942 resultados para Human factors


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This thesis addresses a series of topics related to the question of how people find the foreground objects from complex scenes. With both computer vision modeling, as well as psychophysical analyses, we explore the computational principles for low- and mid-level vision.

We first explore the computational methods of generating saliency maps from images and image sequences. We propose an extremely fast algorithm called Image Signature that detects the locations in the image that attract human eye gazes. With a series of experimental validations based on human behavioral data collected from various psychophysical experiments, we conclude that the Image Signature and its spatial-temporal extension, the Phase Discrepancy, are among the most accurate algorithms for saliency detection under various conditions.

In the second part, we bridge the gap between fixation prediction and salient object segmentation with two efforts. First, we propose a new dataset that contains both fixation and object segmentation information. By simultaneously presenting the two types of human data in the same dataset, we are able to analyze their intrinsic connection, as well as understanding the drawbacks of today’s “standard” but inappropriately labeled salient object segmentation dataset. Second, we also propose an algorithm of salient object segmentation. Based on our novel discoveries on the connections of fixation data and salient object segmentation data, our model significantly outperforms all existing models on all 3 datasets with large margins.

In the third part of the thesis, we discuss topics around the human factors of boundary analysis. Closely related to salient object segmentation, boundary analysis focuses on delimiting the local contours of an object. We identify the potential pitfalls of algorithm evaluation for the problem of boundary detection. Our analysis indicates that today’s popular boundary detection datasets contain significant level of noise, which may severely influence the benchmarking results. To give further insights on the labeling process, we propose a model to characterize the principles of the human factors during the labeling process.

The analyses reported in this thesis offer new perspectives to a series of interrelating issues in low- and mid-level vision. It gives warning signs to some of today’s “standard” procedures, while proposing new directions to encourage future research.

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Estimating the abundance of marine macro-invertebrates is complicated by a variety of factors: 1) human factors, such as diver efficiency and diver error; and 2) biological factors, such as aggregation of organisms, crypsis, and nocturnal emergence behavior. Diver efficiency varied according to the detectability of an organism causing under-estimation of density by up to 50% in some species. All common species were aggregated at scales from 10-50 m. Transects need to be long enough to transcend the scale of patchiness to improve accuracy. Some species of sea urchins and sea cucumbers (pepinos) which are cryptic by day emerged at night so that daytime censuses underestimated their abundance by up to 10 times. In the sea cucumber fishery, estimates of abundance need to be made at the scale of the population, i.e. at hundreds of km. A strategy for this is proposed.

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A relação causal entre métodos de projeto e a usabilidade de produtos de comunicação e informação foi o tema desse estudo que buscou identificar o estado da arte sobre um processo de projeto que resulte em mais usabilidade na web. A partir dessa identificação, avaliou-se as melhorias que poderiam ser adotadas nos processos de desenvolvimento de interfaces utilizados por uma equipe específica da Fundação Oswaldo Cruz (CTIC - Fiocruz). Entendeu-se que um método de projeto deve estar atualizado em relação aos conhecimentos de áreas como a Ergonomia, a Interação Humano-computador e o Design de Interação. Para isso, adotou-se a hipótese de que o processo de projeto deve combinar três aspectos: a) um significativo envolvimento do usuário ao longo do processo; b) o uso de sucessivas iterações para configurar o produto e c) uma combinação mínima de técnicas relacionadas a objetivos específicos de cada fase de uma abordagem de Design Centrado no Usuário. Para contribuir com o desenvolvimento de métodos e técnicas que melhorem a usabilidade, descreveu-se as características dos métodos registrados na literatura e praticados por profissionais externos à Fundação Oswaldo Cruz (Fiocruz). A partir dessas informações, o estudo direcionou-se para o segundo objetivo específico: identificar melhorias nos métodos e técnicas aplicáveis no caso do CTIC Fiocruz. Através da combinação da revisão de literatura e da pesquisa de campo foram produzidas informações sobre tipos de fluxo dos métodos, tipos de envolvimento dos usuários, quantidade e gravidade de problemas de usabilidade observadas pelos profissionais e a validade de base geral de método para diferentes produtos. A primeira rodada de entrevista foi realizada para melhor entender o contexto da hipótese e a relação entre suas variáveis. A segunda rodada identificou as características do processo de projeto utilizado no CTIC. A partir dessas informações, aplicou-se duas técnicas com profissionais externos. Um questionário on-line foi utilizado para levantar informações bem específicas, em sua maioria de características quantitativas. A última técnica aplicada foi um card sorting on-line que apresentou um caso de projeto em que os profissionais indicaram quais técnicas seriam utilizadas diante de dois cenários diferentes: um mais favorável e outro restritivo. A análise demonstrou que a maioria dos profissionais acredita que os problemas de usabilidade são consequência da falta de determinadas abordagens e técnicas. Por isso, esses profissionais combinam fluxos iterativos com um significativo envolvimento do usuário no processo. Foram sugeridas melhorias para o método utilizado no CTIC sintetizadas através de um processo de Design Centrado no Usuário como ponto de partida que aplica o conceito tradicional de usabilidade (performance). Assim que possível, esse processo deve ser aperfeiçoado ao incluir o conceito de experiência do usuário que considera também os aspectos emocionais e hedonômicos na interação.

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In response to significant changes within the aerospace industry during recent years, a new approach is proposed for developing complex products in a globally distributed environment. Current approaches favour collocating project teams, but collocation is often not practical, nor economically justifiable. The Macro Concept is a process whereby products can be developed by globally distributed task teams, managed by a Core team. In the development of this concept, particular attention is paid to the human factors, the product decomposition and the infrastructure that supports the product introduction process in a globalized industry.

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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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Pen-based user interface (PUI) has drawn significant interest, owing to its intuitiveness and convenience. While much of the research focuses on the technology, the usability of a PUI has been relatively low since human factors have not been considered sufficiently. Scenario-centric designs are ideal ways to improve usability. However, such designs possess some problems in practical use. To cope with these design issues, the concept of “interface scenarios” is proposed in to facilitate the interface design, and to help users understand the interaction process in such designs. The proposed scenario-focused development method for PUI is coupled with a practical application to show its effectiveness and usability.

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黄土高塬沟壑区沟头溯源侵蚀非常普遍,已经对塬面地区的土地、农田、村庄民居、道路和工厂造成了严重的威胁。通过对董志塬的调查发现,影响溯源侵蚀的因素为自然和人为因素两类。自然因素主要包括降雨径流、地形地貌和土质。总结出溯源侵蚀的发生类型为水力冲刷型、陷穴诱发型、裂缝诱发型和人为诱发型。溯源侵蚀的过程从时间顺序上可分为3个阶段,主要分为水力冲刷阶段、水力和重力共同作用阶段、重力侵蚀阶段。最后,根据不同类型的沟头侵蚀与活动特点,提出了沟头的主要防护措施。

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Hydrological statistical data, remote sensing images, and bathymetric charts were used to study the recent evolution of the Huanghe (Yellow) River delta under human-induced interventions. It was clear that water and sediment discharge from the Huanghe River had dropped rapidly since 1970, particularly after 1986. The water and sediment discharges for the period of 1986-2000 were found to have been reduced to only 29.2% and 31.2% of those in the period of 1950-69. This was caused by human factors in the upper and middle reaches of the Huanghe River, including water diversion, damming and reservoir construction, and water and soil conservation. Based on the results from visual interpretation of processed Landsat (MSS or TMJETM+) images dated from 1976 to 2001 and two digital elevation models generated from bathymetric charts surveyed in 1976 and 1992, we found that human-induced reduction of water and sediment discharge led to coastline retrogradation, with the maximum mean recession rate of -0.51 km yr-1 over the period of 1976-98, and seabed erosion beyond the -20 m isobath between 1976 and 1992. Other impacts of human activities on the recent evolution of the Huanghe River delta, including tidal flats shrinking, artificial coastline increasing, land surface sinking and so on, were also analyzed. We found that: (i) the whole delta, including subaerial and subaqueous, has turned from a highly constructive period to a destructive phase; (ii) channelization and dredging were two of the main causes of delta destruction; (iii) land loss in the Huanghe River delta caused by submersion will be increased in the near future; (iv) the Huanghe River delta was becoming more fragile and susceptible to natural hazards.

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Colour is everywhere in our daily lives and impacts things like our mood, yet we rarely take notice of it. One method of capturing and analysing the predominant colours that we encounter is through visual lifelogging devices such as the SenseCam. However an issue related to these devices is the privacy concerns of capturing image level detail. Therefore in this work we demonstrate a hardware prototype wearable camera that captures only one pixel - of the dominant colour prevelant in front of the user, thus circumnavigating the privacy concerns raised in relation to lifelogging. To simulate whether the capture of dominant colour would be sufficient we report on a simulation carried out on 1.2 million SenseCam images captured by a group of 20 individuals. We compare the dominant colours that different groups of people are exposed to and show that useful inferences can be made from this data. We believe our prototype may be valuable in future experiments to capture colour correlated associated with an individual's mood.Colour is everywhere in our daily lives and impacts things like our mood, yet we rarely take notice of it. One method of capturing and analysing the predominant colours that we encounter is through visual lifelogging devices such as the SenseCam. However an issue related to these devices is the privacy concerns of capturing image level detail. Therefore in this work we demonstrate a hardware prototype wearable camera that captures only one pixel - of the dominant colour prevelant in front of the user, thus circumnavigating the privacy concerns raised in relation to lifelogging. To simulate whether the capture of dominant colour would be sufficient we report on a simulation carried out on 1.2 million SenseCam images captured by a group of 20 individuals. We compare the dominant colours that different groups of people are exposed to and show that useful inferences can be made from this data. We believe our prototype may be valuable in future experiments to capture colour correlated associated with an individual's mood.

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This paper addresses some controversial issues relating to two main questions. Firstly, we discuss 'man-in-the loop' issues in SAACS. Some people advocate this must always be so that man's decisions can override autonomic components. In this case, the system has two subsystems - man and machine. Can we, however, have a fully autonomic machine - with no man in sight; even for short periods of time? What kinds of systems require man to always be in the loop? What is the optimum balance in self-to-human control? How do we determine the optimum? How far can we go in describing self-behaviour? How does a SAACS system handle unexpected behaviour? Secondly, what are the challenges/obstacles in testing SAACS in the context of self/human dilemma? Are there any lesson to be learned from other programmes e.g. Star-wars, aviation and space explorations? What role human factors and behavioural models play whilst in interacting with SAACS?.