4 resultados para Graphics and Human Computer Interfaces

em Digital Peer Publishing


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The work environment characteristics of job stress, job variety, job autonomy, and supervision are theorized to affect the job satisfaction and organizational commitment of social and human service workers. Most research to date has focused upon the impact of these variables on job satisfaction, with little attention being paid to organizational commitment. To determine the effects these characteristics have on both job satisfaction and organizational commitment, data from a survey of social and human service employees across Northwest Ohio were examined. In Ordinary Least Squares regression, all four job characteristics had a significant impact on job satisfaction, while only job variety and supervision had statistically significant effects on organizational commitment.

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In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.

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Electronic apppliances are increasingly a part of our everyday lives. In particular, mobile devices, with their reduced dimensions with power rivaling desktop computers, have substantially augmented our communication abilities offering instant availability, anywhere, to everyone. These devices have become essential for human communication but also include a more comprehensive tool set to support productivity and leisure applications. However, the many applications commonly available are not adapted to people with special needs. Rather, most popular devices are targeted at teenagers or young adults with excellent eyesight and coordination. What is worse, most of the commonly used assistive control interfaces are not available in a mobile environment where user's position, accommodation and capacities can vary even widely. To try and address people with special needs new approaches and techniques are sorely needed. This paper presents a control interface to allow tetraplegic users to interact with electronic devices. Our method uses myographic information (Electromyography or EMG) collected from residually controlled body areas. User evaluations validate electromyography as a daily wearable interface. In particular our results show that EMG can be used even in mobility contexts.

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Tracking user’s visual attention is a fundamental aspect in novel human-computer interaction paradigms found in Virtual Reality. For example, multimodal interfaces or dialogue-based communications with virtual and real agents greatly benefit from the analysis of the user’s visual attention as a vital source for deictic references or turn-taking signals. Current approaches to determine visual attention rely primarily on monocular eye trackers. Hence they are restricted to the interpretation of two-dimensional fixations relative to a defined area of projection. The study presented in this article compares precision, accuracy and application performance of two binocular eye tracking devices. Two algorithms are compared which derive depth information as required for visual attention-based 3D interfaces. This information is further applied to an improved VR selection task in which a binocular eye tracker and an adaptive neural network algorithm is used during the disambiguation of partly occluded objects.