Embodiment and subjectivity are important research issues for collaborative virtual environments. The authors claim that the direction and distance of an embodiment are the most important indicators of the relation be...
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Embodiment and subjectivity are important research issues for collaborative virtual environments. The authors claim that the direction and distance of an embodiment are the most important indicators of the relation between a user and surrounding objects or other users. In an objective view of a virtual environment embodiment motion is unambiguous since all users will see all other users and all artifacts in the same positions. However there are many reasons to present different views of the same basic data set to different users. If objects end up in different positions in different views, one cannot retain a common coordinate system for the embodiments, since directions and distances are distorted. They present an implementation of artifact-centred coordinate mappings by which the positions of the artifacts that the user is interacting with govern how that user is represented to other users of the system.
The use of electronic resources for the support of teaching and learning activities is growing very rapidly. A major advantage of having pedagogic materials in this form is that they can easily be 'recycled' t...
The use of electronic resources for the support of teaching and learning activities is growing very rapidly. A major advantage of having pedagogic materials in this form is that they can easily be 'recycled' to fulfil a number of different functions. This paper discusses how electronic lectures can be used to improve conventional lecture-based presentations and how they can then form the basis for the development of self-study material for the support of open and distance learning.
The objectives of human Engineering (HE) are generally viewed as increasing human performance, reducing human error, enhancing personnel and equipment safety, and reducing training and related personnel costs. There a...
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The objectives of human Engineering (HE) are generally viewed as increasing human performance, reducing human error, enhancing personnel and equipment safety, and reducing training and related personnel costs. There are other benefits that are thoroughly consistent with the direction of the Navy of the future, chief among these is reduction of required numbers of personnel to operate and maintain Navy ships. The Naval Research Advisory Committee (NRAC) report on Man-Machine Technology in the Navy estimated that one of the benefits from increased application of man-machine technology to Navy ship design is personnel reduction as well as improving system availability, effectiveness, and safety The objective of this paper is to discuss aspects of the human engineering design of ships and systems that affect manning requirements, and impact human-performance and safety The paper will also discuss how the application of human engineering leads to improved performance, and crew safety, and reduced workload, all of which influence manning levels. Finally, the paper presents a discussion of tools and case studies of good human engineering design practices which reduce manning.
This paper describes recent work concerned with the specification of requirements on interactive systems and the definition of user-level properties of such systems. A formal notation for describing and reasoning abou...
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Business analysis and the associated decision making was once a domain full of built-in advantages and ad hoc methods. With the advent of computers and information networks, the playing field has been leveled somewhat...
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Software engineering is difficult. Addressing human-computerinteraction concerns correctly and comprehensively across different "look & feel"s is difficult. Combining two difficult problems usually is e...
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A breakout group (from the Workshop on Software Engineering and human-computerinteraction of the IEEE 16th Annual Conference on Software Engineering) discussed the present and future of the intersection of SE and HCI...
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Much of the success of iconic interfaces has occurred within application domains in which a consistent metaphor can be maintained. However, this approach can prove problematic when icons are designed for cross-cultura...
Much of the success of iconic interfaces has occurred within application domains in which a consistent metaphor can be maintained. However, this approach can prove problematic when icons are designed for cross-cultural applications-where a generic metaphor can often prove elusive. Even when a suitable metaphor can be found the problem remains of developing icons (within a given metaphorical framework) for all the functionality that may be required. Within certain application domains this difficulty has been overcome by means of the parallel use of more than one metaphor. This is certainly true of iconic interfaces to information delivery applications (where ‘book’ and ‘travel’ metaphors are relatively common). The universality of the book metaphor within modern culture and its relevance to many of the cognitive tasks involved in information delivery applications have provided the primary motivation for our adoption of this metaphor in much of our work. However, we have also used multiple metaphor techniques for certain types of application. In this paper we describe the inter-relationship that exists between icons and metaphors and discuss the problems of designing iconic interfaces that embed useful metaphors. Various case studies are used to illustrate the issues raised and some outline conclusions derived from our work in this area are then presented.
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