Search results for "User interfaces"

showing 10 items of 19 documents

A framework for data-driven adaptive GUI generation based on DICOM

2018

Computer applications for diagnostic medical imaging provide generally a wide range of tools to support physicians in their daily diagnosis activities. Unfortunately, some functionalities are specialized for specific diseases or imaging modalities, while other ones are useless for the images under investigation. Nevertheless, the corresponding Graphical User Interface (GUI) widgets are still present on the screen reducing the image visualization area. As a consequence, the physician may be affected by cognitive overload and visual stress causing a degradation of performances, mainly due to unuseful widgets. In clinical environments, a GUI must represent a sequence of steps for image investi…

0301 basic medicineDiagnostic ImagingAutomatedComputer scienceData-driven GUI generation; DICOM; Faceted classification; Graphical user interfaces; Medical diagnostic software; Algorithms; Brain; Cognition; Computers; Decision Support Systems Clinical; Diagnostic Imaging; Feasibility Studies; Humans; Magnetic Resonance Imaging; Medical Informatics; Pattern Recognition Automated; Software; Computer Graphics; Radiology Information Systems; User-Computer InterfaceGraphical user interfacesDecision Support SystemsHealth InformaticsPattern Recognitioncomputer.software_genrePattern Recognition Automated030218 nuclear medicine & medical imaging03 medical and health sciencesDICOMClinicalUser-Computer Interface0302 clinical medicineSoftwareCognitionHuman–computer interactionComputer GraphicsHumansDICOMGraphical user interfaceSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniFaceted classificationbusiness.industryComputersData-driven GUI generationBrainComputer Science Applications1707 Computer Vision and Pattern RecognitionMedical diagnostic softwareDecision Support Systems ClinicalMagnetic Resonance ImagingComputer Science ApplicationsVisualizationSoftware frameworkGraphical user interface030104 developmental biologyWorkflowRadiology Information SystemsInformation modelSoftware designFeasibility StudiesbusinesscomputerAlgorithmsMedical InformaticsSoftware
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Client Applications and Server-Side Docker for Management of RNASeq and/or VariantSeq Workflows and Pipelines of the GPRO Suite

2023

The GPRO suite is an in-progress bioinformatic project for -omics data analysis. As part of the continued growth of this project, we introduce a client- and server-side solution for comparative transcriptomics and analysis of variants. The client-side consists of two Java applications called “RNASeq” and “VariantSeq” to manage pipelines and workflows based on the most common command line interface tools for RNA-seq and Variant-seq analysis, respectively. As such, “RNASeq” and “VariantSeq” are coupled with a Linux server infrastructure (named GPRO Server-Side) that hosts all dependencies of each application (scripts, databases, and command line interface software). Implementation of the Serv…

:Informàtica::Aplicacions de la informàtica::Bioinformàtica [Àrees temàtiques de la UPC]PipelinesArtificial intelligenceRNA sequenceRNASeqGraphical user interfaces (Computer systems)WorkflowsVariantSeqGeneticsInterface environmentsLinux device driversGenomesGenetics (clinical)Server-sideResequencingGenes
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Semantic distance as a critical factor in icon design for in-car infotainment systems

2017

In-car infotainment systems require icons that enable fluent cognitive information processing and safe interaction while driving. An important issue is how to find an optimised set of icons for different functions in terms of semantic distance. In an optimised icon set, every icon needs to be semantically as close as possible to the function it visually represents and semantically as far as possible from the other functions represented concurrently. In three experiments (N = 21 each), semantic distances of 19 icons to four menu functions were studied with preference rankings, verbal protocols, and the primed product comparisons method. The results show that the primed product comparisons me…

AdultMaleAutomobile DrivingiconSafety-critical user interfacesComputer scienceSemantic distancemedia_common.quotation_subjectPhysical Therapy Sports Therapy and RehabilitationHuman Factors and Ergonomicscomputer.software_genre050105 experimental psychologyUser-Computer InterfaceYoung AdultSemantic similarityHuman–computer interactionFactor (programming language)IconReaction TimeHumanssemantic distance0501 psychology and cognitive sciencesSafety Risk Reliability and QualitySet (psychology)Function (engineering)Engineering (miscellaneous)050107 human factorsmedia_commoncomputer.programming_languageta113ta213MultimediakuvakkeetCognitive Information Processing05 social sciencesIcon designEquipment DesignSemanticsProduct (mathematics)semantiikkaFemaleIconAutomobilessafety-critical user interfacescomputerApplied Ergonomics
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Path Following in Non-Visual Conditions.

2018

Path-following tasks have been investigated mostly under visual conditions, that is when subjects are able to see both the path and the tool, or limb, used for navigation. Moreover, only basic path shapes are usually adopted. In the present experiment, participants must rely exclusively on continuous, non-speech, and ecological auditory and vibrotactile cues to follow a path on a flat surface. Two different, asymmetric path shapes were tested. Participants navigated by moving their index finger over a surface sensing position and force. Results show that the different non-visual feedback modes did not affect the task's accuracy, yet they affected its speed, with vibrotactile feedback causin…

AdultMaleComputer scienceInformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Path following02 engineering and technology050105 experimental psychologyTask (project management)Haptic InterfacesPosition (vector)Feedback SensoryPhysical Stimulation0202 electrical engineering electronic engineering information engineeringmedicineHumans0501 psychology and cognitive sciencesComputer visionHuman computer interaction User interfaces Audio user interfaces Haptic interfacesAudio User InterfacesSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciences020207 software engineeringIndex fingerHuman Computer InteractionComputer Science ApplicationsVisualizationHuman-Computer Interactionmedicine.anatomical_structureAcoustic StimulationTouch PerceptionPath (graph theory)Task analysisAuditory PerceptionFemaleArtificial intelligenceCuesbusinessPsychomotor PerformanceGestureUser InterfacesSpatial NavigationIEEE transactions on haptics
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Defining Interaction Design Patterns to Extract Knowledge from Big Data

2018

[EN] The Big Data domain offers valuable opportunities to gain valuable knowledge. The User Interface (UI), the place where the user interacts to extract knowledge from data, must be adapted to address the domain complexities. Designing UIs for Big Data becomes a challenge that involves identifying and designing the user-data interaction implicated in the knowledge extraction. To design such an interaction, one widely used approach is design patterns. Design Patterns describe solutions to common interaction design problems. This paper proposes a set of patterns to design UIs aimed at extracting knowledge from the Big Data systems data conceptual schemas. As a practical example, we apply the…

Interaction patternsBig Databusiness.industryComputer scienceBig data020207 software engineering0102 computer and information sciences02 engineering and technologyInteraction design01 natural sciencesDomain (software engineering)Set (abstract data type)Knowledge extraction010201 computation theory & mathematicsInteraction design patternHuman–computer interactionSoftware design pattern0202 electrical engineering electronic engineering information engineeringUser interfacebusinessLENGUAJES Y SISTEMAS INFORMATICOSUser Interfaces
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A Newcomer's Guide to EICS, the Engineering Interactive Computing Systems Community

2019

[EN] Welcome to EICS, the Engineering Interactive Computing Systems community, PACMHCI/EICS journal, and annual conference! In this short article, we introduce newcomers to the field and to our community with an overview of what EICS is and how it positions with respect to other venues in Human-Computer Interaction, such as CHI, UIST, and IUI, highlighting its legacy and paying homage to past scientific events from which EICS emerged. We also take this opportunity to enumerate and exemplify scientific contributions to the field of Engineering Interactive Computing Systems, which we hope to guide researchers and practitioners towards making their future PACMHCI/EICS submissions successful an…

Interactive computingUser interfacesDesignComputer Networks and CommunicationsComputer science02 engineering and technologyInteractive systemsModel-driven EngineeringInteractive systems and toolsField (computer science)Software and its engineering0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesSoftware verification and validation050107 human factorscomputer.programming_languageSoftware engineeringComputingMilieux_THECOMPUTINGPROFESSIONFormal methods05 social sciencesVerification and validation020207 software engineeringFormal methodsData scienceHuman computer interaction (HCI)Human-Computer InteractionHuman-centered computingModel-based design of user interfacesUser interfaceModel-driven architecturecomputerLENGUAJES Y SISTEMAS INFORMATICOSSocial Sciences (miscellaneous)
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Can't simply roll it out: Evaluating a real-world virtual reality intervention to reduce driving under the influence.

2020

Driving under the influence (DUI) increases the risk of crashes. Emerging technologies, such as virtual reality (VR), represent potentially powerful and attractive tools for the prevention of risky behaviours, such as DUI. Therefore, they are embraced in prevention efforts with VR interventions primed to grow in popularity in near future. However, little is known about the actual effectiveness of such DUI-targeting VR interventions. To help fill the knowledge gap, this study explored the effects of one VR intervention as delivered in the real world. Using pre and post test design, including an intervention group (n = 98) and a control group (n = 39), the intervention evaluation examined you…

MaleMan-Computer InterfaceEpidemiologyApplied psychologyPsychological interventionTransportationIntentionSurveysChi Square TestsComputer ArchitectureElectronics EngineeringMathematical and Statistical TechniquesMedicine and Health SciencesPublic and Occupational HealthComputer EngineeringDriving Under the InfluenceMultidisciplinaryOrganic CompoundscelebritiesTraumatic Injury Risk FactorsStatisticsQVirtual RealityRSoftware EngineeringTransportation Infrastructurecelebrities.reason_for_arrestChemistryResearch DesignPhysical SciencesEngineering and TechnologyMedicineFemalePsychologyQuasi-experimentResearch ArticleAdultAutomobile DrivingComputer and Information SciencesAdolescentEmerging technologiesScienceVirtual realityResearch and Analysis MethodsCivil EngineeringComputer SoftwareIntervention (counseling)HumansStatistical MethodsStatistical Hypothesis TestingDriving under the influenceSurvey ResearchTest designOrganic ChemistryChemical CompoundsPopularityRoadsHigh Fidelity Simulation TrainingMedical Risk FactorsAlcoholsMathematicsUser InterfacesPLoS ONE
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In vivo versus augmented reality exposure in the treatment of small animal phobia: A randomized controlled trial

2016

Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31) versus an Augmented Reality system (N = 32) in a randomized controlled trial. “One-session treatment” guidel…

Man-Computer InterfaceMale050103 clinical psychologyEmotionsSocial Scienceslcsh:MedicineCockroachesComputer Architecturelaw.inventionMathematical and Statistical Techniques0302 clinical medicineRandomized controlled triallawMedicine and Health SciencesPsychologyMedicineYoung adultSmall Animalslcsh:ScienceMultidisciplinary05 social sciencesVirtual RealitySpidersFearMiddle AgedpsychopathologyIntention to Treat AnalysisInsectsActinobacteriaspecific phobiasTreatment OutcomePhobic DisordersMeta-analysisPhysical SciencesEngineering and TechnologyFemaletreatment for SPStatistics (Mathematics)Research ArticlePsychopathologyClinical psychologyAdultsmall animal phobiaComputer and Information SciencesDrug Research and DevelopmentArthropodaPsychometricsAnimal TypesResearch and Analysis MethodsPhobic disorderVirtual Reality Exposure TherapyYoung Adult03 medical and health sciencesAnimalsHumansClinical Trials0501 psychology and cognitive sciencesStatistical MethodsAgedPharmacologyIntention-to-treat analysisBacteriabusiness.industryVirtual Reality Exposure Therapylcsh:ROrganismsBiology and Life SciencesInvertebratesRandomized Controlled Trials030227 psychiatryHuman Factors Engineeringlcsh:QAugmented realityClinical MedicinebusinessZoologyMycobacterium TuberculosisMathematicsUser InterfacesMeta-AnalysisFollow-Up Studies
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Are requirements elicitation sessions influenced by participants' gender? An empirical experiment

2021

[EN] Context: Requirements elicitation is a crucial phase in the software development life cycle. During requirements elicitation sessions, requirements engineers capture software requirements, and motivate stakeholders to express needs and expected software functionalities. In this context, there is a lack of extensive empirical research reporting the extent to which elicitation sessions can be influenced by participants' gender. Objective: This paper presents our research endeavour to investigate requirements engineers' effort and elicited requirements' accuracy based on participants' gender. Method: We conducted an experiment in two rounds with a total of 59 students who played the role …

Process managementDescriptive statisticsComputer scienceEmpirical experimentGraphical user interfacesGenderSoftware requirements specification020207 software engineeringContext (language use)005: Computerprogrammierung Programme und Daten02 engineering and technologyRequirements elicitationBusiness Process Model and NotationEmpirical research305: Personengruppen (Alter Herkunft Geschlecht Einkommen)020204 information systemsSystems development life cycleRequirements elicitationCIENCIAS DE LA COMPUTACION E INTELIGENCIA ARTIFICIAL0202 electrical engineering electronic engineering information engineeringSoftware requirementsBPMN modelLENGUAJES Y SISTEMAS INFORMATICOSSoftwareScience of Computer Programming
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Fostering Teacher-Student Interaction and Learner Autonomy by the I-TUTOR Maps

2014

The paper analyses the use of an automatically generated map as a mediator; that map visually represents the study domain of a university course and fosters the co-activity between teachers and stu- dents. In our approach the role of the teacher is meant as a media- tor between the student and knowledge. The mediation (and not the transmission) highlights a process in which theres no deterministic rela- tion between teaching and learning. Learning is affected by the students previous experiences, their own modalities of acquisition and by the in- puts coming from the environment. The learning path develops when the teachers and the students visions approach and, partly, overlap. In this cas…

Self-organizing mapSettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniVisionStructural CouplingModalitiesCo-actvity; Structural Coupling; Mediation; Latent Semantic Analysis; Self Organizing Map; Zoomable User InterfacesComputer scienceProcess (engineering)Co-actvity; Structural Coupling; Latent Semantic Analysis; Self Organizing MapMediationCo-actvityArtifact (software development)Zoomable User InterfacesLatent Semantic AnalysisMediationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONLearner autonomyTUTORcomputerLatent Semantic AnalysiSelf Organizing Mapcomputer.programming_languageSettore M-PED/03 - Didattica E Pedagogia Speciale
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