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Reaching into response selection: stimulus and response similarity influence central operationsWifall, Timothy Curtis 01 July 2014 (has links)
This dissertation examines the impact of stimulus and response similarity on response selection. Traditional models of response selection invoke a central processor that operates like a look-up table by matching the perceptually classified stimulus (e.g., green square) to the specified response (e.g., right button press). The look-up property of response selection affords the system the ability to map any stimulus onto any response, even if that stimulus-response has never been paired before. Under such an approach, the degree of perceptual similarity or dissimilarity that exists among stimuli in the environment should have little effect on central operations, the similarity or dissimilarity of the motor response executed in response to a stimulus should not influence response selection, and no interaction between stimulus and response features is permitted, given that stimulus features affect the encoding process, and response features affect the output process, but not response selection itself.
Eight studies examine the influence of stimulus and response similarity during response selection. The first two experiments establish the interaction across different task demands between stimulus and response similarity. The interaction was not the result of perceptual difficulty (Experiment 3) and was extended to a new set of stimuli (Experiment 4). A consequence of the design in Experiments 1 - 4 was that response condition was confounded with response configuration. In one of the response conditions the target location had three competitors on one side of it compared to the other condition where the target had one competitor on one side and two others on the other side. Experiments 5 and 6 examined the separate roles that response configuration and response metrics had on the interaction between stimulus and response similarity. The mechanism that produced the interaction was the result of competition between partially activated stimulus-response alternatives. Experiments 7 and 8 further explored the role of competition during response selection by turning to traditional response selection methodologies that introduce competition through either the presentation of irrelevant stimulus information or through presenting the stimulus along an irrelevant spatial dimension.
These data have broad implications for models of RS. To account for the ability to pair any stimulus modality with any response modality dominant accounts of RS assume that central operations are performed by a generic set of processes that operate over representations that are stripped of metric information (amodal representations). Response selection works as a look-up table that receives a categorized stimulus as an input and returns an abstract response code as output. This type of model cannot produce an interaction between stimulus and response similarity and thus, the present data provide a serious challenge to these types of models. Finally, the data provide evidence that the metric relationship between stimuli and response matter and influence response selection. The co-activation of stimulus-response alternatives are at a level of representation that includes both stimulus and response properties. A framework is presented that captures key aspects of the data.
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First Glance: Impact of affective tone on the perceptions of friendliness and political ideologyMorgan, Thimberley Nicole 29 May 2019 (has links)
No description available.
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A Symmetric Interaction Model for Bimanual InputLatulipe, Celine January 2006 (has links)
People use both their hands together cooperatively in many everyday activities. The modern computer interface fails to take advantage of this basic human ability, with the exception of the keyboard. However, the keyboard is limited in that it does not afford continuous spatial input. The computer mouse is perfectly suited for the point and click tasks that are the major method of manipulation within graphical user interfaces, but standard computers have a single mouse. A single mouse does not afford spatial coordination between the two hands within the graphical user interface. Although the advent of the Universal Serial Bus has made it possible to easily plug in many peripheral devices, including a second mouse, modern operating systems work on the assumption of a single spatial input stream. Thus, if a second mouse is plugged into a Macintosh computer, a Windows computer or a UNIX computer, the two mice control the same cursor. <br /><br /> Previous work in two-handed or bimanual interaction techniques has often followed the asymmetric interaction guidelines set out by Yves Guiard's Kinematic Chain Model. In asymmetric interaction, the hands are assigned different tasks, based on hand dominance. I show that there is an interesting class of desktop user interface tasks which can be classified as symmetric. A symmetric task is one in which the two hands contribute equally to the completion of a unified task. I show that dual-mouse symmetric interaction techniques outperform traditional single-mouse techniques as well as dual-mouse asymmetric techniques for these symmetric tasks. I also show that users prefer the symmetric interaction techniques for these naturally symmetric tasks.
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A Symmetric Interaction Model for Bimanual InputLatulipe, Celine January 2006 (has links)
People use both their hands together cooperatively in many everyday activities. The modern computer interface fails to take advantage of this basic human ability, with the exception of the keyboard. However, the keyboard is limited in that it does not afford continuous spatial input. The computer mouse is perfectly suited for the point and click tasks that are the major method of manipulation within graphical user interfaces, but standard computers have a single mouse. A single mouse does not afford spatial coordination between the two hands within the graphical user interface. Although the advent of the Universal Serial Bus has made it possible to easily plug in many peripheral devices, including a second mouse, modern operating systems work on the assumption of a single spatial input stream. Thus, if a second mouse is plugged into a Macintosh computer, a Windows computer or a UNIX computer, the two mice control the same cursor. <br /><br /> Previous work in two-handed or bimanual interaction techniques has often followed the asymmetric interaction guidelines set out by Yves Guiard's Kinematic Chain Model. In asymmetric interaction, the hands are assigned different tasks, based on hand dominance. I show that there is an interesting class of desktop user interface tasks which can be classified as symmetric. A symmetric task is one in which the two hands contribute equally to the completion of a unified task. I show that dual-mouse symmetric interaction techniques outperform traditional single-mouse techniques as well as dual-mouse asymmetric techniques for these symmetric tasks. I also show that users prefer the symmetric interaction techniques for these naturally symmetric tasks.
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College Students' Preference of Computer Input Device: Keyboard versus MousePickard, Stanley R. (Stanley Ray) 05 1900 (has links)
In the last several years, there has been an interest in graphical user interfaces as compared with character user interfaces. The "mouse" is the device most closely associated with graphical user interfaces. Key strokes are more closely associated with character user interfaces. Given these associations, is there a preference for the keyboard or for the mouse as an input device? The determination of user preference was reduced to the determination of preference of key strokes or mouse clicks for selection of main menu items. The subjects, university students working with Microsoft Works by Microsoft Corporation, copyright 1987-1989, were learning how to use application software. While Microsoft Works was running, tracking software recorded every user key stroke and mouse click, together with data about these key strokes and mouse clicks. From the analysis of these data, common preference for the means of menu item selection was determined.
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Identifying effectiveness of different input devices as pointing devices for graphical user interfacesBudak, Ronya, Klein Bergman, Ted January 2018 (has links)
As new input devices are introduced to the technological market and an increasing part of the population are familiar with the usage of digital devices, it may seem difficult to know which input devices to aim for when developing new programs and applications that use graphical interfaces. According to a previous study in this area, the computer mouse was the most preferred and performed best when tested in speed and accuracy when compared to the keyboard and drawing tablet even though the keyboard was the device most were familiar with. This paper attempted to recreate the study with the exception of testing morethings, such as number of miss-clicks, distance travelled, directional changes and time. The keyboard was replaced by a handheld controller as well. The results were that the mouse performed best yet again, and proved to be easy to use efficiently for both new and experienced users. The handheld controller was shown not to be an optimal pointing device, mostly due to it being stuck to a fixed speed and not able to accelerate. It did well in the matter of amount off miss-clicks and directional changes, which can be tied to its slow speed. The drawing tablet was well received by the new users and experienced as more accurate than the handheld device. Its results suggest that the drawing tablet could be an efficient pointing device than proven here in the hands of an experienced user, but for new users it could not perform as well as the mouse device overall. / Eftersom nya inmatningsenheter introduceras på den tekniska marknaden och en större del av befolkningen bekantar sig med användningen av digitala enheter, kan det verka svårt att veta vilka inmatningsenheter man ska rikta sig till när man utvecklar nya program och applikationer som använder grafiskt gränssnitt. Enligt en tidigare studie var datormusen den mest föredragna enheten och fick bäst resultat inom snabbhet och noggrannhet, jämfört med tangentbordet och ritplattan inom detta område, trots att tangentbordet var den enhet som de flesta var bekanta med. Denna undersökning försökte återskapa studien med undantaget att testa flera egenskaper, såsom antal missade klickar, avstånd, byten av färdriktning och tid samt att tangentbordet ersattes av en handhållen kontroller. Resultaten var att musen presterade bäst än en gång och visade sig vara lätt att använda effektivt för både nya och erfarna användare. Den handhållna styrenheten visade sig inte vara en optimal pekdon, främst på grund av att den hade en bestämd hastighet och inte kunde accelerera. Det gick bra i fråga om mängden missade klickar och riktningsförändringar, som kan vara knutna till dess långsamma hastigheten. Ritplattan mottogsväl av de nya användarna och upplevdes som mer exakt än den handhållna enheten. Resultatet tyder på att ritplattan kan vara en effektiv pekdon i händerna på en erfaren användare än bevisat här, men för nya användare kan det inte fungera lika bra som datormusen överlag.
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Měření směrových charakteristik antén / Measurement of the antenna directional patternDivín, Jan January 2011 (has links)
This Master’s Thesis is dealing with measuring antennas in far field. Especially with automation this measure, direction sensors made by optical mouse, Integrated Hall ICs for Linear and Off-Axis Rotary Motion Detection and remote unit this workplace, which can made communication with PC by USB. It describes the making control program for the PC.
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