7 resultados para Corpus (Creation, Annotation, etc.), Question Answering, Usability, User Satisfaction

em Cambridge University Engineering Department Publications Database


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Virtual assembly environment (VAE) technology has the great potential for benefiting the manufacturing applications in industry. Usability is an important aspect of the VAE. This paper presents the usability evaluation of a developed multi-sensory VAE. The evaluation is conducted by using its three attributes: (a) efficiency of use; (b) user satisfaction; and (c) reliability. These are addressed by using task completion times (TCTs), questionnaires, and human performance error rates (HPERs), respectively. A peg-in-a-hole and a Sener electronic box assembly task have been used to perform the experiments, using sixteen participants. The outcomes showed that the introduction of 3D auditory and/or visual feedback could improve the usability. They also indicated that the integrated feedback (visual plus auditory) offered better usability than either feedback used in isolation. Most participants preferred the integrated feedback to either feedback (visual or auditory) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had negative effects on the usability, and easily made them feel frustrated. The possible reasons behind the outcomes are also analysed. © 2007 ACADEMY PUBLISHER.

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Current commercial dialogue systems typically use hand-crafted grammars for Spoken Language Understanding (SLU) operating on the top one or two hypotheses output by the speech recogniser. These systems are expensive to develop and they suffer from significant degradation in performance when faced with recognition errors. This paper presents a robust method for SLU based on features extracted from the full posterior distribution of recognition hypotheses encoded in the form of word confusion networks. Following [1], the system uses SVM classifiers operating on n-gram features, trained on unaligned input/output pairs. Performance is evaluated on both an off-line corpus and on-line in a live user trial. It is shown that a statistical discriminative approach to SLU operating on the full posterior ASR output distribution can substantially improve performance both in terms of accuracy and overall dialogue reward. Furthermore, additional gains can be obtained by incorporating features from the previous system output. © 2012 IEEE.

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Designing for all requires the adaptation and modification of current design best practices to encompass a broader range of user capabilities. This is particularly the case in the design of the human-product interface. Product interfaces exist everywhere and when designing them, there is a very strong temptation to jump to prescribing a solution with only a cursory attempt to understand the nature of the problem. This is particularly the case when attempting to adapt existing designs, optimised for able-bodied users, for use by disabled users. However, such approaches have led to numerous products that are neither usable nor commercially successful. In order to develop a successful design approach it is necessary consider the fundamental structure of the design process being applied. A three stage design process development strategy which includes problem definition, solution development and solution evaluation, should be adopted. This paper describes the development of a new design approach based on the application of usability heuristics to the design of interfaces. This is illustrated by reference to a particular case study of the re-design of a computer interface for controlling an assistive device.

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For increasing the usability of a medical device the usability engineering standards IEC 60601-1-6 and IEC 62366 suggest incorporating user information in the design and development process. However, practice shows that integrating user information and the related investigation of users, called user research, is difficult in the field of medical devices. In particular, identifying the most appropriate user research methods is a difficult process. This difficulty results from the complexity of the medical device industry, especially with respect to regulations and standards, the characteristics of this market and the broad range of potential user research methods available from various research disciplines. Against this background, this study aimed at guiding designers and engineers in selecting effective user research methods according to their stage in the design process. Two approaches are described which reduce the complexity of method selection by summarizing the high number of methods into homogenous method classes. These approaches are closely connected to the medical device industry characteristic design phases and therefore provide the possibility of selecting design-phase- specific user research methods. In the first approach potential user research methods are classified after their characteristics in the design process. The second approach suggests a method summarization according to their similarity in the data collection techniques and provides an additional linkage to design phase characteristics. Both approaches have been tested in practice and the results show that both approaches facilitate user research method selection. © 2009 Springer-Verlag.

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This paper presents an agenda-based user simulator which has been extended to be trainable on real data with the aim of more closely modelling the complex rational behaviour exhibited by real users. The train-able part is formed by a set of random decision points that may be encountered during the process of receiving a system act and responding with a user act. A sample-based method is presented for using real user data to estimate the parameters that control these decisions. Evaluation results are given both in terms of statistics of generated user behaviour and the quality of policies trained with different simulators. Compared to a handcrafted simulator, the trained system provides a much better fit to corpus data and evaluations suggest that this better fit should result in improved dialogue performance. © 2010 Association for Computational Linguistics.

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Time and budget constraints frequently prevent designers from consulting with end-users while assessing the ease of use of the products they create. This has resulted in solutions that are difficult to use by a wide range of users, especially the growing older adult population and people with different types of impairments. To help designers with this problem, capability-loss simulators have been developed with the aim of temporarily representing users who are otherwise difficult to access. This paper questions the reliability of existing tools in providing designers with meaningful information about the users' capabilities. Consequently, a new capability-loss simulation toolkit is presented, followed by its empirical evaluation. The new toolkit proved to be significantly helpful for a group of designers identifying real usability problems with everyday devices. © 2012 Copyright Taylor and Francis Group, LLC.