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The selection and evaluation of a sensory technology for interaction in a warehouse environmentZadeh, Seyed Amirsaleh Saleh, Greyling, Jean January 2016 (has links)
In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed.
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The development and evaluation of gaze selection techniquesVan Tonder, Martin Stephen January 2009 (has links)
Eye gaze interaction enables users to interact with computers using their eyes. A wide variety of eye gaze interaction techniques have been developed to support this type of interaction. Gaze selection techniques, a class of eye gaze interaction techniques which support target selection, are the subject of this research. Researchers developing these techniques face a number of challenges. The most significant challenge is the limited accuracy of eye tracking equipment (due to the properties of the human eye). The design of gaze selection techniques is dominated by this constraint. Despite decades of research, existing techniques are still significantly less accurate than the mouse. A recently developed technique, EyePoint, represents the state of the art in gaze selection techniques. EyePoint combines gaze input with keyboard input. Evaluation results for this technique are encouraging, but accuracy is still a concern. Early trigger errors, resulting from users triggering a selection before looking at the intended target, were found to be the most commonly occurring errors for this technique. The primary goal of this research was to improve the usability of gaze selection techniques. In order to achieve this goal, novel gaze selection techniques were developed. New techniques were developed by combining elements of existing techniques in novel ways. Seven novel gaze selection techniques were developed. Three of these techniques were selected for evaluation. A software framework was developed for implementing and evaluating gaze selection techniques. This framework was used to implement the gaze selection techniques developed during this research. Implementing and evaluating all of the techniques using a common framework ensured consistency when comparing the techniques. The novel techniques which were developed were evaluated against EyePoint and the mouse using the framework. The three novel techniques evaluated were named TargetPoint, StaggerPoint and ScanPoint. TargetPoint combines motor space expansion with a visual feedback highlight whereas the StaggerPoint and TargetPoint designs explore novel approaches to target selection disambiguation. A usability evaluation of the three novel techniques alongside EyePoint and the mouse revealed some interesting trends. TargetPoint was found to be more usable and accurate than EyePoint. This novel technique also proved more popular with test participants. One aspect of TargetPoint which proved particularly popular was the visual feedback highlight, a feature which was found to be a more effective method of combating early trigger errors than existing approaches. StaggerPoint was more efficient than EyePoint, but was less effective and satisfying. ScanPoint was the least popular technique. The benefits of providing a visual feedback highlight and test participants' positive views thereof contradict views expressed in existing research regarding the usability of visual feedback. These results have implications for the design of future gaze selection techniques. A set of design principles was developed for designing new gaze selection techniques. The designers of gaze selection techniques can benefit from these design principles by applying them to their techniques
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A service-oriented approach to implementing an adaptive user interfaceSenga, Emile January 2010 (has links)
Service-oriented architectures (SOA) are being adopted by organisations in order to integrate disparate computational assets. A major hurdle they face is the decision on how to integrate the UI in an SOA. In addition, technological advances have allowed complex applications and complex user interfaces (UIs) to be realised and the increase in accessibility to computers enables a diverse population of users with different characteristics, preferences and needs to use these complex computer applications. Adaptive user interfaces (AUIs) have been proposed as a solution to cater for the differences in user traits by adapting the UI to meet the diverse needs of users. AUIs have, however, traditionally been developed using client/server architectures This research, therefore, set out to investigate how to develop an AUI using a service-oriented architecture (SOA). In order to successfully achieve the goal of this research, literature concerning SOAs was investigated to gain an understanding of SOAs. A literature review of AUIs was also undertaken to gain an understanding of AUIs. A model-based approach was used to develop a model for UI adaptation using knowledge gained in the literature reviews. The model generates different UIs depending on various users‘ inferred level of expertise. The model describes the interaction between AUI services that use design-time documents and run-time user-interaction to adapt the UI. A prototype of the model was implemented and evaluated using an evolution strategy devised to assess different aspects of the research. The evaluation strategy proved the following: The service components of the prototype adhere to SOA design principles; The implementation was effective based on software engineering metrics; and, The implementation was usable and did not negatively affect the performance of users. The successful implementation of the prototype provides evidence that the design of AUIs using SOA is feasible. This dissertation therefore makes a contribution to the development of AUIs using SOAs. The model could be used to provide UI adaptation for business software applications.
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Enhanced sensor-based interaction techniques for mobile map-based applicationsVan Tonder, Bradley Paul January 2012 (has links)
Mobile phones are increasingly being equipped with a wide range of sensors which enable a variety of interaction techniques. Sensor-based interaction techniques are particularly promising for domains such as map-based applications, where the user is required to interact with a large information space on the small screen of a mobile phone. Traditional interaction techniques have several shortcomings for interacting with mobile map-based applications. Keypad interaction offers limited control over panning speed and direction. Touch-screen interaction is often a two-handed form of interaction and results in the display being occluded during interaction. Sensor-based interaction provides the potential to address many of these shortcomings, but currently suffers from several limitations. The aim of this research was to propose enhancements to address the shortcomings of sensor-based interaction, with a particular focus on tilt interaction. A comparative study between tilt and keypad interaction was conducted using a prototype mobile map-based application. This user study was conducted in order to identify shortcomings and opportunities for improving tilt interaction techniques in this domain. Several shortcomings, including controllability, mental demand and practicality concerns were highlighted. Several enhanced tilt interaction techniques were proposed to address these shortcomings. These techniques were the use of visual and vibrotactile feedback, attractors, gesture zooming, sensitivity adaptation and dwell-time selection. The results of a comparative user study showed that the proposed techniques achieved several improvements in terms of the problem areas identified earlier. The use of sensor fusion for tilt interaction was compared to an accelerometer-only approach which has been widely applied in existing research. This evaluation was motivated by advances in mobile sensor technology which have led to the widespread adoption of digital compass and gyroscope sensors. The results of a comparative user study between sensor fusion and accelerometer-only implementations of tilt interaction showed several advantages for the use of sensor fusion, particularly in a walking context of use. Modifications to sensitivity adaptation and the use of tilt to perform zooming were also investigated. These modifications were designed to address controllability shortcomings identified in earlier experimental work. The results of a comparison between tilt zooming and Summary gesture zooming indicated that tilt zooming offered better results, both in terms of performance and subjective user ratings. Modifications to the original sensitivity adaptation algorithm were only partly successful. Greater accuracy improvements were achieved for walking tasks, but the use of dynamic dampening factors was found to be confusing. The results of this research were used to propose a framework for mobile tilt interaction. This framework provides an overview of the tilt interaction process and highlights how the enhanced techniques proposed in this research can be integrated into the design of tilt interaction techniques. The framework also proposes an application architecture which was implemented as an Application Programming Interface (API). This API was successfully used in the development of two prototype mobile applications incorporating tilt interaction.
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A methodological framework for ICT roadmap development for rural areasJere, Nobert Rangarirai January 2012 (has links)
The use of Information Communication Technologies (ICTs) can support sustainable development within societies. ICTs have been supported by governments, private companies, non-governmental organisations, academic institutions and individuals. However, technological changes have made most ICT initiatives haphazard due to poor planning. There is no systematic plan on how to deploy services, infrastructure and devices especially in rural areas. For instance, in some cases, computers have been donated to communities in rural areas yet they are not being used, and ICT services have been deployed without the supporting ICT infrastructure. One of the solutions to addressing these ICT challenges is through the use of roadmaps to guide ICT solution implementation. This thesis proposes an ICT roadmap methodological framework to improve ICT roadmap development for rural ICT solutions. A composite methodological approach was employed in this research. This involves the use of qualitative research techniques such as participant observation, design exercises, workshops, focus groups and individual interviews supported by ethnographic studies. The Siyakhula Living Lab in the Eastern Cape Province of South Africa was used as the case study. Studies were conducted to identify the current state of ICTs in rural areas, the future of ICTs and overview of roadmap developments. Rural users in South Africa, ICT experts in Europe and Africa, government officials and academic institutions were engaged to understand the current ICT planning, developments and needs. The author found that there are variations in individual ICT services required by rural users but, most ICT services in need fall mainly in the areas of health, education, entrepreneurship, agriculture and employment creation for rural people. These services require ICT devices and infrastructure which include computer peripherals, mobile phones, radios, televisions and wireless infrastructure, mobile infrastructure, satellites and broadcasting infrastructure respectively. It was found that the common future ICT projections expected in rural areas include: growth of mobile usage, social networking, increase internet services and localization of services. The roadmap framework is built based on the current state of ICTs, trends in ICTs, future technological projections and the plans currently been initiated in African continent. The ICT roadmap methodological focuses on how roadmaps could accommodate infrastructure, services and ICT devices to reach rural people. This should help rural users to be able to access public services within their respective communities using available ICT devices. ICT stakeholders could use the designed framework to improve the ICT roadmap development process for rural ICT users in Africa.
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Multi-user interface for group ranking: a user-centered approachLuk, Wai-Lan 11 1900 (has links)
The proliferation of collaborative computer applications in the past decade has
resulted in a corresponding increase in the need for multi-user interfaces. The current
research seeks to contribute to the design of a user-centered multi-user interface for a group
ranking task. User requirements were identified by observing groups perform the ranking
task in a non-computer environment. A design was proposed based on these identified
requirements. The user-centered design was compared to preliminary designs based on the
intuitions of programmers. The conclusions indicate that an analysis of observations in the
non-computer environment does yield insight beyond the initial intuition of programmers.
A prototype based on the user-centered design was implemented. Informal user evaluation
was performed by observing users working with the prototype and obtaining verbal
feedback both on the ease of use of the system and on possible improvements. The
informal user evaluation provides evidence for the usefulness of user-centered design. The
evaluation also suggests that not all features identified were found useful and not all
features necessary were identified. / Business, Sauder School of / Management Information Systems, Division of / Graduate
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UAN (User Action Notation) TutorBhattarai, Hare Ram 17 February 2010 (has links)
Development strategies of user-interlaces have been changing rapidly. User-interlaces are
no longer the byproducts of the traditional software development process. Interface
designers are now more concerned with the usability of the product rather than its pure
technical optimization. It has been recognized that higher usability can only be achieved if
interfaces are designed by human factors specialists and implemented by software
engineers. Clearly, there exists a need for an effective and unambiguous (i.e. non-prose)
form of communication between the designers and implementers of user-interlaces. / Master of Information Systems
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A study to develop and evaluate a taxonomic model of behavioral techniques for representing user interface designsChase, Joseph D. 06 June 2008 (has links)
A user-centered approach to interactive system development requires a way to represent the behavior of a user interacting with an interface. While a number of behavioral representation techniques exist, not all provide the capabilities necessary to support the interaction development process. The original goal of this research was to modify and extend the User Action Notation (UAN), a user- and task-centered behavioral representation technique. In order to facilitate and evaluate the improvement in the UAN, we developed and evaluated a taxonomic model of behavioral representation techniques. The development and evaluation of our model followed the epistemological cycle of observation, theorization, and evaluation. The model provides a framework for discussing, analyzing, extending, and comparing existing behavioral representation techniques, as well as being a springboard for developing and evaluating new techniques. / Ph. D.
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Parsing meta-communicational statements in dialogues: a computational modelBouzid, Ahmed T. 18 August 2009 (has links)
Prevalent in dialogues are communications about the activity of talking itself. Examination of dyadic conversations readily shows the ubiquity of statements such as "Okay," "Well," "You know," indicating that in natural, spontaneous talk people are often concerned with the process of talking as well as with the content of their talk. In an analysis of a corpus of twenty seven transcribed telephone conversations (80 minutes of continuous talk). we found that such statements occur with an average frequency of 1.49 per conversational turn, and that a turn free of such statements is rare. A verbal expression focusing on the activity of talking we term a meta-statement.
In this thesis, we present a model of meta-statements. We propose that metastatements are pragmatic units of talk used to regulate and maintain the conversational contexts shared by interactants. More specifically, we hypothesize that to determine the "meaning" of meta-statements, six aspects of a conversation's context must be modeled: the rhetorical, conversational, interpersonal. emotional, cognitive, and communicational aspects. We specify these models in what follows and outline the components of a conversational system that is able to parse the meaning of meta-statements. / Master of Science
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The effects of a computer-based design aid in the selection of guidelines within the USI design processFox, Jeffrey A. 04 August 2009 (has links)
Designing a User-System Interface (USn is a complex task and has been approached in many ways. One approach has been to use USI design guidelines to help improve the quality and consistency of USIs. To use guidelines effectively, a general set of guidelines must be tailored to a specific application. One popular set of guidelines is the Smith and Mosier Guidelines for Designing User Interface Software (1986). This thesis investigated the effects of using a computer-based hypertext design aid (DRUID, Dynamic Rules for User Interface Design) for the selection of USI guidelines for both experienced and novice Guidelines users. Also, the relative usability of the software and hardcopy document was examined to improve the interface for the next iteration of DRUID. Both performance and variability in guideline selection strategies were studied within the context of the experimental tasks.
Results indicate that subjects effectively used both the book and hypertext presentation media. However, subjects selected more relevant guidelines with the book. The media influenced the subjects' selection strategies, and the subjects read less when using DRUID. Subjectively, the software was preferred because it provided assistance in the selection process. The presentation of the guidelines could be improved for both media, and many of the factors which led subjects to select fewer relevant guidelines with DRUID could be overcome with improved USI design and implementation. Also, to overcome the limitations of presenting large texts on-line, "value added" features should be incorporated into on-line tools to help users better perform their tasks. / Master of Science
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