940 resultados para Human-computer-interaction


Relevância:

90.00% 90.00%

Publicador:

Resumo:

Cette recherche porte sur des questions relatives à la conception des interfaces humain-ordinateur. Elle s’inscrit dans le courant des recherches sur l’utilisabilité et elle s’intéresse particulièrement aux approches centrées sur l’utilisateur. Nous avons été très souvent témoin des difficultés éprouvées par les utilisateurs dans l’usage de certaines interfaces interactives et nous considérons que ces difficultés découlent d’un problème de design. Le design d’interface doit être basé sur les besoins de l’utilisateur dans le cadre de ses activités, dont les caractéristiques devaient être bien comprises et bien prises en considération pour mener à la conception d’interfaces qui respectent les critères d’utilisabilité. De plus, la communauté des chercheurs ainsi que l’industrie admettent maintenant que pour améliorer le design, il est crucial de développer les interfaces humain-ordinateur au sein d’une équipe multidisciplinaire. Malgré les avancées significatives dans le domaine du design centrées sur l’utilisateur, les visées annoncées sont rarement réalisées. La problématique étudiée nous a conduit à poser la question suivante : En tant que designer d’une équipe multidisciplinaire de conception, comment modifier la dynamique de collaboration et créer les conditions d’une conception véritablement centrée sur l’interaction humain-ordinateur ? Notre démarche de recherche a été guidée par l’hypothèse voulant que l’activité de design puisse être le moyen de faciliter la création d’un langage commun, des échanges constructifs entre les disciplines, et une réflexion commune centrée sur l’utilisateur. La formulation de cette hypothèse nous a mené à réfléchir sur le rôle du designer. Pour mener cette recherche, nous avons adopté une méthodologie mixte. Dans un premier temps, nous avons utilisé une approche de recherche par projet (recherche-projet) et notre fonction était celle de designer-chercheur. La recherche-projet est particulièrement appropriée pour les recherches en design. Elle privilégie les méthodes qualitatives et interprétatives ; elle étudie la situation dans sa complexité et de façon engagée. Nous avons effectué trois études de cas successives. L’objectif de la première étude était d’observer notre propre rôle et nos interactions avec les autres membres de l’équipe de projet pendant le processus de design. Dans la seconde étude, notre attention a été portée sur les interactions et la collaboration de l’équipe. Nous avons utilisé le processus de design comme méthode pour la construction d’un langage commun entre les intervenants, pour enrichir les réflexions et pour favoriser leur collaboration menant à redéfinir les objectifs du projet. Les limites de ces deux cas nous ont conduit à une intervention différente que nous avons mise en œuvre dans la troisième étude de cas. Cette intervention est constituée par la mise en place d’un atelier intensif de conception où les intervenants au projet se sont engagés à développer une attitude interdisciplinaire permettant la copratique réflexive pour atteindre les objectifs d’un projet de construction d’un site web complexe centré sur l’utilisateur. L’analyse et l’interprétation des données collectées de ces trois études de cas nous ont conduit à créer un modèle théorique de conception d’interface humain-ordinateur. Ce modèle qui informe et structure le processus de design impliquant une équipe multidisciplinaire a pour objectif d’améliorer l’approche centrée sur l’utilisateur. Dans le cadre de ce modèle, le designer endosse le rôle de médiateur en assurant l’efficacité de la collaboration de l’équipe. Dans un deuxième temps, afin de valider le modèle et éventuellement le perfectionner, nous avons utilisé une approche ethnographique comportant des entrevues avec trois experts dans le domaine. Les données des entrevues confirment la validité du modèle ainsi que son potentiel de transférabilité à d’autres contextes. L’application de ce modèle de conception permet d’obtenir des résultats plus performants, plus durables, et dans un délai plus court.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This research project focuses on contemporary eagle-taming falconry practice of the Altaic Kazakhs animal herding society in Bayan Ulgii Province in Western Mongolia. It aims to contributing both theoretical and empirical criteria for cultural preservation of Asian falconry. This cultural as well as environmental discourse is illustrated with concentrated field research framed by ecological anthropology and ethno-ornithology from the viewpoint of “Human-Animal Interaction (HAI)” and “Human-Animal Behavior (HAB)”. Part I (Chapter 2 & 3) explores ethno-archaeological and ethno-ornithological dimensions by interpretive research of archaeological artefacts which trace the historical depth of Asian falconry culture. Part II (Chapter 4 & 5) provides an extensive ethnographic narrative of Altaic Kazakh falconry, which is the central part of this research project. The “Traditional Art and Knowledge (TAK)” in human-raptor interactions, comprising the entire cycle of capture, perch, feeding, training, hunting, and release, is presented with specific emphasis on its relation to environmental and societal context. Traditional falconry as integral part of a nomadic lifestyle has to face some critical problems nowadays which necessitate preventing the complete disappearance of this outstanding indigenous cultural heritage. Part III (Chapter 6 & 7) thus focuses on the cultural sustainability of Altaic Kazakh falconry. Changing livelihoods, sedentarisation, and decontextualisation are identified as major threats. The role of Golden Eagle Festivals is critically analysed with regard to positive and negative impact. This part also intends to contribute to the academic definition of eagle falconry as an intangible cultural heritage, and to provide scientific criteria for a preservation master plan, as well as stipulate local resilience by pointing to successive actions needed for conservation. This research project concludes that cultural sustainability of Altaic Kazakh falconry needs to be supported from the angles of three theoretical frameworks; (1) Cultural affairs for protection based on the concept of nature-guardianship in its cultural domain, (2) Sustainable development and improvement of animal herding productivity and herder’s livelihood, (3) Natural resource management, especially supporting the population of Golden Eagles, their potential prey animals, and their nesting environment.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The goal of the work reported here is to capture the commonsense knowledge of non-expert human contributors. Achieving this goal will enable more intelligent human-computer interfaces and pave the way for computers to reason about our world. In the domain of natural language processing, it will provide the world knowledge much needed for semantic processing of natural language. To acquire knowledge from contributors not trained in knowledge engineering, I take the following four steps: (i) develop a knowledge representation (KR) model for simple assertions in natural language, (ii) introduce cumulative analogy, a class of nearest-neighbor based analogical reasoning algorithms over this representation, (iii) argue that cumulative analogy is well suited for knowledge acquisition (KA) based on a theoretical analysis of effectiveness of KA with this approach, and (iv) test the KR model and the effectiveness of the cumulative analogy algorithms empirically. To investigate effectiveness of cumulative analogy for KA empirically, Learner, an open source system for KA by cumulative analogy has been implemented, deployed, and evaluated. (The site "1001 Questions," is available at http://teach-computers.org/learner.html). Learner acquires assertion-level knowledge by constructing shallow semantic analogies between a KA topic and its nearest neighbors and posing these analogies as natural language questions to human contributors. Suppose, for example, that based on the knowledge about "newspapers" already present in the knowledge base, Learner judges "newspaper" to be similar to "book" and "magazine." Further suppose that assertions "books contain information" and "magazines contain information" are also already in the knowledge base. Then Learner will use cumulative analogy from the similar topics to ask humans whether "newspapers contain information." Because similarity between topics is computed based on what is already known about them, Learner exhibits bootstrapping behavior --- the quality of its questions improves as it gathers more knowledge. By summing evidence for and against posing any given question, Learner also exhibits noise tolerance, limiting the effect of incorrect similarities. The KA power of shallow semantic analogy from nearest neighbors is one of the main findings of this thesis. I perform an analysis of commonsense knowledge collected by another research effort that did not rely on analogical reasoning and demonstrate that indeed there is sufficient amount of correlation in the knowledge base to motivate using cumulative analogy from nearest neighbors as a KA method. Empirically, evaluating the percentages of questions answered affirmatively, negatively and judged to be nonsensical in the cumulative analogy case compares favorably with the baseline, no-similarity case that relies on random objects rather than nearest neighbors. Of the questions generated by cumulative analogy, contributors answered 45% affirmatively, 28% negatively and marked 13% as nonsensical; in the control, no-similarity case 8% of questions were answered affirmatively, 60% negatively and 26% were marked as nonsensical.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

En este texto se presentan algunos conceptos y marcos teóricos útiles para el análisis del trabajo en ergonomía. El objetivo es mostrar los conceptos de base para el estudio del trabajo en la tradición de la ergonomía de la actividad, y analizar de manera general algunos de los modelos empleados para el análisis de una actividad de trabajo. Inicialmente se abordan los principios teóricos de la ergonomía y los principios que provienen de la fisiología, la biomecánica, la psicología y la sociología; también se presentan los acercamientos metodológicos empleados en esta misma perspectiva para el análisis de actividades de trabajo. Se parte del principio de que un estudio ergonómico del trabajo se puede llevar a cabo desde una doble perspectiva: la perspectiva analítica y la perspectiva comprensiva.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

As Virtual Reality pushes the boundaries of the human computer interface new ways of interaction are emerging. One such technology is the integration of haptic interfaces (force-feedback devices) into virtual environments. This modality offers an improved sense of immersion to that achieved when relying only on audio and visual modalities. The paper introduces some of the technical obstacles such as latency and network traffic that need to be overcome for maintaining a high degree of immersion during haptic tasks. The paper describes the advantages of integrating haptic feedback into systems, and presents some of the technical issues inherent in a networked haptic virtual environment. A generic control interface has been developed to seamlessly mesh with existing networked VR development libraries.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This thesis explores human-environment interactions during the Mid-Late Holocene in raised bogs in central Ireland. The raised bogs of central Ireland are widely-recognised for their considerable palaeoenvironmental and archaeological resources: research over the past few decades has established the potential for such sites to preserve sensitive records of Holocene climatic variability expressed as changes in bog surface wetness (BSW); meanwhile archaeological investigations over the past century have uncovered hundreds of peatland archaeological features dating from the Neolithic through to the Post-Medieval period including wooden trackways, platforms, and deposits of high-status metalwork. Previous studies have attempted to explore the relationship between records of past environmental change and the occurrence of peatland archaeological sites reaching varying conclusions. More recently, environmentally-deterministic models of human-environment interaction in Irish raised bogs at the regional scale have been explicitly tested leading to the conclusion that there is no relationship between BSW and past human activity. These relationships are examined in more detail on a site-by-site basis in this thesis. To that end, testate amoebae-derived BSW records from nine milled former raised bogs in central Ireland were produced from sites with known and dated archaeological records. Relationships between BSW records and environmental conditions within the study area were explored through both the development of a new central Ireland testate amoebae transfer function and through comparisons between recent BSW records and instrumental weather data. Compilation of BSW records from the nine fossil study sites show evidence both for climate forcing, particularly during 3200-2400 cal BP, as well as considerable inter-site variability. Considerable inter-site variability was also evident in the archaeological records of the same sites. Whilst comparisons between BSW and archaeological records do not show a consistent linear relationship, examination of records on a site-by-site basis were shown to reveal interpretatively important contingent relationships. It is concluded therefore, that future research on human-environment interactions should focus on individual sites and should utilise theoretical approaches from the humanities in order to avoid the twin pitfalls of masking important local patterns of change, and of environmental determinism.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The challenge of moving past the classic Window Icons Menus Pointer (WIMP) interface, i.e. by turning it ‘3D’, has resulted in much research and development. To evaluate the impact of 3D on the ‘finding a target picture in a folder’ task, we built a 3D WIMP interface that allowed the systematic manipulation of visual depth, visual aides, semantic category distribution of targets versus non-targets; and the detailed measurement of lower-level stimuli features. Across two separate experiments, one large sample web-based experiment, to understand associations, and one controlled lab environment, using eye tracking to understand user focus, we investigated how visual depth, use of visual aides, use of semantic categories, and lower-level stimuli features (i.e. contrast, colour and luminance) impact how successfully participants are able to search for, and detect, the target image. Moreover in the lab-based experiment, we captured pupillometry measurements to allow consideration of the influence of increasing cognitive load as a result of either an increasing number of items on the screen, or due to the inclusion of visual depth. Our findings showed that increasing the visible layers of depth, and inclusion of converging lines, did not impact target detection times, errors, or failure rates. Low-level features, including colour, luminance, and number of edges, did correlate with differences in target detection times, errors, and failure rates. Our results also revealed that semantic sorting algorithms significantly decreased target detection times. Increased semantic contrasts between a target and its neighbours correlated with an increase in detection errors. Finally, pupillometric data did not provide evidence of any correlation between the number of visible layers of depth and pupil size, however, using structural equation modelling, we demonstrated that cognitive load does influence detection failure rates when there is luminance contrasts between the target and its surrounding neighbours. Results suggest that WIMP interaction designers should consider stimulus-driven factors, which were shown to influence the efficiency with which a target icon can be found in a 3D WIMP interface.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Pós-graduação em Engenharia Mecânica - FEG

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Shared attention is a type of communication very important among human beings. It is sometimes reserved for the more complex form of communication being constituted by a sequence of four steps: mutual gaze, gaze following, imperative pointing and declarative pointing. Some approaches have been proposed in Human-Robot Interaction area to solve part of shared attention process, that is, the most of works proposed try to solve the first two steps. Models based on temporal difference, neural networks, probabilistic and reinforcement learning are methods used in several works. In this article, we are presenting a robotic architecture that provides a robot or agent, the capacity of learning mutual gaze, gaze following and declarative pointing using a robotic head interacting with a caregiver. Three learning methods have been incorporated to this architecture and a comparison of their performance has been done to find the most adequate to be used in real experiment. The learning capabilities of this architecture have been analyzed by observing the robot interacting with the human in a controlled environment. The experimental results show that the robotic head is able to produce appropriate behavior and to learn from sociable interaction.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

[EN]The human face provides useful information during interaction; therefore, any system integrating Vision- BasedHuman Computer Interaction requires fast and reliable face and facial feature detection. Different approaches have focused on this ability but only open source implementations have been extensively used by researchers. A good example is the Viola–Jones object detection framework that particularly in the context of facial processing has been frequently used.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

C’è un crescente interesse nella comunità scientifica per l’applicazione delle tecniche della bioingegneria nel campo delle interfacce fra cervello e computer. Questo interesse nasce dal fatto che in Europa ci sono almeno 300.000 persone con paralisi agli arti inferiori, con una età media piuttosto bassa (31 anni), registrandosi circa 5.000 nuovi casi ogni anno, in maggioranza dovuti ad incidenti automobilistici. Tali lesioni traumatiche spinali inducono delle disfunzioni sensoriali a causa dell’interruzione tra gli arti e i centri sopraspinali. Per far fronte a questi problemi gli scienziati si sono sempre più proiettati verso un nuovo settore: il Brain Computer Interaction, ossia un ambito della ricerca volto alla costruzione di interfacce in grado di collegare direttamente il cervello umano ad un dispositivo elettrico come un computer.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Though 3D computer graphics has seen tremendous advancement in the past two decades, most available mechanisms for computer interaction in 3D are high cost and targeted for industry and virtual reality applications. Recent advances in Micro-Electro-Mechanical-System (MEMS) devices have brought forth a variety of new low-cost, low-power, miniature sensors with high accuracy, which are well suited for hand-held devices. In this work a novel design for a 3D computer game controller using inertial sensors is proposed, and a prototype device based on this design is implemented. The design incorporates MEMS accelerometers and gyroscopes from Analog Devices to measure the three components of the acceleration and angular velocity. From these sensor readings, the position and orientation of the hand-held compartment can be calculated using numerical methods. The implemented prototype is utilizes a USB 2.0 compliant interface for power and communication with the host system. A Microchip dsPIC microcontroller is used in the design. This microcontroller integrates the analog to digital converters, the program memory flash, as well as the core processor, on a single integrated circuit. A PC running Microsoft Windows operating system is used as the host machine. Prototype firmware for the microcontroller is developed and tested to establish the communication between the design and the host, and perform the data acquisition and initial filtering of the sensor data. A PC front-end application with a graphical interface is developed to communicate with the device, and allow real-time visualization of the acquired data.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper introduces a novel vision for further enhanced Internet of Things services. Based on a variety of data (such as location data, ontology-backed search queries, in- and outdoor conditions) the Prometheus framework is intended to support users with helpful recommendations and information preceding a search for context-aware data. Adapted from artificial intelligence concepts, Prometheus proposes user-readjusted answers on umpteen conditions. A number of potential Prometheus framework applications are illustrated. Added value and possible future studies are discussed in the conclusion.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper gives an insight into cognitive computing for smart cities, resulting in cognitive cities. Cognitive cities and cognitive computing research with the underlying concepts of knowledge graphs and fuzzy cognitive maps are presented and supported by existing tools (i.e., IBM Watson and Google Now) and intended tools (meta-app). The paper illustrates FCM as a suiting instrument to represent information/knowledge in a city environment driven by human-technology interaction, enforcing the concept of cognitive cities. A proposed paper prototype combines the findings of the paper and shows the next step in the implementation of the proposed meta-app.