作者:
Kushnier, SDHeithecker, CHBallas, JAMcFarlane, DCScott Kushnier:is an engineer at the Naval Air Warfare Center in Warminster
Pennsylvania where he has worked for the past seven years. He earned an M.S. degree in Computer Science from the University of Delaware in 1994. Scott has worked on projects in automated classification plan recognition interface design and modeling & simulation to support various aspects of the Naval Air Warfare mission. He is interested in humun-computer interaction artificial intelligence natural language pvocessing modeling & simulation and open systems architectures. Jim Ballas:is a scientist at the Navy Center for Applied Research in Artificial Intelligence at the Naval Research Lab. He has a Ph.D. in Applied Experimental Psychology
has been active in seueral areas of human-computer systems design and integration and has forty-two publications and technical reports. Prior to his position at NRL. he held faculty appointments at Georgetown and George Mason University. He is a member of the Acoustical Society of America the Human Factors and Ergonomics Society and Sigma Xi. He served in U.S. Army Intelligence and was awarded the Bronze Star for service in Vietnam.
Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin do...
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Data fusion has been characterized as taking place at four levels oi abstraction: the unit level, the situation level, the threat level, and the resource allocation level. A unit level characterization tries to pin down the attributes of individual platform objects, At the situation level, organized groups of units, such as battle groups, are explored. At the threat level and resource allocation level, reasoning about possible enemy intentions and possible responses is undertaken. Little work, however has been done concerning some of the higher levels of abstraction, namely the force and threat levels. This paper presents an approach toward situation assessment which includes explicit conceptualizations of forces and threats. Graphical representations of these forces and threats are designed to enhance the unit level depiction without obscuring it. This paper explores a novel style of user interface-one designed to allow collaboration between the person and the machine, enabling a tactical assessment which is superior to one in which either the person or the machine works in isolation. The paper will then describe a natural division of responsibilities between person and machine and illustrate the benefit of such a collaborative system in light of an example based on a warfare scenario.
Focus in natural language processing is used to keep track of the attentional space of the participants in the dialogue. Graphical interfaces have still to benefit from the use of this level of communication. We discu...
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In this paper, we examine hypermedia systems with an emphasis on the types of learning they are appropriate for. We use Bloom's taxonomy of behavioral objectives as the organizing framework for a discussion of edu...
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In seeking hitherto-unused methods by which users and computers can communicate, we investigate the usefulness of eye movements as a fast and convenient auxiliary user-to-computer communication mode. The barrier to ex...
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This paper discusses two general models of user interaction in the context of user assistance (HELP) and their implications for design. Conceptual and quantitative models provide software engineers with tools that can...
This paper discusses two general models of user interaction in the context of user assistance (HELP) and their implications for design. Conceptual and quantitative models provide software engineers with tools that can aid them in the interface design process. The conceptual model presented is derived using a hermeneutic approach to the analysis of human-computerinteraction. The interaction is modeled as a set of states and transitions between states. This suggests that user assistance should have a more central role in the design of the system. The quantitative model is derived from a study of the existing literature, and provides a framework for analyzing performance issues at the human-computer interface, using metrics like response time, keystrokes, error rates, and task completion rates. The model contains seven components, covering user characteristics, information type, structure, user knowledge, presentation, control, and access.
To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of thefield, of ...
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ISBN:
(数字)9783031058042
ISBN:
(纸本)9783031058035;9783031058066
To address the above challenges, we collect the latest work from the Virtual Reality and Augmented Reality research community, by combining the presentation of general definitions and characterization of thefield, of interaction concepts and techniques, of a variety of use cases and areas. The constellation of different environment examples (from education, sport to consumer and marketing), from across the globe and platforms, provide a comprehensive discussion on scientific and engineering methods, which enable the development of VR/AR systems in everyday context.
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers p...
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ISBN:
(数字)9783319071275
ISBN:
(纸本)9783319071268
This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
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