77 resultados para perceptual experience
Resumo:
Synthesised acoustic guitar sounds based on a detailed physical model are used to provide input for psychoacoustical testing. Thresholds of perception are found for changes in the main parameters of the model. Using a three-alternative forced-choice procedure, just-noticeable differences are presented for changes in frequency and damping of the modes of the guitar body, and also for changes in the tension, bending stiffness and damping parameters of the strings. These are compared with measured data on the range of variation of these parameters in a selection of guitars. © S. Hirzel Verlag © EAA.
Resumo:
Measurement of acceleration in dynamic tests is carried out routinely, and in most cases, piezoelectric accelerometers are used at present. However, a new class of instruments based on MEMS technology have become available and are gaining use in many applications due to their small size, low mass and low-cost. This paper describes a centrifuge lateral spreading experiment in which MEMS and piezoelectric accelerometers were placed at similar depths. Good agreement was obtained when the instruments were located in dense sands, but significant differences were observed in loose, liquefiable soils. It was found that the performance of the piezoelectric accelerometer is poor at low frequency, and that the relative phase difference between the piezoelectric and MEMS accelerometer varies significantly at low frequency. © 2010 Taylor & Francis Group, London.
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Chapter 14 Understandable by Design: How Can Products be Designed to Align with User Experience? A. Mieczakowski, PM Langdon, RH Bracewell, JJ Patmore and PJ Clarkson 14.1 Introduction Understanding users increases the likelihood that ...
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Cognitive neuroscience defines the sense of agency as the experience of controlling one's own actions and, through this control, affecting the external world. We believe that the sense of personal agency is a key factor in how people experience interactions with technology. This paper draws on theoretical perspectives in cognitive neuroscience and describes two implicit methods through which personal agency can be empirically investigated. We report two experiments applying these methods to HCI problems. One shows that a new input modality - skin-based interaction - can substantially increase users' sense of agency. The second demonstrates that variations in the parameters of assistance techniques such as predictive mouse acceleration can have a significant impact on users' sense of agency. The methods presented provide designers with new ways of evaluating and refining empowering interaction techniques and interfaces, in which users experience an instinctive sense of control and ownership over their actions. Copyright 2012 ACM.
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We present a new co-clustering problem of images and visual features. The problem involves a set of non-object images in addition to a set of object images and features to be co-clustered. Co-clustering is performed in a way that maximises discrimination of object images from non-object images, thus emphasizing discriminative features. This provides a way of obtaining perceptual joint-clusters of object images and features. We tackle the problem by simultaneously boosting multiple strong classifiers which compete for images by their expertise. Each boosting classifier is an aggregation of weak-learners, i.e. simple visual features. The obtained classifiers are useful for object detection tasks which exhibit multimodalities, e.g. multi-category and multi-view object detection tasks. Experiments on a set of pedestrian images and a face data set demonstrate that the method yields intuitive image clusters with associated features and is much superior to conventional boosting classifiers in object detection tasks.
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Users’ initial perceptions of their competence are key motivational factors for further use. However, initial tasks on a mobile operating system (OS) require setup procedures, which are currently largely inconsistent, do not provide users with clear, visible and immediate feedback on their actions, and require significant adjustment time for first-time users. This paper reports on a study with ten users, carried out to better understand how both prior experience and initial interaction with two touchscreen mobile interfaces (Apple iOS and Google Android) affected setup task performance and motivation. The results show that the reactions to setup on mobile interfaces appear to be partially dependent on which device was experienced first. Initial experience with lower-complexity devices improves performance on higher-complexity devices, but not vice versa. Based on these results, the paper proposes six guidelines for designers to design more intuitive and motivating user interfaces (UI) for setup procedures. The preliminary results indicate that these guidelines can contribute to the design of more inclusive mobile platforms and further work to validate these findings is proposed.
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Predictions about sensory input exert a dominant effect on what we perceive, and this is particularly true for the experience of pain. However, it remains unclear what component of prediction, from an information-theoretic perspective, controls this effect. We used a vicarious pain observation paradigm to study how the underlying statistics of predictive information modulate experience. Subjects observed judgments that a group of people made to a painful thermal stimulus, before receiving the same stimulus themselves. We show that the mean observed rating exerted a strong assimilative effect on subjective pain. In addition, we show that observed uncertainty had a specific and potent hyperalgesic effect. Using computational functional magnetic resonance imaging, we found that this effect correlated with activity in the periaqueductal gray. Our results provide evidence for a novel form of cognitive hyperalgesia relating to perceptual uncertainty, induced here by vicarious observation, with control mediated by the brainstem pain modulatory system.
Resumo:
Research in inclusive design has shown the importance of prior experience for the usability of interactive products. Prior experience, however, is an ill-defined and inconsistently used construct. A number of different definitions and operationalisations of experience exist, but the differing power of these operationalisations to predict the usability of products for older users has rarely been investigated systematically. This study seeks to fill that gap. It is argued that the construct of experience has at least three components. It is proposed that two of these components, exposure and competence, are directly relevant for the current discussion about prior experience in inclusive design and that they can predict to different degrees the usability of a product for older users. In an empirical study, these facets of expertise are each operationalised on three levels of specificity and their impact on usability is assessed. The results show that measures of competence predict usability variables more strongly than measures of exposure and that levels of medium and high specificity are the best predictors. The application of inclusive design principles to a redesigned version of a ticket vending machine-although not resulting in a difference of overall usability-changed the impact of prior experience on usability measures implying an enhanced inclusiveness of the redesign with regard to prior experience. The implications of these findings for the effectiveness of inclusive design for older users are discussed. © 2013 Springer-Verlag Berlin Heidelberg.
Resumo:
Designers often assume that their users will have some digital technological prior experience. We examined these levels of prior experience by surveying frequency and ease of technology use with a range of technology products. 362 people participated as part of a UK nationwide larger survey of people's capabilities and characteristics to inform product design. We found that frequency and self-reported ease of use are indeed correlated for all of the products. Furthermore, both frequency and ease of use declined significantly with age for most of the products. In fact, 29% of the over 65s had never or rarely used any of the products, except for digital TV. We conclude that interfaces need to be designed carefully to avoid implicit assumptions about users' previous technology use.
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Today's fast-paced, dynamic environments mean that for organizations to keep "ahead of the game", engineering managers need to maximize current opportunities and avoid repeating past mistakes. This article describes the development study of a collaborative strategic management tool - the Experience Scan to capture past experience and apply learning from this to present and future situations. Experience Scan workshops were held in a number of different technology organizations, developing and refining the tool until its format stabilized. From participants' feedback, the workshop-based tool was judged to be a useful and efficient mechanism for communication and knowledge management, contributing to organizational learning.