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Supporting Remote Manipulation: An Ecological ApproachAtherton, John A. 10 August 2009 (has links) (PDF)
User interfaces for remote robotic manipulation widely lack sufficient support for situation awareness and, consequently, can induce high mental workload. With poor situation awareness, operators may fail to notice task-relevant features in the environment often leading the robot to collide with the environment. With high workload, operators may not perform well over long periods of time and may feel stressed. We present an ecological visualization that improves operator situation awareness. Our user study shows that operators using the ecological interface collided with the environment on average half as many times compared with a typical interface, even with a poorly calibrated 3D sensor; however, users performed more quickly with the typical interface. The primary benefit of the user study is identifying several changes to the design of the user interface; preliminary results indicate that these changes improve the usability of the manipulator.
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User Interface Design within a Mobile Educational GameFotouhi-Ghazvini, Faranak, Earnshaw, Rae A., Robison, David J., Moeini, A., Excell, Peter S. January 2011 (has links)
No / A mobile language learning system is implemented using an adventure game. The primary emphasis is
upon graphical design and rich interaction with the user. A wide range of functionalities are described,
and an efficient navigation system is proposed that uses contextual information, allowing the players to
move seamlessly between mobile real and virtual worlds. The game environment is designed to have
consistent graphics, dialogue, screens, and sequences of actions. Quick Response (QR) codes provide the
necessary shortcuts for the players and Bluetooth connections automatically send and receive scores
between teams. A response for every action is produced depending on the screen type, while keeping the
file size manageable. Similar user tasks were kept spatially close together with a clearly designated
beginning, middle and end. The main sources of error such as entering and extracting contextual data
are predicted and simple error handling is provided. Unexpected events in mobile environments are
tolerated and allowed. Internal locus of control is provided by ‘automatic pause’, ‘manual pause’ and
‘save’ commands to help players preserve their data and cognitive progress. The game environment is
configurable for novice or expert players. This game is also suitable for students with auditory problems
and female students are also specifically addressed.
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Developing an Augmented Reality Visual Clutter Score Through Establishing the Applicability of Image Analysis Measures of Clutter and the Analysis of Augmented Reality User Interface PropertiesFlittner, Jonathan Garth 05 September 2023 (has links)
Augmented reality (AR) is seeing a rapid expansion into several domains due to the proliferation of more accessible and powerful hardware. While augmented reality user interfaces (AR UIs) allow the presentation of information atop the real world, this extra visual data potentially comes at a cost of increasing the visual clutter of the users' field of view, which can increase visual search time, error rates, and have an overall negative effect on performance. Visual clutter has been studied for existing display technologies, but there are no established measures of visual clutter for AR UIs which precludes the study of the effects of clutter on performance in AR UIs. The first objective of this research is to determine the applicability of extant image analysis measures of feature congestion, edge density, and sub-band entropy for measuring visual clutter in the head-worn optical see-through AR space and establish a relationship between image analysis measures of clutter and visual search time. These image analysis measures are specifically chosen to quantify clutter, as they can be applied to complex and naturalistic scenes, as is common to experience while using an optical see-through AR UI. The second objective is to examine the effects of AR UIs comprised of multiple apparent depths on user performance through the metric of visual search time. The third objective is to determine the effects of other AR UI properties such as target clutter, target eccentricity, target apparent depth and target total distance on performance as measured through visual search time. These results will then be used to develop a visual clutter score, which will rate different AR UIs against each other.
Image analysis measures for clutter of feature congestion, edge density, and sub-band entropy of clutter were correlated to visual search time when they were taken for the overall AR UI and when they were taken for a target object that a participant was searching for. In the case of an AR UI comprised of both projected and AR parts, image analysis measures were not correlated to visual search time for the constituent AR UI parts (projected or AR) but were still correlated to the overall AR UI clutter. Target eccentricity also had an effect on visual search time, while target apparent depth and target total distance from center did not. Target type and AR object percentage also had an effect on visual search time. These results were synthesized into a general model known as the "AR UI Visual Clutter Score Algorithm" using a multiple regression. This model can be used to compare different AR UIs to each other in order to identify the AR UI that is projected to have lower target visual search times. / Doctor of Philosophy / Augmented reality is a novel but growing technology. The ability to project visual information into the real-world comes with many benefits, but at the cost of increasing visual clutter. Visual clutter in existing displays has been shown to negatively affect visual search time, error rates, and general performance, but there are no established measures of visual clutter augmented reality displays, so it is unknown if visual clutter will have the same effects. The first objective of this research is to establish measures of visual clutter for augmented reality displays. The second objective is to better understand the unique properties of augmented reality displays, and how that may affect ease of use.
Measures of visual clutter were correlated to visual search time when they were taken for the augmented reality user interface, and when they were taken for a given target object within that a participant was searching for. It was also found that as targets got farther from the center of the field of view, visual search time increased, while the depth of a target from the user and the total distance a target was from the user did not. Study 1 also showed that target type and AR object percentage also had an effect on visual search time. Combining these results gives a model that can be used to compare different augmented reality user interfaces to each other.
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Svensk spel UI - mer science än fiction : En kvalitativ studie om svenska spelutvecklares designprocess kring UIDib, Angelina, Holm, Sandra, Jörgensen, Alva January 2023 (has links)
Svensk spel UI - mer science än fiction är en uppsats skriven av Angelina Dib, Sandra Holm och Alva Jörgensen. Denna undersökning handlar om spelutvecklingen i Sverige, med fokus på UI, det vill säga User Interface. Denna uppsats innehåller 7548 ord. Syftet med undersökningen är att utreda hur olika spelutvecklare tolkar designprocessen bakom UI, hur den skapas, samt hur de tror spelindustrin kommer förändras i framtiden. Undersökningen har använt sig av en kvalitativ metod för att få fram sitt resultat, specifikt kvalitativ intervjumetodik. Urvalet bestod av fem personer som jobbar som spelutvecklare i Sverige från fyra företag, det vill säga Tarsier. A Bit Ago, Atomic Elbow och DICE. Alla intervjuades en och en, med ett undantag, där två intervjuades samtidigt. Resultatet från dessa intervjuer indikerar att processen oftast börjar med många idéer, som sedan bestäms och finslipas. När underlag för spelets utseende och tema har blivit bestämt så kan UI:ns formgivning börja. UI har ofta prioritet att vara lättförstådd för spelarna men ska även kännas som samhörande till spelet vad det gäller UI:ns visuella formgivning. Spel tillhörande samma genre brukar oftast ha liknande UI för att spelarna inte behöver lära sig hur UI:n ska fungera återigen. Sist så tror många av informanterna att framtiden för UI kommer bli lättare, då nya program ständigt utvecklas och äldre program uppdateras för att underlätta skapandet och implementeringen av UI. Informanter ser även en möjlighet för att AI ska kunna integreras med UI i spel för att spelarna exempelvis ska kunna tala med karaktärerna de bemöter.
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Discontinuous Systems Analysis: an Interdisciplinary Analysis ToolRoberts, David Anthony 30 November 2007 (has links)
No description available.
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Designing a Mobile Reading User Interface for Aging PopulationsZhao, Tong 03 May 2018 (has links)
No description available.
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User | InterfaceKapadia, Niraj 16 August 2011 (has links)
No description available.
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Using Design Patterns in User Interface DesignChase, Chelsea 08 October 2012 (has links)
No description available.
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VISUALIZATION OF 3D OPTICAL LATTICES AND GRAPHICAL USER INTERFACE SOFTWARE DEVELOPMENTLee, Hoseong Asher 25 October 2016 (has links)
No description available.
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UIML: A Device-Independent User Interface Markup LanguagePhanouriou, Constantinos 02 November 2000 (has links)
This dissertation proposes a comprehensive solution to the problem of building device-independent (or multi-channel) user interfaces promoting the separation of the interface from the application logic. It introduces an interface model (Meta-Interface Model, or MIM) for separating the user interface from the application logic and the presentation device. MIM divides the interface into three components, presentation, interface, and logic, that are connected with abstract vocabularies designed in terms of user chosen abstraction. The logic component provides a canonical way for the user interface to communicate with an application. The presentation component provides a canonical way for the user interface to render itself independently of the platform. The interface component describes the interaction between the user and the application using a set of abstract parts, events, and method calls that are device and application independent. MIM goes one step further than earlier models and subdivides the interface into four additional subcomponents: structure, style, content, and behavior. The structure describes the organization of the parts in the interface, the style describes the presentation specific properties of each part, the content describes the information that is presented to the user, and the behavior describes user interaction with the interface in a platform-independent manner. This dissertation also presents the second version of the User Interface Markup Language (UIML2), a declarative language that derives its syntax from XML and realizes the MIM model. It also gives the design rationale behind the language and discusses the implementation issues for mapping UIML2 to various devices (Java/JFC, PalmOS, WML, HTML, and VoiceXML). Finally, this dissertation evaluates UIML2 in terms of its goals, and among the major ones are to provide a canonical format for describing interfaces that map to multiple devices and to generate one description of a user interface connection to the application logic independent of target device. / Ph. D.
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