visual Representation, interaction, and Evaluation’ took place at the International Conference and Research center for Co...
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From 28 May to 1 June 2007, a seminar on ‘Information Visualization–human-centered Issues in Visual Representation, interaction, and Evaluation’ took place at the International Conference and Research center for computerscience, Dagstuhl Castle, Germany. One important aim of this seminar was to bring together researchers and practitioners from Information Visualization and related fields, as well as from application areas, for lively discussion and interaction. The seminar allowed critical reflection on actual research efforts, the state of field, evaluation challenges, and other important topics. This report summarizes the event.
In this position paper, we argue that in the context of a user's interaction with multiple platforms, consistency must be supported along with support for user's task migration. We believe that the user should...
We present Vizability, a usability engineering tool that is motivated by the variability of analysis processes and facilitates the analysis of existing problem data with the goal of process improvement. Usability engi...
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ISBN:
(纸本)1595933158
We present Vizability, a usability engineering tool that is motivated by the variability of analysis processes and facilitates the analysis of existing problem data with the goal of process improvement. Usability engineers spend considerable resources performing usability testing and analyzing the resulting data, but their work is often limited to a single development effort or a small set of similar efforts. To extend the analysis process to multiple diverse efforts, it is necessary to categorize and store data in a consistent manner and have techniques for discovering patterns in that data. Our tool is designed to work with problem data that has been organized according to a hierarchical framework of usability concepts, which ensures consistency through completeness and precision. In addition, our tool helps engineers discover weaknesses in their process through exploratory browsing of a visualization of the tree structure and visual filtering based on cost, importance, and keywords. Copyright 2006 ACM.
This paper describes the idea of embodied data objects. Using this concept, everyday objects can be used to represent bits and bytes of active information. These data objects can be used to interact with information-a...
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ISBN:
(纸本)1595933158
This paper describes the idea of embodied data objects. Using this concept, everyday objects can be used to represent bits and bytes of active information. These data objects can be used to interact with information-appliance-like devices that provide specific services as dictated by the context of interaction. The inherent affordances of physical artifacts are leveraged to make the interaction with these service-oriented devices intuitive and natural. We describe the idea of embodied data objects, followed by the design and implementation of two such service-oriented devices: a presentation projector and a printer. Copyright 2006 ACM.
We present a location-aware messaging system that lets users read and post notes linked to a particular location. We developed multiple clients (designed to run on desktop computers, personal digital assistants (PDAs)...
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ISBN:
(纸本)1595933158
We present a location-aware messaging system that lets users read and post notes linked to a particular location. We developed multiple clients (designed to run on desktop computers, personal digital assistants (PDAs) and cell phones) so that users could choose the most contextually-appropriate device to interact with the system. We allowed remote access and authoring to avoid imposing artificial restrictions on users' needs. We report on the findings from our evaluation of the system. The goal of the evaluation was to explore novel potential uses of the system that result from promoting open use of it and to identify users' preferences regarding the different features of the system. In our evaluation, we found that users were receptive of this system for leaving and receiving location-targeted reminders. They also overwhelmingly approved of the remote access and authoring capability, and suggested scenarios where these features would be crucial. We discuss our experiences building the system and our findings from the initial evaluation. Copyright 2006 ACM.
Empirical evidence of the benefits of immersion is an important goal for the virtual environment (VE) community. Direct comparison of immersive systems and non-immersive systems is insufficient because differences bet...
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ISBN:
(纸本)1595933212
Empirical evidence of the benefits of immersion is an important goal for the virtual environment (VE) community. Direct comparison of immersive systems and non-immersive systems is insufficient because differences between such systems may be due not only to the level of immersion, but also to other factors, such as the input devices and interactiontechniques used. In this paper, a study is presented that separates the effects of level of immersion and 3D interactiontechnique for a six-degree-of-freedom manipulation task. In the study, two components of immersion - stereoscopy and field of regard - were varied and three 3D interactiontechniques - HOMER, Go-Go, and DO-IT (a new keyboard- and mouse-based technique) - were tested. The results of the experiment show that the interactiontechnique had a significant effect on object manipulation time, while the two components of immersion did not. The implications of these results are discussed for VE application developers. Copyright 2006 ACM.
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may redu...
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ISBN:
(纸本)1595933212
Although many virtual environment (VE) technologies such as the four-screen CAVE™ are described as immersive, users can still perceive distractions from the real world. This exposure to real-world distraction may reduce users' sense of presence, and if presence is correlated with performance as some have claimed, the real-world distractions may also hinder performance. Thus, VE designers may want to consider ways to reduce real-world distraction. This paper presents an experiment to investigate the effect of reduced visual stimulus in the peripheral area on user performance and the usability of an immersive VE. We carefully designed three tasks that cause different levels of awareness of the real-world distraction. Using these tasks, we evaluated users' performance and preference in two conditions. The low-stimulus condition was created by hanging a black cloth across the missing back wall of a CAVE. The high-stimulus condition was created by projected animations and real human motion outside the CAVE. The experiments show that reduced distraction may have a positive or negative effect on user performance, depending on the specific tasks and environments. Copyright 2006 ACM.
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely i...
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ISBN:
(纸本)1595932984
The interdisciplinary nature of system design can lead to communication problems between developers in different fields. This is becoming evident in the emerging field of agile software development which has largely ignored or been unable to address usability. This work presents a development process and toolset that draws on extreme programming - an agile software development process, and scenario-based design - a usability engineering process. This approach will allow developers in both fields to better communicate and work together to efficiently design usable systems.
We posit that, given the current state of development of cognitive science, the greatest synergies between this field and artificial intelligence arise when one adopts a high level of abstraction. On the one hand, we ...
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ISBN:
(纸本)1577352637
We posit that, given the current state of development of cognitive science, the greatest synergies between this field and artificial intelligence arise when one adopts a high level of abstraction. On the one hand, we suggest, cognitive science embodies some interesting, potentially general principles regarding cognition under limited resources, and AI systems that violate these principles should be treated with skepticism. But on the other hand, attempts to precisely emulate human cognition in silicon are hampered by both their ineffectiveness at exploiting the power of digital computers, and the current paucity of algorithm-level knowledge as to how human cognition takes place. We advocate a focus on artificial general intelligence design. This means building systems capturing the salient high-level features of human intelligence (e.g., goal-oriented behavior, sophisticated learning, self-reflection, etc...), yet with software architectures and algorithms specifically designed for effective performance on modern computing hardware. We give several illustrations of this broad principle drawn from our work, including the adaptation of estimation of distribution algorithms in evolutionary programming for complex procedure learning.
In recent years, engineering disciplines have begun to experience a revolution based on the use of information technology. In particular, the use of computer graphics and visualization have allowed engineers to gain u...
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ISBN:
(纸本)0784408033
In recent years, engineering disciplines have begun to experience a revolution based on the use of information technology. In particular, the use of computer graphics and visualization have allowed engineers to gain unprecedented insight into both spatial and abstract datasets, resulting in better designs, more in-dept. understanding, and more efficient analysis. In this paper, we argue that many engineering datasets are best visualized in three dimensions because of their inherent three-dimensional (3D) spatial properties. Traditional 3D visualizations are still limited, however. In order to mitigate these limitations, we describe two additional technologies that will further increase the benefits of 3D engineering visualizations. First, immersive virtual environments (VEs) allow an engineer to "get inside" the data and view it naturally, resulting in greater spatial understanding and potentially greater insight. Second, interactive visualizations allow the user to navigate within the 3D space, change the visualization parameters, query objects, and even test design ideas, clearly adding value to the visualization. When these two technologies are combined, a need arises for 3D user interfaces (3D UIs), which provide interactivity within an immersive VE. Throughout our discussion of these technologies, we draw upon our own experience with two interactive VEs for engineering - AMADEUS and Virtual-SAP. Copyright ASCE 2006.
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