A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of de...
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A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of design rationale, prototyping, evaluation, and component reuse. However, broader considerations of usage context and appreciation for research and methodological contributions from other disciplines must be strongly factored into course planning. To achieve both goals, we suggest learning objectives, a general strategy and approach using case-based learning.
Power wheelchair joysticks have been used to control a mouse cursor on desktop computers, but they offer no integrated text entry solution, confining users to point-and-click or point-and-dwell with on-screen keyboard...
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ISBN:
(纸本)158113911X
Power wheelchair joysticks have been used to control a mouse cursor on desktop computers, but they offer no integrated text entry solution, confining users to point-and-click or point-and-dwell with on-screen keyboards. But on-screen keyboards reduce useful screen real-estate, exacerbate the need for frequent window management, and impose a second focus of attention. By contrast, we present two integrated gestural text entry methods designed for use from power wheelchairs: one for joysticks and the other for touchpads. Both techniques are adaptations of EdgeWrite, originally a stylus-based unistroke method designed for people with tremor. In a preliminary study of 7 power wheelchair users, we found that touchpad EdgeWrite was faster than joystick WiVik, and joystick EdgeWrite was only slightly slower after minimal practice. These findings reflect "walk up and use"-ability and warrant further investigation into extended use. Copyright 2004 ACM.
Several experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments have no...
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Several experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments have not provided user interface designers with an understanding of the severity or the nature of the difficulties young children have when using input devices. To address this need, we conducted a study to gain a better understanding of 4 and 5 year-old children's use of mice. We compared the performance of thirteen 4 year-olds, thirteen 5 year-olds and thirteen young adults in point-and-click tasks. Plots of the paths taken by the participants show severe differences between adults' and preschool children's ability to control the mouse. We were not surprised then to find age had a significant effect on accuracy, target reentry, and efficiency. We also found that target size had a significant effect on accuracy and target reentry. Measuring movement time at four different times (first entering target, last entering target, pressing button, releasing button) yielded the result that Fitts' law models children well only up to the time they first enter the target. Overall, we found that the difference between the performance of children and adults was large enough to warrant user interface interactions designed specifically for preschool children. The results additionally suggest that children need the most help once they get close to targets.
The aim of this study was to investigate, if the simulated proximity level of an anthropomorphic conversational agent and the affective contents in the agent's speech influence the subjects' affective experien...
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ISBN:
(纸本)1581138571
The aim of this study was to investigate, if the simulated proximity level of an anthropomorphic conversational agent and the affective contents in the agent's speech influence the subjects' affective experiences. Eight subjects were exposed to messages given by the agent using synthetic speech. The agent character's simulated proximity level (intimate, personal, social, and public) and the affective contents of the speech message (negative, neutral, and positive) were systematically varied in the experiment. The proximity levels were simulated by displaying the agent on a screen in different sizes. After each speech message, the subjects rated their affective experience on four scales: valence, arousal, dominance, and message intimacy. They also chose a preferred agent proximity level. The results showed that by manipulating the agent's simulated proximity level, experienced dominance could be significantly influenced. Further, by manipulating the affective contents of the speech, experienced valence and intimacy could be significantly influenced. The personal and social proximity levels were preferred by the subjects. Copyright 2004 ACM.
This research work focuses on developing a software-based tutor to teach social skills to students with cognitive disabilities, and examining the real-world implications of such a tutor. My proposed social tutor, call...
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This research work focuses on developing a software-based tutor to teach social skills to students with cognitive disabilities, and examining the real-world implications of such a tutor. My proposed social tutor, called SAM (social ability modeler), will integrate a computer game-based edutainment platform together with a social interaction environment. The goal of using a computer game-based platform is to enhance the intrinsic motivation of the students, or their natural inclination to use SAM. Numerous prior studies have found that computer games are intrinsically motivating to youth. A growing body of research has also shown that children who are intrinsically motivated will put more effort into learning new material (Lumbsden, 1994). The initial hypothesis is that the capability of a software program to adapt to an individual's particular strengths and weaknesses will enable SAM to support stronger generalization and transfer of learning than traditional SST. However, traditional methods will still, nonetheless, complement SAM's instruction; using SAM in conjunction with traditional methods for teaching social skills rather than alone will likely enhance its effectiveness, reliability, and versatility
An important part of helping learners detect, repair and avoid software errors is providing semantic support for learners while they manipulate their code. Unfortunately, usability aspects of both textual and direct-m...
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An important part of helping learners detect, repair and avoid software errors is providing semantic support for learners while they manipulate their code. Unfortunately, usability aspects of both textual and direct-manipulation environments limit their ability to provide such support. Preliminary findings from exploratory studies are discussed, and several design requirements for a more flexible and supportive programming environment are identified
The HKUST word sense disambiguation systems benefit from a new nonlinear Kernel Principal Component Analysis (KPCA) based disambiguation technique. We discuss and analyze results from the Senseval-3 English, Chinese, ...
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In this paper, we introduce a new semi-supervised learning model for word sense disambiguation based on Kernel Principal Component Analysis (KPCA), with experiments showing that it can further improve accuracy over su...
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Increasingly, biology researchers and medical practitioners are using computational tools to model and analyze dynamic systems across scales from the macro to the cellular to the biochemical level. We are using Inform...
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ISBN:
(纸本)9781581138450
Increasingly, biology researchers and medical practitioners are using computational tools to model and analyze dynamic systems across scales from the macro to the cellular to the biochemical level. We are using Information-Rich Virtual Environments (IRVEs) to display the results of biological simulations, and to allow users to interact with those simulations. While simulation architectures, algorithms, and processing power have enjoyed continuous optimization to date, the user interfaces to these applications have not. The problems of designing such IRVE interfaces arise from the requirement that a variety of spatial and abstract information must be integrated into one coherent experience for the user. This paper explores the design and development issues encountered in our implementation of a bioinformatics application, PathSim (Pathogen Simulation). Specifically, we describe the information and interaction issues in building a front-end tool to visually analyze the results of an agent-based immunology simulation. Finally, we present custom scenegraph objects and consider candidate functionality for future standards components.
This paper presents a multi-biometric verification system that combines speaker verification, fingerprint verification with face identification. Their respective equal error rates (EER) are 4.3%, 5.1% and the range of...
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This paper presents a multi-biometric verification system that combines speaker verification, fingerprint verification with face identification. Their respective equal error rates (EER) are 4.3%, 5.1% and the range of (5.1% to 11.5%) for matched conditions in facial image capture. Fusion of the three by majority voting gave a relative improvement of 48% over speaker verification (i.e. the best-performing biometric). Fusion by weighted average scores produced a further relative improvement of 52%. We propose the use of fuzzy logic decision fusion, in order to account for external conditions that affect verification performance. Examples include recording conditions of utterances for speaker verification, lighting and facial expressions in face identification and finger placement and pressure for fingerprint verification. The fuzzy logic framework incorporates some external factors relating to face and fingerprint verification and achieved an additional improvement of 19%.
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