Search results for "human–computer interaction"
showing 10 items of 663 documents
Visualization and User Interface Questions about Disability
1999
The visually impaired and the intellectually disabled are not equal groups but both groups benefit partly from the same features. Communication, symbols, pictures, customizing and alternative languages are the key elements in visualization and in user interface design to the both groups.
Gestural and audio metaphors as a means of control for mobile devices
2002
This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/pen-based display. The similarities and differences in the results produced by the two studies are discussed
Opportunities and Limitations of Haptic Technologies for Non-visual Access to 2D and 3D Graphics
2014
Existing and emerging haptic technologies offer methods for non-visually rendering and interacting with 2D and 3D graphical information. These technologies include force feedback devices, touch surfaces with vibrotactile feedback, wearable vibrotactiles, and touch surfaces with electrostatic feedback. In this paper we will focus on approaches to non-visual access to 3D shapes. The interactive models focus on two approaches: simulation of 3D shape and perspective on a 2D touch surface; and interactive exploration of 3D shapes using physical motion in a virtual 3D space with either a force feedback controller or wearable haptics. The technologies will be reviewed along with suitability for th…
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
2012
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
A Distributed Framework for Scalable Large-Scale Crowd Simulation
2007
Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real- time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning s…
Measuring user responses to interactive stories: Towards a standardized assessment tool
2010
With the increasing number of prototypes and market applications of interactive storytelling, the understanding and optimization of how end users respond to computer-mediated interactive narratives is of growing importance. Based on a conceptual model of user experiences in interactive storytelling, a measurement instrument for empirical user-based research was developed. We report findings from an initial test of the self-report scales that was conducted with N=80 players of the adventure game "Fahrenheit". Interactivity was manipulated experimentally in order to validate the measures. Results suggest that the scales will be useful for comparing user responses to 'real' interactive storyte…
Critical approach to 3D virtual realities for group work
2002
Collaborative virtual environments (CVEs) have been studied extensively during the past few years. In this paper, the concept of virtual reality (VR), and its value for group work are critically examined. To ground the discussions, experiences from a virtual reality project, from 3D chats, and from present CVE applications are analysed in the light of human communication. It is argued that the value of virtual reality is often overemphasised and overrated in the group work context, especially when conce rning desktop virtual realities and generic groupwork without an explicitly defined task or purpose. The main problem with VR is its self-centricity and inadequate support for shared real-li…
Learning from Animated Diagrams: How Are Mental Models Built?
2008
Current approaches to the design of educational animations too often appear to be largely founded upon intuition rather than research-based principles. Animated diagrams designed to be behaviourally realistic run the risk of learners overlooking vital high relevance information that has low intrinsic perceptual salience. The information that learners extract from such representations is a poor basis upon which to build high quality dynamic mental models. For animated diagrams to be effective as tools for learning, their design should be based upon explicit and principled modeling of the way learners process such depictions. This paper synthesizes recent research to propose a theoretical fra…
A Mobile Application Concept to Encourage Independent Mobility for Blind and Visually Impaired Students
2012
This paper presents a user-centric application development process for mobile application to blind and visually impaired students. The development process connects the assistive technology experts, teachers and students from the school for visually impaired together to participate to the design of the mobile application. The data for the analysis is gathered from interviews and workshops with the target group. The main goal of the project is to examine how mobile application can be used to encourage and motivate visually impaired students to move independently indoors and outdoors. The application allows the students to interact with their environment through use of sensor technology now st…
Using Prototyping in Authentic Learning of Human-Centred Design of Mobile Apps
2017
Recent advances in mobile technology have seen a sharp increase in the number of mobile applications across various application domains. The challenge remains that many software development teams may lack appropriate competences to design usable and human-centred interactive systems. This can negatively affect the usability and the user experience. In this article, we present how to learn the human-centred design process using an authentic learning approach. Students need to investigate, discuss, construct new knowledge and apply theoretical concepts to address real world problems. The main purpose of authentic learning as a pedagogical approach is to position the subject of study into a re…