Spelling suggestions: "subject:"humancomputer interfaces"" "subject:"humancomputer interfaces""
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Measuring Presence in a Police Use of Force SimulationDesai, Dharmesh Rajendra 19 May 2017 (has links)
We have designed a simulation that can be used to train police officers. Digital simulations are more cost-effective than a human role play. Use of force decisions are complex and made quickly, so there is a need for better training and innovative methods. Using this simulation, we are measuring the degree of presence that a human experience in a virtual environment. More presence implies better training. Participants are divided into two groups in which one group performs the experiment using a screen, keyboard, and mouse, and another uses virtual reality controls. In this experiment, we use subjective measurements and physiological measurements. We offer a questionnaire to participants before and after play. We also record the participants change in heart rate, skin conductivity and skin temperature using Empatica device. By comparing the data collected from both groups, we prove that people experience more presence in the virtual environment.
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Evolving Art: Modifying Context Free Art with a Genetic AlgorithmKent, Marina 01 January 2017 (has links)
Context Free Design Grammar (CFDG) is a programming language for defining recursive structures that can be used to create art. I use CFDG as a design space for genetic programming, experimenting with various options for crossover, mutation, and fitness. In this exploratory work, multiple generations are manually assessed to determine the usefulness of the mutation strategies and fitness functions. I find that simple value mutation and fitness that alters general program structure is not enough to produce an increase of interesting images in CFDG. I discuss these findings as well as future avenues of inquiry for genetic programming in artistic domains.
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Data Visualization to Evaluate and Facilitate Targeted Data Acquisitions in Support of a Real-time Ocean Forecasting SystemHolmberg, Edward A, IV 13 August 2014 (has links)
A robust evaluation toolset has been designed for Naval Research Laboratory’s Real-Time Ocean Forecasting System RELO with the purpose of facilitating an adaptive sampling strategy and providing a more educated guidance for routing underwater gliders. The major challenges are to integrate into the existing operational system, and provide a bridge between the modeling and operative environments. Visualization is the selected approach and the developed software is divided into 3 packages: The first package is to verify that the glider is actually following the waypoints and to predict the position of the glider for the next cycle’s instructions. The second package helps ensures that the delivered waypoints are both useful and feasible. The third package provides the confidence levels for the suggested path. This software’s implementation is in Python for portability and modularity to allow for easy expansion for new visuals.
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Big Data Visualization Platform for Mixed RealityPanahi, Aliakbar 01 January 2017 (has links)
The visualization of data helps to provide faster and deeper insight into the data. In this work, a system for visualizing and analyzing big data in an interactive mixed reality environment is proposed. Such a system can be used for representing different types of data such as temporal, geospatial, network graph, and high dimensional. Also, an implementation of this system for four different data types are created. The data types include network data, volumetric data, high dimensional, and spectral data for different mixed reality devices such as Microsoft HoloLens, Oculus Rift, Samsung Gear VR, and Android ARCore were created. It was shown that such a system could store and use billions of samples and represent millions of them at once.
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WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface DesignYang, Grant 01 January 2015 (has links)
The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Proximity Navigation for Map-Based Interfaces: Generalizing Menu Design for Multiple DimensionsMalek, Brian Scott 01 January 2007 (has links)
The development of effective multidimensional map-based interfaces is an important area of research in need of design techniques and guidelines. To date, guidelines for multidimensional interfaces have been generalized from text-based interfaces and few experimental studies have been conducted to asses their effectiveness.
Guidelines for design were studied with the goal of extending the current body of knowledge about the usability of these interfaces. Based on design guidelines, multidimensional map-based interfaces with various levels of depth and breath, with and without scent-based components were used to perform simple and compound tasks. The goal of this study was to investigate the effectiveness of design guidelines on response time, preferences, and navigation and task accuracy.
Results showed relationships exist among navigation and task accuracy, response time, and preferences within simple or compound tasks. However, few relationships exist between simple and compound tasks. Contrary to results from previous research, interface depth and breadth was found to have no significant effect on navigation and task accuracy or response time. For compound tasks, interfaces with scent-based components were found to be more effective regarding task accuracy at greater depth levels. The absence of scent in the interface was shown to be more efficient regarding response time and navigation accuracy during compound tasks.
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Cross-Modal Interface Design in Crisis Control Systems: The Role of GenderSheppard, Pamela B. 01 January 2004 (has links)
Leading human-computer interaction (HCI) researchers recognize a fundamental difference exists between men and women. Some HCI research has been done regarding gender differences in hand-eye coordination for interactions with computer touch display interfaces, navigation through virtual environments (VE) and language in computer-mediated communication. In these previous studies, gender differences were found in the use of words and language in computer-mediated communication and in navigation strategies for VE but no gender-related differences were found for the hand-eye coordination needed to effectively use a touch display.
The current study used a cross-modal (auditory-visual), dual-task, computer interface to examine gender differences in crisis control simulations. For the primary task of alarm monitoring, no gender differences were found for average or maximum response and completion times. Likewise, no gender differences were found in terms of error rates for the primary task or the number correct on the secondary task. However, in terms of minimum response and completion times for alarm monitoring, gender differences were found.
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Intelligent Cinematic Camera Control for Real-Time Graphics ApplicationsMeeder, Ian Harris 01 January 2020 (has links)
E-sports is currently estimated to be a billion dollar industry which is only growing in size from year to year. However the cinematography of spectated games leaves much to be desired. In most cases, the spectator either gets to control their own freely-moving camera or they get to see the view that a specific player sees. This thesis presents a system for the generation of cinematically-pleasing views for spectating real-time graphics applications. A custom real-time engine has been built to demonstrate the effect of this system on several different game modes with varying visual cinematic constraints, such as the rule of thirds. To create the cinematic views, we encode cinematic rules as cost functions that are fed into a non-linear least squares solver. These cost functions rely on the geometry of the scene, minimizing residuals based on the 3D positions and 2D reprojections of the geometry. The final cinematic view is found by altering camera position and angle until a local minimum is met. The system was evaluated by comparing video output from a traditional rigidly constrained camera and the results of our algorithm’s optimally solved views. User surveys are then used to qualitatively evaluate the system. The results of these surveys do not statistically find a preference between the cinematic views and the rigidly constrained views. In addition, we present performance and timing considerations for the system, reporting that the system can operate within modern expectations of latency when enough constraints are placed on the non-linear least squares solver.
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Teaching Landscape Construction Using Augmented RealitySingh, Arshdeep 01 August 2018 (has links)
This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures.
Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State University. To evaluate the application, students completed a usability survey after using the application. Students also participated in a focus group. Results indicate that students were excited to use the application and found it helpful for learning landscape construction concepts. Some of the students found the application and the HoloLens device cumbersome to use, and they offered suggestions for how to improve the application. The thesis concludes with recommendations for future work.
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Advances in Piecewise Smooth Image ReconstructionJuengling, Ralf 17 March 2014 (has links)
Advances and new insights into algorithms for piecewise smooth image reconstruction are presented. Such algorithms fit a piecewise smooth function to image data without prior knowledge of the number of regions or the location of region boundaries in the best fitting function. This is a difficult model selection problem since the number of parameters of possible solutions varies widely.
The approach followed in this work was proposed by Yvan Leclerc. It uses the Minimum Description Length principle to make the reconstruction problem well-posed: the best fitting function yields the shortest encoding of the image data. In order to derive a code length formula, the class of functions is restricted to piecewise polynomial. The resulting optimization problem may have many local minima, and a good initial approximation is required in order to find acceptable solutions. Good initial approximations may be generated at the cost of solving a sequence of related optimization problems, as prescribed by a continuation method.
Several problems with this approach are identified and addressed. First, success or failure of the continuation method is found to be sensitive to the choice of objective function parameters. Second, the optimization method used in prior work may fail to converge, and, third, it converges too slowly to be useful in many vision applications.
I address the first problem in three different ways. First, a revised continuation method is less sensitive to parameter choice. Second, I show how to move control over success or failure from the objective function parameters to the continuation method. Third, a new objective function is derived which includes one parameter instead of the two parameters used in prior work. Experimental results show that all measures improve robustness with respect to parameter choice.
In order to address the optimization-related problems I use a quasi-Newton line-search method. This method is guaranteed to converge and may converge at a faster rate than the relaxation method used in prior work. To realize a faster convergence rate, I introduce a new parameter whose role is to improve variable scaling and problem conditioning. Further runtime improvements result from using extrapolation in the continuation method. Experimental results show overall runtime improvements of an order of magnitude and more.
My reconstruction algorithm performs superior to the well-known Canny edge detector on the Berkeley boundary detection task. This is a novel result that demonstrates the merits of image reconstruction as a means for extracting information from an image.
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