Science.gov

Sample records for human computer interaction

  1. Human Computer Interaction

    NASA Astrophysics Data System (ADS)

    Bhagwani, Akhilesh; Sengar, Chitransh; Talwaniper, Jyotsna; Sharma, Shaan

    2012-08-01

    The paper basically deals with the study of HCI (Human computer interaction) or BCI(Brain-Computer-Interfaces) Technology that can be used for capturing brain signals and translating them into commands that allow humans to control (just by thinking) devices such as computers, robots, rehabilitation technology and virtual reality environments. The HCI is based as a direct communication pathway between the brain and an external device. BCIs are often aimed at assisting, augmenting, or repairing human cognitive or sensory-motor functions.The paper also deals with many advantages of BCI Technology along with some of its applications and some major drawbacks.

  2. Embedded human computer interaction.

    PubMed

    Baber, Christopher; Baumann, Konrad

    2002-05-01

    In this paper, human interaction with embedded or ubiquitous technology is considered. The techniques focus on the use of what might be termed "everyday" objects and actions as a means of controlling (or otherwise interacting with) technology. While this paper is not intended to be an exhaustive review, it does present a view of the immediate future of human-computer interaction (HCI) in which users move beyond the desktop to where interacting with technology becomes merged with other activity. At one level this places HCI in the context of other forms of personal and domestic technologies. At another level, this raises questions as to how people will interact with technologies of the future. Until now, HCI had often relied on people learning obscure command sets or learning to recognise words and objects on their computer screen. The most significant advance in HCI (the invention of the WIMP interface) is already some 40 years old. Thus, the future of HCI might be one in which people are encouraged (or at least allowed) to employ the skills that they have developed during their lives in order to interact with technology, rather than being forced to learn and perfect new skills.

  3. Natural Human-Computer Interaction

    NASA Astrophysics Data System (ADS)

    D'Amico, Gianpaolo; Del Bimbo, Alberto; Dini, Fabrizio; Landucci, Lea; Torpei, Nicola

    Research work in relation to Natural Human-Computer Interaction concerns the theorization and development of systems that understand and recognize human communicative actions in order to engage people in a dialogue between them and their surroundings.

  4. Human-computer interaction in multitask situations

    NASA Technical Reports Server (NTRS)

    Rouse, W. B.

    1977-01-01

    Human-computer interaction in multitask decisionmaking situations is considered, and it is proposed that humans and computers have overlapping responsibilities. Queueing theory is employed to model this dynamic approach to the allocation of responsibility between human and computer. Results of simulation experiments are used to illustrate the effects of several system variables including number of tasks, mean time between arrivals of action-evoking events, human-computer speed mismatch, probability of computer error, probability of human error, and the level of feedback between human and computer. Current experimental efforts are discussed and the practical issues involved in designing human-computer systems for multitask situations are considered.

  5. Human-computer interaction in multitask situations

    NASA Technical Reports Server (NTRS)

    Rouse, W. B.

    1977-01-01

    Human-computer interaction in multitask decisionmaking situations is considered, and it is proposed that humans and computers have overlapping responsibilities. Queueing theory is employed to model this dynamic approach to the allocation of responsibility between human and computer. Results of simulation experiments are used to illustrate the effects of several system variables including number of tasks, mean time between arrivals of action-evoking events, human-computer speed mismatch, probability of computer error, probability of human error, and the level of feedback between human and computer. Current experimental efforts are discussed and the practical issues involved in designing human-computer systems for multitask situations are considered.

  6. An overview of human-computer interaction.

    PubMed

    Beaudouin-Lafon, M

    1993-01-01

    This article presents an overview of the field of human-computer interaction. This branch of computer science concerns the design, implementation and analysis of interactive computer systems. We show that this field is multidisciplinary in essence, involving social scientists as well as computer scientists, experts of application domains, graphics designers, etc. Once the fundamental aspects of human-computer interaction are presented, we take a practical approach in order to introduce the methods, tools and techniques that are available today for the design and implementation of interactive computer systems. Finally, we present the main directions of research in this domain.

  7. Enhancing Learning through Human Computer Interaction

    ERIC Educational Resources Information Center

    McKay, Elspeth, Ed.

    2007-01-01

    Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…

  8. Enhancing Learning through Human Computer Interaction

    ERIC Educational Resources Information Center

    McKay, Elspeth, Ed.

    2007-01-01

    Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…

  9. Human-Computer Interaction. Second Edition.

    ERIC Educational Resources Information Center

    Dix, Alan J.; Finlay, Janet E.; Abowd, Gregory D.; Beale, Russell

    This book examines human-computer interaction (HCI), with a focus on designing computer technology to be more usable by people. The book provides a multi-disciplinary approach to the subject through a synthesis of computer science, cognitive science, psychology, and sociology, and stresses a principled approach to interactive systems design that…

  10. Human-Computer Interaction. Second Edition.

    ERIC Educational Resources Information Center

    Dix, Alan J.; Finlay, Janet E.; Abowd, Gregory D.; Beale, Russell

    This book examines human-computer interaction (HCI), with a focus on designing computer technology to be more usable by people. The book provides a multi-disciplinary approach to the subject through a synthesis of computer science, cognitive science, psychology, and sociology, and stresses a principled approach to interactive systems design that…

  11. Occupational stress in human computer interaction.

    PubMed

    Smith, M J; Conway, F T; Karsh, B T

    1999-04-01

    There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.

  12. Human-Computer Interaction and Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler)

    1995-01-01

    The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.

  13. Language evolution and human-computer interaction

    NASA Technical Reports Server (NTRS)

    Grudin, Jonathan; Norman, Donald A.

    1991-01-01

    Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.

  14. Language evolution and human-computer interaction

    NASA Technical Reports Server (NTRS)

    Grudin, Jonathan; Norman, Donald A.

    1991-01-01

    Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.

  15. Computer Human Interaction for Image Information Systems.

    ERIC Educational Resources Information Center

    Beard, David Volk

    1991-01-01

    Presents an approach to developing viable image computer-human interactions (CHI) involving user metaphors for comprehending image data and methods for locating, accessing, and displaying computer images. A medical-image radiology workstation application is used as an example, and feedback and evaluation methods are discussed. (41 references) (LRW)

  16. Computer Human Interaction for Image Information Systems.

    ERIC Educational Resources Information Center

    Beard, David Volk

    1991-01-01

    Presents an approach to developing viable image computer-human interactions (CHI) involving user metaphors for comprehending image data and methods for locating, accessing, and displaying computer images. A medical-image radiology workstation application is used as an example, and feedback and evaluation methods are discussed. (41 references) (LRW)

  17. Prosodic alignment in human-computer interaction

    NASA Astrophysics Data System (ADS)

    Suzuki, N.; Katagiri, Y.

    2007-06-01

    Androids that replicate humans in form also need to replicate them in behaviour to achieve a high level of believability or lifelikeness. We explore the minimal social cues that can induce in people the human tendency for social acceptance, or ethopoeia, toward artifacts, including androids. It has been observed that people exhibit a strong tendency to adjust to each other, through a number of speech and language features in human-human conversational interactions, to obtain communication efficiency and emotional engagement. We investigate in this paper the phenomena related to prosodic alignment in human-computer interactions, with particular focus on human-computer alignment of speech characteristics. We found that people exhibit unidirectional and spontaneous short-term alignment of loudness and response latency in their speech in response to computer-generated speech. We believe this phenomenon of prosodic alignment provides one of the key components for building social acceptance of androids.

  18. Human-Computer Interactions and Decision Behavior

    DTIC Science & Technology

    1984-01-01

    Narang A. Cohill J. Pittman J. Elkerton M. Revesman R. Fainter C. Rieger L. Folley J. Schurick M. Hakkinen A. Siochi D. Johnson T. Spine C. Ku M. Sti...W., Yunten, T., , Johnson , D. H. DMS: A comprehensive system for managing human- computer dialogue. In Proceedings of Human Factors in Computer...interactive system. Wel! known software metrics are used in this analysis. 3. The Dialogue Author a. Reports Johnson , D. H., Hartson, H. R. The role

  19. Human-Computer Interaction in the School of Computer Science

    DTIC Science & Technology

    1992-10-01

    The School of Computer Science (SCS) faculty who are interested in Human-Computer Interaction (HCI) present their position on what role HCI can play...in Carnegie Mellon’s School of Computer Science . The authors present a short description of the need for HCI research and recommend a task/human...organizations at CMU. The authors recommend that the Computer Science Department form a new area in HCI. Research around the periphery of the task

  20. Human-Computer Interaction in Smart Environments

    PubMed Central

    Paravati, Gianluca; Gatteschi, Valentina

    2015-01-01

    Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.

  1. Fingertips detection for human computer interaction system

    NASA Astrophysics Data System (ADS)

    Alam, Md. Jahangir; Nasierding, Gulisong; Sajjanhar, Atul; Chowdhury, Morshed

    2014-01-01

    Fingertips of human hand play an important role in hand-based interaction with computers. Identification of fingertips' positions in hand images is vital for developing a human computer interaction system. This paper proposes a novel method for detecting fingertips of a hand image analyzing the concept of the geometrical structural information of fingers. The research is divided into three parts: First, hand image is segmented for detecting hand; Second, invariant features (curvature zero-crossing points) are extracted from the boundary of the hand; Third, fingertips are detected. Experimental results show that the proposed approach is promising.

  2. New Perspectives on Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Moran, Thomas P., Ed.; And Others

    1985-01-01

    Individual papers discussing various facets of human relationships with interactive computer systems present an analysis of direct manipulation interfaces; discuss notion of conceptual models shared by system and user and propose a design methodology for delivering models to users; and address the intelligibility of systems and importance of…

  3. Developing a Digital Human-Computer Interaction Laboratory

    DTIC Science & Technology

    2005-07-01

    Human - Computer Interaction Laboratory Lieutenant Colonel Terence S. Andre, USAF IITA Research...a Digital Human - Computer Interaction Laboratory 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) 5d. PROJECT NUMBER...design, and human - computer interaction . He also oversees the human - computer interaction laboratory and directs cooperative agreements with

  4. Human computer interaction using hand gesture.

    PubMed

    Wan, Silas; Nguyen, Hung T

    2008-01-01

    Hand gesture is a very natural form of human interaction and can be used effectively in human computer interaction (HCI). This project involves the design and implementation of a HCI using a small hand-worn wireless module with a 3-axis accelerometer as the motion sensor. The small stand-alone unit contains an accelerometer and a wireless Zigbee transceiver with microcontroller. To minimize intrusiveness to the user, the module is designed to be small (3cm by 4 cm). A time-delay neural network algorithm is developed to analyze the time series data from the 3-axis accelerometer. Power consumption is reduced by the non-continuous transmission of data and the use of low-power components, efficient algorithm and sleep mode between sampling for the wireless module. A home control interface is designed so that the user can control home appliances by moving through menus. The results demonstrate the feasibility of controlling home appliances using hand gestures and would present an opportunity for a section of the aging population and disabled people to lead a more independent life.

  5. Is Human-Computer Interaction Social or Parasocial?

    ERIC Educational Resources Information Center

    Sundar, S. Shyam

    Conducted in the attribution-research paradigm of social psychology, a study examined whether human-computer interaction is fundamentally social (as in human-human interaction) or parasocial (as in human-television interaction). All 30 subjects (drawn from an undergraduate class on communication) were exposed to an identical interaction with…

  6. On the Rhetorical Contract in Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Wenger, Michael J.

    1991-01-01

    An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…

  7. Ergonomics of Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Helander, Martin G.; Palanivel, Thiagarajan

    1992-01-01

    Addresses research results and controversies concerning the ergonomic design of computer work stations ranging from the traditional concerns with anthropometric fashions, work posture, and visual performance to the recent considerations about human information processing capacities and awareness of problem-solving strategies. (eight references)…

  8. Ergonomics of Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Helander, Martin G.; Palanivel, Thiagarajan

    1992-01-01

    Addresses research results and controversies concerning the ergonomic design of computer work stations ranging from the traditional concerns with anthropometric fashions, work posture, and visual performance to the recent considerations about human information processing capacities and awareness of problem-solving strategies. (eight references)…

  9. Perceptual-Motor Control in Human-Computer Interaction.

    DTIC Science & Technology

    1996-03-01

    This report isolates and examines some of the emergent perceptual-motor issues raised by the new style in human - computer interaction . It concerns...be studied. I also cover research from both the motor-control and the human - computer interaction literature that applies to perceptual and motor aspects of menu selection.

  10. Questioning Mechanisms During Tutoring, Conversation, and Human-Computer Interaction

    DTIC Science & Technology

    1992-10-14

    grant awarded to Arthur C. Graesser, entitled "Questioning Mechanisms during Tutoring, Conversation, and Human - Computer Interaction " (N00014-92-J-1826...Memphis State University QUESTIONING MECHANISMS DURING TUTORING, CONVERSATION, AND HUMAN - COMPUTER INTERACTION Papers in refereed iournals: Graesser, A. C

  11. Computers in the Human Interaction Loop

    NASA Astrophysics Data System (ADS)

    Waibel, A.; Stiefelhagen, R.; Carlson, R.; Casas, J.; Kleindienst, J.; Lamel, L.; Lanz, O.; Mostefa, D.; Omologo, M.; Pianesi, F.; Polymenakos, L.; Potamianos, G.; Soldatos, J.; Sutschet, G.; Terken, J.

    It is a common experience in our modern world, for us humans to be overwhelmed by the complexities of technological artifacts around us, and by the attention they demand. While technology provides wonderful support and helpful assistance, it also causes an increased preoccupation with technology itself and a related fragmentation of attention. But as humans, we would rather attend to a meaningful dialog and interaction with other humans, than to control the operations of machines that serve us. The cause for such complexity and distraction, however, is a natural consequence of the flexibility and choice of functions and features that technology has to offer. Thus flexibility of choice and the availability of desirable functions are in conflict with ease of use and our very ability to enjoy their benefits.

  12. Impact of Cognitive Architectures on Human-Computer Interaction

    DTIC Science & Technology

    2014-09-01

    Army Research Laboratory Impact of Cognitive Architectures on Human-Computer Interaction by Sidney C Smith ARL-TR-7092 September 2014 Approved for...Proving Ground, MD 21005-5067 ARL-TR-7092 September 2014 Impact of Cognitive Architectures on Human-Computer Interaction Sidney C Smith Computational...PAGES 19b. TELEPHONE NUMBER (Include area code) Standard Form 298 (Rev. 8/98) Prescribed by ANSI Std. Z39.18 September 2014 Final Impact of

  13. New Theoretical Approaches for Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Rogers, Yvonne

    2004-01-01

    Presents a critique of recent theoretical developments in the field of human-computer interaction (HCI) together with an overview of HCI practice. This chapter discusses why theoretically based approaches have had little impact on the practice of interaction design and suggests mechanisms to enable designers and researchers to better articulate…

  14. New Theoretical Approaches for Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Rogers, Yvonne

    2004-01-01

    Presents a critique of recent theoretical developments in the field of human-computer interaction (HCI) together with an overview of HCI practice. This chapter discusses why theoretically based approaches have had little impact on the practice of interaction design and suggests mechanisms to enable designers and researchers to better articulate…

  15. User-Computer Interactions: Some Problems for Human Factors Research

    DTIC Science & Technology

    1981-09-01

    The first type involves the effects of bandwidth limitations on interpersonal communications. Assuming that all equipment is working according to...User-computer interaction Information systems Human Factors Research Communication User-computer dialogue In ATRACT ( -bnt-t - svmu abd N neeer am...The discussion first explores the psychological, educational, and job structure issues that must be addressed in ensuring an 11 effective user-computer

  16. Emotion recognition in human-computer interaction.

    PubMed

    Fragopanagos, N; Taylor, J G

    2005-05-01

    In this paper, we outline the approach we have developed to construct an emotion-recognising system. It is based on guidance from psychological studies of emotion, as well as from the nature of emotion in its interaction with attention. A neural network architecture is constructed to be able to handle the fusion of different modalities (facial features, prosody and lexical content in speech). Results from the network are given and their implications discussed, as are implications for future direction for the research.

  17. Human computer interaction issues in Clinical Trials Management Systems.

    PubMed

    Starren, Justin B; Payne, Philip R O; Kaufman, David R

    2006-01-01

    Clinical trials increasingly rely upon web-based Clinical Trials Management Systems (CTMS). As with clinical care systems, Human Computer Interaction (HCI) issues can greatly affect the usefulness of such systems. Evaluation of the user interface of one web-based CTMS revealed a number of potential human-computer interaction problems, in particular, increased workflow complexity associated with a web application delivery model and potential usability problems resulting from the use of ambiguous icons. Because these design features are shared by a large fraction of current CTMS, the implications extend beyond this individual system.

  18. Human Computer Interaction Issues in Clinical Trials Management Systems

    PubMed Central

    Starren, Justin B.; Payne, Philip R.O.; Kaufman, David R.

    2006-01-01

    Clinical trials increasingly rely upon web-based Clinical Trials Management Systems (CTMS). As with clinical care systems, Human Computer Interaction (HCI) issues can greatly affect the usefulness of such systems. Evaluation of the user interface of one web-based CTMS revealed a number of potential human-computer interaction problems, in particular, increased workflow complexity associated with a web application delivery model and potential usability problems resulting from the use of ambiguous icons. Because these design features are shared by a large fraction of current CTMS, the implications extend beyond this individual system. PMID:17238728

  19. Human-computer interaction: psychological aspects of the human use of computing.

    PubMed

    Olson, Gary M; Olson, Judith S

    2003-01-01

    Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related technical fields with the goal of making computing systems that are both useful and usable. It is a blend of applied and basic research, both drawing from psychological research and contributing new ideas to it. New technologies continuously challenge HCI researchers with new options, as do the demands of new audiences and uses. A variety of usability methods have been developed that draw upon psychological principles. HCI research has expanded beyond its roots in the cognitive processes of individual users to include social and organizational processes involved in computer usage in real environments as well as the use of computers in collaboration. HCI researchers need to be mindful of the longer-term changes brought about by the use of computing in a variety of venues.

  20. The GOURD model of human-computer interaction

    SciTech Connect

    Goldbogen, G.

    1996-12-31

    This paper presents a model, the GOURD model, that can be used to measure the goodness of {open_quotes}interactivity{close_quotes} of an interface design and qualifies how to improve the design. The GOURD model describes what happens to the computer and to the human during a human-computer interaction. Since the interaction is generally repeated, the traversal of the model repeatedly is similar to a loop programming structure. Because the model measures interaction over part or all of the application, it can also be used as a classifier of the part or the whole application. But primarily, the model is used as a design guide and a predictor of effectiveness.

  1. User stress detection in human-computer interactions.

    PubMed

    Zhai, Jing; Barreto, Armando B; Chin, Craig; Li, Chao

    2005-01-01

    The emerging research area of Affective Computing seeks to advance the field of Human-Computer Interaction (HCI) by enabling computers to interact with users in ways appropriate to their affective states. Affect recognition, including the use of psychophysiologcal measures (e.g. heart rate), facial expressions, speech recognition etc. to derive an assessment of user affective state based on factors from the current task context, is an important foundation required for the development of Affective Computing. Our research focuses on the use of three physiological signals: Blood Volume Pulse (BVP), Galvanic Skin Response (GSR) and Pupil Diameter (PD), to automatically monitor the level of stress in computer users. This paper reports on the hardware and software instrumentation development and signal processing approach used to detect the stress level of a subject interacting with a computer, within the framework of a specific experimental task, which is called the 'Stroop Test'. For this experiment, a computer game was implemented and adapted to make the subject experience the Stroop Effect, evoked by the mismatch between the font color and the meaning of a certain word (name of a color) displayed, while his/her BVP, GSR and PD signals were continuously recorded. Several data processing techniques were applied to extract effective attributes of the stress level of the subjects throughout the experiment. Current results indicate that there exists interesting similarity among changes in those three signals and the shift in the emotional states when stress stimuli are applied to the interaction environment.

  2. Applied human factors research at the NASA Johnson Space Center Human-Computer Interaction Laboratory

    NASA Technical Reports Server (NTRS)

    Rudisill, Marianne; Mckay, Timothy D.

    1990-01-01

    The applied human factors research program performed at the NASA Johnson Space Center's Human-Computer Interaction Laboratory is discussed. Research is conducted to advance knowledge in human interaction with computer systems during space crew tasks. In addition, the Laboratory is directly involved in the specification of the human-computer interface (HCI) for space systems in development (e.g., Space Station Freedom) and is providing guidelines and support for HCI design to current and future space missions.

  3. Applied human factors research at the NASA Johnson Space Center Human-Computer Interaction Laboratory

    NASA Technical Reports Server (NTRS)

    Rudisill, Marianne; Mckay, Timothy D.

    1990-01-01

    The applied human factors research program performed at the NASA Johnson Space Center's Human-Computer Interaction Laboratory is discussed. Research is conducted to advance knowledge in human interaction with computer systems during space crew tasks. In addition, the Laboratory is directly involved in the specification of the human-computer interface (HCI) for space systems in development (e.g., Space Station Freedom) and is providing guidelines and support for HCI design to current and future space missions.

  4. Human-Computer Interaction, Tourism and Cultural Heritage

    NASA Astrophysics Data System (ADS)

    Cipolla Ficarra, Francisco V.

    We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.

  5. Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.

    PubMed

    Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C

    2016-03-01

    Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.

  6. Choice of Human-Computer Interaction Mode in Stroke Rehabilitation

    PubMed Central

    Hondori, Hossein Mousavi; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V.; Cramer, Steven C.

    2015-01-01

    Background and objective Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, i.e., a personal computer (PC) with a mouse. Methods Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The two versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Results Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (p=0.0001), 19% faster reaching times (p=0.0001), and 15% less movement variability (p=0.0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Conclusions Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but preferred for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. PMID:26138411

  7. A behavioral biometric system based on human-computer interaction

    NASA Astrophysics Data System (ADS)

    Gamboa, Hugo; Fred, Ana

    2004-08-01

    In this paper we describe a new behavioural biometric technique based on human computer interaction. We developed a system that captures the user interaction via a pointing device, and uses this behavioural information to verify the identity of an individual. Using statistical pattern recognition techniques, we developed a sequential classifier that processes user interaction, according to which the user identity is considered genuine if a predefined accuracy level is achieved, and the user is classified as an impostor otherwise. Two statistical models for the features were tested, namely Parzen density estimation and a unimodal distribution. The system was tested with different numbers of users in order to evaluate the scalability of the proposal. Experimental results show that the normal user interaction with the computer via a pointing device entails behavioural information with discriminating power, that can be explored for identity authentication.

  8. Developing a Framework for Intuitive Human-Computer Interaction

    PubMed Central

    O’Brien, Marita A.; Rogers, Wendy A.; Fisk, Arthur D.

    2014-01-01

    Many technology marketing materials tout the intuitive nature of products, but current human-computer interaction (HCI) guidelines provide limited methods to help designers create this experience beyond making them easy to use. This paper proposes a definition for intuitive interaction with specific attributes to allow designers to create products that elicit the target experience. Review of relevant literatures provides empirical evidence for the suggested working definition of intuitive HCI: interactions between humans and high technology in lenient learning environments that allow the human to use a combination of prior experience and feedforward methods to achieve an individual’s functional and abstract goals. Core concepts supporting this definition were compiled into an organizational framework that includes: seeking user goals, performing well-learned behavior, determining what to do next, metacognition, knowledge in the head, and knowledge in the world. This paper describes these concepts and proposes design approaches that could facilitate intuitive behavior and suggests areas for further research. PMID:25552895

  9. Developing a Framework for Intuitive Human-Computer Interaction.

    PubMed

    O'Brien, Marita A; Rogers, Wendy A; Fisk, Arthur D

    2008-09-01

    Many technology marketing materials tout the intuitive nature of products, but current human-computer interaction (HCI) guidelines provide limited methods to help designers create this experience beyond making them easy to use. This paper proposes a definition for intuitive interaction with specific attributes to allow designers to create products that elicit the target experience. Review of relevant literatures provides empirical evidence for the suggested working definition of intuitive HCI: interactions between humans and high technology in lenient learning environments that allow the human to use a combination of prior experience and feedforward methods to achieve an individual's functional and abstract goals. Core concepts supporting this definition were compiled into an organizational framework that includes: seeking user goals, performing well-learned behavior, determining what to do next, metacognition, knowledge in the head, and knowledge in the world. This paper describes these concepts and proposes design approaches that could facilitate intuitive behavior and suggests areas for further research.

  10. Human-Computer Interaction (HCI) in Educational Environments: Implications of Understanding Computers as Media.

    ERIC Educational Resources Information Center

    Berg, Gary A.

    2000-01-01

    Reviews literature in the field of human-computer interaction (HCI) as it applies to educational environments. Topics include the origin of HCI; human factors; usability; computer interface design; goals, operations, methods, and selection (GOMS) models; command language versus direct manipulation; hypertext; visual perception; interface…

  11. Applications of airborne ultrasound in human-computer interaction.

    PubMed

    Dahl, Tobias; Ealo, Joao L; Bang, Hans J; Holm, Sverre; Khuri-Yakub, Pierre

    2014-09-01

    Airborne ultrasound is a rapidly developing subfield within human-computer interaction (HCI). Touchless ultrasonic interfaces and pen tracking systems are part of recent trends in HCI and are gaining industry momentum. This paper aims to provide the background and overview necessary to understand the capabilities of ultrasound and its potential future in human-computer interaction. The latest developments on the ultrasound transducer side are presented, focusing on capacitive micro-machined ultrasonic transducers, or CMUTs. Their introduction is an important step toward providing real, low-cost multi-sensor array and beam-forming options. We also provide a unified mathematical framework for understanding and analyzing algorithms used for ultrasound detection and tracking for some of the most relevant applications. Copyright © 2014. Published by Elsevier B.V.

  12. Some Applications of String Algorithms in Human-Computer Interaction

    NASA Astrophysics Data System (ADS)

    Räihä, Kari-Jouko

    Two applications of string algorithms in human-computer interaction are reviewed: one for comparing error rates of text entry techniques, another for abstracting collections of scan paths (paths of eye movements). For both applications, the classic string edit distance algorithm proves useful. For the latter application shortest common supersequences provide one option for further development. Applying them as such could be misleading, but a suitable approximation could provide a useful representation of a set of scan paths.

  13. Eye Tracking in Human-Computer Interaction and Usability Research

    NASA Astrophysics Data System (ADS)

    Strandvall, Tommy

    The objective of the tutorial is to give an overview on how eye tracking is currently used and how it can be used as a method in human computer interaction research and especially in usability research. An eye tracking system records how the eyes move while a subject is completing a task for example on a web site. By analyzing these eye movements we are able to gain an objective insight into the behavior of that person.

  14. Human-computer Interaction System Based on GRBF & HMM

    NASA Astrophysics Data System (ADS)

    Juan, Wang

    People have made many researches on computer vision, but the accuracy and speed were not satisfactory. This paper introduced a Human-computer interaction system based on GRBF and HMM. The paper used GRBF Artificial Neural Networks define the position of head, and HMM define the position of fingers. We combined the line of sight and the direction of fingers to ensure the uses' input focus. And the results showed that the recognition accuracy and speed of the system had been increased greatly in this way.

  15. Computational Prediction of Protein-Protein Interactions of Human Tyrosinase

    PubMed Central

    Wang, Su-Fang; Oh, Sangho; Si, Yue-Xiu; Wang, Zhi-Jiang; Han, Hong-Yan; Lee, Jinhyuk; Qian, Guo-Ying

    2012-01-01

    The various studies on tyrosinase have recently gained the attention of researchers due to their potential application values and the biological functions. In this study, we predicted the 3D structure of human tyrosinase and simulated the protein-protein interactions between tyrosinase and three binding partners, four and half LIM domains 2 (FHL2), cytochrome b-245 alpha polypeptide (CYBA), and RNA-binding motif protein 9 (RBM9). Our interaction simulations showed significant binding energy scores of −595.3 kcal/mol for FHL2, −859.1 kcal/mol for CYBA, and −821.3 kcal/mol for RBM9. We also investigated the residues of each protein facing toward the predicted site of interaction with tyrosinase. Our computational predictions will be useful for elucidating the protein-protein interactions of tyrosinase and studying its binding mechanisms. PMID:22577521

  16. Human-computer interaction: psychology as a science of design.

    PubMed

    Carroll, J M

    1997-01-01

    Human-computer interaction (HCI) study is the region of intersection between psychology and the social sciences, on the one hand, and computer science and technology, on the other. HCI researchers analyze and design specific user interface technologies (e.g. pointing devices). They study and improve the processes of technology development (e.g. task analysis, design rationale). They develop and evaluate new applications of technology (e.g. word processors, digital libraries). Throughout the past two decades, HCI has progressively integrated its scientific concerns with the engineering goal of improving the usability of computer systems and applications, which has resulted in a body of technical knowledge and methodology. HCI continues to provide a challenging test domain for applying and developing psychological and social theory in the context of technology development and use.

  17. Human-computer interface including haptically controlled interactions

    DOEpatents

    Anderson, Thomas G.

    2005-10-11

    The present invention provides a method of human-computer interfacing that provides haptic feedback to control interface interactions such as scrolling or zooming within an application. Haptic feedback in the present method allows the user more intuitive control of the interface interactions, and allows the user's visual focus to remain on the application. The method comprises providing a control domain within which the user can control interactions. For example, a haptic boundary can be provided corresponding to scrollable or scalable portions of the application domain. The user can position a cursor near such a boundary, feeling its presence haptically (reducing the requirement for visual attention for control of scrolling of the display). The user can then apply force relative to the boundary, causing the interface to scroll the domain. The rate of scrolling can be related to the magnitude of applied force, providing the user with additional intuitive, non-visual control of scrolling.

  18. Discoveries and developments in human-computer interaction.

    PubMed

    Boehm-Davis, Deborah A

    2008-06-01

    This paper describes contributions made to the science and practice of human-computer interaction (HCI), primarily through Human Factors and the society's annual proceedings. Research in HCI began to appear in publications associated with the Society around 1980 and has continued through the present. A search of the literature appearing in either the journal or the proceedings was done to identify the specific contributions made by researchers in this area. More than 2,300 papers were identified, some comparing the actual or predicted performance of a new device, display format, or computer-based system with an existing or alternative system. Other work describes methods for evaluating systems performance. This work has had a tremendous impact, particularly the work of Fitts, Smith and Mosier, and Virzi. Work on HCI has contributed to (a) current national and international guidelines, (b) the development of user interface management systems, (c) the provision of guidance as to where best to invest resources when evaluating computing systems, and (d) the prediction of human performance using those systems.

  19. Tongue-Supported Human-Computer Interaction systems: a review.

    PubMed

    Khan, Masood Mehmood; Sherazi, Hammad I; Quain, Rohan

    2014-01-01

    The tongue can substitute human sensory systems and has been used as a medium of input to help impaired patients communicate with the world. Innovative techniques have been employed to realize tongue movement, sense its position and exploit tongue dexterity, in order to achieve Tongue Supported Human Computer Interaction (TSHCI). This paper examines various approaches of using tongue dexterousness in TSHCI systems and introduces two infrared signal supported minimally-invasive TSHCI systems developed at Curtin University. Methods of sensing tongue movement and position are especially discussed and depending on the employed methods, TSHCI systems are categorized as either invasive or minimally-invasive. A set of system usability criteria is proposed to help build more effective TSHCI systems in future.

  20. User expertise in speech centered multimodal human computer interaction

    NASA Astrophysics Data System (ADS)

    Chandrasekaran, Rajesh; Dusan, Sorin; Flanagan, James L.

    2004-10-01

    Multimodal interfaces aim to permit natural communication by speech and gesture. Typically the speech modality bears the principal information in the interaction with gesture complementing spoken commands. A continuing challenge is how to correlate and interpret the simultaneous inputs to estimate meaning and user intent. User expertise and familiarity figure prominently in the interpretation. The present research studies the effect of user expertise on multimodal human computer interaction. Users are classified into experienced and inexperienced depending on the amount of their exposure and interaction with multimodal systems. Each user is asked to perform simple tasks using a multimodal system. For each task the automatically recognized speech input is time stamped and the lag or lead of the gesture input is computed with respect to this time stamp. The time interval around the time stamp in which all the users' gesture inputs occur is determined. For experienced users this interval averages 56.9% less than that for inexperienced users. The implication is that for experienced users the spoken input are the corresponding gesture input are more closely related in time than for inexperienced users. This behavior can be exploited in multimodal systems to increase efficiency and reduce time of response for the system.

  1. Program Predicts Time Courses of Human/Computer Interactions

    NASA Technical Reports Server (NTRS)

    Vera, Alonso; Howes, Andrew

    2005-01-01

    CPM X is a computer program that predicts sequences of, and amounts of time taken by, routine actions performed by a skilled person performing a task. Unlike programs that simulate the interaction of the person with the task environment, CPM X predicts the time course of events as consequences of encoded constraints on human behavior. The constraints determine which cognitive and environmental processes can occur simultaneously and which have sequential dependencies. The input to CPM X comprises (1) a description of a task and strategy in a hierarchical description language and (2) a description of architectural constraints in the form of rules governing interactions of fundamental cognitive, perceptual, and motor operations. The output of CPM X is a Program Evaluation Review Technique (PERT) chart that presents a schedule of predicted cognitive, motor, and perceptual operators interacting with a task environment. The CPM X program allows direct, a priori prediction of skilled user performance on complex human-machine systems, providing a way to assess critical interfaces before they are deployed in mission contexts.

  2. Towards Better Human Robot Interaction: Understand Human Computer Interaction in Social Gaming Using a Video-Enhanced Diary Method

    NASA Astrophysics Data System (ADS)

    See, Swee Lan; Tan, Mitchell; Looi, Qin En

    This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.

  3. Wearable joystick for gloves-on human/computer interaction

    NASA Astrophysics Data System (ADS)

    Bae, Jaewook; Voyles, Richard M.

    2006-05-01

    In this paper, we present preliminary work on a novel wearable joystick for gloves-on human/computer interaction in hazardous environments. Interacting with traditional input devices can be clumsy and inconvenient for the operator in hazardous environments due to the bulkiness of multiple system components and troublesome wires. During a collapsed structure search, for example, protective clothing, uneven footing, and "snag" points in the environment can render traditional input devices impractical. Wearable computing has been studied by various researchers to increase the portability of devices and to improve the proprioceptive sense of the wearer's intentions. Specifically, glove-like input devices to recognize hand gestures have been developed for general-purpose applications. But, regardless of their performance, prior gloves have been fragile and cumbersome to use in rough environments. In this paper, we present a new wearable joystick to remove the wires from a simple, two-degree of freedom glove interface. Thus, we develop a wearable joystick that is low cost, durable and robust, and wire-free at the glove. In order to evaluate the wearable joystick, we take into consideration two metrics during operator tests of a commercial robot: task completion time and path tortuosity. We employ fractal analysis to measure path tortuosity. Preliminary user test results are presented that compare the performance of both a wearable joystick and a traditional joystick.

  4. A Language Use Perspective on the Design of Human-Computer Interaction

    DTIC Science & Technology

    2002-01-01

    language use approach to human - computer interaction are outlined, and a range of both noncomputational and computational implications for the design of...interactive systems is examined. In particular, human - computer interaction is recast as a genuine instance of language use between the user and the system

  5. Human Computer Interaction in the ALMA Control Room

    NASA Astrophysics Data System (ADS)

    Schilling, M.; Primet, R.; Pietriga, E.; Schwarz, J.

    2012-09-01

    The article describes the ALMA Operations Monitoring and Control (OMC) software and its next generation user interfaces, used by operators and astronomers to monitor and control the observing facility. These user interfaces bring state-of-the-art Human Computer Interaction (HCI) techniques to the ALMA Control Room: map visualisation, semantic zooming, navigation gestures, multiple coordinated views, and decrease of time-to-point. They enable users to stay in control of dozens of antennas, hundreds of devices, and thousands of baselines. The Atacama Large Millimeter/submillimeter Array (ALMA), an international radio-astronomy facility, is a partnership of North America, Europe and East Asia in cooperation with the Republic of Chile. It is located at the Altiplano de Chajnantor and is being operated from the Operations Support Facilities (OSF) near San Pedro de Atacama.

  6. Human-Computer Interaction with Medical Decisions Support Systems

    NASA Technical Reports Server (NTRS)

    Adolf, Jurine A.; Holden, Kritina L.

    1994-01-01

    Decision Support Systems (DSSs) have been available to medical diagnosticians for some time, yet their acceptance and use have not increased with advances in technology and availability of DSS tools. Medical DSSs will be necessary on future long duration space missions, because access to medical resources and personnel will be limited. Human-Computer Interaction (HCI) experts at NASA's Human Factors and Ergonomics Laboratory (HFEL) have been working toward understanding how humans use DSSs, with the goal of being able to identify and solve the problems associated with these systems. Work to date consists of identification of HCI research areas, development of a decision making model, and completion of two experiments dealing with 'anchoring'. Anchoring is a phenomenon in which the decision maker latches on to a starting point and does not make sufficient adjustments when new data are presented. HFEL personnel have replicated a well-known anchoring experiment and have investigated the effects of user level of knowledge. Future work includes further experimentation on level of knowledge, confidence in the source of information and sequential decision making.

  7. Human-Computer Interaction with Medical Decisions Support Systems

    NASA Technical Reports Server (NTRS)

    Adolf, Jurine A.; Holden, Kritina L.

    1994-01-01

    Decision Support Systems (DSSs) have been available to medical diagnosticians for some time, yet their acceptance and use have not increased with advances in technology and availability of DSS tools. Medical DSSs will be necessary on future long duration space missions, because access to medical resources and personnel will be limited. Human-Computer Interaction (HCI) experts at NASA's Human Factors and Ergonomics Laboratory (HFEL) have been working toward understanding how humans use DSSs, with the goal of being able to identify and solve the problems associated with these systems. Work to date consists of identification of HCI research areas, development of a decision making model, and completion of two experiments dealing with 'anchoring'. Anchoring is a phenomenon in which the decision maker latches on to a starting point and does not make sufficient adjustments when new data are presented. HFEL personnel have replicated a well-known anchoring experiment and have investigated the effects of user level of knowledge. Future work includes further experimentation on level of knowledge, confidence in the source of information and sequential decision making.

  8. Evidence Report: Risk of Inadequate Human-Computer Interaction

    NASA Technical Reports Server (NTRS)

    Holden, Kritina; Ezer, Neta; Vos, Gordon

    2013-01-01

    Human-computer interaction (HCI) encompasses all the methods by which humans and computer-based systems communicate, share information, and accomplish tasks. When HCI is poorly designed, crews have difficulty entering, navigating, accessing, and understanding information. HCI has rarely been studied in an operational spaceflight context, and detailed performance data that would support evaluation of HCI have not been collected; thus, we draw much of our evidence from post-spaceflight crew comments, and from other safety-critical domains like ground-based power plants, and aviation. Additionally, there is a concern that any potential or real issues to date may have been masked by the fact that crews have near constant access to ground controllers, who monitor for errors, correct mistakes, and provide additional information needed to complete tasks. We do not know what types of HCI issues might arise without this "safety net". Exploration missions will test this concern, as crews may be operating autonomously due to communication delays and blackouts. Crew survival will be heavily dependent on available electronic information for just-in-time training, procedure execution, and vehicle or system maintenance; hence, the criticality of the Risk of Inadequate HCI. Future work must focus on identifying the most important contributing risk factors, evaluating their contribution to the overall risk, and developing appropriate mitigations. The Risk of Inadequate HCI includes eight core contributing factors based on the Human Factors Analysis and Classification System (HFACS): (1) Requirements, policies, and design processes, (2) Information resources and support, (3) Allocation of attention, (4) Cognitive overload, (5) Environmentally induced perceptual changes, (6) Misperception and misinterpretation of displayed information, (7) Spatial disorientation, and (8) Displays and controls.

  9. Cognition friendly interaction: A concept of partnership in human computer interaction

    NASA Astrophysics Data System (ADS)

    Das, Balaram

    2001-09-01

    This paper identifies yet another field of research, the discipline of human computer interaction, where the concept of self-similar fluctuations can play a vital role. A concept of interaction between computation and cognition is developed that is friendly toward the cognitive process. It is argued that friendly interactions must have a memory and be antipersistent. To cast this in a mathematical form, fluctuations in the interactions recorded over a period of time are studied, and it is shown that these fluctuations must necessarily be self-similar with the value of the self-similarity parameter confined to the interval (0, 1/2), for the interaction to be friendly. A statistical measure of complexity, of the interaction process, is also formulated as a function of the self-similarity parameter. Finally the question is raised as how to build a friendly software and a possible evolutionary process through which friendly softwares may emerge is indicated.

  10. Human-Computer Interaction in Tactical Operations: Designing for Effective Human-Computer Dialogue

    DTIC Science & Technology

    1990-09-01

    761 (DOD, 1985) presents human engineering guidelines for management information systems . The process for analyzing, designing and testing UCI...user may encounter. For example, if the system is to be designed to be used with a commercially-available word processor, data base manager or a...typing. 47 Data bases. Data base management systems , and in particular languages for querying data bases, are a specialized area of human-computer

  11. Institutionalizing human-computer interaction for global health.

    PubMed

    Gulliksen, Jan

    2017-06-01

    Digitalization is the societal change process in which new ICT-based solutions bring forward completely new ways of doing things, new businesses and new movements in the society. Digitalization also provides completely new ways of addressing issues related to global health. This paper provides an overview of the field of human-computer interaction (HCI) and in what way the field has contributed to international development in different regions of the world. Additionally, it outlines the United Nations' new sustainability goals from December 2015 and what these could contribute to the development of global health and its relationship to digitalization. Finally, it argues why and how HCI could be adopted and adapted to fit the contextual needs, the need for localization and for the development of new digital innovations. The research methodology is mostly qualitative following an action research paradigm in which the actual change process that the digitalization is evoking is equally important as the scientific conclusions that can be drawn. In conclusion, the paper argues that digitalization is fundamentally changing the society through the development and use of digital technologies and may have a profound effect on the digital development of every country in the world. But it needs to be developed based on local practices, it needs international support and to not be limited by any technological constraints. Particularly digitalization to support global health requires a profound understanding of the users and their context, arguing for user-centred systems design methodologies as particularly suitable.

  12. Intelligent Support for Human Computer Interaction and Decision-Making in Distribution Planning and Scheduling Systems

    DTIC Science & Technology

    1993-02-28

    transportation planning in the Army. The work addressed frameworks and tools for human - computer interaction in systems involving large amounts of...diverse information and development of decision making models. Research on human - computer interaction involved: (1) dynamic display generation for

  13. A User Task Analysis for Command and Control Systems and its Use in Human-Computer Interaction Research

    DTIC Science & Technology

    1993-09-03

    The Advanced Interfaces Section of the Human - Computer Interaction (HCI) Laboratory at the Naval Research Laboratory (NRL) is engaged in creating and...computer interfaces. Human - computer interaction , Task analysis, Command and control.

  14. Cognition friendly interaction: A concept of partnership in human computer interaction.

    PubMed

    Das, Balaram

    2001-09-01

    This paper identifies yet another field of research, the discipline of human computer interaction, where the concept of self-similar fluctuations can play a vital role. A concept of interaction between computation and cognition is developed that is friendly toward the cognitive process. It is argued that friendly interactions must have a memory and be antipersistent. To cast this in a mathematical form, fluctuations in the interactions recorded over a period of time are studied, and it is shown that these fluctuations must necessarily be self-similar with the value of the self-similarity parameter confined to the interval (0, 1/2), for the interaction to be friendly. A statistical measure of complexity, of the interaction process, is also formulated as a function of the self-similarity parameter. Finally the question is raised as how to build a friendly software and a possible evolutionary process through which friendly softwares may emerge is indicated. (c) 2001 American Institute of Physics.

  15. Evaluation of a computerized aid for creating human behavioral representations of human-computer interaction.

    PubMed

    Williams, Kent E; Voigt, Jeffrey R

    2004-01-01

    The research reported herein presents the results of an empirical evaluation that focused on the accuracy and reliability of cognitive models created using a computerized tool: the cognitive analysis tool for human-computer interaction (CAT-HCI). A sample of participants, expert in interacting with a newly developed tactical display for the U.S. Army's Bradley Fighting Vehicle, individually modeled their knowledge of 4 specific tasks employing the CAT-HCI tool. Measures of the accuracy and consistency of task models created by these task domain experts using the tool were compared with task models created by a double expert. The findings indicated a high degree of consistency and accuracy between the different "single experts" in the task domain in terms of the resultant models generated using the tool. Actual or potential applications of this research include assessing human-computer interaction complexity, determining the productivity of human-computer interfaces, and analyzing an interface design to determine whether methods can be automated.

  16. Metaphors for the Nature of Human-Computer Interaction in an Empowering Environment: Interaction Style Influences the Manner of Human Accomplishment.

    ERIC Educational Resources Information Center

    Weller, Herman G.; Hartson, H. Rex

    1992-01-01

    Describes human-computer interface needs for empowering environments in computer usage in which the machine handles the routine mechanics of problem solving while the user concentrates on its higher order meanings. A closed-loop model of interaction is described, interface as illusion is discussed, and metaphors for human-computer interaction are…

  17. Human-Computer Interaction: A Review of the Research on Its Affective and Social Aspects.

    ERIC Educational Resources Information Center

    Deaudelin, Colette; Dussault, Marc; Brodeur, Monique

    2003-01-01

    Discusses a review of 34 qualitative and non-qualitative studies related to affective and social aspects of student-computer interactions. Highlights include the nature of the human-computer interaction (HCI); the interface, comparing graphic and text types; and the relation between variables linked to HCI, mainly trust, locus of control,…

  18. Human-Computer Interaction: A Review of the Research on Its Affective and Social Aspects.

    ERIC Educational Resources Information Center

    Deaudelin, Colette; Dussault, Marc; Brodeur, Monique

    2003-01-01

    Discusses a review of 34 qualitative and non-qualitative studies related to affective and social aspects of student-computer interactions. Highlights include the nature of the human-computer interaction (HCI); the interface, comparing graphic and text types; and the relation between variables linked to HCI, mainly trust, locus of control,…

  19. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy

    ERIC Educational Resources Information Center

    Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean

    2007-01-01

    In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…

  20. Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy

    ERIC Educational Resources Information Center

    Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean

    2007-01-01

    In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…

  1. Human-Centered Software Engineering: Software Engineering Architectures, Patterns, and Sodels for Human Computer Interaction

    NASA Astrophysics Data System (ADS)

    Seffah, Ahmed; Vanderdonckt, Jean; Desmarais, Michel C.

    The Computer-Human Interaction and Software Engineering (CHISE) series of edited volumes originated from a number of workshops and discussions over the latest research and developments in the field of Human Computer Interaction (HCI) and Software Engineering (SE) integration, convergence and cross-pollination. A first volume in this series (CHISE Volume I - Human-Centered Software Engineering: Integrating Usability in the Development Lifecycle) aims at bridging the gap between the field of SE and HCI, and addresses specifically the concerns of integrating usability and user-centered systems design methods and tools into the software development lifecycle and practices. This has been done by defining techniques, tools and practices that can fit into the entire software engineering lifecycle as well as by defining ways of addressing the knowledge and skills needed, and the attitudes and basic values that a user-centered development methodology requires. The first volume has been edited as Vol. 8 in the Springer HCI Series (Seffah, Gulliksen and Desmarais, 2005).

  2. Proceedings of the topical meeting on advances in human factors research on man/computer interactions

    SciTech Connect

    Not Available

    1990-01-01

    This book discusses the following topics: expert systems and knowledge engineering-I; verification and validation of software; methods for modeling UMAN/computer performance; MAN/computer interaction problems in producing procedures -1-2; progress and problems with automation-1-2; experience with electronic presentation of procedures-2; intelligent displays and monitors; modeling user/computer interface; and computer-based human decision-making aids.

  3. How "Real" Are Computer Personalities? Psychological Responses to Personality Types in Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Moon, Youngme; Nass, Clifford

    1996-01-01

    Tests, in two studies, whether people respond to computer personalities the same way they respond to human personalities: experiment 1 matched dominant and submissive subjects with a computer endowed with like characteristics; experiment 2 used the same experimental design to assess users' psychological responses to changes in personality-based…

  4. Design Science in Human-Computer Interaction: A Model and Three Examples

    ERIC Educational Resources Information Center

    Prestopnik, Nathan R.

    2013-01-01

    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…

  5. Design Science in Human-Computer Interaction: A Model and Three Examples

    ERIC Educational Resources Information Center

    Prestopnik, Nathan R.

    2013-01-01

    Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…

  6. Three-dimensional human computer interaction based on 3D widgets for medical data visualization

    NASA Astrophysics Data System (ADS)

    Xue, Jian; Tian, Jie; Zhao, Mingchang

    2005-04-01

    Three-dimensional human computer interaction plays an important role in 3-dimensional visualization. It is important for clinicians to accurately use and easily handle the result of medical data visualization in order to assist diagnosis and surgery simulation. A 3D human computer interaction software platform based on 3D widgets has been designed in traditional object-oriented fashion with some common design patterns and implemented by using ANSI C++, including all function modules and some practical widgets. A group of application examples are exhibited as well. The ultimate objective is to provide a flexible, reliable and extensible 3-D interaction platform for medical image processing and analyzing.

  7. Integrating HCI into IDT: Charting the Human Computer Interaction Competencies Necessary for Instructional Media Production Coursework

    ERIC Educational Resources Information Center

    Brown, Abbie; Sugar, William

    2004-01-01

    A report on the efforts made to describe the range of human-computer interaction skills necessary to complete a program of study in Instructional Design Technology. Educators responsible for instructional media production courses have not yet articulated which among the wide range of possible interactions students must master for instructional…

  8. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    ERIC Educational Resources Information Center

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  9. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    ERIC Educational Resources Information Center

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  10. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    ERIC Educational Resources Information Center

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  11. The Human-Computer Interaction of Cross-Cultural Gaming Strategy

    ERIC Educational Resources Information Center

    Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander

    2015-01-01

    This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…

  12. Human-Computer Interaction Software: Lessons Learned, Challenges Ahead

    DTIC Science & Technology

    1989-01-01

    domain communi- Iatelligent s t s s Me cation. Users familiar with problem Inteligent support systes. High-func- anddomains but inxperienced with comput...8217i. April 1987, pp. 7.3-78. His research interests include artificial intel- Creating better HCI softw-are will have a 8. S.K Catrd. I.P. Moran. arid

  13. Questioning Mechanisms during Tutoring, Conversation, and Human-Computer Interaction

    DTIC Science & Technology

    1993-06-01

    network (RTN). This model had a symbolic computational architecture (Graesser. Swamer. Baggett. & Sell, in press, Stevens & Rumelhart. 1975). One...York: Academic Press. Stevens , A. L., & Rumelhart. D. E. (1975). Errors in reading: Analysis using an augmented transition network model of grammar...Julia S. Hough Dr. William Howell Dr. Steven Hunka Cambridge University Press Chief Scientist 3-104 Educ. N. 40 West 20th Street AFHRIJCA University

  14. Duration estimates and users' preferences in human-computer interaction.

    PubMed

    Meyer, J; Shinar, D; Bitan, Y; Leiser, D

    1996-01-01

    Two experiments assessed the effect of various static and dynamic computer 'wait' message displays on (1) subjective estimates of the duration of intervals during which a subject had to wait for the computer's response, and (2) subjective preferences among the different displays. All the static displays led to identical duration estimates. For dynamic displays a direct relation between the rate of changes and the estimate was found. Faster rates led in most cases to increased estimates of duration, and slow-changing graphic displays appeared to have the shortest duration. Subjects preferred epigrams to all other displays, and cumulative graphic displays to a blinking or static WAIT. The rate of change did not affect preference ratings for the graphic displays, whereas slower blink rates were preferred for the WAIT. The results demonstrate that the findings and models from earlier basic research on time estimation are relevant for predicting the subjective assessment of wait-periods. However, users' satisfaction with the displays depends not only on the apparent duration of the wait period, but also on other variables. These should be considered when choosing the display that is shown while users wait for the system to complete a task.

  15. Human-computer interaction in distributed supervisory control tasks

    NASA Technical Reports Server (NTRS)

    Mitchell, Christine M.

    1989-01-01

    An overview of activities concerned with the development and applications of the Operator Function Model (OFM) is presented. The OFM is a mathematical tool to represent operator interaction with predominantly automated space ground control systems. The design and assessment of an intelligent operator aid (OFMspert and Ally) is particularly discussed. The application of OFM to represent the task knowledge in the design of intelligent tutoring systems, designated OFMTutor and ITSSO (Intelligent Tutoring System for Satellite Operators), is also described. Viewgraphs from symposia presentations are compiled along with papers addressing the intent inferencing capabilities of OFMspert, the OFMTutor system, and an overview of intelligent tutoring systems and the implications for complex dynamic systems.

  16. Appearance-based human gesture recognition using multimodal features for human computer interaction

    NASA Astrophysics Data System (ADS)

    Luo, Dan; Gao, Hua; Ekenel, Hazim Kemal; Ohya, Jun

    2011-03-01

    The use of gesture as a natural interface plays an utmost important role for achieving intelligent Human Computer Interaction (HCI). Human gestures include different components of visual actions such as motion of hands, facial expression, and torso, to convey meaning. So far, in the field of gesture recognition, most previous works have focused on the manual component of gestures. In this paper, we present an appearance-based multimodal gesture recognition framework, which combines the different groups of features such as facial expression features and hand motion features which are extracted from image frames captured by a single web camera. We refer 12 classes of human gestures with facial expression including neutral, negative and positive meanings from American Sign Languages (ASL). We combine the features in two levels by employing two fusion strategies. At the feature level, an early feature combination can be performed by concatenating and weighting different feature groups, and LDA is used to choose the most discriminative elements by projecting the feature on a discriminative expression space. The second strategy is applied on decision level. Weighted decisions from single modalities are fused in a later stage. A condensation-based algorithm is adopted for classification. We collected a data set with three to seven recording sessions and conducted experiments with the combination techniques. Experimental results showed that facial analysis improve hand gesture recognition, decision level fusion performs better than feature level fusion.

  17. Eye tracking using artificial neural networks for human computer interaction.

    PubMed

    Demjén, E; Aboši, V; Tomori, Z

    2011-01-01

    This paper describes an ongoing project that has the aim to develop a low cost application to replace a computer mouse for people with physical impairment. The application is based on an eye tracking algorithm and assumes that the camera and the head position are fixed. Color tracking and template matching methods are used for pupil detection. Calibration is provided by neural networks as well as by parametric interpolation methods. Neural networks use back-propagation for learning and bipolar sigmoid function is chosen as the activation function. The user's eye is scanned with a simple web camera with backlight compensation which is attached to a head fixation device. Neural networks significantly outperform parametric interpolation techniques: 1) the calibration procedure is faster as they require less calibration marks and 2) cursor control is more precise. The system in its current stage of development is able to distinguish regions at least on the level of desktop icons. The main limitation of the proposed method is the lack of head-pose invariance and its relative sensitivity to illumination (especially to incidental pupil reflections).

  18. Interacting with a Computer-Simulated Pet: Factors Influencing Children's Humane Attitudes and Empathy

    ERIC Educational Resources Information Center

    Tsai, Yueh-Feng; Kaufman, David

    2014-01-01

    Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…

  19. Interacting with a Computer-Simulated Pet: Factors Influencing Children's Humane Attitudes and Empathy

    ERIC Educational Resources Information Center

    Tsai, Yueh-Feng; Kaufman, David

    2014-01-01

    Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…

  20. Personality Factors in Human-Computer Interaction: A Review of the Literature.

    ERIC Educational Resources Information Center

    Pocius, Kym E.

    1991-01-01

    Reviews studies investigating the relation between personality characteristics and human-computer interaction. The review is divided into three areas: (1) how personality traits are related to programing aptitude and achievement; (2) personality traits of people who use program skills in their profession; and (3) the relation between personality…

  1. A Project-Based Learning Setting to Human-Computer Interaction for Teenagers

    ERIC Educational Resources Information Center

    Geyer, Cornelia; Geisler, Stefan

    2012-01-01

    Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give…

  2. A Framework and Implementation of User Interface and Human-Computer Interaction Instruction

    ERIC Educational Resources Information Center

    Peslak, Alan

    2005-01-01

    Researchers have suggested that up to 50 % of the effort in development of information systems is devoted to user interface development (Douglas, Tremaine, Leventhal, Wills, & Manaris, 2002; Myers & Rosson, 1992). Yet little study has been performed on the inclusion of important interface and human-computer interaction topics into a current…

  3. Quantitative comparison of human computer interaction for direct prescription entry systems.

    PubMed

    Endoh, A; Minato, K; Komori, M; Inoue, Y; Nagata, S; Takahashi, T

    1995-01-01

    An objective and quantitative method is described for evaluating human-computer interaction (interface) in a direct prescription entry system. This method is based on a GOMS model and represented by a tree structure. Three different interfaces at university hospitals were compared by this evaluation method, and the differences among them were measured.

  4. A Framework and Implementation of User Interface and Human-Computer Interaction Instruction

    ERIC Educational Resources Information Center

    Peslak, Alan

    2005-01-01

    Researchers have suggested that up to 50 % of the effort in development of information systems is devoted to user interface development (Douglas, Tremaine, Leventhal, Wills, & Manaris, 2002; Myers & Rosson, 1992). Yet little study has been performed on the inclusion of important interface and human-computer interaction topics into a current…

  5. Road tracking in aerial images based on human-computer interaction and Bayesian filtering

    NASA Astrophysics Data System (ADS)

    Zhou, Jun; Bischof, Walter F.; Caelli, Terry

    A typical way to update map road layers is to compare recent aerial images with existing map data, detect new roads and add them as cartographic entities to the road layer. This method cannot be fully automated because computer vision algorithms are still not sufficiently robust and reliable. More importantly, maps require final checking by a human due to the legal implications of errors. In this paper we introduce a road tracking system based on human-computer interactions (HCI) and Bayesian filtering. Bayesian filters, specifically, extended Kalman filters and particle filters, are used in conjunction with human inputs to estimate road axis points and update the tracking algorithms. Experimental results show that this approach is efficient and reliable and that it produces substantial savings over the traditional manual map revision approach. The main contribution of the paper is to propose a general and practical system that optimizes the performance of road tracking when both human and computer resources are involved.

  6. Portable tongue-supported human computer interaction system design and implementation.

    PubMed

    Quain, Rohan; Khan, Masood Mehmood

    2014-01-01

    Tongue supported human-computer interaction (TSHCI) systems can help critically ill patients interact with both computers and people. These systems can be particularly useful for patients suffering injuries above C7 on their spinal vertebrae. Despite recent successes in their application, several limitations restrict performance of existing TSHCI systems and discourage their use in real life situations. This paper proposes a low-cost, less-intrusive, portable and easy to use design for implementing a TSHCI system. Two applications of the proposed system are reported. Design considerations and performance of the proposed system are also presented.

  7. Toward clinical end-user computing: programmable order protocols for efficient human computer interaction.

    PubMed

    Cho, H; Kwak, Y S; Noh, Y S; Yang, M O; Kim, D J

    1998-01-01

    We have developed and implemented an efficient method of managing routine patient care information as a programmable group order protocol. The purpose of protocol is to minimize a labor-intensive manual computer interaction by grouping clinically related routine orders as a single entity, thus to greatly speed up the time taken for manual entry such as keyboard stroke and/or mouse clicking. User programmability is added to facilitate insertion, deletion and update of order items to be a locally independent operation. A sequence of menu screen is also programmable when a change of standard operation is needed. Department specific order protocols are classified into four categories to improve user convenience. The degree of efficiency is measured by a number of key strokes and entry time. In most cases the time to enter order protocol with correction is found to take less than one minute with less than five key strokes. The method of order protocol entry clearly demonstrates end-user computing capability so that department specific requirements are resolved without resorting to computer department personnel. Flexibility of managing individual physician specific protocols is also beneficial enough to enhance the morale toward a hospital information system currently in use.

  8. The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters.

    PubMed

    Rempel, David; Camilleri, Matt J; Lee, David L

    2015-10-01

    The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.

  9. The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters

    PubMed Central

    Rempel, David; Camilleri, Matt J.; Lee, David L.

    2015-01-01

    The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input. PMID:26028955

  10. Human-computer interaction in freeform object design and simultaneous manufacturing

    NASA Astrophysics Data System (ADS)

    Zhang, Wei; Lin, Heng; Ma, Liang; Chen, Delin

    2004-03-01

    Freeform object design and simultaneous manufacturing is a novel virtual design and manufacturing method that aims to enable creative and individualized product geometry design and rapid manufacturing of the designed model. The geometry is defined through the process of "virtual sculpting" during which the designer can touch and visualize the designed object in a virtual environment. Natural human-computer interaction is a key issue for this method. This paper first briefly reviewed the principle of the method, including the system configuration, data flow, and fundamental algorithm. Then an input/output device was developed to achieve natural human-computer interaction. Structure of the device and algorithms of calculating the input coordinates and output force were presented. Finally a feedback model was proposed and discussed to apply force feedback during virtual sculpting design.

  11. Grasping force measurement of a 6-DOF haptic device for human-computer interaction

    NASA Astrophysics Data System (ADS)

    Wu, Z. C.; Wang, Zengfu; Ge, Yu

    2003-04-01

    A haptic interface device has been presented for human-computer-interaction (HCI) in this paper, which uses a 6 degree-of-freedom (DOF) force sensor for six axis force and torque (F/T) measurement. With this device, the user could grasp a moveable handle to interact with simulated 3D environments in real-time for production design, simulation and predication. As a human-computer-interface device, its work mainly depend on the 6 DOF force and torque applied by the user to the handle. The 6DOF sensor structure and its measurement principle are given in our work in detail. The whole system is consisted by signal amplifiers, control motors, integrated 6 DOF force sensor and power supplies needed for operation.

  12. Semisupervised learning of classifiers: theory, algorithms, and their application to human-computer interaction.

    PubMed

    Cohen, Ira; Cozman, Fabio G; Sebe, Nicu; Cirelo, Marcelo C; Huang, Thomas S

    2004-12-01

    Automatic classification is one of the basic tasks required in any pattern recognition and human computer interaction application. In this paper, we discuss training probabilistic classifiers with labeled and unlabeled data. We provide a new analysis that shows under what conditions unlabeled data can be used in learning to improve classification performance. We also show that, if the conditions are violated, using unlabeled data can be detrimental to classification performance. We discuss the implications of this analysis to a specific type of probabilistic classifiers, Bayesian networks, and propose a new structure learning algorithm that can utilize unlabeled data to improve classification. Finally, we show how the resulting algorithms are successfully employed in two applications related to human-computer interaction and pattern recognition: facial expression recognition and face detection.

  13. SIG -- The Role of Human-Computer Interaction in Next-Generation Control Rooms

    SciTech Connect

    Ronald L. Boring; Jacques Hugo; Christian Richard; Donald D. Dudenhoeffer

    2005-04-01

    The purpose of this CHI Special Interest Group (SIG) is to facilitate the convergence between human-computer interaction (HCI) and control room design. HCI researchers and practitioners actively need to infuse state-of-the-art interface technology into control rooms to meet usability, safety, and regulatory requirements. This SIG outlines potential HCI contributions to instrumentation and control (I&C) and automation in control rooms as well as to general control room design.

  14. The experience of agency in human-computer interactions: a review

    PubMed Central

    Limerick, Hannah; Coyle, David; Moore, James W.

    2014-01-01

    The sense of agency is the experience of controlling both one’s body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied “real-life” situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces. PMID:25191256

  15. The experience of agency in human-computer interactions: a review.

    PubMed

    Limerick, Hannah; Coyle, David; Moore, James W

    2014-01-01

    The sense of agency is the experience of controlling both one's body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied "real-life" situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces.

  16. Human-Computer Interaction and Sociological Insight: A Theoretical Examination and Experiment in Building Affinity in Small Groups

    ERIC Educational Resources Information Center

    Oren, Michael Anthony

    2011-01-01

    The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…

  17. Human-Computer Interaction and Sociological Insight: A Theoretical Examination and Experiment in Building Affinity in Small Groups

    ERIC Educational Resources Information Center

    Oren, Michael Anthony

    2011-01-01

    The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…

  18. Getting seamless care right from the beginning - integrating computers into the human interaction.

    PubMed

    Pearce, Christopher; Kumarpeli, Pushpa; de Lusignan, Simon

    2010-01-01

    The digital age is coming to the health space, behind many other fields of society. In part this is because health remains heavily reliant on human interaction. The doctor-patient relationship remains a significant factor in determining patient outcomes. Whilst there are many benefits to E-Health, there are also significant risks if computers are not adequately integrated into this interaction and accurate data are consequently not available on the patient's journey through the health system. Video analysis of routine clinical consultations in Australian and UK primary care. We analyzed 308 consultations (141+167 respectively) from these systems, with an emphasis on how the consultation starts. Australian consultations have a mean duration of 12.7 mins, UK 11.8 mins. In both countries around 7% of consultations are computer initiated. Where doctors engaged with computer use the patient observed the computer screen much more and better records were produced. However, there was suboptimal engagement and poor records and no coding in around 20% of consultations. How the computer is used at the start of the consultation can set the scene for an effective interaction or reflect disengagement from technology and creation of poor records.

  19. The Changing Face of Human-Computer Interaction in the Age of Ubiquitous Computing

    NASA Astrophysics Data System (ADS)

    Rogers, Yvonne

    HCI is reinventing itself. No longer only about being user-centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crèche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice.

  20. Cognitive engineering models: A prerequisite to the design of human-computer interaction in complex dynamic systems

    NASA Technical Reports Server (NTRS)

    Mitchell, Christine M.

    1993-01-01

    This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.

  1. Design of a new human-computer interactive device for projection display

    NASA Astrophysics Data System (ADS)

    Xu, Wei; Liu, Xiangdong; Meng, Xiao

    2005-02-01

    Projection displays are widely applied as tools for multimedia in conference room presentation, education center, R&D center and more places. To provide a more interactive environment, a new kind of human-computer interactive device is designed and presented. A two-dimensional CCD is the sensor of the unit. Through optical filter, CCD exports full video signal including a series of isolated positive pulse caused by the specific light-spot target generated from a specific light-pen. Through a video sync separator, combinational logic and sequential logic process of the full video signal, the target image's two-dimensional position on the light sensitive layer of CCD can be gained. The specific light-pen also sends the function logic message to the controller part through wireless communication. A microcontroller will combine the position information and function message, and then send it to computer through RS-232 of USB interface. The software in computer will process these messages. The specific light-spot's relative coordinates in the projection screen is gained. With the coordinate and the function message, the software will drive the computer to implement certain functions. With the specific light-pen, one can control the computer, take notes and shape his desire in the screen. Now the device is applied in LCD projection displays and it also can be applied in any large screen display. With the improvement of the system and the software, the function will be more powerful and provide a more interactive human computer interface (HCI).

  2. Standardized task strain and system response times in human-computer interaction.

    PubMed

    Thum, M; Boucsein, W; Kuhmann, W; Ray, W J

    1995-07-01

    Involuntary delays in human-computer interaction, for example, system response times (SRTs) can increase stress. In the present study, 40 college-age subjects were randomly divided into an 'incentive' and a 'non-incentive' group'. Subjects performed a computer task with SRTs of 0.5, 1.5, and 4.5s. Physiological, subjective, and performance data were collected during the task. The computer task was designed to individually set difficulty level (i.e., mental strain), thus standardizing the task for all subjects. By using this procedure, changes resulting from SRT duration can be separated from the effects related to task difficulty. The results indicate that both short and long SRTs produced differential psychophysiological changes consistent with different types of stress responses. Short SRTs resulted in higher autonomic and somatic activity, increased positive self-reported emotional states but poorer performance. Long SRTs resulted in increased electrodermal activity, negative self-reported emotional states and better performance.

  3. Human-computer interaction for alert warning and attention allocation systems of the multimodal watchstation

    NASA Astrophysics Data System (ADS)

    Obermayer, Richard W.; Nugent, William A.

    2000-11-01

    The SPAWAR Systems Center San Diego is currently developing an advanced Multi-Modal Watchstation (MMWS); design concepts and software from this effort are intended for transition to future United States Navy surface combatants. The MMWS features multiple flat panel displays and several modes of user interaction, including voice input and output, natural language recognition, 3D audio, stylus and gestural inputs. In 1999, an extensive literature review was conducted on basic and applied research concerned with alerting and warning systems. After summarizing that literature, a human computer interaction (HCI) designer's guide was prepared to support the design of an attention allocation subsystem (AAS) for the MMWS. The resultant HCI guidelines are being applied in the design of a fully interactive AAS prototype. An overview of key findings from the literature review, a proposed design methodology with illustrative examples, and an assessment of progress made in implementing the HCI designers guide are presented.

  4. Evolutionary adaptive eye tracking for low-cost human computer interaction applications

    NASA Astrophysics Data System (ADS)

    Shen, Yan; Shin, Hak Chul; Sung, Won Jun; Khim, Sarang; Kim, Honglak; Rhee, Phill Kyu

    2013-01-01

    We present an evolutionary adaptive eye-tracking framework aiming for low-cost human computer interaction. The main focus is to guarantee eye-tracking performance without using high-cost devices and strongly controlled situations. The performance optimization of eye tracking is formulated into the dynamic control problem of deciding on an eye tracking algorithm structure and associated thresholds/parameters, where the dynamic control space is denoted by genotype and phenotype spaces. The evolutionary algorithm is responsible for exploring the genotype control space, and the reinforcement learning algorithm organizes the evolved genotype into a reactive phenotype. The evolutionary algorithm encodes an eye-tracking scheme as a genetic code based on image variation analysis. Then, the reinforcement learning algorithm defines internal states in a phenotype control space limited by the perceived genetic code and carries out interactive adaptations. The proposed method can achieve optimal performance by compromising the difficulty in the real-time performance of the evolutionary algorithm and the drawback of the huge search space of the reinforcement learning algorithm. Extensive experiments were carried out using webcam image sequences and yielded very encouraging results. The framework can be readily applied to other low-cost vision-based human computer interactions in solving their intrinsic brittleness in unstable operational environments.

  5. Cynicism, anger and cardiovascular reactivity during anger recall and human-computer interaction.

    PubMed

    Why, Yong Peng; Johnston, Derek W

    2008-06-01

    Cynicism moderated by interpersonal anger has been found to be related to cardiovascular reactivity. This paper reports two studies; Study 1 used an Anger Recall task, which aroused interpersonal anger, while participants in Study 2 engaged in a multitasking computer task, which aroused non-interpersonal anger via systematic manipulation of the functioning of the computer mouse. The Cynicism by State Anger interaction was significant for blood pressure arousal in Study 2 but not for Study 1: in Study 2, when State Anger was high, cynicism was positively related to blood pressure arousal but when State Anger was low, cynicism was negatively related to blood pressure arousal. For both studies, when State Anger was low, cynicism was positively related to cardiac output arousal and negatively related to vascular arousal. The results suggest that Cynicism-State Anger interaction can be generalised to non-social anger-arousing situations for hemodynamic processes but blood pressure reactivity is task-dependent. The implication for the role of job control and cardiovascular health during human-computer interactions is discussed.

  6. Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design

    NASA Astrophysics Data System (ADS)

    Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy

    We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.

  7. Consolidated findings from 6 years research on the age-differentiated design of human-computer interaction.

    PubMed

    Vetter, Sebastian; Bützler, Jennifer; Jochems, Nicole; Schlick, Christopher M

    2012-01-01

    The fast aging of many western and eastern societies and their increasing reliance on information technology create a compelling need to reconsider older users' interactions with computers. This paper summarizes the results of 6 years of research on the age-differentiated design of human-computer interaction. The well-known model of human information processing served as the theoretical framework. The model components ''sensory processing'', ''perception'', ''working memory'', ''decision and response selection'' and ''response execution'' were analyzed exemplarily in task settings on project management. In seven empirical studies with a total number of 405 participants between 20 and 77 years the human-computer interaction was analyzed regarding effectiveness, efficiency and user satisfaction. For most but not all studies the results reveal that age-induced differences in human-computer interaction can best be compensated by an ergonomic ''design for all''. In some cases however an age-specific approach is favorable.

  8. Real-time non-invasive eyetracking and gaze-point determination for human-computer interaction and biomedicine

    NASA Technical Reports Server (NTRS)

    Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.

    2004-01-01

    Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.

  9. Real-time non-invasive eyetracking and gaze-point determination for human-computer interaction and biomedicine

    NASA Technical Reports Server (NTRS)

    Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.

    2004-01-01

    Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.

  10. Adaptation of hybrid human-computer interaction systems using EEG error-related potentials.

    PubMed

    Chavarriaga, Ricardo; Biasiucci, Andrea; Forster, Killian; Roggen, Daniel; Troster, Gerhard; Millan, Jose Del R

    2010-01-01

    Performance improvement in both humans and artificial systems strongly relies in the ability of recognizing erroneous behavior or decisions. This paper, that builds upon previous studies on EEG error-related signals, presents a hybrid approach for human computer interaction that uses human gestures to send commands to a computer and exploits brain activity to provide implicit feedback about the recognition of such commands. Using a simple computer game as a case study, we show that EEG activity evoked by erroneous gesture recognition can be classified in single trials above random levels. Automatic artifact rejection techniques are used, taking into account that subjects are allowed to move during the experiment. Moreover, we present a simple adaptation mechanism that uses the EEG signal to label newly acquired samples and can be used to re-calibrate the gesture recognition system in a supervised manner. Offline analysis show that, although the achieved EEG decoding accuracy is far from being perfect, these signals convey sufficient information to significantly improve the overall system performance.

  11. Detection of affective states from text and speech for real-time human--computer interaction.

    PubMed

    Calix, Ricardo A; Javadpour, Leili; Knapp, Gerald M

    2012-08-01

    The goal of this work is to develop and test an automated system methodology that can detect emotion from text and speech features. Affective human-computer interaction will be critical for the success of new systems that will be prevalent in the 21st century. Such systems will need to properly deduce human emotional state before they can determine how to best interact with people. Corpora and machine learning classification models are used to train and test a methodology for emotion detection. The methodology uses a stepwise approach to detect sentiment in sentences by first filtering out neutral sentences, then distinguishing among positive, negative, and five emotion classes. Results of the classification between emotion and neutral sentences achieved recall accuracies as high as 77% in the University of Illinois at Urbana-Champaign (UIUC) corpus and 61% in the Louisiana State University medical drama (LSU-MD) corpus for emotion samples. Once neutral sentences were filtered out, the methodology achieved accuracy scores for detecting negative sentences as high as 92.3%. Results of the feature analysis indicate that speech spectral features are better than speech prosodic features for emotion detection. Accumulated sentiment composition text features appear to be very important as well. This work contributes to the study of human communication by providing a better understanding of how language factors help to best convey human emotion and how to best automate this process. Results of this study can be used to develop better automated assistive systems that interpret human language and respond to emotions through 3-D computer graphics.

  12. Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training.

    PubMed

    Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong

    2017-04-21

    We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant ("skin-like") electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.

  13. Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training

    NASA Astrophysics Data System (ADS)

    Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong

    2017-04-01

    We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.

  14. Hand gesture recognition based on motion history images for a simple human-computer interaction system

    NASA Astrophysics Data System (ADS)

    Timotius, Ivanna K.; Setyawan, Iwan

    2013-03-01

    A human-computer interaction can be developed using several kind of tools. One choice is using images captured using a camera. This paper proposed a simple human-computer interaction system based on hand movement captured by a web camera. The system aims to classify the captured movement into one of three classes. The first two classes contain hand movements to the left and right, respectively. The third class contains non-hand movements or hand movements to other directions. The method used in this paper is based on Motion History Images (MHIs) and nearest neighbor classifier. The resulting MHIs are processed in two manners, namely by summing the pixel values along the vertical axis and reshaping into vectors. We also use two distance criteria in this paper, respectively the Euclidian distance and cross correlation. This paper compared the performance of the combinations of different MHI data processing and distance criteria using 10 runs of 2-fold cross validation. Our experiments show that reshaping the MHI data into vectors combined with a Euclidean distance criterion gives the highest average accuracy, namely 55.67%.

  15. Multi-step EMG Classification Algorithm for Human-Computer Interaction

    NASA Astrophysics Data System (ADS)

    Ren, Peng; Barreto, Armando; Adjouadi, Malek

    A three-electrode human-computer interaction system, based on digital processing of the Electromyogram (EMG) signal, is presented. This system can effectively help disabled individuals paralyzed from the neck down to interact with computers or communicate with people through computers using point-and-click graphic interfaces. The three electrodes are placed on the right frontalis, the left temporalis and the right temporalis muscles in the head, respectively. The signal processing algorithm used translates the EMG signals during five kinds of facial movements (left jaw clenching, right jaw clenching, eyebrows up, eyebrows down, simultaneous left & right jaw clenching) into five corresponding types of cursor movements (left, right, up, down and left-click), to provide basic mouse control. The classification strategy is based on three principles: the EMG energy of one channel is typically larger than the others during one specific muscle contraction; the spectral characteristics of the EMG signals produced by the frontalis and temporalis muscles during different movements are different; the EMG signals from adjacent channels typically have correlated energy profiles. The algorithm is evaluated on 20 pre-recorded EMG signal sets, using Matlab simulations. The results show that this method provides improvements and is more robust than other previous approaches.

  16. Human-computer interaction and expert systems for three-dimensional studies of biomedical images.

    PubMed

    Perkins, W J; Jordan, M M; Shepherd, A M

    1989-01-01

    Three-dimensional reconstruction of serial sections, observed by microscopy, is an important technique in medicine and biology. To view any part of a structure clearly, that part has to be identified and clearly highlighted in its relationship to other features in a structure. The identification process can be time consuming and tedious if many sections are involved, especially for routine applications, since human identification is required. In this paper we describe how image processing, together with other information on the shape and position of features relative to each other on any one section and throughout the structure, could be incorporated into an expert system and we also show how such a system could be designed. An important feature is the use of human-computer interaction to allow the system to evolve under the guidance of the biological or medical expert. An example of feature identification in a plant-parasitic nematode is used.

  17. Delays and user performance in human-computer-network interaction tasks.

    PubMed

    Caldwell, Barrett S; Wang, Enlie

    2009-12-01

    This article describes a series of studies conducted to examine factors affecting user perceptions, responses, and tolerance for network-based computer delays affecting distributed human-computer-network interaction (HCNI) tasks. HCNI tasks, even with increasing computing and network bandwidth capabilities, are still affected by human perceptions of delay and appropriate waiting times for information flow latencies. Conducted were 6 laboratory studies with university participants in China (Preliminary Experiments 1 through 3) and the United States (Experiments 4 through 6) to examine users' perceptions of elapsed time, effect of perceived network task performance partners on delay tolerance, and expectations of appropriate delays based on task, situation, and network conditions. Results across the six experiments indicate that users' delay tolerance and estimated delay were affected by multiple task and expectation factors, including task complexity and importance, situation urgency and time availability, file size, and network bandwidth capacity. Results also suggest a range of user strategies for incorporating delay tolerance in task planning and performance. HCNI user experience is influenced by combinations of task requirements, constraints, and understandings of system performance; tolerance is a nonlinear function of time constraint ratios or decay. Appropriate user interface tools providing delay feedback information can help modify user expectations and delay tolerance. These tools are especially valuable when delay conditions exceed a few seconds or when task constraints and system demands are high. Interface designs for HCNI tasks should consider assistant-style presentations of delay feedback, information freshness, and network characteristics. Assistants should also gather awareness of user time constraints.

  18. Ergonomic guidelines for using notebook personal computers. Technical Committee on Human-Computer Interaction, International Ergonomics Association.

    PubMed

    Saito, S; Piccoli, B; Smith, M J; Sotoyama, M; Sweitzer, G; Villanueva, M B; Yoshitake, R

    2000-10-01

    In the 1980's, the visual display terminal (VDT) was introduced in workplaces of many countries. Soon thereafter, an upsurge in reported cases of related health problems, such as musculoskeletal disorders and eyestrain, was seen. Recently, the flat panel display or notebook personal computer (PC) became the most remarkable feature in modern workplaces with VDTs and even in homes. A proactive approach must be taken to avert foreseeable ergonomic and occupational health problems from the use of this new technology. Because of its distinct physical and optical characteristics, the ergonomic requirements for notebook PCs in terms of machine layout, workstation design, lighting conditions, among others, should be different from the CRT-based computers. The Japan Ergonomics Society (JES) technical committee came up with a set of guidelines for notebook PC use following exploratory discussions that dwelt on its ergonomic aspects. To keep in stride with this development, the Technical Committee on Human-Computer Interaction under the auspices of the International Ergonomics Association worked towards the international issuance of the guidelines. This paper unveils the result of this collaborative effort.

  19. A computational fluid-structure interaction model for plaque vulnerability assessment in atherosclerotic human coronary arteries

    NASA Astrophysics Data System (ADS)

    Karimi, Alireza; Navidbakhsh, Mahdi; Razaghi, Reza; Haghpanahi, Mohammad

    2014-04-01

    Coronary artery disease is responsible for a third of global deaths worldwide. Computational simulations of blood flow can be used to understand the interactions of artery/plaque and blood in coronary artery disease and to better predict the rupture of atherosclerotic plaques. So far, the mechanical properties of animals' coronary artery have been mostly used for hemodynamic simulation of atherosclerotic arteries. The mechanical properties of animals' coronary arteries are often not accurate enough and can be only used for an approximate estimation and comparative assessment of the cognate parameters in human. In this study, a three-dimensional (3D) computational fluid-structure interactions model with three different plaque types is presented to perform a more accurate plaque vulnerability assessment for human atherosclerotic plaques. The coronary arteries of twenty-two male individuals were removed during autopsy and subjected to uniaxial tensile loading. The hyperelastic material coefficients of coronary arteries were calculated and implemented to the computational model. The fully coupled fluid and structure models were solved using the explicit dynamics finite element code LS-DYNA. The normal and shear stresses induced within the plaques were significantly affected by different plaque types. The highest von Mises (153 KPa) and shear (57 KPa) stresses were observed for hypocellular plaques, while the lowest von Mises (70 KPa) and shear (39 KPa) stresses were observed on the stiffer calcified plaques. The results suggest that the risk of plaque rupture due to blood flow is lower for cellular and hypocellular plaques, while higher for calcified plaques with low fracture stresses.

  20. Nonstationary color tracking for vision-based human-computer interaction.

    PubMed

    Wu, Ying; Huang, T S

    2002-01-01

    Skin color offers a strong cue for efficient localization and tracking of human body parts in video sequences for vision-based human-computer interaction. Color-based target localization could be achieved by analyzing segmented skin color regions. However, one of the challenges of color-based target tracking is that color distributions would change in different lighting conditions such that fixed color models would be inadequate to capture nonstationary color distributions over time. Meanwhile, using a fixed skin color model trained by the data of a specific person would probably not work well for other people. Although some work has been done on adaptive color models, this problem still needs further studies. We present our investigation of color-based image segmentation and nonstationary color-based target tracking, by studying two different representations for color distributions. We propose the structure adaptive self-organizing map (SASOM) neural network that serves as a new color model. Our experiments show that such a representation is powerful for efficient image segmentation. Then, we formulate the nonstationary color tracking problem as a model transduction problem, the solution of which offers a way to adapt and transduce color classifiers in nonstationary color distributions. To fulfill model transduction, we propose two algorithms, the SASOM transduction and the discriminant expectation-maximization (EM), based on the SASOM color model and the Gaussian mixture color model, respectively. Our extensive experiments on the task of real-time face/hand localization show that these two algorithms can successfully handle some difficulties in nonstationary color tracking. We also implemented a real-time face/hand localization system based on such algorithms for vision-based human-computer interaction.

  1. A wearable, wireless gaze tracker with integrated selection command source for human-computer interaction.

    PubMed

    Rantanen, Ville; Vanhala, Toni; Tuisku, Outi; Niemenlehto, Pekka-Henrik; Verho, Jarmo; Surakka, Veikko; Juhola, Martti; Lekkala, Jukka

    2011-09-01

    A light-weight, wearable, wireless gaze tracker with integrated selection command source for human-computer interaction is introduced. The prototype system combines head-mounted, video-based gaze tracking with capacitive facial movement detection that enable multimodal interaction by gaze pointing and making selections with facial gestures. The system is targeted mainly to disabled people with limited mobility over their hands. The hardware was made wireless to remove the need to take off the device when moving away from the computer, and to allow future use in more mobile contexts. The algorithms responsible for determining the eye and head orientations to map gaze direction to on-screen coordinates are presented together with the one to detect movements from the measured capacitance signal. Point-and-click experiments were conducted to assess the performance of the multimodal system. The results show decent performance in laboratory and office conditions. The overall point-and-click accuracy in the multimodal experiments is comparable to the errors in previous research on head-mounted, single modality gaze tracking that does not compensate for changes in head orientation.

  2. Perspectives on the Design of Human-Computer Interactions: Issues and Implications.

    ERIC Educational Resources Information Center

    Gavora, Mark J.; Hannafin, Michael

    1994-01-01

    Considers several perspectives on interaction strategies for computer-aided learning; examines dimensions of interaction; and presents a model for the design of interaction strategies. Topics include pacing; navigation; mental processes; cognitive and physical responses; the role of quality and quantity; a conceptual approach; and suggestions for…

  3. Redesign of a computerized clinical reminder for colorectal cancer screening: a human-computer interaction evaluation.

    PubMed

    Saleem, Jason J; Haggstrom, David A; Militello, Laura G; Flanagan, Mindy; Kiess, Chris L; Arbuckle, Nicole; Doebbeling, Bradley N

    2011-11-29

    Based on barriers to the use of computerized clinical decision support (CDS) learned in an earlier field study, we prototyped design enhancements to the Veterans Health Administration's (VHA's) colorectal cancer (CRC) screening clinical reminder to compare against the VHA's current CRC reminder. In a controlled simulation experiment, 12 primary care providers (PCPs) used prototypes of the current and redesigned CRC screening reminder in a within-subject comparison. Quantitative measurements were based on a usability survey, workload assessment instrument, and workflow integration survey. We also collected qualitative data on both designs. Design enhancements to the VHA's existing CRC screening clinical reminder positively impacted aspects of usability and workflow integration but not workload. The qualitative analysis revealed broad support across participants for the design enhancements with specific suggestions for improving the reminder further. This study demonstrates the value of a human-computer interaction evaluation in informing the redesign of information tools to foster uptake, integration into workflow, and use in clinical practice.

  4. An Overview of a Decade of Journal Publications about Culture and Human-Computer Interaction (HCI)

    NASA Astrophysics Data System (ADS)

    Clemmensen, Torkil; Roese, Kerstin

    In this paper, we analyze the concept of human-computer interaction in cultural and national contexts. Building and extending upon the framework for understanding research in usability and culture by Honold [3], we give an overview of publications in culture and HCI between 1998 and 2008, with a narrow focus on high-level journal publications only. The purpose is to review current practice in how cultural HCI issues are studied, and to analyse problems with the measures and interpretation of this studies. We find that Hofstede's cultural dimensions has been the dominating model of culture, participants have been picked because they could speak English, and most studies have been large scale quantitative studies. In order to balance this situation, we recommend that more researchers and practitioners do qualitative, empirical work studies.

  5. "Don't" Do This--Pitfalls in Using Anti-Patterns in Teaching Human-Computer Interaction Principles

    ERIC Educational Resources Information Center

    Kotze, Paula; Renaud, Karen; van Biljon, Judy

    2008-01-01

    This paper explores the use of design patterns and anti-patterns in teaching human-computer interaction principles. Patterns are increasingly popular and are seen as an efficient knowledge transfer mechanism in many fields, including software development in the field of software engineering, and more recently in the field of human-computer…

  6. "Don't" Do This--Pitfalls in Using Anti-Patterns in Teaching Human-Computer Interaction Principles

    ERIC Educational Resources Information Center

    Kotze, Paula; Renaud, Karen; van Biljon, Judy

    2008-01-01

    This paper explores the use of design patterns and anti-patterns in teaching human-computer interaction principles. Patterns are increasingly popular and are seen as an efficient knowledge transfer mechanism in many fields, including software development in the field of software engineering, and more recently in the field of human-computer…

  7. Interaction of human serum albumin with short polyelectrolytes: a study by calorimetry and computer simulations.

    PubMed

    Yu, Shun; Xu, Xiao; Yigit, Cemil; van der Giet, Markus; Zidek, Walter; Jankowski, Joachim; Dzubiella, Joachim; Ballauff, Matthias

    2015-06-21

    We present a comprehensive study of the interaction of human serum albumin (HSA) with poly(acrylic acid) (PAA; number average degree of polymerization: 25) in aqueous solution. The interaction of HSA with PAA is studied in dilute solution as a function of the concentration of added salt (20-100 mM) and temperature (25-37 °C). Isothermal titration calorimetry (ITC) is used to analyze the interaction and to determine the binding constant and related thermodynamic data. It is found that only one PAA chain is bound per HSA molecule. The free energy of binding ΔGb increases with temperature significantly. ΔGb decreases with increasing salt concentration and is dominated by entropic contributions due to the release of bound counterions. Coarse-grained Langevin computer simulations treating the counterions in an explicit manner are used to study the process of binding in detail. These simulations demonstrate that the PAA chains are bound in the Sudlow II site of HSA. Moreover, ΔGb is calculated from the simulations and found to be in very good agreement with the measured data. The simulations demonstrate clearly that the driving force of binding is the release of counterions in full agreement with the ITC-data.

  8. Designing the user interface: strategies for effective human-computer interaction

    NASA Astrophysics Data System (ADS)

    Shneiderman, B.

    1998-03-01

    In revising this popular book, Ben Shneiderman again provides a complete, current and authoritative introduction to user-interface design. The user interface is the part of every computer system that determines how people control and operate that system. When the interface is well designed, it is comprehensible, predictable, and controllable; users feel competent, satisfied, and responsible for their actions. Shneiderman discusses the principles and practices needed to design such effective interaction. Based on 20 years experience, Shneiderman offers readers practical techniques and guidelines for interface design. He also takes great care to discuss underlying issues and to support conclusions with empirical results. Interface designers, software engineers, and product managers will all find this book an invaluable resource for creating systems that facilitate rapid learning and performance, yield low error rates, and generate high user satisfaction. Coverage includes the human factors of interactive software (with a new discussion of diverse user communities), tested methods to develop and assess interfaces, interaction styles such as direct manipulation for graphical user interfaces, and design considerations such as effective messages, consistent screen design, and appropriate color.

  9. Eye center localization and gaze gesture recognition for human-computer interaction.

    PubMed

    Zhang, Wenhao; Smith, Melvyn L; Smith, Lyndon N; Farooq, Abdul

    2016-03-01

    This paper introduces an unsupervised modular approach for accurate and real-time eye center localization in images and videos, thus allowing a coarse-to-fine, global-to-regional scheme. The trajectories of eye centers in consecutive frames, i.e., gaze gestures, are further analyzed, recognized, and employed to boost the human-computer interaction (HCI) experience. This modular approach makes use of isophote and gradient features to estimate the eye center locations. A selective oriented gradient filter has been specifically designed to remove strong gradients from eyebrows, eye corners, and shadows, which sabotage most eye center localization methods. A real-world implementation utilizing these algorithms has been designed in the form of an interactive advertising billboard to demonstrate the effectiveness of our method for HCI. The eye center localization algorithm has been compared with 10 other algorithms on the BioID database and six other algorithms on the GI4E database. It outperforms all the other algorithms in comparison in terms of localization accuracy. Further tests on the extended Yale Face Database b and self-collected data have proved this algorithm to be robust against moderate head poses and poor illumination conditions. The interactive advertising billboard has manifested outstanding usability and effectiveness in our tests and shows great potential for benefiting a wide range of real-world HCI applications.

  10. Open-Box Muscle-Computer Interface: Introduction to Human-Computer Interactions in Bioengineering, Physiology, and Neuroscience Courses

    ERIC Educational Resources Information Center

    Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.

    2016-01-01

    A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…

  11. Open-Box Muscle-Computer Interface: Introduction to Human-Computer Interactions in Bioengineering, Physiology, and Neuroscience Courses

    ERIC Educational Resources Information Center

    Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.

    2016-01-01

    A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…

  12. Delays in Human-Computer Interaction and Their Effects on Brain Activity.

    PubMed

    Kohrs, Christin; Angenstein, Nicole; Brechmann, André

    2016-01-01

    The temporal contingency of feedback is an essential requirement of successful human-computer interactions. The timing of feedback not only affects the behavior of a user but is also accompanied by changes in psychophysiology and neural activity. In three fMRI experiments we systematically studied the impact of delayed feedback on brain activity while subjects performed an auditory categorization task. In the first fMRI experiment, we analyzed the effects of rare and thus unexpected delays of different delay duration on brain activity. In the second experiment, we investigated if users can adapt to frequent delays. Therefore, delays were presented as often as immediate feedback. In a third experiment, the influence of interaction outage was analyzed by measuring the effect of infrequent omissions of feedback on brain activity. The results show that unexpected delays in feedback presentation compared to immediate feedback stronger activate inter alia bilateral the anterior insular cortex, the posterior medial frontal cortex, the left inferior parietal lobule and the right inferior frontal junction. The strength of this activation increases with the duration of the delay. Thus, delays interrupt the course of an interaction and trigger an orienting response that in turn activates brain regions of action control. If delays occur frequently, users can adapt, delays become expectable, and the brain activity in the observed network diminishes over the course of the interaction. However, introducing rare omissions of expected feedback reduces the system's trustworthiness which leads to an increase in brain activity not only in response to such omissions but also following frequently occurring and thus expected delays.

  13. Delays in Human-Computer Interaction and Their Effects on Brain Activity

    PubMed Central

    Kohrs, Christin; Angenstein, Nicole; Brechmann, André

    2016-01-01

    The temporal contingency of feedback is an essential requirement of successful human-computer interactions. The timing of feedback not only affects the behavior of a user but is also accompanied by changes in psychophysiology and neural activity. In three fMRI experiments we systematically studied the impact of delayed feedback on brain activity while subjects performed an auditory categorization task. In the first fMRI experiment, we analyzed the effects of rare and thus unexpected delays of different delay duration on brain activity. In the second experiment, we investigated if users can adapt to frequent delays. Therefore, delays were presented as often as immediate feedback. In a third experiment, the influence of interaction outage was analyzed by measuring the effect of infrequent omissions of feedback on brain activity. The results show that unexpected delays in feedback presentation compared to immediate feedback stronger activate inter alia bilateral the anterior insular cortex, the posterior medial frontal cortex, the left inferior parietal lobule and the right inferior frontal junction. The strength of this activation increases with the duration of the delay. Thus, delays interrupt the course of an interaction and trigger an orienting response that in turn activates brain regions of action control. If delays occur frequently, users can adapt, delays become expectable, and the brain activity in the observed network diminishes over the course of the interaction. However, introducing rare omissions of expected feedback reduces the system’s trustworthiness which leads to an increase in brain activity not only in response to such omissions but also following frequently occurring and thus expected delays. PMID:26745874

  14. Brain potentials after clicking a mouse: a new psychophysiological approach to human-computer interaction.

    PubMed

    Nittono, Hiroshi; Hamada, Aya; Hori, Tadao

    As a first step in developing a new psychophysiological technique to assess mental workload in human-computer interaction (HCI), we recorded event-related brain potentials for visual stimuli triggered by voluntary mouse clicks. Twelve university students clicked a mouse button at their own pace. Each click triggered 1 of 3 alphabetic letters assigned to frequent standard, rare target, and rare nontarget stimuli. Counting target stimuli was required. Both rare stimuli elicited a P3 (P300) wave, the amplitude of which was larger when the stimuli were triggered by mouse clicks than when the same stimuli were presented automatically without mouse clicks. Postmotor potentials associated with clicking were small in amplitude (<2 microV) and did not temporally overlap with the P3. The findings suggest that the P3 can be recorded for a computer's response to the user's intentional action and may be used as a measure of perceptual-central processing resources allocated to the HCI task. Actual or potential applications of this research include the evaluation of the user's attentional state during HCI byrecording brain potentials in the "mouse click" or action-perception paradigm.

  15. An Human-Computer Interactive Augmented Reality System for Coronary Artery Diagnosis Planning and Training.

    PubMed

    Li, Qiming; Huang, Chen; Lv, Shengqing; Li, Zeyu; Chen, Yimin; Ma, Lizhuang

    2017-09-02

    In order to let the doctor carry on the coronary artery diagnosis and preoperative planning in a more intuitive and more natural way, and to improve the training effect for interns, an augmented reality system for coronary artery diagnosis planning and training (ARS-CADPT) is designed and realized in this paper. At first, a 3D reconstruction algorithm based on computed tomographic (CT) images is proposed to model the coronary artery vessels (CAV). Secondly, the algorithms of static gesture recognition and dynamic gesture spotting and recognition are presented to realize the real-time and friendly human-computer interaction (HCI), which is the characteristic of ARS-CADPT. Thirdly, a Sort-First parallel rendering and splicing display subsystem is developed, which greatly expands the capacity of student users. The experimental results show that, with the use of ARS-CADPT, the reconstruction accuracy of CAV model is high, the HCI is natural and fluent, and the visual effect is good. In a word, the system fully meets the application requirement.

  16. The Electronic Mirror: Human-Computer Interaction and Change in Self-Appraisals.

    ERIC Educational Resources Information Center

    De Laere, Kevin H.; Lundgren, David C.; Howe, Steven R.

    1998-01-01

    Compares humanlike versus machinelike interactional styles of computer interfaces, testing hypotheses that evaluative feedback conveyed through a humanlike interface will have greater impact on individuals' self-appraisals. Reflected appraisals were more influenced by computer feedback than were self-appraisals. Humanlike and machinelike interface…

  17. Rethinking Human-Centered Computing: Finding the Customer and Negotiated Interactions at the Airport

    NASA Technical Reports Server (NTRS)

    Wales, Roxana; O'Neill, John; Mirmalek, Zara

    2003-01-01

    The breakdown in the air transportation system over the past several years raises an interesting question for researchers: How can we help improve the reliability of airline operations? In offering some answers to this question, we make a statement about Huuman-Centered Computing (HCC). First we offer the definition that HCC is a multi-disciplinary research and design methodology focused on supporting humans as they use technology by including cognitive and social systems, computational tools and the physical environment in the analysis of organizational systems. We suggest that a key element in understanding organizational systems is that there are external cognitive and social systems (customers) as well as internal cognitive and social systems (employees) and that they interact dynamically to impact the organization and its work. The design of human-centered intelligent systems must take this outside-inside dynamic into account. In the past, the design of intelligent systems has focused on supporting the work and improvisation requirements of employees but has often assumed that customer requirements are implicitly satisfied by employee requirements. Taking a customer-centric perspective provides a different lens for understanding this outside-inside dynamic, the work of the organization and the requirements of both customers and employees In this article we will: 1) Demonstrate how the use of ethnographic methods revealed the important outside-inside dynamic in an airline, specifically the consequential relationship between external customer requirements and perspectives and internal organizational processes and perspectives as they came together in a changing environment; 2) Describe how taking a customer centric perspective identifies places where the impact of the outside-inside dynamic is most critical and requires technology that can be adaptive; 3) Define and discuss the place of negotiated interactions in airline operations, identifying how these

  18. Categorisation of visualisation methods to support the design of Human-Computer Interaction Systems.

    PubMed

    Li, Katie; Tiwari, Ashutosh; Alcock, Jeffrey; Bermell-Garcia, Pablo

    2016-07-01

    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process). Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.

  19. A User-Developed 3-D Hand Gesture Set for Human-Computer Interaction.

    PubMed

    Pereira, Anna; Wachs, Juan P; Park, Kunwoo; Rempel, David

    2015-06-01

    The purpose of this study was to develop a lexicon for 3-D hand gestures for common human-computer interaction (HCI) tasks by considering usability and effort ratings. Recent technologies create an opportunity for developing a free-form 3-D hand gesture lexicon for HCI. Subjects (N = 30) with prior experience using 2-D gestures on touch screens performed 3-D gestures of their choice for 34 common HCI tasks and rated their gestures on preference, match, ease, and effort. Videos of the 1,300 generated gestures were analyzed for gesture popularity, order, and response times. Gesture hand postures were rated by the authors on biomechanical risk and fatigue. A final task gesture set is proposed based primarily on subjective ratings and hand posture risk. The different dimensions used for evaluating task gestures were not highly correlated and, therefore, measured different properties of the task-gesture match. A method is proposed for generating a user-developed 3-D gesture lexicon for common HCIs that involves subjective ratings and a posture risk rating for minimizing arm and hand fatigue. © 2014, Human Factors and Ergonomics Society.

  20. How should Fitts' Law be applied to human-computer interaction?

    NASA Technical Reports Server (NTRS)

    Gillan, D. J.; Holden, K.; Adam, S.; Rudisill, M.; Magee, L.

    1992-01-01

    The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

  1. Using minimal human-computer interfaces for studying the interactive development of social awareness.

    PubMed

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI) can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other's presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience.

  2. Redesign of a computerized clinical reminder for colorectal cancer screening: a human-computer interaction evaluation

    PubMed Central

    2011-01-01

    Background Based on barriers to the use of computerized clinical decision support (CDS) learned in an earlier field study, we prototyped design enhancements to the Veterans Health Administration's (VHA's) colorectal cancer (CRC) screening clinical reminder to compare against the VHA's current CRC reminder. Methods In a controlled simulation experiment, 12 primary care providers (PCPs) used prototypes of the current and redesigned CRC screening reminder in a within-subject comparison. Quantitative measurements were based on a usability survey, workload assessment instrument, and workflow integration survey. We also collected qualitative data on both designs. Results Design enhancements to the VHA's existing CRC screening clinical reminder positively impacted aspects of usability and workflow integration but not workload. The qualitative analysis revealed broad support across participants for the design enhancements with specific suggestions for improving the reminder further. Conclusions This study demonstrates the value of a human-computer interaction evaluation in informing the redesign of information tools to foster uptake, integration into workflow, and use in clinical practice. PMID:22126324

  3. Design of a compact low-power human-computer interaction equipment for hand motion

    NASA Astrophysics Data System (ADS)

    Wu, Xianwei; Jin, Wenguang

    2017-01-01

    Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipment's energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipment's function and performance, a gesture recognition algorithm is applied to system. As the result presents, general energy consumption could be as low as 0.5 W.

  4. How should Fitts' Law be applied to human-computer interaction?

    NASA Technical Reports Server (NTRS)

    Gillan, D. J.; Holden, K.; Adam, S.; Rudisill, M.; Magee, L.

    1992-01-01

    The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

  5. Improving interface quality: an investigation of human-computer interaction task learning.

    PubMed

    Mitta, D A; Packebush, S J

    1995-07-01

    User learning is of critical importance in evaluating interface usability (and in turn interface quality). The focus of this research in on interface learnability, where a stochastic model represents the learning process required for successful completion of human-computer interaction tasks. The parameter used to quantify learning is a learning rate. Of interest here is the validation of learning rate as a measure of interface quality. Learning rate was validated against two traditional measures of interface quality: task completion time, and error frequency. SuperCard, a Macintosh project utility, provided an empirical learning environment in which 32 participants learned 16 fundamental SuperCard tasks. Results of correlation analyses suggested the usefulness of learning rate as an indicator of interface quality. Our learning rate analysis identified four tasks presenting learning difficulties. (Analysis of task completion times identified two of these four tasks, and error frequency analysis identified one). Learning rate data captured all of the information available from the two traditional interface quality measures and identified two tasks disregarded by them. Incorporating learning rates in the interface evaluation process precludes time-intensive video tape analysis typically required by more traditional interface quality measures.

  6. How should Fitts' Law be applied to human-computer interaction?

    PubMed

    Gillan, D J; Holden, K; Adam, S; Rudisill, M; Magee, L

    1992-12-01

    The paper challenges the notion that any Fitts' Law model can be applied generally to human-computer interaction, and proposes instead that applying Fitts' Law requires knowledge of the users' sequence of movements, direction of movement, and typical movement amplitudes as well as target sizes. Two experiments examined a text selection task with sequences of controlled movements (point-click and point-drag). For the point-click sequence, a Fitts' Law model that used the diagonal across the text object in the direction of pointing (rather than the horizontal extent of the text object) as the target size provided the best fit for the pointing time data, whereas for the point-drag sequence, a Fitts' Law model that used the vertical size of the text object as the target size gave the best fit. Dragging times were fitted well by Fitts' Law models that used either the vertical or horizontal size of the terminal character in the text object. Additional results of note were that pointing in the point-click sequence was consistently faster than in the point-drag sequence, and that pointing in either sequence was consistently faster than dragging. The discussion centres around the need to define task characteristics before applying Fitts' Law to an interface design or analysis, analyses of pointing and of dragging, and implications for interface design.

  7. Using minimal human-computer interfaces for studying the interactive development of social awareness

    PubMed Central

    Froese, Tom; Iizuka, Hiroyuki; Ikegami, Takashi

    2014-01-01

    According to the enactive approach to cognitive science, perception is essentially a skillful engagement with the world. Learning how to engage via a human-computer interface (HCI) can therefore be taken as an instance of developing a new mode of experiencing. Similarly, social perception is theorized to be primarily constituted by skillful engagement between people, which implies that it is possible to investigate the origins and development of social awareness using multi-user HCIs. We analyzed the trial-by-trial objective and subjective changes in sociality that took place during a perceptual crossing experiment in which embodied interaction between pairs of adults was mediated over a minimalist haptic HCI. Since that study required participants to implicitly relearn how to mutually engage so as to perceive each other's presence, we hypothesized that there would be indications that the initial developmental stages of social awareness were recapitulated. Preliminary results reveal that, despite the lack of explicit feedback about task performance, there was a trend for the clarity of social awareness to increase over time. We discuss the methodological challenges involved in evaluating whether this trend was characterized by distinct developmental stages of objective behavior and subjective experience. PMID:25309490

  8. Escaping from Babel: Improving the Terminology of Mental Models in the Literature of Human-Computer Interaction.

    ERIC Educational Resources Information Center

    Turner, James M.; Belanger, Francois Papik

    1996-01-01

    Discusses the problem of establishing terminology for mental models, attempts to sort out the various meanings found in the literature, and offers definitions that could help in developing a more standardized terminology for discussing issues of concern to researchers in human-computer interaction. The role of mental models in learning and using…

  9. Interactive Computer Graphics

    NASA Technical Reports Server (NTRS)

    Kenwright, David

    2000-01-01

    Aerospace data analysis tools that significantly reduce the time and effort needed to analyze large-scale computational fluid dynamics simulations have emerged this year. The current approach for most postprocessing and visualization work is to explore the 3D flow simulations with one of a dozen or so interactive tools. While effective for analyzing small data sets, this approach becomes extremely time consuming when working with data sets larger than one gigabyte. An active area of research this year has been the development of data mining tools that automatically search through gigabyte data sets and extract the salient features with little or no human intervention. With these so-called feature extraction tools, engineers are spared the tedious task of manually exploring huge amounts of data to find the important flow phenomena. The software tools identify features such as vortex cores, shocks, separation and attachment lines, recirculation bubbles, and boundary layers. Some of these features can be extracted in a few seconds; others take minutes to hours on extremely large data sets. The analysis can be performed off-line in a batch process, either during or following the supercomputer simulations. These computations have to be performed only once, because the feature extraction programs search the entire data set and find every occurrence of the phenomena being sought. Because the important questions about the data are being answered automatically, interactivity is less critical than it is with traditional approaches.

  10. Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.

    PubMed

    Lee, Seungcheol Austin; Liang, Yuhua Jake

    2015-04-01

    Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.

  11. Human-computer interface

    DOEpatents

    Anderson, Thomas G.

    2004-12-21

    The present invention provides a method of human-computer interfacing. Force feedback allows intuitive navigation and control near a boundary between regions in a computer-represented space. For example, the method allows a user to interact with a virtual craft, then push through the windshield of the craft to interact with the virtual world surrounding the craft. As another example, the method allows a user to feel transitions between different control domains of a computer representation of a space. The method can provide for force feedback that increases as a user's locus of interaction moves near a boundary, then perceptibly changes (e.g., abruptly drops or changes direction) when the boundary is traversed.

  12. Advancements in remote physiological measurement and applications in human-computer interaction

    NASA Astrophysics Data System (ADS)

    McDuff, Daniel

    2017-04-01

    Physiological signals are important for tracking health and emotional states. Imaging photoplethysmography (iPPG) is a set of techniques for remotely recovering cardio-pulmonary signals from video of the human body. Advances in iPPG methods over the past decade combined with the ubiquity of digital cameras presents the possibility for many new, lowcost applications of physiological monitoring. This talk will highlight methods for recovering physiological signals, work characterizing the impact of video parameters and hardware on these measurements, and applications of this technology in human-computer interfaces.

  13. Validation and Application of COGNET Model of Human-Computer Interaction in Naval Air ASW

    DTIC Science & Technology

    1990-05-31

    cyclically, but this produced side effects which could not be controlled in a straightforward manner. The immediate problem was solved by checking the triggers...design of more effective human-computer interfaces. This research developed the COGNET (COGnitive Network of Tasks) RTMT modeling framework, as an...Accomplished by Interface .................... 5-26 Figure 5-17. Build Tritac Subgoal Accomplished by Intorface ............................... 5-27 III

  14. Learning gestures for customizable human-computer interaction in the operating room.

    PubMed

    Schwarz, Loren Arthur; Bigdelou, Ali; Navab, Nassir

    2011-01-01

    Interaction with computer-based medical devices in the operating room is often challenging for surgeons due to sterility requirements and the complexity of interventional procedures. Typical solutions, such as delegating the interaction task to an assistant, can be inefficient. We propose a method for gesture-based interaction in the operating room that surgeons can customize to personal requirements and interventional workflow. Given training examples for each desired gesture, our system learns low-dimensional manifold models that enable recognizing gestures and tracking particular poses for fine-grained control. By capturing the surgeon's movements with a few wireless body-worn inertial sensors, we avoid issues of camera-based systems, such as sensitivity to illumination and occlusions. Using a component-based framework implementation, our method can easily be connected to different medical devices. Our experiments show that the approach is able to robustly recognize learned gestures and to distinguish these from other movements.

  15. Ontology for assessment studies of human-computer-interaction in surgery.

    PubMed

    Machno, Andrej; Jannin, Pierre; Dameron, Olivier; Korb, Werner; Scheuermann, Gerik; Meixensberger, Jürgen

    2015-02-01

    New technologies improve modern medicine, but may result in unwanted consequences. Some occur due to inadequate human-computer-interactions (HCI). To assess these consequences, an investigation model was developed to facilitate the planning, implementation and documentation of studies for HCI in surgery. The investigation model was formalized in Unified Modeling Language and implemented as an ontology. Four different top-level ontologies were compared: Object-Centered High-level Reference, Basic Formal Ontology, General Formal Ontology (GFO) and Descriptive Ontology for Linguistic and Cognitive Engineering, according to the three major requirements of the investigation model: the domain-specific view, the experimental scenario and the representation of fundamental relations. Furthermore, this article emphasizes the distinction of "information model" and "model of meaning" and shows the advantages of implementing the model in an ontology rather than in a database. The results of the comparison show that GFO fits the defined requirements adequately: the domain-specific view and the fundamental relations can be implemented directly, only the representation of the experimental scenario requires minor extensions. The other candidates require wide-ranging extensions, concerning at least one of the major implementation requirements. Therefore, the GFO was selected to realize an appropriate implementation of the developed investigation model. The ensuing development considered the concrete implementation of further model aspects and entities: sub-domains, space and time, processes, properties, relations and functions. The investigation model and its ontological implementation provide a modular guideline for study planning, implementation and documentation within the area of HCI research in surgery. This guideline helps to navigate through the whole study process in the form of a kind of standard or good clinical practice, based on the involved foundational frameworks

  16. A truly human interface: interacting face-to-face with someone whose words are determined by a computer program.

    PubMed

    Corti, Kevin; Gillespie, Alex

    2015-01-01

    We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower) repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots) become hybrid agents ("echoborgs") capable of face-to-face interlocution. We report three studies that investigated people's experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot's chance of passing but did increase interrogators' ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg did not sense a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human-computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence.

  17. A truly human interface: interacting face-to-face with someone whose words are determined by a computer program

    PubMed Central

    Corti, Kevin; Gillespie, Alex

    2015-01-01

    We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower) repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots) become hybrid agents (“echoborgs”) capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot’s chance of passing but did increase interrogators’ ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg did not sense a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human–computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence. PMID:26042066

  18. Computational interaction analysis of organophosphorus pesticides with different metabolic proteins in humans

    PubMed Central

    Sharma, Amit Kumar; Gaur, Karuna; Tiwari, Rajeev Kumar; Gaur, Mulayam Singh

    2011-01-01

    Pesticides have the potential to leave harmful effects on humans, animals, other living organisms, and the environment. Several human metabolic proteins inhibited after exposure to organophosphorus pesticides absorbed through the skin, inhalation, eyes and oral mucosa, are most important targets for this interaction study. The crystal structure of five different proteins, PDBIDs: 3LII, 3NXU, 4GTU, 2XJ1 and 1YXA in Homo sapiens (H. sapiens), interact with organophosphorus pesticides at the molecular level. The 3-D structures were found to be of good quality and validated through PROCHECK, ERRAT and ProSA servers. The results show that the binding energy is maximum -45.21 relative units of cytochrome P450 protein with phosmet pesticide. In terms of H-bonding, methyl parathion and parathion with acetylcholinesterase protein, parathion, methylparathion and phosmet with protein kinase C show the highest interaction. We conclude that these organophosphorus pesticides are more toxic and inhibit enzymatic activity by interrupting the metabolic pathways in H. sapiens. PMID:23554709

  19. Composite pattern structured light projection for human computer interaction in space

    NASA Astrophysics Data System (ADS)

    Guan, Chun; Hassebrook, Laurence G.; Lau, Daniel L.; Yalla, Veera Ganesh

    2005-05-01

    Interacting with computer technology while wearing a space suit is difficult at best. We present a sensor that can interpret body gestures in 3-Dimensions. Having the depth dimension allows simple thresholding to isolate the hands as well as use their positioning and orientation as input controls to digital devices such as computers and/or robotic devices. Structured light pattern projection is a well known method of accurately extracting 3-Dimensional information of a scene. Traditional structured light methods require several different patterns to recover the depth, without ambiguity and albedo sensitivity, and are corrupted by object motion during the projection/capture process. The authors have developed a methodology for combining multiple patterns into a single composite pattern by using 2-Dimensional spatial modulation techniques. A single composite pattern projection does not require synchronization with the camera so the data acquisition rate is only limited by the video rate. We have incorporated dynamic programming to greatly improve the resolution of the scan. Other applications include machine vision, remote controlled robotic interfacing in space, advanced cockpit controls and computer interfacing for the disabled. We will present performance analysis, experimental results and video examples.

  20. Virtual tomography: a new approach to efficient human-computer interaction for medical imaging

    NASA Astrophysics Data System (ADS)

    Teistler, Michael; Bott, Oliver J.; Dormeier, Jochen; Pretschner, Dietrich P.

    2003-05-01

    By utilizing virtual reality (VR) technologies the computer system virtusMED implements the concept of virtual tomography for exploring medical volumetric image data. Photographic data from a virtual patient as well as CT or MRI data from real patients are visualized within a virtual scene. The view of this scene is determined either by a conventional computer mouse, a head-mounted display or a freely movable flat panel. A virtual examination probe is used to generate oblique tomographic images which are computed from the given volume data. In addition, virtual models can be integrated into the scene such as anatomical models of bones and inner organs. virtusMED has shown to be a valuable tool to learn human anaotomy and to udnerstand the principles of medical imaging such as sonography. Furthermore its utilization to improve CT and MRI based diagnosis is very promising. Compared to VR systems of the past, the standard PC-based system virtusMED is a cost-efficient and easily maintained solution providing a highly intuitive time-saving user interface for medical imaging.

  1. HCI and mobile health interventions: How human-computer interaction can contribute to successful mobile health interventions.

    PubMed

    Poole, Erika S

    2013-12-01

    Advances in mobile computing offer the potential to change when, where, and how health interventions are delivered. Rather than relying on occasional in-clinic interactions, mobile health (mHealth) interventions may overcome constraints due to limited clinician time, poor patient adherence, and inability to provide meaningful interventions at the most appropriate time. Technological capability, however, does not equate with user acceptance and adoption. How then can we ensure that mobile technologies for behavior change meet the needs of their target audience? In this paper, we argue that overcoming acceptance and adoption barriers requires interdisciplinary collaborations, bringing together not only technologists and health researchers but also human-computer interaction (HCI) experts. We discuss the value of human-computer interaction research to the nascent field of mHealth and demonstrate how research from HCI can offer complementary insights on the creation of mobile health interventions. We conclude with a discussion of barriers to interdisciplinary collaborations in mobile health and suggest ways to overcome them.

  2. Mental effort with the use of different dialogue techniques in human-computer interaction.

    PubMed

    Pinkpank, T; Wandke, H

    1995-01-01

    Flexibility is an important design criterion for user interfaces of interactive computer systems. Flexibility should allow an adaptation of the system to inter- and intra-individual differences in users. Flexible design requires to know how users base their decisions when they select one of the various options for interaction offered by the system. This problem has been studied in a psychophysiological experiment. In the experiment subjects were required to create graphics on a screen. Independent variables were: experience of the subjects (varied by training sessions), dialogue technique (menues vs. command language) and tasks. Tasks were constructed and analyzed by Cognitive Complexity Theory in order to have tasks suited for either menue or command techniques. Mental effort was registered by P300-amplitude of evoked potentials in the preparation stage of interaction and by 0.10 Hz-component of heart rate variability during the execution stage. It was possible to identify decision strategies based on anticipations of cognitive effort by considering the technique preferences shown in the training sessions and the time subjects spent on the task analysis.

  3. Ibalizumab-human CD4 receptor interaction: computational alanine scanning molecular dynamics studies.

    PubMed

    Su, Zhi-Yuan

    2014-01-01

    Antibody drugs are used in the treatment of many chronic diseases. Recently, however, patients and doctors have encountered problems with drug resistance, and improving the affinity of antibody drugs has therefore become a pressing issue. Ibalizumab is a humanized monoclonal antibody that binds human CD4, the primary receptor for human immunodeficiency virus type 1 (HIV-1). In this study, we sought to identify the key residues of the complementaritydetermining regions (CDRs) of ibalizumab. Virtual alanine mutations (complementarity-determining regions of ibalizumab) were also studied using solvated interaction energies derived from molecular dynamics and the explicit water model. Using 1,000 nanosecond molecular dynamic simulations, we identified six residues: Tyr50 [HCDR2], Tyr53 [HCDR3], Asp58 [HCDR2], Glu95 [HCDR2], and Arg95 [LCDR3]. The Robetta alanine-scanning mutagenesis method and crystallographic information were used to verify our simulations. Our simulated binding affinity of -17.33 kcal/mol is close to the experimentally determined value of -16.48 kcal/mol. Our findings may be useful for protein engineering the structure of the ibalizumab-human CD4 receptor complex. Moreover, the six residues that we identified may play a significant role in the development of bioactive antibody analogues.

  4. Interactive 3D computer model of the human corneolimbal region: crypts, projections and stem cells.

    PubMed

    Molvaer, Rikke K; Andreasen, Arne; Heegaard, Steffen; Thomsen, Jesper S; Hjortdal, Jesper; Urbak, Steen F; Nielsen, Kim

    2013-08-01

    This study aims to clarify the existence of and to map the localization of different proposed stem cell niches in the corneal limbal region. One human eye was cut into 2200 consecutive sections. Every other section was stained with haematoxylin and eosin, digitized at low and high magnification, aligned, 3D reconstructed and visualized using interactive 3D visualization software. The visualization software has interactive tools that make free rotations in all directions possible and makes it possible to create virtual sections independent of the original cutting plan. In all, one low-magnification and 24 high-magnification interactive 3D models were created. Immunohistochemistry against stem cell markers p63 and ΔNp63α was performed as a supplement to the 3D models. Using the interactive 3D models, we identified three types of stem cell niches in the limbal region: limbal epithelial crypts (LECs), limbal crypts (LCs) and focal stromal projections (FSPs). In all, eight LECs, 25 LCs and 105 FSPs were identified in the limbal region. The LECs, LCs and FSPs were predominantly located in the superior limbal region with seven LECs, 19 LCs and 93 FSPs in the superior limbal region and one LEC, six LCs and 12 FSPs in the inferior limbal region. Only few LECs, LCs and FSPs were localized nasally and temporally. Interactive 3D models are a powerful tool that may help to shed more light on the existence and spatial localization of the different stem cell niches (LECs, LCs and FSPs) in the corneal limbal region. © 2012 The Authors. Acta Ophthalmologica © 2012 Acta Ophthalmologica Scandinavica Foundation.

  5. The effects of syntactic complexity on the human-computer interaction

    NASA Technical Reports Server (NTRS)

    Chechile, R. A.; Fleischman, R. N.; Sadoski, D. M.

    1986-01-01

    Three divided-attention experiments were performed to evaluate the effectiveness of a syntactic analysis of the primary task of editing flight route-way-point information. For all editing conditions, a formal syntactic expression was developed for the operator's interaction with the computer. In terms of the syntactic expression, four measures of syntactic were examined. Increased syntactic complexity did increase the time to train operators, but once the operators were trained, syntactic complexity did not influence the divided-attention performance. However, the number of memory retrievals required of the operator significantly accounted for the variation in the accuracy, workload, and task completion time found on the different editing tasks under attention-sharing conditions.

  6. The effects of syntactic complexity on the human-computer interaction

    NASA Technical Reports Server (NTRS)

    Chechile, R. A.; Fleischman, R. N.; Sadoski, D. M.

    1986-01-01

    Three divided-attention experiments were performed to evaluate the effectiveness of a syntactic analysis of the primary task of editing flight route-way-point information. For all editing conditions, a formal syntactic expression was developed for the operator's interaction with the computer. In terms of the syntactic expression, four measures of syntactic were examined. Increased syntactic complexity did increase the time to train operators, but once the operators were trained, syntactic complexity did not influence the divided-attention performance. However, the number of memory retrievals required of the operator significantly accounted for the variation in the accuracy, workload, and task completion time found on the different editing tasks under attention-sharing conditions.

  7. Hands-free human computer interaction via an electromyogram-based classification algorithm.

    PubMed

    Chin, Craig; Barreto, Armando; Li, Chao; Zhai, Jing

    2005-01-01

    A four-electrode system for hands-free computer cursor control, based on the digital processing of Electromyogram (EMG) signals is proposed. The electrodes are located over the right frontalis, the procerus, the left temporalis and the right temporalis muscles in the head. This system is meant to enable individuals paralyzed from the neck down (e.g., due to Spinal Cord Injury) to interact with computers using point-and-click graphic interfaces. The intention is to translate electromyograms derived from muscle contractions associated with specific facial movements into five cursor actions, namely: Left, Right, Up, Down and Left-click. This translation is accomplished by a digital signal processing classification algorithm that takes advantage of the divergent spectral nature of the EMG signals produced by the frontalis, temporalis, and procerus muscles, respectively. The effectiveness of the algorithm is evaluated by comparing its performance to that of a previously developed three-electrode EMG-based algorithm, using Matlab simulations. The results indicate that the algorithm classifies with great accuracy and provides a marked improvement over the previous three-electrode system.

  8. Human-computer dialogue: Interaction tasks and techniques. Survey and categorization

    NASA Technical Reports Server (NTRS)

    Foley, J. D.

    1983-01-01

    Interaction techniques are described. Six basic interaction tasks, requirements for each task, requirements related to interaction techniques, and a technique's hardware prerequisites affective device selection are discussed.

  9. Human-computer dialogue: Interaction tasks and techniques. Survey and categorization

    NASA Technical Reports Server (NTRS)

    Foley, J. D.

    1983-01-01

    Interaction techniques are described. Six basic interaction tasks, requirements for each task, requirements related to interaction techniques, and a technique's hardware prerequisites affective device selection are discussed.

  10. A Single Camera Motion Capture System for Human-Computer Interaction

    NASA Astrophysics Data System (ADS)

    Okada, Ryuzo; Stenger, Björn

    This paper presents a method for markerless human motion capture using a single camera. It uses tree-based filtering to efficiently propagate a probability distribution over poses of a 3D body model. The pose vectors and associated shapes are arranged in a tree, which is constructed by hierarchical pairwise clustering, in order to efficiently evaluate the likelihood in each frame. Anew likelihood function based on silhouette matching is proposed that improves the pose estimation of thinner body parts, i. e. the limbs. The dynamic model takes self-occlusion into account by increasing the variance of occluded body-parts, thus allowing for recovery when the body part reappears. We present two applications of our method that work in real-time on a Cell Broadband Engine™: a computer game and a virtual clothing application.

  11. HCI∧2 framework: a software framework for multimodal human-computer interaction systems.

    PubMed

    Shen, Jie; Pantic, Maja

    2013-12-01

    This paper presents a novel software framework for the development and research in the area of multimodal human-computer interface (MHCI) systems. The proposed software framework, which is called the HCI∧2 Framework, is built upon publish/subscribe (P/S) architecture. It implements a shared-memory-based data transport protocol for message delivery and a TCP-based system management protocol. The latter ensures that the integrity of system structure is maintained at runtime. With the inclusion of bridging modules, the HCI∧2 Framework is interoperable with other software frameworks including Psyclone and ActiveMQ. In addition to the core communication middleware, we also present the integrated development environment (IDE) of the HCI∧2 Framework. It provides a complete graphical environment to support every step in a typical MHCI system development process, including module development, debugging, packaging, and management, as well as the whole system management and testing. The quantitative evaluation indicates that our framework outperforms other similar tools in terms of average message latency and maximum data throughput under a typical single PC scenario. To demonstrate HCI∧2 Framework's capabilities in integrating heterogeneous modules, we present several example modules working with a variety of hardware and software. We also present an example of a full system developed using the proposed HCI∧2 Framework, which is called the CamGame system and represents a computer game based on hand-held marker(s) and low-cost camera(s).

  12. Making intelligent systems team players: Case studies and design issues. Volume 1: Human-computer interaction design

    NASA Technical Reports Server (NTRS)

    Malin, Jane T.; Schreckenghost, Debra L.; Woods, David D.; Potter, Scott S.; Johannesen, Leila; Holloway, Matthew; Forbus, Kenneth D.

    1991-01-01

    Initial results are reported from a multi-year, interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. The objective is to achieve more effective human-computer interaction (HCI) for systems with real time fault management capabilities. Intelligent fault management systems within the NASA were evaluated for insight into the design of systems with complex HCI. Preliminary results include: (1) a description of real time fault management in aerospace domains; (2) recommendations and examples for improving intelligent systems design and user interface design; (3) identification of issues requiring further research; and (4) recommendations for a development methodology integrating HCI design into intelligent system design.

  13. Computational study of the human dystrophin repeats: interaction properties and molecular dynamics.

    PubMed

    Legrand, Baptiste; Giudice, Emmanuel; Nicolas, Aurélie; Delalande, Olivier; Le Rumeur, Elisabeth

    2011-01-01

    Dystrophin is a large protein involved in the rare genetic disease Duchenne muscular dystrophy (DMD). It functions as a mechanical linker between the cytoskeleton and the sarcolemma, and is able to resist shear stresses during muscle activity. In all, 75% of the dystrophin molecule consists of a large central rod domain made up of 24 repeat units that share high structural homology with spectrin-like repeats. However, in the absence of any high-resolution structure of these repeats, the molecular basis of dystrophin central domain's functions has not yet been deciphered. In this context, we have performed a computational study of the whole dystrophin central rod domain based on the rational homology modeling of successive and overlapping tandem repeats and the analysis of their surface properties. Each tandem repeat has very specific surface properties that make it unique. However, the repeats share enough electrostatic-surface similarities to be grouped into four separate clusters. Molecular dynamics simulations of four representative tandem repeats reveal specific flexibility or bending properties depending on the repeat sequence. We thus suggest that the dystrophin central rod domain is constituted of seven biologically relevant sub-domains. Our results provide evidence for the role of the dystrophin central rod domain as a scaffold platform with a wide range of surface features and biophysical properties allowing it to interact with its various known partners such as proteins and membrane lipids. This new integrative view is strongly supported by the previous experimental works that investigated the isolated domains and the observed heterogeneity of the severity of dystrophin related pathologies, especially Becker muscular dystrophy.

  14. [Effects of waiting times within simple problems: an analogy to waiting times in human-computer interaction].

    PubMed

    Kuhmann, W; Schaefer, F; Boucsein, W

    1990-01-01

    The impact of forced intra-task waiting periods was evaluated in a laboratory study designed in analogy to forced waiting periods in human-computer interaction. Each task consisted of two lines of grouped capital letters (so-called Sterzinger lines) that had to be processed individually, separated by the experimental waiting period. The final response to both lines was taken after removal of the second line. The experiment was conducted according to a within-subjects design with the order of the two factors "duration" (2 s vs. 8 s) and "variability of the waiting periods" (constant vs. variable) controlled. The dependent variables were performance indices, heart rate, electrodermal activity, and subjective measures of mood and physical complaints. The results showed effects of the duration of waiting periods for the performance and the physiological variables, and effects of the variability factor for the subjective variables. Shorter waiting periods were associated with higher scores of heart rate and skin resistance responses, variable waiting periods seemed to confuse the subjects more than constant ones. The results are discussed with respect to the effects of the two experimental factors. With respect to dialog structures in human-computer interaction, the results lead to the conclusion that response interference could be avoided by giving the user the possibility to immediately input problem solutions. Partial and preliminary inputs should be permanently kept visible during the whole task cycle by the software.

  15. Neural network screening of electromyographic signals as the first phase to design novel human-computer interaction.

    PubMed

    Niemenlehto, Pekka-Henrik; Juhola, Martti; Surakka, Veikko

    2005-01-01

    The present aim was to describe the first phase attempts to recognise voluntarily produced changes in electromyographic signals measured from two facial muscles. Thirty subjects voluntarily activated two facial muscles, corrugator supercilii and zygomaticus major. We designed a neural network based recognition system that screened out muscle activations from the electromyographic signals. When several subjects were tested according to the same test protocol, the neural network system was able to correctly recognise more than 95 % of all muscle activations. This is a promising result and we shall next proceed to modify the system for real-time functioning and then design its utilisation for various multimodal human-computer interaction techniques. The subsequent phase in the future will be the interaction backwards: when a computer program first recognised the use of the facial muscles, it will then follow the instructions given by the user. For instance, by using the facial muscles the subject could select or activate objects on the computer screen. This would be one of the opportunities that we develop to help, e.g., disabled persons, who are unable to use their hands.

  16. Quality of human-computer interaction--results of a national usability survey of hospital-IT in Germany.

    PubMed

    Bundschuh, Bettina B; Majeed, Raphael W; Bürkle, Thomas; Kuhn, Klaus; Sax, Ulrich; Seggewies, Christof; Vosseler, Cornelia; Röhrig, Rainer

    2011-11-09

    Due to the increasing functionality of medical information systems, it is hard to imagine day to day work in hospitals without IT support. Therefore, the design of dialogues between humans and information systems is one of the most important issues to be addressed in health care. This survey presents an analysis of the current quality level of human-computer interaction of healthcare-IT in German hospitals, focused on the users' point of view. To evaluate the usability of clinical-IT according to the design principles of EN ISO 9241-10 the IsoMetrics Inventory, an assessment tool, was used. The focus of this paper has been put on suitability for task, training effort and conformity with user expectations, differentiated by information systems. Effectiveness has been evaluated with the focus on interoperability and functionality of different IT systems. 4521 persons from 371 hospitals visited the start page of the study, while 1003 persons from 158 hospitals completed the questionnaire. The results show relevant variations between different information systems. Specialised information systems with defined functionality received better assessments than clinical information systems in general. This could be attributed to the improved customisation of these specialised systems for specific working environments. The results can be used as reference data for evaluation and benchmarking of human computer engineering in clinical health IT context for future studies.

  17. Quality of human-computer interaction - results of a national usability survey of hospital-IT in Germany

    PubMed Central

    2011-01-01

    Background Due to the increasing functionality of medical information systems, it is hard to imagine day to day work in hospitals without IT support. Therefore, the design of dialogues between humans and information systems is one of the most important issues to be addressed in health care. This survey presents an analysis of the current quality level of human-computer interaction of healthcare-IT in German hospitals, focused on the users' point of view. Methods To evaluate the usability of clinical-IT according to the design principles of EN ISO 9241-10 the IsoMetrics Inventory, an assessment tool, was used. The focus of this paper has been put on suitability for task, training effort and conformity with user expectations, differentiated by information systems. Effectiveness has been evaluated with the focus on interoperability and functionality of different IT systems. Results 4521 persons from 371 hospitals visited the start page of the study, while 1003 persons from 158 hospitals completed the questionnaire. The results show relevant variations between different information systems. Conclusions Specialised information systems with defined functionality received better assessments than clinical information systems in general. This could be attributed to the improved customisation of these specialised systems for specific working environments. The results can be used as reference data for evaluation and benchmarking of human computer engineering in clinical health IT context for future studies. PMID:22070880

  18. Using Tablet PCs in Classroom for Teaching Human-Computer Interaction: An Experience in High Education

    ERIC Educational Resources Information Center

    da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar

    2014-01-01

    The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…

  19. Using Interactive Computer to Communicate Scientific Information.

    ERIC Educational Resources Information Center

    Selnow, Gary W.

    1988-01-01

    Asks whether the computer is another channel of communication, if its interactive qualities make it an information source, or if it is an undefined hybrid. Concludes that computers are neither the medium nor the source but will in the future provide the possibility of a sophisticated interaction between human intelligence and artificial…

  20. Using Interactive Computer to Communicate Scientific Information.

    ERIC Educational Resources Information Center

    Selnow, Gary W.

    1988-01-01

    Asks whether the computer is another channel of communication, if its interactive qualities make it an information source, or if it is an undefined hybrid. Concludes that computers are neither the medium nor the source but will in the future provide the possibility of a sophisticated interaction between human intelligence and artificial…

  1. Human Computers 1947

    NASA Technical Reports Server (NTRS)

    1947-01-01

    Langley's human computers at work in 1947. The female presence at Langley, who performed mathematical computations for male staff. Photograph published in Winds of Change, 75th Anniversary NASA publication (page 48), by James Schultz.

  2. Trends in Human-Computer Interaction to Support Future Intelligence Analysis Capabilities

    DTIC Science & Technology

    2011-06-01

    technologies. Data and computational services will be portably accessible from many, if not most, locations to which a user travels. Computation will pass...becoming a must-have feature of smartphones, media tablets and portable consumer electronics devices… Multitouch will change use models and will...devices such as handsets or laptops, or used to create highly portable projector accessories for mobile workers” (Gartner, 2010). An example is shown in

  3. An Investigation of Human-Computer Interaction Approaches Beneficial to Weak Learners in Complex Animation Learning

    ERIC Educational Resources Information Center

    Yeh, Yu-Fang

    2016-01-01

    Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…

  4. Monitoring task loading with multivariate EEG measures during complex forms of human-computer interaction

    NASA Technical Reports Server (NTRS)

    Smith, M. E.; Gevins, A.; Brown, H.; Karnik, A.; Du, R.

    2001-01-01

    Electroencephalographic (EEG) recordings were made while 16 participants performed versions of a personal-computer-based flight simulation task of low, moderate, or high difficulty. As task difficulty increased, frontal midline theta EEG activity increased and alpha band activity decreased. A participant-specific function that combined multiple EEG features to create a single load index was derived from a sample of each participant's data and then applied to new test data from that participant. Index values were computed for every 4 s of task data. Across participants, mean task load index values increased systematically with increasing task difficulty and differed significantly between the different task versions. Actual or potential applications of this research include the use of multivariate EEG-based methods to monitor task loading during naturalistic computer-based work.

  5. Monitoring task loading with multivariate EEG measures during complex forms of human-computer interaction.

    PubMed

    Smith, M E; Gevins, A; Brown, H; Karnik, A; Du, R

    2001-01-01

    Electroencephalographic (EEG) recordings were made while 16 participants performed versions of a personal-computer-based flight simulation task of low, moderate, or high difficulty. As task difficulty increased, frontal midline theta EEG activity increased and alpha band activity decreased. A participant-specific function that combined multiple EEG features to create a single load index was derived from a sample of each participant's data and then applied to new test data from that participant. Index values were computed for every 4 s of task data. Across participants, mean task load index values increased systematically with increasing task difficulty and differed significantly between the different task versions. Actual or potential applications of this research include the use of multivariate EEG-based methods to monitor task loading during naturalistic computer-based work.

  6. Monitoring task loading with multivariate EEG measures during complex forms of human-computer interaction

    NASA Technical Reports Server (NTRS)

    Smith, M. E.; Gevins, A.; Brown, H.; Karnik, A.; Du, R.

    2001-01-01

    Electroencephalographic (EEG) recordings were made while 16 participants performed versions of a personal-computer-based flight simulation task of low, moderate, or high difficulty. As task difficulty increased, frontal midline theta EEG activity increased and alpha band activity decreased. A participant-specific function that combined multiple EEG features to create a single load index was derived from a sample of each participant's data and then applied to new test data from that participant. Index values were computed for every 4 s of task data. Across participants, mean task load index values increased systematically with increasing task difficulty and differed significantly between the different task versions. Actual or potential applications of this research include the use of multivariate EEG-based methods to monitor task loading during naturalistic computer-based work.

  7. Patient learning centre Soppi: A way to promote human-computer interaction in health care.

    PubMed

    Alaranta, Tuija; Nenonen, Heljä; Välimäki, Maritta; Suhonen, Riitta

    2006-01-01

    The Patient Learning Centre was founded in Hyvinkää Hospital in 2000 to support patients and their families' informational needs. In order to evaluate the Learning Centre's effectiveness we started a development project. One of the purposes was to analyze patients' Internet and computer use. The data for the describing survey-research was collected by questionnaires at two occasions. At the end of the project a number of patients who used internet had increased, one third did not use a computer at all. Getting information in discussions with the nurse was however the most important way. To develop user friendly methods in getting information is a challenge.

  8. Computational modeling of blast wave interaction with a human body and assessment of traumatic brain injury

    NASA Astrophysics Data System (ADS)

    Tan, X. G.; Przekwas, A. J.; Gupta, R. K.

    2017-07-01

    The modeling of human body biomechanics resulting from blast exposure poses great challenges because of the complex geometry and the substantial material heterogeneity. We developed a detailed human body finite element model representing both the geometry and the materials realistically. The model includes the detailed head (face, skull, brain and spinal cord), the neck, the skeleton, air cavities (lungs) and the tissues. Hence, it can be used to properly model the stress wave propagation in the human body subjected to blast loading. The blast loading on the human was generated from a simulated C4 explosion. We used the highly scalable solvers in the multi-physics code CoBi for both the blast simulation and the human body biomechanics. The meshes generated for these simulations are of good quality so that relatively large time-step sizes can be used without resorting to artificial time scaling treatments. The coupled gas dynamics and biomechanics solutions were validated against the shock tube test data. The human body models were used to conduct parametric simulations to find the biomechanical response and the brain injury mechanism due to blasts impacting the human body. Under the same blast loading condition, we showed the importance of inclusion of the whole body.

  9. Rapid Human-Computer Interactive Conceptual Design of Mobile and Manipulative Robot Systems

    DTIC Science & Technology

    2015-05-19

    human user to configure a robot, its environment and to specify a task . In addition, we also demonstrated a paradigm for allowing a human-user to...PAGES 5d. PROJECT NUMBER 5e. TASK NUMBER 5f. WORK UNIT NUMBER 5c. PROGRAM ELEMENT NUMBER 5b. GRANT NUMBER 5a. CONTRACT NUMBER Form Approved OMB NO...for allowing a human user to configure a robot, its environment and to specify a task . In addition, we also demonstrated a paradigm for allowing a

  10. Non-Speech Sound in Human-Computer Interaction: A Review and Design Guidelines.

    ERIC Educational Resources Information Center

    Hereford, James; Winn, William

    1994-01-01

    Reviews research on uses of computer sound and suggests how sound might be used effectively by instructional and interface designers. Topics include principles of interface design; the perception of sound; earcons, both symbolic and iconic; sound in data analysis; sound in virtual environments; and guidelines for using sound. (70 references) (LRW)

  11. Human Computer Interaction (HCI) and Internet Residency: Implications for Both Personal Life and Teaching/Learning

    ERIC Educational Resources Information Center

    Crearie, Linda

    2016-01-01

    Technological advances over the last decade have had a significant impact on the teaching and learning experiences students encounter today. We now take technologies such as Web 2.0, mobile devices, cloud computing, podcasts, social networking, super-fast broadband, and connectedness for granted. So what about the student use of these types of…

  12. An integrated computational analysis of the structure, dynamics, and ligand binding interactions of the human galectin network.

    PubMed

    Guardia, Carlos M A; Gauto, Diego F; Di Lella, Santiago; Rabinovich, Gabriel A; Martí, Marcelo A; Estrin, Darío A

    2011-08-22

    Galectins, a family of evolutionarily conserved animal lectins, have been shown to modulate signaling processes leading to inflammation, apoptosis, immunoregulation, and angiogenesis through their ability to interact with poly-N-acetyllactosamine-enriched glycoconjugates. To date 16 human galectin carbohydrate recognition domains have been established by sequence analysis and found to be expressed in several tissues. Given the divergent functions of these lectins, it is of vital importance to understand common and differential features in order to search for specific inhibitors of individual members of the human galectin family. In this work we performed an integrated computational analysis of all individual members of the human galectin family. In the first place, we have built homology-based models for galectin-4 and -12 N-terminus, placental protein 13 (PP13) and PP13-like protein for which no experimental structural information is available. We have then performed classical molecular dynamics simulations of the whole 15 members family in free and ligand-bound states to analyze protein and protein-ligand interaction dynamics. Our results show that all galectins adopt the same fold, and the carbohydrate recognition domains are very similar with structural differences located in specific loops. These differences are reflected in the dynamics characteristics, where mobility differences translate into entropy values which significantly influence their ligand affinity. Thus, ligand selectivity appears to be modulated by subtle differences in the monosaccharide binding sites. Taken together, our results may contribute to the understanding, at a molecular level, of the structural and dynamical determinants that distinguish individual human galectins.

  13. Capacitive facial movement detection for human-computer interaction to click by frowning and lifting eyebrows: assistive technology.

    PubMed

    Rantanen, Ville; Niemenlehto, Pekka-Henrik; Verho, Jarmo; Lekkala, Jukka

    2010-01-01

    A capacitive facial movement detection method designed for human-computer interaction is presented. Some point-and-click interfaces use facial electromyography for clicking. The presented method provides a contactless alternative. Electrodes with no galvanic coupling to the face are used to form electric fields. Changes in the electric fields due to facial movements are detected by measuring capacitances between the electrodes. A prototype device for measuring a capacitance signal affected by frowning and lifting eyebrows was constructed. A commercial integrated circuit for capacitive touch sensors is used in the measurement. The applied movement detection algorithm uses an adaptive approach to provide operation capability in noisy and dynamic environments. Experimentation with 10 test subjects proved that, under controlled circumstances, the movements are detected with good efficiency, but characterizing the movements into frowns and eyebrow lifts is more problematic. Integration with a two-dimensional (2D) pointing solution and further experiments are still required.

  14. A depth camera for natural human-computer interaction based on near-infrared imaging and structured light

    NASA Astrophysics Data System (ADS)

    Liu, Yue; Wang, Liqiang; Yuan, Bo; Liu, Hao

    2015-08-01

    Designing of a novel depth camera is presented, which targets close-range (20-60cm) natural human-computer interaction especially for mobile terminals. In order to achieve high precision through the working range, a two-stepping method is employed to match the near infrared intensity image to absolute depth in real-time. First, we use structured light achieved by an 808nm laser diode and a Dammann grating to coarsely quantize the output space of depth values into discrete bins. Then use a learning-based classification forest algorithm to predict the depth distribution over these bins for each pixel in the image. The quantitative experimental results show that this depth camera has 1% precision over range of 20-60cm, which show that the camera suit resource-limited and low-cost application.

  15. Human interaction with an intelligent computer in multi-task situations

    NASA Technical Reports Server (NTRS)

    Rouse, W. B.

    1975-01-01

    A general formulation of human decision making in multiple task situations is presented. It includes a description of the state, event, and action space in which the multiple task supervisor operates. A specific application to a failure detection and correction situation is discussed and results of a simulation experiment presented. Issues considered include static vs. dynamic allocation of responsibility and competitive vs. cooperative intelligence.

  16. Human interaction with an intelligent computer in multi-task situations

    NASA Technical Reports Server (NTRS)

    Rouse, W. B.

    1975-01-01

    A general formulation of human decision making in multiple task situations is presented. It includes a description of the state, event, and action space in which the multiple task supervisor operates. A specific application to a failure detection and correction situation is discussed and results of a simulation experiment presented. Issues considered include static vs. dynamic allocation of responsibility and competitive vs. cooperative intelligence.

  17. Analysis of Human-Computer Interaction in the Expeditionary Warfare Decision Support System (EDSS)

    DTIC Science & Technology

    2004-09-01

    Interaction in the Expeditionary Warfare Decision Support System ( EDSS ) Technical Report APL-UW TR 0402 September 2004 by David W. Jones1, Max H. Miller2...benefited from Mr. Glenn Palmer’s extensive EDSS documentation and the research of Elizabeth Kreamer of the Naval Research Laboratory, Washington, D.C...UNIVERSITY OF WASHINGTON • APPLIED PHYSICS LABORATORY_________________ TR 0402 ii Abstract The Expeditionary Warfare Decision Support System ( EDSS

  18. The Importance of Human-Computer Interaction in Radiology E-learning.

    PubMed

    den Harder, Annemarie M; Frijlingh, Marissa; Ravesloot, Cécile J; Oosterbaan, Anne E; van der Gijp, Anouk

    2016-04-01

    With the development of cross-sectional imaging techniques and transformation to digital reading of radiological imaging, e-learning might be a promising tool in undergraduate radiology education. In this systematic review of the literature, we evaluate the emergence of image interaction possibilities in radiology e-learning programs and evidence for effects of radiology e-learning on learning outcomes and perspectives of medical students and teachers. A systematic search in PubMed, EMBASE, Cochrane, ERIC, and PsycInfo was performed. Articles were screened by two authors and included when they concerned the evaluation of radiological e-learning tools for undergraduate medical students. Nineteen articles were included. Seven studies evaluated e-learning programs with image interaction possibilities. Students perceived e-learning with image interaction possibilities to be a useful addition to learning with hard copy images and to be effective for learning 3D anatomy. Both e-learning programs with and without image interaction possibilities were found to improve radiological knowledge and skills. In general, students found e-learning programs easy to use, rated image quality high, and found the difficulty level of the courses appropriate. Furthermore, they felt that their knowledge and understanding of radiology improved by using e-learning. In conclusion, the addition of radiology e-learning in undergraduate medical education can improve radiological knowledge and image interpretation skills. Differences between the effect of e-learning with and without image interpretation possibilities on learning outcomes are unknown and should be subject to future research.

  19. Visualizing Humans by Computer.

    ERIC Educational Resources Information Center

    Magnenat-Thalmann, Nadia

    1992-01-01

    Presents an overview of the problems and techniques involved in visualizing humans in a three-dimensional scene. Topics discussed include human shape modeling, including shape creation and deformation; human motion control, including facial animation and interaction with synthetic actors; and human rendering and clothing, including textures and…

  20. Visualizing Humans by Computer.

    ERIC Educational Resources Information Center

    Magnenat-Thalmann, Nadia

    1992-01-01

    Presents an overview of the problems and techniques involved in visualizing humans in a three-dimensional scene. Topics discussed include human shape modeling, including shape creation and deformation; human motion control, including facial animation and interaction with synthetic actors; and human rendering and clothing, including textures and…

  1. Proactive authenticated notifications for health practitioners: two way human computer interaction through phone.

    PubMed

    Majeed, Raphael W; Stöhr, Mark R; Röhrig, Rainer

    2012-01-01

    Notifications and alerts play an important role in clinical daily routine. Rising prevalence of clinical decision support systems and electronic health records also result in increasing demands on notification systems. Failure adequately to communicate a critical value is a potential cause of adverse events. Critical laboratory values and changing vital data depend on timely notifications of medical staff. Vital monitors and medical devices rely on acoustic signals for alerting which are prone to "alert fatigue" and require medical staff to be present within audible range. Personal computers are unsuitable to display time critical notification messages, since the targeted medical staff are not always operating or watching the computer. On the other hand, mobile phones and smart devices enjoy increasing popularity. Previous notification systems sending text messages to mobile phones depend on asynchronous confirmations. By utilizing an automated telephony server, we provide a method to deliver notifications quickly and independently of the recipients' whereabouts while allowing immediate feedback and confirmations. Evaluation results suggest the feasibility of the proposed notification system for real-time notifications.

  2. Human-computer interaction in the administration and analysis of neuropsychological tests.

    PubMed

    Aharonson, Vered; Korczyn, Amos D

    2004-01-01

    We developed a computerized neuropsychological assessment software, which employs innovative features in both the presentation of the tests and the interpretation of the subjects' performance. The usability features of the software enabled elderly subjects with no computer experience to undergo the cognitive tests, without a test administrator being present. New features extracted from reaction times allowed for enhancement of the performance analysis of the tests. The software was validated using a large group of controls and then administered to a group of subjects with age related memory complaints. The results indicate an improved sensitivity of two of the computerized tests compared with the mini-mental state examination, which enabled to separate two groups of subjects from a population that was relatively homogenous based on clinical history, neurological examination and the mini-mental state examination.

  3. After-effects of human-computer interaction indicated by P300 of the event-related brain potential.

    PubMed

    Trimmel, M; Huber, R

    1998-05-01

    After-effects of human-computer interaction (HCI) were investigated by using the P300 component of the event-related brain potential (ERP). Forty-nine subjects (naive non-users, beginners, experienced users, programmers) completed three paper/pencil tasks (text editing, solving intelligence test items, filling out a questionnaire on sensation seeking) and three HCI tasks (text editing, executing a tutor program or programming, playing Tetris). The sequence of 7-min tasks was randomized between subjects and balanced between groups. After each experimental condition ERPs were recorded during an acoustic discrimination task at F3, F4, Cz, P3 and P4. Data indicate that: (1) mental after-effects of HCI can be detected by P300 of the ERP; (2) HCI showed in general a reduced amplitude; (3) P300 amplitude varied also with type of task, mainly at F4 where it was smaller after cognitive tasks (intelligence test/programming) and larger after emotion-based tasks (sensation seeking/Tetris); (4) cognitive tasks showed shorter latencies; (5) latencies were widely location-independent (within the range of 356-358 ms at F3, F4, P3 and P4) after executing the tutor program or programming; and (6) all observed after-effects were independent of the user's experience in operating computers and may therefore reflect short-term after-effects only and no structural changes of information processing caused by HCI.

  4. Why E-Business Must Evolve beyond Market Orientation: Applying Human Interaction Models to Computer-Mediated Corporate Communications.

    ERIC Educational Resources Information Center

    Johnston, Kevin McCullough

    2001-01-01

    Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…

  5. Why E-Business Must Evolve beyond Market Orientation: Applying Human Interaction Models to Computer-Mediated Corporate Communications.

    ERIC Educational Resources Information Center

    Johnston, Kevin McCullough

    2001-01-01

    Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…

  6. Robot Arm Control and Having Meal Aid System with Eye Based Human-Computer Interaction (HCI)

    NASA Astrophysics Data System (ADS)

    Arai, Kohei; Mardiyanto, Ronny

    Robot arm control and having meal aid system with eye based HCI is proposed. The proposed system allows disabled person to select desirable food from the meal tray by their eyes only. Robot arm which is used for retrieving the desirable food is controlled by human eye. At the tip of the robot arm, tiny camera is equipped. Disabled person wear a glass of which a single Head Mount Display: HMD and tiny camera is mounted so that disabled person can take a look at the desired food and retrieve it by looking at the food displayed onto HMD. Experimental results show that disabled person can retrieve the desired food successfully. It also is confirmed that robot arm control by eye based HCI is much faster than that by hands.

  7. MovExp: A Versatile Visualization Tool for Human-Computer Interaction Studies with 3D Performance and Biomechanical Data.

    PubMed

    Palmas, Gregorio; Bachynskyi, Myroslav; Oulasvirta, Antti; Seidel, Hans-Peter; Weinkauf, Tina

    2014-12-01

    In Human-Computer Interaction (HCI), experts seek to evaluate and compare the performance and ergonomics of user interfaces. Recently, a novel cost-efficient method for estimating physical ergonomics and performance has been introduced to HCI. It is based on optical motion capture and biomechanical simulation. It provides a rich source for analyzing human movements summarized in a multidimensional data set. Existing visualization tools do not sufficiently support the HCI experts in analyzing this data. We identified two shortcomings. First, appropriate visual encodings are missing particularly for the biomechanical aspects of the data. Second, the physical setup of the user interface cannot be incorporated explicitly into existing tools. We present MovExp, a versatile visualization tool that supports the evaluation of user interfaces. In particular, it can be easily adapted by the HCI experts to include the physical setup that is being evaluated, and visualize the data on top of it. Furthermore, it provides a variety of visual encodings to communicate muscular loads, movement directions, and other specifics of HCI studies that employ motion capture and biomechanical simulation. In this design study, we follow a problem-driven research approach. Based on a formalization of the visualization needs and the data structure, we formulate technical requirements for the visualization tool and present novel solutions to the analysis needs of the HCI experts. We show the utility of our tool with four case studies from the daily work of our HCI experts.

  8. A mobile Nursing Information System based on human-computer interaction design for improving quality of nursing.

    PubMed

    Su, Kuo-Wei; Liu, Cheng-Li

    2012-06-01

    A conventional Nursing Information System (NIS), which supports the role of nurse in some areas, is typically deployed as an immobile system. However, the traditional information system can't response to patients' conditions in real-time, causing delays on the availability of this information. With the advances of information technology, mobile devices are increasingly being used to extend the human mind's limited capacity to recall and process large numbers of relevant variables and to support information management, general administration, and clinical practice. Unfortunately, there have been few studies about the combination of a well-designed small-screen interface with a personal digital assistant (PDA) in clinical nursing. Some researchers found that user interface design is an important factor in determining the usability and potential use of a mobile system. Therefore, this study proposed a systematic approach to the development of a mobile nursing information system (MNIS) based on Mobile Human-Computer Interaction (M-HCI) for use in clinical nursing. The system combines principles of small-screen interface design with user-specified requirements. In addition, the iconic functions were designed with metaphor concept that will help users learn the system more quickly with less working-memory. An experiment involving learnability testing, thinking aloud and a questionnaire investigation was conducted for evaluating the effect of MNIS on PDA. The results show that the proposed MNIS is good on learning and higher satisfaction on symbol investigation, terminology and system information.

  9. Human-machine interactions

    DOEpatents

    Forsythe, J. Chris; Xavier, Patrick G.; Abbott, Robert G.; Brannon, Nathan G.; Bernard, Michael L.; Speed, Ann E.

    2009-04-28

    Digital technology utilizing a cognitive model based on human naturalistic decision-making processes, including pattern recognition and episodic memory, can reduce the dependency of human-machine interactions on the abilities of a human user and can enable a machine to more closely emulate human-like responses. Such a cognitive model can enable digital technology to use cognitive capacities fundamental to human-like communication and cooperation to interact with humans.

  10. Exploring the interaction between Mycobacterium tuberculosisEnolase and human plasminogen using computational methods and experimental techniques.

    PubMed

    Rahi, Amit; Dhiman, Alisha; Singh, Damini; Lynn, Andrew M; Rehan, Mohd; Bhatnagar, Rakesh

    2017-09-09

    Surface localized microbial enolases' binding with human plasminogen has been increasingly proven to have an important role in initial infection cycle of several human pathogens.Likewise, surface localized Mycobacterium tuberculosis (Mtb) enolase also binds to human plasminogen, and this interaction may entail crucial consequences for granuloma stability. The current study is the first attempt to explore the plasminogen interacting residues of enolase from Mtb. Beginning with the structural modeling of Mtbenolase, the binding pose of Mtbenolase and human plasminogen was predicted using protein-protein docking simulations. The binding pose revealed the interface region with interacting residues and molecular interactions. Next, the interacting residues were refined and ranked by using various criteria. Finally, the selected interacting residues were tested experimentally for their involvement in plasminogen binding. The two consecutive lysine residues, Lys-193 and Lys-194, turned out to be active residues for plasminogen binding. These residues when substituted for alanine along with the most active residue Lys-429 i.e., the triple mutant (K193A + K194A + K429A) Mtb enolase, exhibited40% reduction in plasminogen binding. It is worth noting that Mtb enolase lost nearly half of the plasminogen binding activity with only three simultaneous substitutions, without any significant secondary structure perturbation. Further, the sequence comparison between Mtb and human enolase isoforms suggests the possibility of selective targeting of Mtb enolase to obstruct binding of human plasminogen. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  11. Comparison of Interactive Computer-Based and Classroom Training on Human Rights Awareness in Persons with Intellectual Disabilities

    ERIC Educational Resources Information Center

    Tardif-Williams, Christine Y.; Owen, Frances; Feldman, Maurice; Tarulli, Donato; Griffiths, Dorothy; Sales, Carol; McQueen-Fuentes, Glenys; Stoner, Karen

    2007-01-01

    We tested the effectiveness of an interactive, video CD-ROM in teaching persons with intellectual disabilities (ID) about their human rights. Thirty-nine participants with ID were trained using both a classroom activity-based version of the training program and the interactive CD-ROM in a counterbalanced presentation. All individuals were pre- and…

  12. Support vector machines to detect physiological patterns for EEG and EMG-based human-computer interaction: a review

    NASA Astrophysics Data System (ADS)

    Quitadamo, L. R.; Cavrini, F.; Sbernini, L.; Riillo, F.; Bianchi, L.; Seri, S.; Saggio, G.

    2017-02-01

    Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human-computer interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.

  13. Support vector machines to detect physiological patterns for EEG and EMG-based human-computer interaction: a review.

    PubMed

    Quitadamo, L R; Cavrini, F; Sbernini, L; Riillo, F; Bianchi, L; Seri, S; Saggio, G

    2017-02-01

    Support vector machines (SVMs) are widely used classifiers for detecting physiological patterns in human-computer interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the applications of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.

  14. Spatial and temporal characteristics of rapid cursor-positioning movements with electromechanical mice in human-computer interaction.

    PubMed

    Walker, N; Meyer, D E; Smelcer, J B

    1993-09-01

    This research examines how people make movements with pointing devices during human-computer interaction. It specifically concerns the perceptual-motor processes that mediate the speed and accuracy of cursor positioning with electromechanical mice. In three experiments we investigated the spatial and temporal characteristics of positioning movements made with a mouse, analyzing subjects' speed and accuracy as a function of the types of targets that the movements had to reach. Experiment 1 required rapid and accurate horizontal movements to targets that were vertical ribbons located at various distances from the mouse's starting location. The targets for Experiments 2 and 3, respectively, were vertical lines having various heights and rectangular boxes having various heights and widths. Constraints on movement distance along the primary (that is, horizontal) line of motion had the greatest effects on total positioning times. However, constraints on movement distance along a secondary (vertical) line of motion also affected total positioning times significantly. These effects may be localized in different phases of movements (e.g., movement execution and verification). The duration of movement execution (i.e., physical motion) depends primarily on the target distance, whereas the duration of movement verification (i.e., check for endpoint accuracy) depends primarily on target height and width. A useful account of movement execution is provided by stochastic optimized-submovement models, which have significant implications for designing mice and menu-driven displays.

  15. Insight into the modified Ibalizumab-human CD4 receptor interactions: using a computational binding free energy approach.

    PubMed

    Wang, Yeng-Tseng; Chuang, Lea-Yea

    2015-01-01

    Antibody drugs are very useful tools for the treatment of many chronic diseases. Recently, however, patients and doctors have encountered the problem of drug resistance. How to improve the affinity of antibody drugs has therefore become a pressing issue. Ibalizumab is a humanized monoclonal antibody that binds human CD4, the primary receptor for human immunodeficiency virus type 1. This study investigates the mutation residues of the complementarity determining regions of Ibalizumab. We propose using the wild and mutations of Ibalizumab-human CD4 receptor complex structures, molecular dynamics techniques, alanine-scanning mutagenesis calculations and solvated interaction energies methods to predict the binding free energy of the Ibalizumab-human CD4 receptor complex structures. This work found that revealed three key positions (31th, 32th and 33th in HCDR-1) of the residues may play an important role in Ibalizumab-human CD4 receptor complex interactions. Therefore, bioengineering substitutions of the three key positions and increasing number of intermolecular interactions (HCDR-1 of Ibalizumab/human CD4 receptor) might improve the binding affinities of this complex structure.

  16. Insight into the modified Ibalizumab-human CD4 receptor interactions: using a computational binding free energy approach

    NASA Astrophysics Data System (ADS)

    Wang, Yeng-Tseng; Chuang, Lea-Yea

    2015-01-01

    Antibody drugs are very useful tools for the treatment of many chronic diseases. Recently, however, patients and doctors have encountered the problem of drug resistance. How to improve the affinity of antibody drugs has therefore become a pressing issue. Ibalizumab is a humanized monoclonal antibody that binds human CD4, the primary receptor for human immunodeficiency virus type 1. This study investigates the mutation residues of the complementarity determining regions of Ibalizumab. We propose using the wild and mutations of Ibalizumab-human CD4 receptor complex structures, molecular dynamics techniques, alanine-scanning mutagenesis calculations and solvated interaction energies methods to predict the binding free energy of the Ibalizumab-human CD4 receptor complex structures. This work found that revealed three key positions (31th, 32th and 33th in HCDR-1) of the residues may play an important role in Ibalizumab-human CD4 receptor complex interactions. Therefore, bioengineering substitutions of the three key positions and increasing number of intermolecular interactions (HCDR-1 of Ibalizumab/human CD4 receptor) might improve the binding affinities of this complex structure.

  17. A robust Kalman algorithm to facilitate human-computer interaction for people with cerebral palsy, using a new interface based on inertial sensors.

    PubMed

    Raya, Rafael; Rocon, Eduardo; Gallego, Juan A; Ceres, Ramón; Pons, Jose L

    2012-01-01

    This work aims to create an advanced human-computer interface called ENLAZA for people with cerebral palsy (CP). Although there are computer-access solutions for disabled people in general, there are few evidences from motor disabled community (e.g., CP) using these alternative interfaces. The proposed interface is based on inertial sensors in order to characterize involuntary motion in terms of time, frequency and range of motion. This characterization is used to design a filtering technique that reduces the effect of involuntary motion on person-computer interaction. This paper presents a robust Kalman filter (RKF) design to facilitate fine motor control based on the previous characterization. The filter increases mouse pointer directivity and the target acquisition time is reduced by a factor of ten. The interface is validated with CP users who were unable to control the computer using other interfaces. The interface ENLAZA and the RKF enabled them to use the computer.

  18. A Robust Kalman Algorithm to Facilitate Human-Computer Interaction for People with Cerebral Palsy, Using a New Interface Based on Inertial Sensors

    PubMed Central

    Raya, Rafael; Rocon, Eduardo; Gallego, Juan A.; Ceres, Ramón; Pons, Jose L.

    2012-01-01

    This work aims to create an advanced human-computer interface called ENLAZA for people with cerebral palsy (CP). Although there are computer-access solutions for disabled people in general, there are few evidences from motor disabled community (e.g., CP) using these alternative interfaces. The proposed interface is based on inertial sensors in order to characterize involuntary motion in terms of time, frequency and range of motion. This characterization is used to design a filtering technique that reduces the effect of involuntary motion on person-computer interaction. This paper presents a robust Kalman filter (RKF) design to facilitate fine motor control based on the previous characterization. The filter increases mouse pointer directivity and the target acquisition time is reduced by a factor of ten. The interface is validated with CP users who were unable to control the computer using other interfaces. The interface ENLAZA and the RKF enabled them to use the computer. PMID:22736992

  19. Using a web-based prototype and human-computer interaction concepts to develop a vision for a next generation patient care management system.

    PubMed

    Staggers, N; Miller, S

    2001-01-01

    This paper describes the novel use of two tools to develop requirements for a new generation patient care system: a web-based prototype and a human-computer interaction framework. These tools allowed a development team to crystallize new requirements for a patient care system, illustrate to clinicians a radical change in care process models, and begin the change management process in a large enterprise.

  20. Using a web-based prototype and human-computer interaction concepts to develop a vision for a next generation patient care management system.

    PubMed Central

    Staggers, N.; Miller, S.

    2001-01-01

    This paper describes the novel use of two tools to develop requirements for a new generation patient care system: a web-based prototype and a human-computer interaction framework. These tools allowed a development team to crystallize new requirements for a patient care system, illustrate to clinicians a radical change in care process models, and begin the change management process in a large enterprise. PMID:11825266

  1. The impact of human-computer interaction-based comprehensive training on the cognitive functions of cognitive impairment elderly individuals in a nursing home.

    PubMed

    Zhuang, Jun-Peng; Fang, Rong; Feng, Xia; Xu, Xu-Hua; Liu, Li-Hua; Bai, Qing-Ke; Tang, Hui-Dong; Zhao, Zhen-Guo; Chen, Sheng-Di

    2013-01-01

    Given the increasing prevalence of dementia, any intervention that can effectively slow the deterioration of cognitive function is of great importance. This study investigated the efficacy of a human-computer interaction-based comprehensive cognitive training program in cognitively impaired elderly individuals living in a nursing home. All subjects, who were aged ≥70 years and had cognitive impairment, were randomly allocated to an intervention group (n = 19) or a control group (n = 14). The intervention group received human-computer interaction-based comprehensive cognitive training for 24 weeks. Neuropsychological examinations were conducted before and after this period. The intervention group was subdivided into two groups according to the scores of global cortical atrophy (GCA) to evaluate the impact of training effectiveness on GCA. After 24 weeks, neither group showed a significant change compared with baseline cognitive examinations. However, there was a tendency for greater improvement in memory, language, and visuospatial abilities for the intervention group as compared with controls. Patients with mild cognitive impairment showed improvements in language and visuospatial capacity, while patients with dementia showed improvements in attention/orientation, memory, language, and fluency. However, none of these findings were statistically significant. The results for the intervention subgroups showed that visuospatial ability improvement was significantly greater among those with a global cortical atrophy score of ≤15 (p < 0.05). Human-computer interaction-based comprehensive training may improve cognitive functions among cognitively impaired elderly individuals. The training effect was most prominent among those with milder cerebral atrophy.

  2. GT-MSOCC - A domain for research on human-computer interaction and decision aiding in supervisory control systems. [Georgia Tech - Multisatellite Operations Control Center

    NASA Technical Reports Server (NTRS)

    Mitchell, Christine M.

    1987-01-01

    The Georgia Tech-Multisatellite Operations Control Center (GT-MSOCC), a real-time interactive simulation of the operator interface to a NASA ground control system for unmanned earth-orbiting satellites, is described. The GT-MSOCC program for investigating a range of modeling, decision aiding, and workstation design issues related to the human-computer interaction is discussed. A GT-MSOCC operator function model is described in which operator actions, both cognitive and manual, are represented as the lowest level discrete control network nodes, and operator action nodes are linked to information needs or system reconfiguration commands.

  3. GT-MSOCC - A domain for research on human-computer interaction and decision aiding in supervisory control systems. [Georgia Tech - Multisatellite Operations Control Center

    NASA Technical Reports Server (NTRS)

    Mitchell, Christine M.

    1987-01-01

    The Georgia Tech-Multisatellite Operations Control Center (GT-MSOCC), a real-time interactive simulation of the operator interface to a NASA ground control system for unmanned earth-orbiting satellites, is described. The GT-MSOCC program for investigating a range of modeling, decision aiding, and workstation design issues related to the human-computer interaction is discussed. A GT-MSOCC operator function model is described in which operator actions, both cognitive and manual, are represented as the lowest level discrete control network nodes, and operator action nodes are linked to information needs or system reconfiguration commands.

  4. 2D Computational Fluid Dynamic Modeling of Human Ventricle System Based on Fluid-Solid Interaction and Pulsatile Flow

    PubMed Central

    Masoumi, Nafiseh; Framanzad, F.; Zamanian, Behnam; Seddighi, A.S.; Moosavi, M.H.; Najarian, S.; Bastani, Dariush

    2013-01-01

    Many diseases are related to cerebrospinal fluid (CSF) hydrodynamics. Therefore, understanding the hydrodynamics of CSF flow and intracranial pressure is helpful for obtaining deeper knowledge of pathological processes and providing better treatments. Furthermore, engineering a reliable computational method is promising approach for fabricating in vitro models which is essential for inventing generic medicines. A Fluid-Solid Interaction (FSI)model was constructed to simulate CSF flow. An important problem in modeling the CSF flow is the diastolic back flow. In this article, using both rigid and flexible conditions for ventricular system allowed us to evaluate the effect of surrounding brain tissue. Our model assumed an elastic wall for the ventricles and a pulsatile CSF input as its boundary conditions. A comparison of the results and the experimental data was done. The flexible model gave better results because it could reproduce the diastolic back flow mentioned in clinical research studies. The previous rigid models have ignored the brain parenchyma interaction with CSF and so had not reported the back flow during the diastolic time. In this computational fluid dynamic (CFD) analysis, the CSF pressure and flow velocity in different areas were concordant with the experimental data. PMID:25337330

  5. 2D Computational Fluid Dynamic Modeling of Human Ventricle System Based on Fluid-Solid Interaction and Pulsatile Flow.

    PubMed

    Masoumi, Nafiseh; Framanzad, F; Zamanian, Behnam; Seddighi, A S; Moosavi, M H; Najarian, S; Bastani, Dariush

    2013-01-01

    Many diseases are related to cerebrospinal fluid (CSF) hydrodynamics. Therefore, understanding the hydrodynamics of CSF flow and intracranial pressure is helpful for obtaining deeper knowledge of pathological processes and providing better treatments. Furthermore, engineering a reliable computational method is promising approach for fabricating in vitro models which is essential for inventing generic medicines. A Fluid-Solid Interaction (FSI)model was constructed to simulate CSF flow. An important problem in modeling the CSF flow is the diastolic back flow. In this article, using both rigid and flexible conditions for ventricular system allowed us to evaluate the effect of surrounding brain tissue. Our model assumed an elastic wall for the ventricles and a pulsatile CSF input as its boundary conditions. A comparison of the results and the experimental data was done. The flexible model gave better results because it could reproduce the diastolic back flow mentioned in clinical research studies. The previous rigid models have ignored the brain parenchyma interaction with CSF and so had not reported the back flow during the diastolic time. In this computational fluid dynamic (CFD) analysis, the CSF pressure and flow velocity in different areas were concordant with the experimental data.

  6. Experimental Tests of Normative Group Influence and Representation Effects in Computer-Mediated Communication: When Interacting Via Computers Differs from Interacting With Computers.

    ERIC Educational Resources Information Center

    Lee, Eun-Ju; Nass, Clifford

    2002-01-01

    Presents two experiments to address the questions of if and how normative social influence operates in anonymous computer-mediated communication and human-computer interaction. Finds that the perception of interaction partner (human vs. computer) moderated the group conformity effect such that the undergraduate student subjects expressed greater…

  7. Molecular interaction of 2,4-diacetylphloroglucinol (DAPG) with human serum albumin (HSA): The spectroscopic, calorimetric and computational investigation

    NASA Astrophysics Data System (ADS)

    Pragna Lakshmi, T.; Mondal, Moumita; Ramadas, Krishna; Natarajan, Sakthivel

    2017-08-01

    Drug molecule interaction with human serum albumin (HSA) affects the distribution and elimination of the drug. The compound, 2,4-diacetylphloroglucinol (DAPG) has been known for its antimicrobial, antiviral, antihelminthic and anticancer properties. However, its interaction with HSA is not yet reported. In this study, the interaction between HSA and DAPG was investigated through steady-state fluorescence, time-resolved fluorescence (TRF), circular dichroism (CD), Fourier transform infrared (FT-IR) spectroscopy, isothermal titration calorimetry (ITC), molecular docking and molecular dynamics simulation (MDS). Fluorescence spectroscopy results showed the strong quenching of intrinsic fluorescence of HSA due to interaction with DAPG, through dynamic quenching mechanism. The compound bound to HSA with reversible and moderate affinity which explained its easy diffusion from circulatory system to target tissue. The thermodynamic parameters from fluorescence spectroscopic data clearly revealed the contribution of hydrophobic forces but, the role of hydrogen bonds was not negligible according to the ITC studies. The interaction was exothermic and spontaneous in nature. Binding with DAPG reduced the helical content of protein suggesting the unfolding of HSA. Site marker fluorescence experiments revealed the change in binding constant of DAPG in the presence of site I (warfarin) but not site II marker (ibuprofen) which confirmed that the DAPG bound to site I. ITC experiments also supported this as site I marker could not bind to HSA-DAPG complex while site II marker was accommodated in the complex. In silico studies further showed the lowest binding affinity and more stability of DAPG in site I than in site II. Thus the data presented in this study confirms the binding of DAPG to the site I of HSA which may help in further understanding of pharmacokinetic properties of DAPG.

  8. Supporting collaborative computing and interaction

    SciTech Connect

    Agarwal, Deborah; McParland, Charles; Perry, Marcia

    2002-05-22

    To enable collaboration on the daily tasks involved in scientific research, collaborative frameworks should provide lightweight and ubiquitous components that support a wide variety of interaction modes. We envision a collaborative environment as one that provides a persistent space within which participants can locate each other, exchange synchronous and asynchronous messages, share documents and applications, share workflow, and hold videoconferences. We are developing the Pervasive Collaborative Computing Environment (PCCE) as such an environment. The PCCE will provide integrated tools to support shared computing and task control and monitoring. This paper describes the PCCE and the rationale for its design.

  9. Modeling Human-Computer Decision Making with Covariance Structure Analysis.

    ERIC Educational Resources Information Center

    Coovert, Michael D.; And Others

    Arguing that sufficient theory exists about the interplay between human information processing, computer systems, and the demands of various tasks to construct useful theories of human-computer interaction, this study presents a structural model of human-computer interaction and reports the results of various statistical analyses of this model.…

  10. Computing human image annotation.

    PubMed

    Channin, David S; Mongkolwat, Pattanasak; Kleper, Vladimir; Rubin, Daniel L

    2009-01-01

    An image annotation is the explanatory or descriptive information about the pixel data of an image that is generated by a human (or machine) observer. An image markup is the graphical symbols placed over the image to depict an annotation. In the majority of current, clinical and research imaging practice, markup is captured in proprietary formats and annotations are referenced only in free text radiology reports. This makes these annotations difficult to query, retrieve and compute upon, hampering their integration into other data mining and analysis efforts. This paper describes the National Cancer Institute's Cancer Biomedical Informatics Grid's (caBIG) Annotation and Image Markup (AIM) project, focusing on how to use AIM to query for annotations. The AIM project delivers an information model for image annotation and markup. The model uses controlled terminologies for important concepts. All of the classes and attributes of the model have been harmonized with the other models and common data elements in use at the National Cancer Institute. The project also delivers XML schemata necessary to instantiate AIMs in XML as well as a software application for translating AIM XML into DICOM S/R and HL7 CDA. Large collections of AIM annotations can be built and then queried as Grid or Web services. Using the tools of the AIM project, image annotations and their markup can be captured and stored in human and machine readable formats. This enables the inclusion of human image observation and inference as part of larger data mining and analysis activities.

  11. Prescribers' interactions with medication alerts at the point of prescribing: A multi-method, in situ investigation of the human-computer interaction.

    PubMed

    Russ, Alissa L; Zillich, Alan J; McManus, M Sue; Doebbeling, Bradley N; Saleem, Jason J

    2012-04-01

    Few studies have examined prescribers' interactions with medication alerts at the point of prescribing. We conducted an in situ, human factors investigation of outpatient prescribing to uncover factors that influence the prescriber-alert interaction and identify strategies to improve alert design. Field observations and interviews were conducted with outpatient prescribers at a major Veterans Affairs Medical Center. Physicians, clinical pharmacists, and nurse practitioners were recruited across five primary care clinics and eight specialty clinics. Prescribers were observed in situ as they ordered medications for patients and resolved alerts. Researchers collected 351 pages of typed notes across 102 hours of observations and interviews. An interdisciplinary team identified emergent themes via inductive qualitative analysis. Altogether, 320 alerts were observed among 30 prescribers and their interactions with 146 patients. Qualitative analysis uncovered 44 emergent themes and 9 overarching factors, which were organized into a framework that describes the prescriber-alert interaction. Prescribers' ability to act on alerts was impeded by the alert interface, which did not adequately support all prescriber types. This empiric study produced a novel framework for understanding the prescriber-alert interaction. Results revealed key components of the alert interface that influence prescribers and indicate a need for more universal design. Actionable design recommendations are presented and may be used to enhance alert design and patient safety. Published by Elsevier Ireland Ltd.

  12. Exploring the interaction between Salvia miltiorrhiza and human serum albumin: Insights from herb-drug interaction reports, computational analysis and experimental studies

    NASA Astrophysics Data System (ADS)

    Shao, Xin; Ai, Ni; Xu, Donghang; Fan, Xiaohui

    2016-05-01

    Human serum albumin (HSA) binding is one of important pharmacokinetic properties of drug, which is closely related to in vivo distribution and may ultimately influence its clinical efficacy. Compared to conventional drug, limited information on this transportation process is available for medicinal herbs, which significantly hampers our understanding on their pharmacological effects, particularly when herbs and drug are co-administrated as polytherapy to the ailment. Several lines of evidence suggest the existence of Salvia miltiorrhiza-Warfarin interaction. Since Warfarin is highly HSA bound in the plasma with selectivity to site I, it is critical to evaluate the possibility of HSA-related herb-drug interaction. Herein an integrated approach was employed to analyze the binding of chemicals identified in S. miltiorrhiza to HSA. Molecular docking simulations revealed filtering criteria for HSA site I compounds that include docking score and key molecular determinants for binding. For eight representative ingredients from the herb, their affinity and specificity to HSA site I was measured and confirmed fluorometrically, which helps to improve the knowledge of interaction mechanisms between this herb and HSA. Our results indicated that several compounds in S. miltiorrhiza were capable of decreasing the binding constant of Warfarin to HSA site I significantly, which may increase free drug concentration in vivo, contributing to the herb-drug interaction observed clinically. Furthermore, the significance of HSA mediated herb-drug interactions was further implied by manual mining on the published literatures on S. miltiorrhiza.

  13. Fluctuating hyperfine interactions: computational implementation

    NASA Astrophysics Data System (ADS)

    Zacate, M. O.; Evenson, W. E.

    2010-04-01

    A library of computational routines has been created to assist in the analysis of stochastic models of hyperfine interactions. We call this library the stochastic hyperfine interactions modeling library (SHIML). It provides routines written in the C programming language that (1) read a text description of a model for fluctuating hyperfine fields, (2) set up the Blume matrix, upon which the evolution operator of the system depends, and (3) find the eigenvalues and eigenvectors of the Blume matrix so that theoretical spectra of experimental hyperfine interaction measurements can be calculated. Example model calculations are included in the SHIML package to illustrate its use and to generate perturbed angular correlation spectra for the special case of polycrystalline samples when anisotropy terms of higher order than A22 can be neglected.

  14. Critical insight into the interaction of naringenin with human haemoglobin: A combined spectroscopic and computational modeling approaches

    NASA Astrophysics Data System (ADS)

    Maity, Subhajit; Chakraborty, Sandipan; Chakraborti, Abhay Sankar

    2017-02-01

    The present study demonstrates critical insight into the binding of a bioactive flavanone naringenin with normal human haemoglobin (NHb). Both spectrophotometric and spectrofluorimetric studies reveal that naringenin interacts with NHb. The binding affinity constant and number of binding sites appear to be approximately (1.5 ± 0.2) × 104 M-1 and 1, respectively. Static quenching seems to be an important factor in binding process, as evident from steady-state and time-resolved fluorescence spectroscopic studies. Far UV circular dichroism spectroscopy depicts that binding of naringenin to NHb causes no change in the secondary structure of the protein, which is also evident from Fourier transform infrared spectroscopic study. Free energy change (ΔG0) for naringenin-NHb interaction, determined by spectroscopic and isothermal calorimetric method, appears to be -5.67 kcal/mol and -6.90 kcal/mol, respectively, and is close to the docking energy -6.84 kcal/mol. Molecular docking suggests that naringenin binds near the cavity of the tetrameric heme protein, forming hydrogen bonds with surrounding amino acid residues. The binding site is away from the heme moieties, implicating naringenin binding does not affect the oxygen binding capacity of NHb, which makes the protein a suitable carrier of the flavonoid.

  15. Computational Study on Full-length Human Ku70 with Double Stranded DNA: Dynamics, Interactions and Functional Implications

    NASA Technical Reports Server (NTRS)

    Hu, Shaowen; Cucinotta, Francis A.

    2009-01-01

    The Ku70/80 heterodimer is the first repair protein in the initial binding of double-strand break (DSB) ends following DNA damage, and is a component of nonhomologous end joining repair, the primary pathway for DSB repair in mammalian cells. In this study we constructed a full-length human Ku70 structure based on its crystal structure, and performed 20 ns conventional molecular dynamic (CMD) simulations on this protein and several other complexes with short DNA duplexes of different sequences. The trajectories of these simulations indicated that, without the topological support of Ku80, the residues in the bridge and C-terminal arm of Ku70 are more flexible than other experimentally identified domains. We studied the two missing loops in the crystal structure and predicted that they are also very flexible. Simulations revealed that they make an important contribution to the Ku70 interaction with DNA. Dislocation of the previously studied SAP domain was observed in several systems, implying its role in DNA binding. Targeted molecular dynamic (TMD) simulation was also performed for one system with a far-away 14bp DNA duplex. The TMD trajectory and energetic analysis disclosed detailed interactions of the DNA-binding residues during the DNA dislocation, and revealed a possible conformational transition for a DSB end when encountering Ku70 in solution. Compared to experimentally based analysis, this study identified more detailed interactions between DNA and Ku70. Free energy analysis indicated Ku70 alone is able to bind DNA with relatively high affinity, with consistent contributions from various domains of Ku70 in different systems. The functional implications of these domains in the processes of Ku heterodimerization and DNA damage recognition and repair can be characterized in detail based upon this analysis.

  16. Computational Study on Full-length Human Ku70 with Double Stranded DNA: Dynamics, Interactions and Functional Implications

    NASA Technical Reports Server (NTRS)

    Hu, Shaowen; Cucinotta, Francis A.

    2009-01-01

    The Ku70/80 heterodimer is the first repair protein in the initial binding of double-strand break (DSB) ends following DNA damage, and is a component of nonhomologous end joining repair, the primary pathway for DSB repair in mammalian cells. In this study we constructed a full-length human Ku70 structure based on its crystal structure, and performed 20 ns conventional molecular dynamic (CMD) simulations on this protein and several other complexes with short DNA duplexes of different sequences. The trajectories of these simulations indicated that, without the topological support of Ku80, the residues in the bridge and C-terminal arm of Ku70 are more flexible than other experimentally identified domains. We studied the two missing loops in the crystal structure and predicted that they are also very flexible. Simulations revealed that they make an important contribution to the Ku70 interaction with DNA. Dislocation of the previously studied SAP domain was observed in several systems, implying its role in DNA binding. Targeted molecular dynamic (TMD) simulation was also performed for one system with a far-away 14bp DNA duplex. The TMD trajectory and energetic analysis disclosed detailed interactions of the DNA-binding residues during the DNA dislocation, and revealed a possible conformational transition for a DSB end when encountering Ku70 in solution. Compared to experimentally based analysis, this study identified more detailed interactions between DNA and Ku70. Free energy analysis indicated Ku70 alone is able to bind DNA with relatively high affinity, with consistent contributions from various domains of Ku70 in different systems. The functional implications of these domains in the processes of Ku heterodimerization and DNA damage recognition and repair can be characterized in detail based upon this analysis.

  17. Computational analysis identifies a sponge interaction network between long non-coding RNAs and messenger RNAs in human breast cancer

    PubMed Central

    2014-01-01

    Background Non-coding RNAs (ncRNAs) are emerging as key regulators of many cellular processes in both physiological and pathological states. Moreover, the constant discovery of new non-coding RNA species suggests that the study of their complex functions is still in its very early stages. This variegated class of RNA species encompasses the well-known microRNAs (miRNAs) and the most recently acknowledged long non-coding RNAs (lncRNAs). Interestingly, in the last couple of years, a few studies have shown that some lncRNAs can act as miRNA sponges, i.e. as competing endogenous RNAs (ceRNAs), able to reduce the amount of miRNAs available to target messenger RNAs (mRNAs). Results We propose a computational approach to explore the ability of lncRNAs to act as ceRNAs by protecting mRNAs from miRNA repression. A seed match analysis was performed to validate the underlying regression model. We built normal and cancer networks of miRNA-mediated sponge interactions (MMI-networks) using breast cancer expression data provided by The Cancer Genome Atlas. Conclusions Our study highlights a marked rewiring in the ceRNA program between normal and pathological breast tissue, documented by its “on/off” switch from normal to cancer, and vice-versa. This mutually exclusive activation confers an interesting character to ceRNAs as potential oncosuppressive, or oncogenic, protagonists in cancer. At the heart of this phenomenon is the lncRNA PVT1, as illustrated by both the width of its antagonist mRNAs in normal-MMI-network, and the relevance of the latter in breast cancer. Interestingly, PVT1 revealed a net binding preference towards the mir-200 family as the bone of contention with its rival mRNAs. PMID:25033876

  18. Making IBM's Computer, Watson, Human

    ERIC Educational Resources Information Center

    Rachlin, Howard

    2012-01-01

    This essay uses the recent victory of an IBM computer (Watson) in the TV game, "Jeopardy," to speculate on the abilities Watson would need, in addition to those it has, to be human. The essay's basic premise is that to be human is to behave as humans behave and to function in society as humans function. Alternatives to this premise are considered…

  19. Making IBM's Computer, Watson, Human

    ERIC Educational Resources Information Center

    Rachlin, Howard

    2012-01-01

    This essay uses the recent victory of an IBM computer (Watson) in the TV game, "Jeopardy," to speculate on the abilities Watson would need, in addition to those it has, to be human. The essay's basic premise is that to be human is to behave as humans behave and to function in society as humans function. Alternatives to this premise are considered…

  20. Humanities Computing 25 Years Later.

    ERIC Educational Resources Information Center

    Raben, Joseph

    1991-01-01

    Provides an overview of the development of humanities computing during the past 25 years. Mentions the major applications of the computer to humanities disciplines including the generation of concordances, attempts at dating works of major authors, proving authorship, defining style, and compiling indexes. Discusses lexicographical uses and…

  1. Genotoxic effects of the antimalarial drug lumefantrine in human lymphocytes in vitro and computational prediction of the mechanism associated with its interaction with DNA.

    PubMed

    de Lucca, Renato M R; Batista Júnior, João; Fontes, Cor J Fernandes; Bahia, Marcelo de Oliveira; Bassi-Branco, Carmen L

    2015-07-01

    Lumefantrine (LF) is an aryl-amino alcohol antimalarial drug used in artemisinin-based combination therapies against malaria worldwide. In this study, we investigated the genotoxic effects of LF in human lymphocytes in vitro, and the potential noncovalent interaction of LF with DNA using a 3D DNA-docking model. The number of DNA breaks and the frequency of nuclear buds (NBUDS) was significantly increased (P < 0.01 and P < 0. 05, respectively) at LF concentrations of 60, 80, and 100 µg/mL (LF60, LF80, and LF100, respectively). Frequency (‰) of micronuclei (MN) formation also increased after LF treatments. However, this was only significant for LF100 (P = 0.01) and LF80 (P = 0.001). LF did not affect the frequency of nucleoplasmic bridges (NPBs) (P = 0.12) or the nuclear division index (NDI) (P = 0.32). Computational analysis suggests that LF may interact noncovalently with DNA via the DNA minor groove surface with a predicted binding affinity energy of -7.2 kcal/mol and showing a favorable shape complementary to this groove. Our results suggest that LF has clastogenic effects in human lymphocytes in vitro due to noncovalent interaction with the minor groove of DNA.

  2. Human-Robot Interaction

    NASA Technical Reports Server (NTRS)

    Sandor, Aniko; Cross, E. Vincent, II; Chang, Mai Lee

    2015-01-01

    Human-robot interaction (HRI) is a discipline investigating the factors affecting the interactions between humans and robots. It is important to evaluate how the design of interfaces affect the human's ability to perform tasks effectively and efficiently when working with a robot. By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed to appropriately support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for the design of robotic systems. For efficient and effective remote navigation of a rover, a human operator needs to be aware of the robot's environment. However, during teleoperation, operators may get information about the environment only through a robot's front-mounted camera causing a keyhole effect. The keyhole effect reduces situation awareness which may manifest in navigation issues such as higher number of collisions, missing critical aspects of the environment, or reduced speed. One way to compensate for the keyhole effect and the ambiguities operators experience when they teleoperate a robot is adding multiple cameras and including the robot chassis in the camera view. Augmented reality, such as overlays, can also enhance the way a person sees objects in the environment or in camera views by making them more visible. Scenes can be augmented with integrated telemetry, procedures, or map information. Furthermore, the addition of an exocentric (i.e., third-person) field of view from a camera placed in the robot's environment may provide operators with the additional information needed to gain spatial awareness of the robot. Two research studies investigated possible mitigation approaches to address the keyhole effect: 1) combining the inclusion of the robot chassis in the camera view with augmented reality overlays, and 2) modifying the camera

  3. Determination of Perceptions of the Teacher Candidates Studying in the Computer and Instructional Technology Department towards Human-Computer Interaction and Related Basic Concepts

    ERIC Educational Resources Information Center

    Kiyici, Mubin

    2011-01-01

    HCI is a field which has an increasing popularity by virtue of the spread of the computers and internet and gradually contributes to the production of the user-friendlier software and hardware with the contribution of the scientists from different disciplines. Teacher candidates studying at the computer and instructional technologies department…

  4. Human computer interface guide, revision A

    NASA Technical Reports Server (NTRS)

    1993-01-01

    The Human Computer Interface Guide, SSP 30540, is a reference document for the information systems within the Space Station Freedom Program (SSFP). The Human Computer Interface Guide (HCIG) provides guidelines for the design of computer software that affects human performance, specifically, the human-computer interface. This document contains an introduction and subparagraphs on SSFP computer systems, users, and tasks; guidelines for interactions between users and the SSFP computer systems; human factors evaluation and testing of the user interface system; and example specifications. The contents of this document are intended to be consistent with the tasks and products to be prepared by NASA Work Package Centers and SSFP participants as defined in SSP 30000, Space Station Program Definition and Requirements Document. The Human Computer Interface Guide shall be implemented on all new SSFP contractual and internal activities and shall be included in any existing contracts through contract changes. This document is under the control of the Space Station Control Board, and any changes or revisions will be approved by the deputy director.

  5. Improved temporal resolution heart rate variability monitoring-pilot results of non-laboratory experiments targeting future assessment of human-computer interaction.

    PubMed

    Hercegfi, Károly

    2011-01-01

    This paper outlines the INTERFACE software ergonomic evaluation methodology and presents new validation results. The INTERFACE methodology is based on a simultaneous assessment of heart rate variability, skin conductance, and other data. The results of using this methodology on-site, in a non-laboratory environment indicate that it is potentially capable of identifying quality attributes of elements of software with a temporal resolution of only a few seconds. This paper presents pilot results supporting this hypothesis, showing empirical evidence in spite of the definitely non-laboratory environment: they indicate that the method is robust enough for practical usability tests. Naturally, in the future these pilot results will have to be followed with further laboratory-based verification and refinement. This paper focuses only on some characteristics of this method, not on an actual analysis of human-computer interaction; however, its results can establish a future practical and objective event-related analysis of software use.

  6. Functional Assessment for Human-Computer Interaction: A Method for Quantifying Physical Functional Capabilities for Information Technology Users

    ERIC Educational Resources Information Center

    Price, Kathleen J.

    2011-01-01

    The use of information technology is a vital part of everyday life, but for a person with functional impairments, technology interaction may be difficult at best. Information technology is commonly designed to meet the needs of a theoretical "normal" user. However, there is no such thing as a "normal" user. A user's capabilities will vary over…

  7. Functional Assessment for Human-Computer Interaction: A Method for Quantifying Physical Functional Capabilities for Information Technology Users

    ERIC Educational Resources Information Center

    Price, Kathleen J.

    2011-01-01

    The use of information technology is a vital part of everyday life, but for a person with functional impairments, technology interaction may be difficult at best. Information technology is commonly designed to meet the needs of a theoretical "normal" user. However, there is no such thing as a "normal" user. A user's capabilities will vary over…

  8. Interactive computer-enhanced remote viewing system

    SciTech Connect

    Tourtellott, J.A.; Wagner, J.F.

    1995-10-01

    Remediation activities such as decontamination and decommissioning (D&D) typically involve materials and activities hazardous to humans. Robots are an attractive way to conduct such remediation, but for efficiency they need a good three-dimensional (3-D) computer model of the task space where they are to function. This model can be created from engineering plans and architectural drawings and from empirical data gathered by various sensors at the site. The model is used to plan robotic tasks and verify that selected paths are clear of obstacles. This report describes the development of an Interactive Computer-Enhanced Remote Viewing System (ICERVS), a software system to provide a reliable geometric description of a robotic task space, and enable robotic remediation to be conducted more effectively and more economically.

  9. SHIC--An Interactive Hypothetical Computer

    ERIC Educational Resources Information Center

    Grillo, John P.; Gensler, Philip J.

    1975-01-01

    Describes an interactive simulated hypothetical instructional computer that significantly improves the student's understanding of how a computer works and how high-level language constraints are handled by essentially simple machines. (Author/IRT)

  10. SHIC--An Interactive Hypothetical Computer

    ERIC Educational Resources Information Center

    Grillo, John P.; Gensler, Philip J.

    1975-01-01

    Describes an interactive simulated hypothetical instructional computer that significantly improves the student's understanding of how a computer works and how high-level language constraints are handled by essentially simple machines. (Author/IRT)

  11. Spatio-Temporal Clustering of Movement Data: AN Application to Trajectories Generated by Human-Computer Interaction

    NASA Astrophysics Data System (ADS)

    McArdle, G.; Tahir, A.; Bertolotto, M.

    2012-07-01

    Advances in ubiquitous positioning technologies and their increasing availability in mobile devices has generated large volumes of movement data. Analysing these datasets is challenging. While data mining techniques can be applied to this data, knowledge of the underlying spatial region can assist interpreting the data. We have developed a geovisual analysis tool for studying movement data. In addition to interactive visualisations, the tool has features for analysing movement trajectories, in terms of their spatial and temporal similarity. The focus in this paper is on mouse trajectories of users interacting with web maps. The results obtained from a user trial can be used as a starting point to determine which parts of a mouse trajectory can assist personalisation of spatial web maps.

  12. Computer simulations of the interaction of human immunodeficiency virus (HIV) aspartic protease with spherical gold nanoparticles: implications in acquired immunodeficiency syndrome (AIDS)

    NASA Astrophysics Data System (ADS)

    Whiteley, Chris G.; Lee, Duu-Jong

    2016-09-01

    The interaction of gold nanoparticles (AuNP) with human immune-deficiency virus aspartic protease (HIVPR) is modelled using a regime of molecular dynamics simulations. The simulations of the ‘docking’, first as a rigid-body complex, and eventually through flexible-fit analysis, creates 36 different complexes from four initial orientations of the nanoparticle strategically positioned around the surface of the enzyme. The structural deviations of the enzymes from the initial x-ray crystal structure during each docking simulation are assessed by comparative analysis of secondary structural elements, root mean square deviations, B-factors, interactive bonding energies, dihedral angles, radius of gyration (R g), circular dichroism (CD), volume occupied by C α , electrostatic potentials, solvation energies and hydrophobicities. Normalisation of the data narrows the selection from the initial 36 to one ‘final’ probable structure. It is concluded that, after computer simulations on each of the 36 initial complexes incorporating the 12 different biophysical techniques, the top five complexes are the same no matter which technique is explored. The significance of the present work is an expansion of an earlier study on the molecular dynamic simulation for the interaction of HIVPR with silver nanoparticles. This work is supported by experimental evidence since the initial ‘orientation’ of the AgNP with the enzyme is the same as the ‘final’ AuNP-HIVPR complex generated in the present study. The findings will provide insight into the forces of the binding of the HIVPR to AuNP. It is anticipated that the protocol developed in this study will act as a standard process for the interaction of any nanoparticle with any biomedical target.

  13. Computer simulations of the interaction of human immunodeficiency virus (HIV) aspartic protease with spherical gold nanoparticles: implications in acquired immunodeficiency syndrome (AIDS).

    PubMed

    Whiteley, Chris G; Lee, Duu-Jong

    2016-09-09

    The interaction of gold nanoparticles (AuNP) with human immune-deficiency virus aspartic protease (HIVPR) is modelled using a regime of molecular dynamics simulations. The simulations of the 'docking', first as a rigid-body complex, and eventually through flexible-fit analysis, creates 36 different complexes from four initial orientations of the nanoparticle strategically positioned around the surface of the enzyme. The structural deviations of the enzymes from the initial x-ray crystal structure during each docking simulation are assessed by comparative analysis of secondary structural elements, root mean square deviations, B-factors, interactive bonding energies, dihedral angles, radius of gyration (R g), circular dichroism (CD), volume occupied by C α , electrostatic potentials, solvation energies and hydrophobicities. Normalisation of the data narrows the selection from the initial 36 to one 'final' probable structure. It is concluded that, after computer simulations on each of the 36 initial complexes incorporating the 12 different biophysical techniques, the top five complexes are the same no matter which technique is explored. The significance of the present work is an expansion of an earlier study on the molecular dynamic simulation for the interaction of HIVPR with silver nanoparticles. This work is supported by experimental evidence since the initial 'orientation' of the AgNP with the enzyme is the same as the 'final' AuNP-HIVPR complex generated in the present study. The findings will provide insight into the forces of the binding of the HIVPR to AuNP. It is anticipated that the protocol developed in this study will act as a standard process for the interaction of any nanoparticle with any biomedical target.

  14. Creating Interactive Virtual Humans: Some Assembly Required

    DTIC Science & Technology

    2002-08-01

    the synthetic environment. For example, Mr. Bubb of Zoesis Studios (see Figure 5) is tightly responsive to unpredictable and con- tinuous changes in...other alterna- tives is an important open problem in vir- tual human research. The future of androids remains to be seen, but realistic interactive...computer.org/intelligent 61 Figure 5. Mr. Bubb is an interactive character developed by Zoesis Studios that reacts continously to the user’s social interactions

  15. Secure Distributed Human Computation

    NASA Astrophysics Data System (ADS)

    Gentry, Craig; Ramzan, Zulfikar; Stubblebine, Stuart

    In Peha’s Financial Cryptography 2004 invited talk, he described the Cyphermint PayCash system (see www.cyphermint.com), which allows people without bank accounts or credit cards (a sizeable segment of the U.S. population) to automatically and instantly cash checks, pay bills, or make Internet transactions through publicly-accessible kiosks. Since PayCash offers automated financial transactions and since the system uses (unprotected) kiosks, security is critical. The kiosk must decide whether a person cashing a check is really the person to whom the check was made out, so it takes a digital picture of the person cashing the check and transmits this picture electronically to a central office, where a human worker compares the kiosk’s picture to one that was taken when the person registered with Cyphermint. If both pictures are of the same person, then the human worker authorizes the transaction.

  16. Study on the interaction of artificial and natural food colorants with human serum albumin: A computational point of view.

    PubMed

    Masone, Diego; Chanforan, Céline

    2015-06-01

    Due to the high amount of artificial food colorants present in infants' diets, their adverse effects have been of major concern among the literature. Artificial food colorants have been suggested to affect children's behavior, being hyperactivity the most common disorder. In this study we compare binding affinities of a group of artificial colorants (sunset yellow, quinoline yellow, carmoisine, allura red and tartrazine) and their natural industrial equivalents (carminic acid, curcumin, peonidin-3-glucoside, cyanidin-3-glucoside) to human serum albumin (HSA) by a docking approach and further refinement through atomistic molecular dynamics simulations. Due to the protein-ligand conformational interface complexity, we used collective variable driven molecular dynamics to refine docking predictions and to score them according to a hydrogen-bond criterion. With this protocol, we were able to rank ligand affinities to HSA and to compare between the studied natural and artificial food additives. Our results show that the five artificial colorants studied bind better to HSA than their equivalent natural options, in terms of their H-bonding network, supporting the hypothesis of their potential risk to human health. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. Human/computer control of undersea teleoperators

    NASA Technical Reports Server (NTRS)

    Sheridan, T. B.; Verplank, W. L.; Brooks, T. L.

    1978-01-01

    The potential of supervisory controlled teleoperators for accomplishment of manipulation and sensory tasks in deep ocean environments is discussed. Teleoperators and supervisory control are defined, the current problems of human divers are reviewed, and some assertions are made about why supervisory control has potential use to replace and extend human diver capabilities. The relative roles of man and computer and the variables involved in man-computer interaction are next discussed. Finally, a detailed description of a supervisory controlled teleoperator system, SUPERMAN, is presented.

  18. Interactions stabilizing the C-terminal helix of human phospholipid scramblase 1 in lipid bilayers: A computational study.

    PubMed

    Venken, Tom; Schillinger, Anne-Sophie; Fuglebakk, Edvin; Reuter, Nathalie

    2017-03-31

    The human phospholipid scramblase 1 (SCR) distributes lipids non-selectively between the cellular membrane leaflets. SCR has long been thought to be mostly localized in the cytoplasm (amino acids 1-287) and anchored to the membrane via the insertion of a 19 amino acid long transmembrane C-terminal helix (CTH, 288-306), which further extends to the exoplasmic side with a 12 amino acid long tail (307-318). Little is known about the structure of this protein, but recent experimental data on two CTH peptides (288-306 and 288-318) show that they insert through phospholipid bilayers and that the presence of cholesterol improves their affinity for lipid vesicles. Yet the sequence of the CTH ((288)KMKAVMIGACFLIDFMFFE(306)) contains an aspartic acid (D301), which is not exactly a prototypical amino acid for single-pass transmembrane helices. In this study, we investigate how the polar aspartate residue is accommodated in lipid bilayers containing POPC with and without cholesterol, using all-atom molecular dynamics simulations. We identify two cholesterol-binding sites: (i) A291, F298 and L299 and (ii) L299, F302 and E306 and suggest that cholesterol plays a role in stabilizing the helix in a transmembrane position. We suggest that the presence of the aspartate could be functionally relevant for the scramblase protein activity.

  19. Making IBM's Computer, Watson, Human

    PubMed Central

    Rachlin, Howard

    2012-01-01

    This essay uses the recent victory of an IBM computer (Watson) in the TV game, Jeopardy, to speculate on the abilities Watson would need, in addition to those it has, to be human. The essay's basic premise is that to be human is to behave as humans behave and to function in society as humans function. Alternatives to this premise are considered and rejected. The viewpoint of the essay is that of teleological behaviorism. Mental states are defined as temporally extended patterns of overt behavior. From this viewpoint (although Watson does not currently have them), essential human attributes such as consciousness, the ability to love, to feel pain, to sense, to perceive, and to imagine may all be possessed by a computer. Most crucially, a computer may possess self-control and may act altruistically. However, the computer's appearance, its ability to make specific movements, its possession of particular internal structures (e.g., whether those structures are organic or inorganic), and the presence of any nonmaterial “self,” are all incidental to its humanity. PMID:22942530

  20. Making IBM's Computer, Watson, Human.

    PubMed

    Rachlin, Howard

    2012-01-01

    This essay uses the recent victory of an IBM computer (Watson) in the TV game, Jeopardy, to speculate on the abilities Watson would need, in addition to those it has, to be human. The essay's basic premise is that to be human is to behave as humans behave and to function in society as humans function. Alternatives to this premise are considered and rejected. The viewpoint of the essay is that of teleological behaviorism. Mental states are defined as temporally extended patterns of overt behavior. From this viewpoint (although Watson does not currently have them), essential human attributes such as consciousness, the ability to love, to feel pain, to sense, to perceive, and to imagine may all be possessed by a computer. Most crucially, a computer may possess self-control and may act altruistically. However, the computer's appearance, its ability to make specific movements, its possession of particular internal structures (e.g., whether those structures are organic or inorganic), and the presence of any nonmaterial "self," are all incidental to its humanity.

  1. Interactivity: What Is It and What Can It Do for Computer-Based Instruction?

    ERIC Educational Resources Information Center

    Borsook, Terry K.; Higginbotham-Wheat, Nancy

    1991-01-01

    This article examines the concept of interactivity and discusses human-to-human interactivity versus computer-to-human interaction in education. Levels of communicative interdependence are explained, variables that are important ingredients of interactivity are discussed, learner control is discussed, and two interactive instructional systems are…

  2. CosmicPy: Interactive cosmology computations

    NASA Astrophysics Data System (ADS)

    Lanusse, Francois; Rassat, Anais; Starck, Jean-Luc

    2016-01-01

    CosmicPy performs simple and interactive cosmology computations for forecasting cosmological parameters constraints; it computes tomographic and 3D Spherical Fourier-Bessel power spectra as well as Fisher matrices for galaxy clustering. Written in Python, it relies on a fast C++ implementation of Fourier-Bessel related computations, and requires NumPy, SciPy, and Matplotlib.

  3. Live interactive computer music performance practice

    NASA Astrophysics Data System (ADS)

    Wessel, David

    2002-05-01

    A live-performance musical instrument can be assembled around current lap-top computer technology. One adds a controller such as a keyboard or other gestural input device, a sound diffusion system, some form of connectivity processor(s) providing for audio I/O and gestural controller input, and reactive real-time native signal processing software. A system consisting of a hand gesture controller; software for gesture analysis and mapping, machine listening, composition, and sound synthesis; and a controllable radiation pattern loudspeaker are described. Interactivity begins in the set up wherein the speaker-room combination is tuned with an LMS procedure. This system was designed for improvisation. It is argued that software suitable for carrying out an improvised musical dialog with another performer poses special challenges. The processes underlying the generation of musical material must be very adaptable, capable of rapid changes in musical direction. Machine listening techniques are used to help the performer adapt to new contexts. Machine learning can play an important role in the development of such systems. In the end, as with any musical instrument, human skill is essential. Practice is required not only for the development of musically appropriate human motor programs but for the adaptation of the computer-based instrument as well.

  4. Computer Assistance for Writing Interactive Programs: TICS.

    ERIC Educational Resources Information Center

    Kaplow, Roy; And Others

    1973-01-01

    Investigators developed an on-line, interactive programing system--the Teacher-Interactive Computer System (TICS)--to provide assistance to those who were not programers, but nevertheless wished to write interactive instructional programs. TICS had two components: an author system and a delivery system. Underlying assumptions were that…

  5. Computing the stresses and deformations of the human eye components due to a high explosive detonation using fluid-structure interaction model.

    PubMed

    Karimi, Alireza; Razaghi, Reza; Navidbakhsh, Mahdi; Sera, Toshihiro; Kudo, Susumu

    2016-05-01

    In spite the fact that a very small human body surface area is comprised by the eye, its wounds due to detonation have recently been dramatically amplified. Although many efforts have been devoted to measure injury of the globe, there is still a lack of knowledge on the injury mechanism due to Primary Blast Wave (PBW). The goal of this study was to determine the stresses and deformations of the human eye components, including the cornea, aqueous, iris, ciliary body, lens, vitreous, retina, sclera, optic nerve, and muscles, attributed to PBW induced by trinitrotoluene (TNT) explosion via a Lagrangian-Eulerian computational coupling model. Magnetic Resonance Imaging (MRI) was employed to establish a Finite Element (FE) model of the human eye according to a normal human eye. The solid components of the eye were modelled as Lagrangian mesh, while an explosive TNT, air domain, and aqueous were modelled using Arbitrary Lagrangian-Eulerian (ALE) mesh. Nonlinear dynamic FE simulations were accomplished using the explicit FE code, namely LS-DYNA. In order to simulate the blast wave generation, propagation, and interaction with the eye, the ALE formulation with Jones-Wilkins-Lee (JWL) equation defining the explosive material were employed. The results revealed a peak stress of 135.70kPa brought about by detonation upsurge on the cornea at the distance of 25cm. The highest von Mises stresses were observed on the sclera (267.3kPa), whereas the lowest one was seen on the vitreous body (0.002kPa). The results also showed a relatively high resultant displacement for the macula as well as a high variation for the radius of curvature for the cornea and lens, which can result in both macular holes, optic nerve damage and, consequently, vision loss. These results may have implications not only for understanding the value of stresses and strains in the human eye components but also giving an outlook about the process of PBW triggers damage to the eye. Copyright © 2016 Elsevier Ltd

  6. Human-computer interface design

    SciTech Connect

    Bowser, S.E.

    1995-04-01

    Modern military forces assume that computer-based information is reliable, timely, available, usable, and shared. The importance of computer-based information is based on the assumption that {open_quotes}shared situation awareness, coupled with the ability to conduct continuous operations, will allow information age armies to observe, decide, and act faster, more correctly and more precisely than their enemies.{close_quotes} (Sullivan and Dubik 1994). Human-Computer Interface (HCI) design standardization is critical to the realization of the previously stated assumptions. Given that a key factor of a high-performance, high-reliability system is an easy-to-use, effective design of the interface between the hardware, software, and the user, it follows logically that the interface between the computer and the military user is critical to the success of the information-age military. The proliferation of computer technology has resulted in the development of an extensive variety of computer-based systems and the implementation of varying HCI styles on these systems. To accommodate the continued growth in computer-based systems, minimize HCI diversity, and improve system performance and reliability, the U.S. Department of Defense (DoD) is continuing to adopt interface standards for developing computer-based systems.

  7. A computer-human interaction model to improve the diagnostic accuracy and clinical decision-making during 12-lead electrocardiogram interpretation.

    PubMed

    Cairns, Andrew W; Bond, Raymond R; Finlay, Dewar D; Breen, Cathal; Guldenring, Daniel; Gaffney, Robert; Gallagher, Anthony G; Peace, Aaron J; Henn, Pat

    2016-12-01

    The 12-lead Electrocardiogram (ECG) presents a plethora of information and demands extensive knowledge and a high cognitive workload to interpret. Whilst the ECG is an important clinical tool, it is frequently incorrectly interpreted. Even expert clinicians are known to impulsively provide a diagnosis based on their first impression and often miss co-abnormalities. Given it is widely reported that there is a lack of competency in ECG interpretation, it is imperative to optimise the interpretation process. Predominantly the ECG interpretation process remains a paper based approach and whilst computer algorithms are used to assist interpreters by providing printed computerised diagnoses, there are a lack of interactive human-computer interfaces to guide and assist the interpreter. An interactive computing system was developed to guide the decision making process of a clinician when interpreting the ECG. The system decomposes the interpretation process into a series of interactive sub-tasks and encourages the clinician to systematically interpret the ECG. We have named this model 'Interactive Progressive based Interpretation' (IPI) as the user cannot 'progress' unless they complete each sub-task. Using this model, the ECG is segmented into five parts and presented over five user interfaces (1: Rhythm interpretation, 2: Interpretation of the P-wave morphology, 3: Limb lead interpretation, 4: QRS morphology interpretation with chest lead and rhythm strip presentation and 5: Final review of 12-lead ECG). The IPI model was implemented using emerging web technologies (i.e. HTML5, CSS3, AJAX, PHP and MySQL). It was hypothesised that this system would reduce the number of interpretation errors and increase diagnostic accuracy in ECG interpreters. To test this, we compared the diagnostic accuracy of clinicians when they used the standard approach (control cohort) with clinicians who interpreted the same ECGs using the IPI approach (IPI cohort). For the control cohort, the

  8. Human Computer Interactions in Next-Generation of Aircraft Smart Navigation Management Systems: Task Analysis and Architecture under an Agent-Oriented Methodological Approach

    PubMed Central

    Canino-Rodríguez, José M.; García-Herrero, Jesús; Besada-Portas, Juan; Ravelo-García, Antonio G.; Travieso-González, Carlos; Alonso-Hernández, Jesús B.

    2015-01-01

    The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers’ indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications. PMID:25746092

  9. What is the Value of Embedding Artificial Emotional Prosody in Human-Computer Interactions? Implications for Theory and Design in Psychological Science.

    PubMed

    Mitchell, Rachel L C; Xu, Yi

    2015-01-01

    In computerized technology, artificial speech is becoming increasingly important, and is already used in ATMs, online gaming and healthcare contexts. However, today's artificial speech typically sounds monotonous, a main reason for this being the lack of meaningful prosody. One particularly important function of prosody is to convey different emotions. This is because successful encoding and decoding of emotions is vital for effective social cognition, which is increasingly recognized in human-computer interaction contexts. Current attempts to artificially synthesize emotional prosody are much improved relative to early attempts, but there remains much work to be done due to methodological problems, lack of agreed acoustic correlates, and lack of theoretical grounding. If the addition of synthetic emotional prosody is not of sufficient quality, it may risk alienating users instead of enhancing their experience. So the value of embedding emotion cues in artificial speech may ultimately depend on the quality of the synthetic emotional prosody. However, early evidence on reactions to synthesized non-verbal cues in the facial modality bodes well. Attempts to implement the recognition of emotional prosody into artificial applications and interfaces have perhaps been met with greater success, but the ultimate test of synthetic emotional prosody will be to critically compare how people react to synthetic emotional prosody vs. natural emotional prosody, at the behavioral, socio-cognitive and neural levels.

  10. Feature selection for speech emotion recognition in Spanish and Basque: on the use of machine learning to improve human-computer interaction.

    PubMed

    Arruti, Andoni; Cearreta, Idoia; Alvarez, Aitor; Lazkano, Elena; Sierra, Basilio

    2014-01-01

    Study of emotions in human-computer interaction is a growing research area. This paper shows an attempt to select the most significant features for emotion recognition in spoken Basque and Spanish Languages using different methods for feature selection. RekEmozio database was used as the experimental data set. Several Machine Learning paradigms were used for the emotion classification task. Experiments were executed in three phases, using different sets of features as classification variables in each phase. Moreover, feature subset selection was applied at each phase in order to seek for the most relevant feature subset. The three phases approach was selected to check the validity of the proposed approach. Achieved results show that an instance-based learning algorithm using feature subset selection techniques based on evolutionary algorithms is the best Machine Learning paradigm in automatic emotion recognition, with all different feature sets, obtaining a mean of 80,05% emotion recognition rate in Basque and a 74,82% in Spanish. In order to check the goodness of the proposed process, a greedy searching approach (FSS-Forward) has been applied and a comparison between them is provided. Based on achieved results, a set of most relevant non-speaker dependent features is proposed for both languages and new perspectives are suggested.

  11. Human computer interactions in next-generation of aircraft smart navigation management systems: task analysis and architecture under an agent-oriented methodological approach.

    PubMed

    Canino-Rodríguez, José M; García-Herrero, Jesús; Besada-Portas, Juan; Ravelo-García, Antonio G; Travieso-González, Carlos; Alonso-Hernández, Jesús B

    2015-03-04

    The limited efficiency of current air traffic systems will require a next-generation of Smart Air Traffic System (SATS) that relies on current technological advances. This challenge means a transition toward a new navigation and air-traffic procedures paradigm, where pilots and air traffic controllers perform and coordinate their activities according to new roles and technological supports. The design of new Human-Computer Interactions (HCI) for performing these activities is a key element of SATS. However efforts for developing such tools need to be inspired on a parallel characterization of hypothetical air traffic scenarios compatible with current ones. This paper is focused on airborne HCI into SATS where cockpit inputs came from aircraft navigation systems, surrounding traffic situation, controllers' indications, etc. So the HCI is intended to enhance situation awareness and decision-making through pilot cockpit. This work approach considers SATS as a system distributed on a large-scale with uncertainty in a dynamic environment. Therefore, a multi-agent systems based approach is well suited for modeling such an environment. We demonstrate that current methodologies for designing multi-agent systems are a useful tool to characterize HCI. We specifically illustrate how the selected methodological approach provides enough guidelines to obtain a cockpit HCI design that complies with future SATS specifications.

  12. The Human Computer Interaction Certificate Program at Rensselaer Polytechnic Institute: A Case Study in the Benefits and Costs of a Joint Industry/University Designed Program Featuring Integrated Delivery Methods.

    ERIC Educational Resources Information Center

    Jewett, Frank I.

    This case study presents information about a graduate-level certificate program in human computer interaction that was added to the Rensselaer Polytechnic Institute (New York) satellite video program in 1996, as a cooperative program between the institution and the IBM Corporation. The program was designed for individuals who work in computer…

  13. Binding Interactions of Dopamine and Apomorphine in D2High and D2Low States of Human Dopamine D2 Receptor Using Computational and Experimental Techniques.

    PubMed

    Durdagi, Serdar; Salmas, Ramin Ekhteiari; Stein, Matthias; Yurtsever, Mine; Seeman, Philip

    2016-02-17

    We have recently reported G-protein coupled receptor (GPCR) model structures for the active and inactive states of the human dopamine D2 receptor (D2R) using adrenergic crystal structures as templates. Since the therapeutic concentrations of dopamine agonists that suppress the release of prolactin are the same as those that act at the high-affinity state of the D2 receptor (D2High), D2High in the anterior pituitary gland is considered to be the functional state of the receptor. In addition, the therapeutic concentrations of anti-Parkinson drugs are also related to the dissociation constants in the D2High form of the receptor. The discrimination between the high- and low-affinity (D2Low) components of the D2R is not obvious and requires advanced computer-assisted structural biology investigations. Therefore, in this work, the derived D2High and D2Low receptor models (GPCR monomer and dimer three-dimensional structures) are used as drug-binding targets to investigate binding interactions of dopamine and apomorphine. The study reveals a match between the experimental dissociation constants of dopamine and apomorphine at their high- and low-affinity sites of the D2 receptor in monomer and dimer and their calculated dissociation constants. The allosteric receptor-receptor interaction for dopamine D2R dimer is associated with the accessibility of adjacent residues of transmembrane region 4. The measured negative cooperativity between agonist ligand at dopamine D2 receptor is also correctly predicted using the D2R homodimerization model.

  14. Vesalius project: interactive computers in anatomical instruction

    NASA Astrophysics Data System (ADS)

    McCracken, Thomas O.; Roper, Stephen D.; Spurgeon, Thomas L.

    1991-04-01

    This project is based on an entirely new concept for teaching the structure and function of the human body a concept which combines traditional approaches gained from centuries of study of human anatomy with the most recent sophisticated 3-dimensional computer graphics display systems and laser disc technology. The end-point of the project is a high resolution interactive 3-D atlas of human/animal anatomy stored on a laser video disc and displayed on graphics workstations--an " electronic Gray''s Anatomy" . These displays will be used to teach the structure of the body and to give students and instructors an understanding of their own body in health and disease. To evaluate the software developed undergraduate students from the anatomy courses at CSU wil be allowed to work with the computer-generated images from the earliest stages of development. Feedback from these students will be incorporated into the software development. Furthermore once a relatively complete series of images has been generated groups of students will be selected at random to study anatomy with this new methodology and will be compared with control groups who utilize more traditional techniques. METHODOLOGY This is a complex project that requires many individual facets to be developed simultaneously (figure 1). We have established an important collaboration with the Uniformed Services University in Bethesda that will allow us to utilize a large cryotome with photographic systems and the expertise to operate it already available there. Indeed most of the elaborate apparatus such as graphics workstations needed for the project is currently available either at CSU or through collaborative arrangements with other institutions.

  15. A Computer Interactive Simulation Game

    ERIC Educational Resources Information Center

    Crawford, A. Berry; McKee, Mac

    1975-01-01

    Discussed is a simulation game designed to acquaint environmental planners and resource managers with the problems and interactions involved in an environmental system. A description of the structure, rules, and dynamics of the game is presented. Also included are recommendations and an example of the game. (MR)

  16. RecceMan: an interactive recognition assistance for image-based reconnaissance: synergistic effects of human perception and computational methods for object recognition, identification, and infrastructure analysis

    NASA Astrophysics Data System (ADS)

    El Bekri, Nadia; Angele, Susanne; Ruckhäberle, Martin; Peinsipp-Byma, Elisabeth; Haelke, Bruno

    2015-10-01

    This paper introduces an interactive recognition assistance system for imaging reconnaissance. This system supports aerial image analysts on missions during two main tasks: Object recognition and infrastructure analysis. Object recognition concentrates on the classification of one single object. Infrastructure analysis deals with the description of the components of an infrastructure and the recognition of the infrastructure type (e.g. military airfield). Based on satellite or aerial images, aerial image analysts are able to extract single object features and thereby recognize different object types. It is one of the most challenging tasks in the imaging reconnaissance. Currently, there are no high potential ATR (automatic target recognition) applications available, as consequence the human observer cannot be replaced entirely. State-of-the-art ATR applications cannot assume in equal measure human perception and interpretation. Why is this still such a critical issue? First, cluttered and noisy images make it difficult to automatically extract, classify and identify object types. Second, due to the changed warfare and the rise of asymmetric threats it is nearly impossible to create an underlying data set containing all features, objects or infrastructure types. Many other reasons like environmental parameters or aspect angles compound the application of ATR supplementary. Due to the lack of suitable ATR procedures, the human factor is still important and so far irreplaceable. In order to use the potential benefits of the human perception and computational methods in a synergistic way, both are unified in an interactive assistance system. RecceMan® (Reconnaissance Manual) offers two different modes for aerial image analysts on missions: the object recognition mode and the infrastructure analysis mode. The aim of the object recognition mode is to recognize a certain object type based on the object features that originated from the image signatures. The

  17. The Quantum Human Computer (QHC) Hypothesis

    ERIC Educational Resources Information Center

    Salmani-Nodoushan, Mohammad Ali

    2008-01-01

    This article attempts to suggest the existence of a human computer called Quantum Human Computer (QHC) on the basis of an analogy between human beings and computers. To date, there are two types of computers: Binary and Quantum. The former operates on the basis of binary logic where an object is said to exist in either of the two states of 1 and…

  18. The Quantum Human Computer (QHC) Hypothesis

    ERIC Educational Resources Information Center

    Salmani-Nodoushan, Mohammad Ali

    2008-01-01

    This article attempts to suggest the existence of a human computer called Quantum Human Computer (QHC) on the basis of an analogy between human beings and computers. To date, there are two types of computers: Binary and Quantum. The former operates on the basis of binary logic where an object is said to exist in either of the two states of 1 and…

  19. The Cross-Cultural Study of Human-Computer Interaction: A Review of Research Methodology, Technology Transfer, and the Diffusion of Innovation.

    ERIC Educational Resources Information Center

    Day, Donald L.

    This paper examines the methodological literature of cross-cultural research to establish whether the means exist to identify culturally biased preconceptions implicit in human-computer interfaces, and to develop interfaces more attuned to the cultural differences of the users. It is the premise of this paper that cultural conditioning affects…

  20. Synchronous Computer-Mediated Communication and Interaction

    ERIC Educational Resources Information Center

    Ziegler, Nicole

    2016-01-01

    The current study reports on a meta-analysis of the relative effectiveness of interaction in synchronous computer-mediated communication (SCMC) and face-to-face (FTF) contexts. The primary studies included in the analysis were journal articles and dissertations completed between 1990 and 2012 (k = 14). Results demonstrate that interaction in SCMC…

  1. Synchronous Computer-Mediated Communication and Interaction

    ERIC Educational Resources Information Center

    Ziegler, Nicole

    2016-01-01

    The current study reports on a meta-analysis of the relative effectiveness of interaction in synchronous computer-mediated communication (SCMC) and face-to-face (FTF) contexts. The primary studies included in the analysis were journal articles and dissertations completed between 1990 and 2012 (k = 14). Results demonstrate that interaction in SCMC…

  2. Human-Robot Interaction

    NASA Technical Reports Server (NTRS)

    Rochlis-Zumbado, Jennifer; Sandor, Aniko; Ezer, Neta

    2012-01-01

    Risk of Inadequate Design of Human and Automation/Robotic Integration (HARI) is a new Human Research Program (HRP) risk. HRI is a research area that seeks to understand the complex relationship among variables that affect the way humans and robots work together to accomplish goals. The DRP addresses three major HRI study areas that will provide appropriate information for navigation guidance to a teleoperator of a robot system, and contribute to the closure of currently identified HRP gaps: (1) Overlays -- Use of overlays for teleoperation to augment the information available on the video feed (2) Camera views -- Type and arrangement of camera views for better task performance and awareness of surroundings (3) Command modalities -- Development of gesture and voice command vocabularies

  3. Human systems dynamics: Toward a computational model

    NASA Astrophysics Data System (ADS)

    Eoyang, Glenda H.

    2012-09-01

    A robust and reliable computational model of complex human systems dynamics could support advancements in theory and practice for social systems at all levels, from intrapersonal experience to global politics and economics. Models of human interactions have evolved from traditional, Newtonian systems assumptions, which served a variety of practical and theoretical needs of the past. Another class of models has been inspired and informed by models and methods from nonlinear dynamics, chaos, and complexity science. None of the existing models, however, is able to represent the open, high dimension, and nonlinear self-organizing dynamics of social systems. An effective model will represent interactions at multiple levels to generate emergent patterns of social and political life of individuals and groups. Existing models and modeling methods are considered and assessed against characteristic pattern-forming processes in observed and experienced phenomena of human systems. A conceptual model, CDE Model, based on the conditions for self-organizing in human systems, is explored as an alternative to existing models and methods. While the new model overcomes the limitations of previous models, it also provides an explanatory base and foundation for prospective analysis to inform real-time meaning making and action taking in response to complex conditions in the real world. An invitation is extended to readers to engage in developing a computational model that incorporates the assumptions, meta-variables, and relationships of this open, high dimension, and nonlinear conceptual model of the complex dynamics of human systems.

  4. Computational analysis of ramjet engine inlet interaction

    NASA Technical Reports Server (NTRS)

    Duncan, Beverly; Thomas, Scott

    1992-01-01

    A computational analysis of a ramjet engine at Mach 3.5 has been conducted and compared to results obtained experimentally. This study focuses on the behavior of the inlet both with and without combustor backpressure. Increased backpressure results in separation of the body side boundary layer and a resultant static pressure rise in the inlet throat region. The computational results compare well with the experimental data for static pressure distribution through the engine, inlet throat flow profiles, and mass capture. The computational analysis slightly underpredicts the thickness of the engine body surface boundary layer and the extent of the interaction caused by backpressure; however, the interaction is observed at approximately the same level of backpressure both experimentally and computationally. This study demonstrates the ability of two different Navier-Stokes codes, namely RPLUS and PARC, to calculate the flow features of this ramjet engine and to provide more detailed information on the process of inlet interaction and unstart.

  5. Interactive computer aided shift scheduling.

    PubMed

    Gaertner, J

    2001-12-01

    This paper starts with a discussion of computer aided shift scheduling. After a brief review of earlier approaches, two conceptualizations of this field are introduced: First, shift scheduling as a field that ranges from extremely stable rosters at one pole to rather market-like approaches on the other pole. Unfortunately, already small alterations of a scheduling problem (e.g., the number of groups, the number of shifts) may call for rather different approaches and tools. Second, their environment shapes scheduling problems and scheduling has to be done within idiosyncratic organizational settings. This calls for the amalgamation of scheduling with other tasks (e.g., accounting) and for reflections whether better solutions might become possible by changes in the problem definition (e.g., other service levels, organizational changes). Therefore shift scheduling should be understood as a highly connected problem. Building upon these two conceptualizations, a few examples of software that ease scheduling in some areas of this field are given and future research questions are outlined.

  6. Negative Human Interaction

    ERIC Educational Resources Information Center

    Brannan, John M.

    1972-01-01

    This study is an effort to examine man's most negative experiences as he perceives them. The results indicated that teachers were involved more often than any other person in the most negative experience reported. Improved human relations skills are clearly indicated for those in higher education as well as in public schools. (Author)

  7. Interactive computer code for dynamic and soil structure interaction analysis

    SciTech Connect

    Mulliken, J.S.

    1995-12-01

    A new interactive computer code is presented in this paper for dynamic and soil-structure interaction (SSI) analyses. The computer program FETA (Finite Element Transient Analysis) is a self contained interactive graphics environment for IBM-PC`s that is used for the development of structural and soil models as well as post-processing dynamic analysis output. Full 3-D isometric views of the soil-structure system, animation of displacements, frequency and time domain responses at nodes, and response spectra are all graphically available simply by pointing and clicking with a mouse. FETA`s finite element solver performs 2-D and 3-D frequency and time domain soil-structure interaction analyses. The solver can be directly accessed from the graphical interface on a PC, or run on a number of other computer platforms.

  8. Toward Usable Interactive Analytics: Coupling Cognition and Computation

    SciTech Connect

    Endert, Alexander; North, Chris; Chang, Remco; Zhou, Michelle

    2014-09-24

    Interactive analytics provide users a myriad of computational means to aid in extracting meaningful information from large and complex datasets. Much prior work focuses either on advancing the capabilities of machine-centric approaches by the data mining and machine learning communities, or human-driven methods by the visualization and CHI communities. However, these methods do not yet support a true human-machine symbiotic relationship where users and machines work together collaboratively and adapt to each other to advance an interactive analytic process. In this paper we discuss some of the inherent issues, outlining what we believe are the steps toward usable interactive analytics that will ultimately increase the effectiveness for both humans and computers to produce insights.

  9. From human-machine interaction to human-machine cooperation.

    PubMed

    Hoc, J M

    2000-07-01

    Since the 1960s, the rapid growth of information systems has led to the wide development of research on human-computer interaction (HCI) that aims at the designing of human-computer interfaces presenting ergonomic properties, such as friendliness, usability, transparency, etc. Various work situations have been covered--clerical work, computer programming, design, etc. However, they were mainly static in the sense that the user fully controls the computer. More recently, public and private organizations have engaged themselves in the enterprise of managing more and more complex and coupled systems by the means of automation. Modern machines not only process information, but also act on dynamic situations as humans have done in the past, managing stock exchange, industrial plants, aircraft, etc. These dynamic situations are not fully controlled and are affected by uncertain factors. Hence, degrees of freedom must be maintained to allow the humans and the machine to adapt to unforeseen contingencies. A human-machine cooperation (HMC) approach is necessary to address the new stakes introduced by this trend. This paper describes the possible improvement of HCI by HMC, the need for a new conception of function allocation between humans and machines, and the main problems encountered within the new forms of human-machine relationship. It proposes a conceptual framework to study HMC from a cognitive point of view in highly dynamic situations like aircraft piloting or air-traffic control, and concludes on the design of 'cooperative' machines.

  10. Interactive computer graphics: the arms race

    SciTech Connect

    Hafemeister, D.W.

    1983-01-01

    By using interactive computer graphics (ICG) it is possible to discuss the numerical aspects of some arms race issues with more specificity and in a visual way. The number of variables involved in these issues can be quite large; computers operated in the interactive, graphical mode, can allow exploration of the variables, leading to a greater understanding of the issues. This paper will examine some examples of interactive computer graphics: (1) the relationship between silo hardening and the accuracy, yield, and reliability of ICBMs; (2) target vulnerability (Minuteman, Dense Pack); (3) counterforce vs. countervalue weapons; (4) civil defense; (5) gravitational bias error; (6) MIRV; (7) national vulnerability to a preemptive first strike; (8) radioactive fallout; (9) digital-image processing with charge-coupled devices. 17 references, 11 figures, 1 table.

  11. Computation of shock wave/target interaction

    NASA Technical Reports Server (NTRS)

    Mark, A.; Kutler, P.

    1983-01-01

    Computational results of shock waves impinging on targets and the ensuing diffraction flowfield are presented. A number of two-dimensional cases are computed with finite difference techniques. The classical case of a shock wave/cylinder interaction is compared with shock tube data and shows the quality of the computations on a pressure-time plot. Similar results are obtained for a shock wave/rectangular body interaction. Here resolution becomes important and the use of grid clustering techniques tend to show good agreement with experimental data. Computational results are also compared with pressure data resulting from shock impingement experiments for a complicated truck-like geometry. Here of significance are the grid generation and clustering techniques used. For these very complicated bodies, grids are generated by numerically solving a set of elliptic partial differential equations.

  12. Human Expertise Helps Computer Classify Images

    NASA Technical Reports Server (NTRS)

    Rorvig, Mark E.

    1991-01-01

    Two-domain method of computational classification of images requires less computation than other methods for computational recognition, matching, or classification of images or patterns. Does not require explicit computational matching of features, and incorporates human expertise without requiring translation of mental processes of classification into language comprehensible to computer. Conceived to "train" computer to analyze photomicrographs of microscope-slide specimens of leucocytes from human peripheral blood to distinguish between specimens from healthy and specimens from traumatized patients.

  13. Human Expertise Helps Computer Classify Images

    NASA Technical Reports Server (NTRS)

    Rorvig, Mark E.

    1991-01-01

    Two-domain method of computational classification of images requires less computation than other methods for computational recognition, matching, or classification of images or patterns. Does not require explicit computational matching of features, and incorporates human expertise without requiring translation of mental processes of classification into language comprehensible to computer. Conceived to "train" computer to analyze photomicrographs of microscope-slide specimens of leucocytes from human peripheral blood to distinguish between specimens from healthy and specimens from traumatized patients.

  14. CASTAG - A Computer Assisted Interactive Naval Wargame.

    DTIC Science & Technology

    1980-03-01

    Kelley CD March 1980 -. J Thesis Advisor: A . Andrus Approved for public release; distribution unlimited. 80 7 14 106 UNCLASSIFIED SEC U RiTy CLASS fVC...f f fl LflflflflflL LEVELV NAVAL POSTGRADUATE SCHOOL COMonterey, California THESIS CASTAG A COMPUTER ASSISTED INTERACTIVE NAVAL WARGAME by Kevin John...morass of detail. Although there was a constant temptation to improve SEATAG in writing this thesis , the computer program is as consistent as possible

  15. BaffleText: a Human Interactive Proof

    NASA Astrophysics Data System (ADS)

    Chew, Monica; Baird, Henry S.

    2003-01-01

    Internet services designed for human use are being abused by programs. We present a defense against such attacks in the form of a CAPTCHA (Completely Automatic Public Turing test to tell Computers and Humans Apart) that exploits the difference in ability between humans and machines in reading images of text. CAPTCHAs are a special case of 'human interactive proofs,' a broad class of security protocols that allow people to identify themselves over networks as members of given groups. We point out vulnerabilities of reading-based CAPTCHAs to dictionary and computer-vision attacks. We also draw on the literature on the psychophysics of human reading, which suggests fresh defenses available to CAPTCHAs. Motivated by these considerations, we propose BaffleText, a CAPTCHA which uses non-English pronounceable words to defend against dictionary attacks, and Gestalt-motivated image-masking degradations to defend against image restoration attacks. Experiments on human subjects confirm the human legibility and user acceptance of BaffleText images. We have found an image-complexity measure that correlates well with user acceptance and assists in engineering the generation of challenges to fit the ability gap. Recent computer-vision attacks, run independently by Mori and Jitendra, suggest that BaffleText is stronger than two existing CAPTCHAs.

  16. Interactive computations: toward risk management in interactive intelligent systems.

    PubMed

    Skowron, Andrzej; Jankowski, Andrzej

    Understanding the nature of interactions is regarded as one of the biggest challenges in projects related to complex adaptive systems. We discuss foundations for interactive computations in interactive intelligent systems (IIS), developed in the Wistech program and used for modeling complex systems. We emphasize the key role of risk management in problem solving by IIS. The considerations are based on experience gained in real-life projects concerning, e.g., medical diagnosis and therapy support, control of an unmanned helicopter, fraud detection algorithmic trading or fire commander decision support.

  17. Salesperson Ethics: An Interactive Computer Simulation

    ERIC Educational Resources Information Center

    Castleberry, Stephen

    2014-01-01

    A new interactive computer simulation designed to teach sales ethics is described. Simulation learner objectives include gaining a better understanding of legal issues in selling; realizing that ethical dilemmas do arise in selling; realizing the need to be honest when selling; seeing that there are conflicting demands from a salesperson's…

  18. The Particle Beam Optics Interactive Computer Laboratory

    SciTech Connect

    Gillespie, G.H.; Hill, B.W.; Brown, N.A.; Babcock, R.C.; Martono, H.; Carey, D.C. |

    1997-02-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab. {copyright} {ital 1997 American Institute of Physics.}

  19. The Particle Beam Optics Interactive Computer Laboratory

    SciTech Connect

    Gillespie, George H.; Hill, Barrey W.; Brown, Nathan A.; Babcock, R. Chris; Martono, Hendy; Carey, David C.

    1997-02-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab.

  20. The Particle Beam Optics Interactive Computer Laboratory

    NASA Astrophysics Data System (ADS)

    Gillespie, George H.; Hill, Barrey W.; Brown, Nathan A.; Babcock, R. Chris; Martono, Hendy; Carey, David C.

    1997-02-01

    The Particle Beam Optics Interactive Computer Laboratory (PBO Lab) is an educational software concept to aid students and professionals in learning about charged particle beams and particle beam optical systems. The PBO Lab is being developed as a cross-platform application and includes four key elements. The first is a graphic user interface shell that provides for a highly interactive learning session. The second is a knowledge database containing information on electric and magnetic optics transport elements. The knowledge database provides interactive tutorials on the fundamental physics of charged particle optics and on the technology used in particle optics hardware. The third element is a graphical construction kit that provides tools for students to interactively and visually construct optical beamlines. The final element is a set of charged particle optics computational engines that compute trajectories, transport beam envelopes, fit parameters to optical constraints and carry out similar calculations for the student designed beamlines. The primary computational engine is provided by the third-order TRANSPORT code. Augmenting TRANSPORT is the multiple ray tracing program TURTLE and a first-order matrix program that includes a space charge model and support for calculating single particle trajectories in the presence of the beam space charge. This paper describes progress on the development of the PBO Lab.

  1. Salesperson Ethics: An Interactive Computer Simulation

    ERIC Educational Resources Information Center

    Castleberry, Stephen

    2014-01-01

    A new interactive computer simulation designed to teach sales ethics is described. Simulation learner objectives include gaining a better understanding of legal issues in selling; realizing that ethical dilemmas do arise in selling; realizing the need to be honest when selling; seeing that there are conflicting demands from a salesperson's…

  2. Computer Applications in Teaching International Political Interaction.

    ERIC Educational Resources Information Center

    Sadow, Jeffrey D.; And Others

    1989-01-01

    Describes a computer simulation for teaching diplomacy that has been used at the University of New Orleans (Louisiana). The program enables students to examine the interaction of war with diplomacy by addressing the subject both historically and socio-psychologically. Discusses the results and makes recommendations for modifications. (KO)

  3. Computer Applications in Teaching International Political Interaction.

    ERIC Educational Resources Information Center

    Sadow, Jeffrey D.; And Others

    1989-01-01

    Describes a computer simulation for teaching diplomacy that has been used at the University of New Orleans (Louisiana). The program enables students to examine the interaction of war with diplomacy by addressing the subject both historically and socio-psychologically. Discusses the results and makes recommendations for modifications. (KO)

  4. LANDSAT data and interactive computer mapping

    NASA Technical Reports Server (NTRS)

    Grady, R. K.

    1984-01-01

    The integration of image processing capabilities with interactive computer mapping systems is discussed. It is noted that the accomplishment of this integration will result in powerful geographic information systems which will enhance the applicatons of LANDSAT and other types of remotely sensed data in solving problems in the resource planning and management domain.

  5. Plaque and arterial vulnerability investigation in a three-layer atherosclerotic human coronary artery using computational fluid-structure interaction method

    NASA Astrophysics Data System (ADS)

    Karimi, Alireza; Navidbakhsh, Mahdi; Razaghi, Reza

    2014-08-01

    Coronary artery disease is the common form of cardiovascular diseases and known to be the main reason of deaths in the world. Fluid-Structure Interaction (FSI) simulations can be employed to assess the interactions of artery/plaque and blood to provide a more precise anticipation for rupture of arterial tissue layers and plaque tissues inside an atherosclerotic artery. To date, the arterial tissue in computational FSI simulations has been considered as a one-layer structure. However, a single layer assumption might have deeply bounded the results and, consequently, more computational simulation is needed by considering the arterial tissue as a three-layer structure. In this study, a three-dimensional computational FSI model of an atherosclerotic artery with a three-layer structure and different plaque types was established to perform a more accurate arterial wall/plaque tissue vulnerability assessment. The hyperelastic material coefficients of arterial layers were calculated and implemented in the computational model. The fully coupled fluid and structure models were solved using the explicit dynamics finite element code LS-DYNA. The results revealed the significant role of plaque types in the normal and shear stresses induced within the arterial tissue layers. The highest von Mises and shear stresses were observed on the stiffest calcified plaque with 3.59 and 3.27 MPa, while the lowest von Mises and shear stresses were seen on the hypocellular plaque with 1.15 and 0.63 MPa, respectively. Regardless of plaque types, the media and adventitia layers were played protective roles by displaying less stress on their wall, whilst the intima layer was at a high risk of rupture. The findings of this study have implications not only for determining the most vulnerable arterial layer/plaque tissue inside an atherosclerotic coronary artery but also for balloon-angioplasty, stenting, and bypass surgeries.

  6. Pseudo-interactive monitoring in distributed computing

    SciTech Connect

    Sfiligoi, I.; Bradley, D.; Livny, M.; /Wisconsin U., Madison

    2009-05-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  7. Pseudo-interactive monitoring in distributed computing

    NASA Astrophysics Data System (ADS)

    Sfiligoi, I.; Bradley, D.; Livny, M.

    2010-04-01

    Distributed computing, and in particular Grid computing, enables physicists to use thousands of CPU days worth of computing every day, by submitting thousands of compute jobs. Unfortunately, a small fraction of such jobs regularly fail; the reasons vary from disk and network problems to bugs in the user code. A subset of these failures result in jobs being stuck for long periods of time. In order to debug such failures, interactive monitoring is highly desirable; users need to browse through the job log files and check the status of the running processes. Batch systems typically don't provide such services; at best, users get job logs at job termination, and even this may not be possible if the job is stuck in an infinite loop. In this paper we present a novel approach of using regular batch system capabilities of Condor to enable users to access the logs and processes of any running job. This does not provide true interactive access, so commands like vi are not viable, but it does allow operations like ls, cat, top, ps, lsof, netstat and dumping the stack of any process owned by the user; we call this pseudo-interactive monitoring. It is worth noting that the same method can be used to monitor Grid jobs in a glidein-based environment. We further believe that the same mechanism could be applied to many other batch systems.

  8. Designing Interaction for Next Generation Personal Computing

    NASA Astrophysics Data System (ADS)

    de Michelis, Giorgio; Loregian, Marco; Moderini, Claudio; Marti, Patrizia; Colombo, Cesare; Bannon, Liam; Storni, Cristiano; Susani, Marco

    Over two decades of research in the field of Interaction Design and Computer Supported Cooperative Work convinced us that the current design of workstations no longer fits users’ needs. It is time to design new personal computers based on metaphors alternative to the desktop one. With this SIG, we are seeking to involve international HCI professionals into the challenges of designing products that are radically new and tackling the many different issues of modern knowledge workers. We would like to engage a wider cross-section of the community: our focus will be on issues of development and participation and the impact of different values in our work.

  9. Estimation of the binding modes with important human cytochrome P450 enzymes, drug interaction potential, pharmacokinetics, and hepatotoxicity of ginger components using molecular docking, computational, and pharmacokinetic modeling studies.

    PubMed

    Qiu, Jia-Xuan; Zhou, Zhi-Wei; He, Zhi-Xu; Zhang, Xueji; Zhou, Shu-Feng; Zhu, Shengrong

    2015-01-01

    Ginger is one of the most commonly used herbal medicines for the treatment of numerous ailments and improvement of body functions. It may be used in combination with prescribed drugs. The coadministration of ginger with therapeutic drugs raises a concern of potential deleterious drug interactions via the modulation of the expression and/or activity of drug-metabolizing enzymes and drug transporters, resulting in unfavorable therapeutic outcomes. This study aimed to determine the molecular interactions between 12 main active ginger components (6-gingerol, 8-gingerol, 10-gingerol, 6-shogaol, 8-shogaol, 10-shogaol, ar-curcumene, β-bisabolene, β-sesquiphelandrene, 6-gingerdione, (-)-zingiberene, and methyl-6-isogingerol) and human cytochrome P450 (CYP) 1A2, 2C9, 2C19, 2D6, and 3A4 and to predict the absorption, distribution, metabolism, excretion, and toxicity (ADMET) of the 12 ginger components using computational approaches and comprehensive literature search. Docking studies showed that ginger components interacted with a panel of amino acids in the active sites of CYP1A2, 2C9, 2C19, 2D6, and 3A4 mainly through hydrogen bond formation, to a lesser extent, via π-π stacking. The pharmacokinetic simulation studies showed that the [I]/[Ki ] value for CYP2C9, 2C19, and 3A4 ranged from 0.0002 to 19.6 and the R value ranged from 1.0002 to 20.6 and that ginger might exhibit a high risk of drug interaction via inhibition of the activity of human CYP2C9 and CYP3A4, but a low risk of drug interaction toward CYP2C19-mediated drug metabolism. Furthermore, it has been evaluated that the 12 ginger components possessed a favorable ADMET profiles with regard to the solubility, absorption, permeability across the blood-brain barrier, interactions with CYP2D6, hepatotoxicity, and plasma protein binding. The validation results showed that there was no remarkable effect of ginger on the metabolism of warfarin in humans, whereas concurrent use of ginger and nifedipine exhibited a

  10. Estimation of the binding modes with important human cytochrome P450 enzymes, drug interaction potential, pharmacokinetics, and hepatotoxicity of ginger components using molecular docking, computational, and pharmacokinetic modeling studies

    PubMed Central

    Qiu, Jia-Xuan; Zhou, Zhi-Wei; He, Zhi-Xu; Zhang, Xueji; Zhou, Shu-Feng; Zhu, Shengrong

    2015-01-01

    Ginger is one of the most commonly used herbal medicines for the treatment of numerous ailments and improvement of body functions. It may be used in combination with prescribed drugs. The coadministration of ginger with therapeutic drugs raises a concern of potential deleterious drug interactions via the modulation of the expression and/or activity of drug-metabolizing enzymes and drug transporters, resulting in unfavorable therapeutic outcomes. This study aimed to determine the molecular interactions between 12 main active ginger components (6-gingerol, 8-gingerol, 10-gingerol, 6-shogaol, 8-shogaol, 10-shogaol, ar-curcumene, β-bisabolene, β-sesquiphelandrene, 6-gingerdione, (−)-zingiberene, and methyl-6-isogingerol) and human cytochrome P450 (CYP) 1A2, 2C9, 2C19, 2D6, and 3A4 and to predict the absorption, distribution, metabolism, excretion, and toxicity (ADMET) of the 12 ginger components using computational approaches and comprehensive literature search. Docking studies showed that ginger components interacted with a panel of amino acids in the active sites of CYP1A2, 2C9, 2C19, 2D6, and 3A4 mainly through hydrogen bond formation, to a lesser extent, via π–π stacking. The pharmacokinetic simulation studies showed that the [I]/[Ki] value for CYP2C9, 2C19, and 3A4 ranged from 0.0002 to 19.6 and the R value ranged from 1.0002 to 20.6 and that ginger might exhibit a high risk of drug interaction via inhibition of the activity of human CYP2C9 and CYP3A4, but a low risk of drug interaction toward CYP2C19-mediated drug metabolism. Furthermore, it has been evaluated that the 12 ginger components possessed a favorable ADMET profiles with regard to the solubility, absorption, permeability across the blood–brain barrier, interactions with CYP2D6, hepatotoxicity, and plasma protein binding. The validation results showed that there was no remarkable effect of ginger on the metabolism of warfarin in humans, whereas concurrent use of ginger and nifedipine exhibited

  11. Computational prediction of human drug metabolism.

    PubMed

    Ekins, Sean; Andreyev, Sergey; Ryabov, Andy; Kirillov, Eugene; Rakhmatulin, Eugene A; Bugrim, Andrej; Nikolskaya, Tatiana

    2005-08-01

    There is an urgent requirement within the pharmaceutical and biotechnology industries, regulatory authorities and academia to improve the success of molecules that are selected for clinical trials. Although absorption, distribution, metabolism, excretion and toxicity (ADME/Tox) properties are some of the many components that contribute to successful drug discovery and development, they represent factors for which we currently have in vitro and in vivo data that can be modelled computationally. Understanding the possible toxicity and the metabolic fate of xenobiotics in the human body is particularly important in early drug discovery. There is, therefore, a need for computational methodologies for uncovering the relationships between the structure and the biological activity of novel molecules. The convergence of numerous technologies, including high-throughput techniques, databases, ADME/Tox modelling and systems biology modelling, is leading to the foundation of systems-ADME/Tox. Results from experiments can be integrated with predictions to globally simulate and understand the likely complete effects of a molecule in humans. The development and early application of major components of MetaDrug (GeneGo, Inc.) software will be described, which includes rule-based metabolite prediction, quantitative structure-activity relationship models for major drug metabolising enzymes, and an extensive database of human protein-xenobiotic interactions. This represents a combined approach to predicting drug metabolism. MetaDrug can be readily used for visualising Phase I and II metabolic pathways, as well as interpreting high-throughput data derived from microarrays as networks of interacting objects. This will ultimately aid in hypothesis generation and the early triaging of molecules likely to have undesirable predicted properties or measured effects on key proteins and cellular functions.

  12. Computer Security: The Human Element.

    ERIC Educational Resources Information Center

    Guynes, Carl S.; Vanacek, Michael T.

    1981-01-01

    The security and effectiveness of a computer system are dependent on the personnel involved. Improved personnel and organizational procedures can significantly reduce the potential for computer fraud. (Author/MLF)

  13. Computer simulation of spacecraft/environment interaction.

    PubMed

    Krupnikov, K K; Makletsov, A A; Mileev, V N; Novikov, L S; Sinolits, V V

    1999-10-01

    This report presents some examples of a computer simulation of spacecraft interaction with space environment. We analysed a set data on electron and ion fluxes measured in 1991 1994 on geostationary satellite GORIZONT-35. The influence of spacecraft eclipse and device eclipse by solar-cell panel on spacecraft charging was investigated. A simple method was developed for an estimation of spacecraft potentials in LEO. Effects of various particle flux impact and spacecraft orientation are discussed. A computer engineering model for a calculation of space radiation is presented. This model is used as a client/server model with WWW interface, including spacecraft model description and results representation based on the virtual reality markup language.

  14. Interactive computer graphics applications for compressible aerodynamics

    NASA Technical Reports Server (NTRS)

    Benson, Thomas J.

    1994-01-01

    Three computer applications have been developed to solve inviscid compressible fluids problems using interactive computer graphics. The first application is a compressible flow calculator which solves for isentropic flow, normal shocks, and oblique shocks or centered expansions produced by two dimensional ramps. The second application couples the solutions generated by the first application to a more graphical presentation of the results to produce a desk top simulator of three compressible flow problems: 1) flow past a single compression ramp; 2) flow past two ramps in series; and 3) flow past two opposed ramps. The third application extends the results of the second to produce a design tool which solves for the flow through supersonic external or mixed compression inlets. The applications were originally developed to run on SGI or IBM workstations running GL graphics. They are currently being extended to solve additional types of flow problems and modified to operate on any X-based workstation.

  15. The Computational Studies of Plasmon Interaction

    NASA Astrophysics Data System (ADS)

    Demchuk, Antonina; Bolesta, Ivan; Kushnir, Oleksii; Kolych, Ihor

    2017-04-01

    In this paper, an interaction of metal nanoparticles that appears in the extinction spectra was investigated. The mutual coupling between the nanoparticles, the effect of size difference, and the interparticle separation in silver nanoparticle dimers are studied by computer discrete dipole approximation methods. The obtained results show that nanoparticle interaction results in the distinct collective modes, known as the low-energy bonding modes and the higher-energy antibounding modes. The spectral position of the modes is analyzed as a function of the ratio of interparticle distance to particle size that reduces the dependency on the particle size itself. The optical spectra of nanoparticles that form the fractal cluster were investigated. It was found that the number of spectral bands increase with the growth of the number of nanoparticles in the fractal cluster, which are described within the plasmon hybridization model.

  16. Computing Plasma Interactions Of A Spacecraft

    NASA Technical Reports Server (NTRS)

    Mandell, M. J.; Davis, V. A.

    1994-01-01

    NASCAP/LEO (NASA Spacecraft Charging Analyzer Program for Low Earth Orbit) implements collection of mathematical models and algorithms designed to study electrostatic interaction between cold, dense plasma and spacecraft surfaces. Computes variety of electrostatic, plasma, and flow effects. Appropriate for conditions in which temperature of plasma small in comparison with spacecraft-generated potentials and Debye screening length short in comparison with dimensions of spacecraft. Related NASCAP/GEO (LEW-12973) code (NASA Charging Analyzer Program for Geosynchronous Orbit, denoted as NASCAP) appropriate for conditions which spacecraft differential potentials result from interactions with hot plasma and Debye screening length larger than dimensions of spacecraft. Object-definition portion of NASCAP/GEO code provided as part of package. NASCAP/LEO written in FORTRAN 77 and C language.

  17. Computing Plasma Interactions Of A Spacecraft

    NASA Technical Reports Server (NTRS)

    Mandell, M. J.; Davis, V. A.

    1994-01-01

    NASCAP/LEO (NASA Spacecraft Charging Analyzer Program for Low Earth Orbit) implements collection of mathematical models and algorithms designed to study electrostatic interaction between cold, dense plasma and spacecraft surfaces. Computes variety of electrostatic, plasma, and flow effects. Appropriate for conditions in which temperature of plasma small in comparison with spacecraft-generated potentials and Debye screening length short in comparison with dimensions of spacecraft. Related NASCAP/GEO (LEW-12973) code (NASA Charging Analyzer Program for Geosynchronous Orbit, denoted as NASCAP) appropriate for conditions which spacecraft differential potentials result from interactions with hot plasma and Debye screening length larger than dimensions of spacecraft. Object-definition portion of NASCAP/GEO code provided as part of package. NASCAP/LEO written in FORTRAN 77 and C language.

  18. The Computational Studies of Plasmon Interaction.

    PubMed

    Demchuk, Antonina; Bolesta, Ivan; Kushnir, Oleksii; Kolych, Ihor

    2017-12-01

    In this paper, an interaction of metal nanoparticles that appears in the extinction spectra was investigated. The mutual coupling between the nanoparticles, the effect of size difference, and the interparticle separation in silver nanoparticle dimers are studied by computer discrete dipole approximation methods. The obtained results show that nanoparticle interaction results in the distinct collective modes, known as the low-energy bonding modes and the higher-energy antibounding modes. The spectral position of the modes is analyzed as a function of the ratio of interparticle distance to particle size that reduces the dependency on the particle size itself. The optical spectra of nanoparticles that form the fractal cluster were investigated. It was found that the number of spectral bands increase with the growth of the number of nanoparticles in the fractal cluster, which are described within the plasmon hybridization model.

  19. Feature Selection for Speech Emotion Recognition in Spanish and Basque: On the Use of Machine Learning to Improve Human-Computer Interaction

    PubMed Central

    Arruti, Andoni; Cearreta, Idoia; Álvarez, Aitor; Lazkano, Elena; Sierra, Basilio

    2014-01-01

    Study of emotions in human–computer interaction is a growing research area. This paper shows an attempt to select the most significant features for emotion recognition in spoken Basque and Spanish Languages using different methods for feature selection. RekEmozio database was used as the experimental data set. Several Machine Learning paradigms were used for the emotion classification task. Experiments were executed in three phases, using different sets of features as classification variables in each phase. Moreover, feature subset selection was applied at each phase in order to seek for the most relevant feature subset. The three phases approach was selected to check the validity of the proposed approach. Achieved results show that an instance-based learning algorithm using feature subset selection techniques based on evolutionary algorithms is the best Machine Learning paradigm in automatic emotion recognition, with all different feature sets, obtaining a mean of 80,05% emotion recognition rate in Basque and a 74,82% in Spanish. In order to check the goodness of the proposed process, a greedy searching approach (FSS-Forward) has been applied and a comparison between them is provided. Based on achieved results, a set of most relevant non-speaker dependent features is proposed for both languages and new perspectives are suggested. PMID:25279686

  20. Integrating interactive computational modeling in biology curricula.

    PubMed

    Helikar, Tomáš; Cutucache, Christine E; Dahlquist, Lauren M; Herek, Tyler A; Larson, Joshua J; Rogers, Jim A

    2015-03-01

    While the use of computer tools to simulate complex processes such as computer circuits is normal practice in fields like engineering, the majority of life sciences/biological sciences courses continue to rely on the traditional textbook and memorization approach. To address this issue, we explored the use of the Cell Collective platform as a novel, interactive, and evolving pedagogical tool to foster student engagement, creativity, and higher-level thinking. Cell Collective is a Web-based platform used to create and simulate dynamical models of various biological processes. Students can create models of cells, diseases, or pathways themselves or explore existing models. This technology was implemented in both undergraduate and graduate courses as a pilot study to determine the feasibility of such software at the university level. First, a new (In Silico Biology) class was developed to enable students to learn biology by "building and breaking it" via computer models and their simulations. This class and technology also provide a non-intimidating way to incorporate mathematical and computational concepts into a class with students who have a limited mathematical background. Second, we used the technology to mediate the use of simulations and modeling modules as a learning tool for traditional biological concepts, such as T cell differentiation or cell cycle regulation, in existing biology courses. Results of this pilot application suggest that there is promise in the use of computational modeling and software tools such as Cell Collective to provide new teaching methods in biology and contribute to the implementation of the "Vision and Change" call to action in undergraduate biology education by providing a hands-on approach to biology.

  1. Computers and the Future of Human Creativity,

    DTIC Science & Technology

    1981-07-01

    complex biological and social world in which we live. The common feature in these examples is the computer’s ability to allow humans to return to modes of...computer methodologies. Yet 14 most natural and social science modeling is guided by pre- computer criteria. Some of it, especially in the biological ...computer to explore these models has an interesting epistemological implication. Man’s knowledge and procedure bases are limited by his biological evolution

  2. Unsupervised Synchrony Discovery in Human Interaction

    PubMed Central

    Chu, Wen-Sheng; Zeng, Jiabei; De la Torre, Fernando; Cohn, Jeffrey F.; Messinger, Daniel S.

    2016-01-01

    People are inherently social. Social interaction plays an important and natural role in human behavior. Most computational methods focus on individuals alone rather than in social context. They also require labelled training data. We present an unsupervised approach to discover interpersonal synchrony, referred as to two or more persons preforming common actions in overlapping video frames or segments. For computational efficiency, we develop a branch-and-bound (B&B) approach that affords exhaustive search while guaranteeing a globally optimal solution. The proposed method is entirely general. It takes from two or more videos any multi-dimensional signal that can be represented as a histogram. We derive three novel bounding functions and provide efficient extensions, including multi-synchrony detection and accelerated search, using a warm-start strategy and parallelism. We evaluate the effectiveness of our approach in multiple databases, including human actions using the CMU Mocap dataset [1], spontaneous facial behaviors using group-formation task dataset [37] and parent-infant interaction dataset [28]. PMID:27346988

  3. A Perspective on Computational Human Performance Models as Design Tools

    NASA Technical Reports Server (NTRS)

    Jones, Patricia M.

    2010-01-01

    The design of interactive systems, including levels of automation, displays, and controls, is usually based on design guidelines and iterative empirical prototyping. A complementary approach is to use computational human performance models to evaluate designs. An integrated strategy of model-based and empirical test and evaluation activities is particularly attractive as a methodology for verification and validation of human-rated systems for commercial space. This talk will review several computational human performance modeling approaches and their applicability to design of display and control requirements.

  4. Cyberpsychology: a human-interaction perspective based on cognitive modeling.

    PubMed

    Emond, Bruno; West, Robert L

    2003-10-01

    This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human-Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.

  5. Nanoparticle interaction potentials constructed by multiscale computation.

    PubMed

    Lee, Cheng K; Hua, Chi C

    2010-06-14

    The van der Waals (vdW) potentials governing macroscopic objects have long been formulated in the context of classical theories, such as Hamaker's microscopic theory and Lifshitz's continuum theory. This work addresses the possibility of constructing the vdW interaction potentials of nanoparticle species using multiscale simulation schemes. Amorphous silica nanoparticles were considered as a benchmark example for which a series of (SiO(2))(n) (n being an integer) has been systematically surveyed as the potential candidates of the packing units that reproduce known bulk material properties in atomistic molecular dynamics simulations. This strategy led to the identification of spherical Si(6)O(12) molecules, later utilized as the elementary coarse-grained (CG) particles to compute the pair interaction potentials of silica nanoparticles ranging from 0.62 to 100 nm in diameter. The model nanoparticles so built may, in turn, serve as the children CG particles to construct nanoparticles assuming arbitrary sizes and shapes. Major observations are as follows. The pair interaction potentials for all the investigated spherical silica nanoparticles can be cast into a semiempirical, generalized Lennard-Jones 2alpha-alpha potential (alpha being a size-dependent, large integral number). In its reduced form, we discuss the implied universalities for the vdW potentials governing a certain range of amorphous nanoparticle species as well as how thermodynamic transferability can be fulfilled automatically. In view of future applications with colloidal suspensions, we briefly evaluated the vdW potential in the presence of a "screening" medium mimicking the effects of electrical double layers or grafting materials atop the nanoparticle core. The general observations shed new light on strategies to attain a microscopic control over interparticle attractions. In future perspectives, the proposed multiscale computation scheme shall help bridge the current gap between the modeling of

  6. Aeroacoustic computation of gust-blade interaction

    NASA Technical Reports Server (NTRS)

    Martin, James E.

    1994-01-01

    To better understand and address the challenges faced in computing the acoustics of flow fields, test problems must be considered. In the present study, the sound radiated by the interaction of a flat plate with an oncoming gust containing a two component, mean velocity is computed. The gust has a uniform mean flow in x with Mach number M(infinity) equal to 0.5. The gust's mean velocity in y is of smaller amplitude and is given by: v = 0.1 sin(pi/8(x/M(sub infinity) - t)). This problem has been posed for an upcoming ICASE/LaRC workshop on benchmark problems in computational aeroacoustics. A plate with a length of 30 units in x is used. The plate is assumed to be infinitesimally thin and is centered at the origin. All variables are made dimensionless using the scales specified. Acoustic quantities are obtained by numerically integrating the linearized Euler equations. Integration is performed on the computational domain -100.0 less than or equal to x less than or equal to 100.0, -100.0 less than or equal to y less than or equal to 100.0, using unit length grid spacing in x and in y. An integration scheme is sought which will provide accurate solution to the small quantities of interest at a minimal computational expense. Results indicate that with the given discretization a scheme of minimal fourth order accuracy might be adequate to approximate the waves within the given flow. Thus, a variation of the MacCormack scheme with fourth order accuracy in space and second order accuracy in time was chosen. A scheme with sixth order accuracy in space has also been implemented and results compared with those of the fourth order accurate scheme. To ensure no mass flux, zero normal velocity is assigned at the plate. This condition will induce a discontinuity in the pressure across the plate location. Values for the perturbation pressure p' along the surface of the plate are obtained using a one-sided, third order Taylor expansion, such that p'(sub y) = O. In accordance with

  7. Formal specification of human-computer interfaces

    NASA Technical Reports Server (NTRS)

    Auernheimer, Brent

    1990-01-01

    A high-level formal specification of a human computer interface is described. Previous work is reviewed and the ASLAN specification language is described. Top-level specifications written in ASLAN for a library and a multiwindow interface are discussed.

  8. Combining human and computer interpretation capabilities to analyze ERTS imagery

    NASA Technical Reports Server (NTRS)

    Nichols, J. D.

    1973-01-01

    The human photointerpreter and the computer have complementary capabilities that are exploited in a computer-based data analysis system developed at the Forestry Remote Sensing Laboratory, University of California. This system is designed to optimize the process of extracting resource information from ERTS images. The human has the ability to quickly delineate gross differences in land classes, such as wildland, urban, and agriculture on appropriate ERTS images, and to further break these gross classes into meaningful subclasses. The computer, however, can more efficiently analyze point-by-point spectral information and localized textural information which can result in a much more detailed agricultural or wildland classification based on species composition and/or plant association. These human and computer capabilities have been integrated through the use of an inexpensive small scale computer dedicated to the interactive preprocessing of the human inputs and the display of raw ERTS images and computer classified images. The small computer is linked to a large scale computer system wherein the bulk of the statistical work and the automatic point-by-point classification is done.

  9. Computer selection for human service organizations.

    PubMed

    Kucic, A R; Sorensen, J E; Hanbery, G W

    1983-01-01

    Information systems (IS), when automated, facilitate the control of human service organizations (HSO) in times of scarce resources. The decision to automate is dissected so an HSO manager can make an appropriate decision. Specific suggestions are outlined for developing and evaluating request-for-proposals (RFP) issued to systems and computer vendors. Finally, alternatives to purchasing or leasing computers are summarized.

  10. Are Children with Autism More Responsive to Animated Characters? A Study of Interactions with Humans and Human-Controlled Avatars

    ERIC Educational Resources Information Center

    Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.

    2014-01-01

    Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…

  11. Are Children with Autism More Responsive to Animated Characters? A Study of Interactions with Humans and Human-Controlled Avatars

    ERIC Educational Resources Information Center

    Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.

    2014-01-01

    Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…

  12. Five Papers on Human-Machine Interaction.

    ERIC Educational Resources Information Center

    Norman, Donald A.

    Different aspects of human-machine interaction are discussed in the five brief papers that comprise this report. The first paper, "Some Observations on Mental Models," discusses the role of a person's mental model in the interaction with systems. The second paper, "A Psychologist Views Human Processing: Human Errors and Other…

  13. Human Adaptation to the Computer.

    DTIC Science & Technology

    1986-09-01

    unlimited 4 PERFORMING ORGANIZATION REPORT NUMBER(S) S MONITORING ORGANIZATION REPORT NUMBER(S) • - 6a. NAME OF PERFORMING ORGANIZATION 6b OFFICE SYMBOL 7a...7b. ADDRESS (City, State, and ZIP Code) Monterey, California 93943-5000 Monterey, California 93943-5000 8a. NAME OF FUNDING/SPONSORING 8b. OFFICE ...scare the hell out of me!" [Ref. l:p. 35] It was also found in a survey that examined the use of office automation equipment (computers included) that

  14. Exploring human inactivity in computer power consumption

    NASA Astrophysics Data System (ADS)

    Candrawati, Ria; Hashim, Nor Laily Binti

    2016-08-01

    Managing computer power consumption has become an important challenge in computer society and this is consistent with a trend where a computer system is more important to modern life together with a request for increased computing power and functions continuously. Unfortunately, previous approaches are still inadequately designed to handle the power consumption problem due to unpredictable workload of a system caused by unpredictable human behaviors. This is happens due to lack of knowledge in a software system and the software self-adaptation is one approach in dealing with this source of uncertainty. Human inactivity is handled by adapting the behavioral changes of the users. This paper observes human inactivity in the computer usage and finds that computer power usage can be reduced if the idle period can be intelligently sensed from the user activities. This study introduces Control, Learn and Knowledge model that adapts the Monitor, Analyze, Planning, Execute control loop integrates with Q Learning algorithm to learn human inactivity period to minimize the computer power consumption. An experiment to evaluate this model was conducted using three case studies with same activities. The result show that the proposed model obtained those 5 out of 12 activities shows the power decreasing compared to others.

  15. The Human Brain Project and neuromorphic computing

    PubMed Central

    Calimera, Andrea; Macii, Enrico; Poncino, Massimo

    Summary Understanding how the brain manages billions of processing units connected via kilometers of fibers and trillions of synapses, while consuming a few tens of Watts could provide the key to a completely new category of hardware (neuromorphic computing systems). In order to achieve this, a paradigm shift for computing as a whole is needed, which will see it moving away from current “bit precise” computing models and towards new techniques that exploit the stochastic behavior of simple, reliable, very fast, low-power computing devices embedded in intensely recursive architectures. In this paper we summarize how these objectives will be pursued in the Human Brain Project. PMID:24139655

  16. Computer modeling of human decision making

    NASA Technical Reports Server (NTRS)

    Gevarter, William B.

    1991-01-01

    Models of human decision making are reviewed. Models which treat just the cognitive aspects of human behavior are included as well as models which include motivation. Both models which have associated computer programs, and those that do not, are considered. Since flow diagrams, that assist in constructing computer simulation of such models, were not generally available, such diagrams were constructed and are presented. The result provides a rich source of information, which can aid in construction of more realistic future simulations of human decision making.

  17. Computing dispersion interactions in density functional theory

    NASA Astrophysics Data System (ADS)

    Cooper, V. R.; Kong, L.; Langreth, D. C.

    2010-02-01

    In this article techniques for including dispersion interactions within density functional theory are examined. In particular comparisons are made between four popular methods: dispersion corrected DFT, pseudopotential correction schemes, symmetry adapted perturbation theory, and a non-local density functional - the so called Rutgers-Chalmers van der Waals density functional (vdW-DF). The S22 benchmark data set is used to evaluate the relative accuracy of these methods and factors such as scalability and transferability are also discussed. We demonstrate that vdW-DF presents an excellent compromise between computational speed and accuracy and lends most easily to full scale application in solid materials. This claim is supported through a brief discussion of a recent large scale application to H2 in a prototype metal organic framework material (MOF), Zn2BDC2TED. The vdW-DF shows overwhelming promise for first-principles studies of physisorbed molecules in porous extended systems; thereby having broad applicability for studies as diverse as molecular adsorption and storage, battery technology, catalysis and gas separations.

  18. The Human-Robot Interaction Operating System

    NASA Technical Reports Server (NTRS)

    Fong, Terrence; Kunz, Clayton; Hiatt, Laura M.; Bugajska, Magda

    2006-01-01

    In order for humans and robots to work effectively together, they need to be able to converse about abilities, goals and achievements. Thus, we are developing an interaction infrastructure called the "Human-Robot Interaction Operating System" (HRI/OS). The HRI/OS provides a structured software framework for building human-robot teams, supports a variety of user interfaces, enables humans and robots to engage in task-oriented dialogue, and facilitates integration of robots through an extensible API.

  19. Use of Computers in Human Factors Engineering

    DTIC Science & Technology

    1974-11-01

    INC FTATE COLLEGE PA DISPLAY PROBLEMS IN AEROSPACE $URVEILLANCE SISTEMS . PART Is A SURVEY OF DISPLAY HD.RDWARE AND ANALYSIS OF RELEVANT PSYCHOLOGICAL...BRIDGE WATCH WITH THREE MEN (OFFICER OF THE DECK, QUARTERMASTER OF THE WATCH, AND HELMSMAN), AIDED BY AUGMENTED EQUIPMENT (BELL LOGGER, AUTOPILOT , AND...COMPUTEk ACTIONS, IN ORDER TO INTERACT WITH THE COMPUTER IN A REAL-TIME FASHIOI. ONE EXAMPLE OF THIS TYPE OF sISTEM WOULD BE AN AIRBORNE COMPUTER

  20. Human-Computer Interaction: A Journal of Theoretical, Empirical and Methodological Issues of User Science and of System Design. Volume 7, Number 1

    DTIC Science & Technology

    1992-01-01

    and overlapping models, including Fitts’ law, are at the forefront of current research pushing toward a general theory of motor behavior. The following... theory of motor behavior (Meyer et al., 1990). The promise for performance modeling of user input to computers is a single model capable of expressing a...retarded patients (Wade et al., 1978), patients with Parkinson’s disease (Flowers, 1976) or with cerebral palsy (Bravo, LeGare, Cook, & Hussey, 1990), the

  1. Pilots of the future - Human or computer?

    NASA Technical Reports Server (NTRS)

    Chambers, A. B.; Nagel, D. C.

    1985-01-01

    In connection with the occurrence of aircraft accidents and the evolution of the air-travel system, questions arise regarding the computer's potential for making fundamental contributions to improving the safety and reliability of air travel. An important result of an analysis of the causes of aircraft accidents is the conclusion that humans - 'pilots and other personnel' - are implicated in well over half of the accidents which occur. Over 70 percent of the incident reports contain evidence of human error. In addition, almost 75 percent show evidence of an 'information-transfer' problem. Thus, the question arises whether improvements in air safety could be achieved by removing humans from control situations. In an attempt to answer this question, it is important to take into account also certain advantages which humans have in comparison to computers. Attention is given to human error and the effects of technology, the motivation to automate, aircraft automation at the crossroads, the evolution of cockpit automation, and pilot factors.

  2. Pilots of the future - Human or computer?

    NASA Technical Reports Server (NTRS)

    Chambers, A. B.; Nagel, D. C.

    1985-01-01

    In connection with the occurrence of aircraft accidents and the evolution of the air-travel system, questions arise regarding the computer's potential for making fundamental contributions to improving the safety and reliability of air travel. An important result of an analysis of the causes of aircraft accidents is the conclusion that humans - 'pilots and other personnel' - are implicated in well over half of the accidents which occur. Over 70 percent of the incident reports contain evidence of human error. In addition, almost 75 percent show evidence of an 'information-transfer' problem. Thus, the question arises whether improvements in air safety could be achieved by removing humans from control situations. In an attempt to answer this question, it is important to take into account also certain advantages which humans have in comparison to computers. Attention is given to human error and the effects of technology, the motivation to automate, aircraft automation at the crossroads, the evolution of cockpit automation, and pilot factors.

  3. Tracking and Analyzing Learner-Computer Interaction.

    ERIC Educational Resources Information Center

    Williams, Michael D.; Dodge, Bernard J.

    Some specific computer-based tools for collecting and examining audit trails, i.e., data that describe a learner's path through a computer-based instruction (CBI) lesson, are detailed. Data analysis and measurement issues related to audit trails are also discussed. A particular set of embedded computer-based tools currently being used at San Diego…

  4. Developing the human-computer interface for Space Station Freedom

    NASA Technical Reports Server (NTRS)

    Holden, Kritina L.

    1991-01-01

    For the past two years, the Human-Computer Interaction Laboratory (HCIL) at the Johnson Space Center has been involved in prototyping and prototype reviews of in support of the definition phase of the Space Station Freedom program. On the Space Station, crew members will be interacting with multi-monitor workstations where interaction with several displays at one time will be common. The HCIL has conducted several experiments to begin to address design issues for this complex system. Experiments have dealt with design of ON/OFF indicators, the movement of the cursor across multiple monitors, and the importance of various windowing capabilities for users performing multiple tasks simultaneously.

  5. Parallel structures in human and computer memory

    NASA Technical Reports Server (NTRS)

    Kanerva, P.

    1986-01-01

    If one thinks of our experiences as being recorded continuously on film, then human memory can be compared to a film library that is indexed by the contents of the film strips stored in it. Moreover, approximate retrieval cues suffice to retrieve information stored in this library. One recognizes a familiar person in a fuzzy photograph or a familiar tune played on a strange instrument. A computer memory that would allow a computer to recognize patterns and to recall sequences the way humans do is constructed. Such a memory is remarkably similiar in structure to a conventional computer memory and also to the neural circuits in the cortex of the cerebellum of the human brain. It is concluded that the frame problem of artificial intelligence could be solved by the use of such a memory if one were able to encode information about the world properly.

  6. Parallel structures in human and computer memory

    NASA Astrophysics Data System (ADS)

    Kanerva, Pentti

    1986-08-01

    If we think of our experiences as being recorded continuously on film, then human memory can be compared to a film library that is indexed by the contents of the film strips stored in it. Moreover, approximate retrieval cues suffice to retrieve information stored in this library: We recognize a familiar person in a fuzzy photograph or a familiar tune played on a strange instrument. This paper is about how to construct a computer memory that would allow a computer to recognize patterns and to recall sequences the way humans do. Such a memory is remarkably similar in structure to a conventional computer memory and also to the neural circuits in the cortex of the cerebellum of the human brain. The paper concludes that the frame problem of artificial intelligence could be solved by the use of such a memory if we were able to encode information about the world properly.

  7. Interactive Computer Based Lessons for Engineering Education

    ERIC Educational Resources Information Center

    Bennett, James A.

    1975-01-01

    Discusses the advantages and disadvantages of three types of computer instruction in engineering education: tutorial, design, and simulations. Includes comments on efficiency, student acceptance, and scheduling problems. (MLH)

  8. Human agency beliefs influence behaviour during virtual social interactions.

    PubMed

    Caruana, Nathan; Spirou, Dean; Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.

  9. Symposium on Human-Computer Information Retrieval.

    PubMed

    Tunkelang, Daniel; Capra, Robert; Golovchinsky, Gene; Kules, Bill; Smith, Catherine; White, Ryen

    2013-03-01

    Human-computer information retrieval (HCIR) is the study of information retrieval techniques that integrate human intelligence and algorithmic search to help people explore, understand, and use information. Since 2007, we have held an annual gathering of researchers and practitioners to advance the state of the art in this field. This meeting report summarizes the history of the HCIR symposium and emphasizes its relevance to the data science community.

  10. Human and Computer Control of Undersea Teleoperators

    DTIC Science & Technology

    1978-07-15

    controlled by a human operator, and thus enabling him to extend his sensory- motor function to remote or hazardous environments. SUPERVISORY CONTROL: A...reliable approach would appear to be to add modest computer aiding and "artificial intelligence" to teleoperators, retaining ". human sensing, motor ...STARTING MARKS i iO0 mm 200 mm 400 mm TORQUE MOTOR . WINDER DRUM, ANO POTENTIOMETER - IDLER PULLEYI SA~405~-7 2 FIGURE 3.11 HILL’S CALIBRATED PEG-IN

  11. Interactive Computation for Undergraduates: The Next Generation

    NASA Astrophysics Data System (ADS)

    Kolan, Amy J.

    2017-05-01

    A generation ago (29 years ago), Leo Kadanoff and Michael Vinson created the Computers, Chaos, and Physics course. A major pedagogical thrust of this course was to help students form and test hypotheses via computer simulation of small problems in physics. Recently, this aspect of the 1987 course has been revived for use with first year physics undergraduate students at St. Olaf College.

  12. Optimization of an interactive distributive computer network

    NASA Technical Reports Server (NTRS)

    Frederick, V.

    1985-01-01

    The activities under a cooperative agreement for the development of a computer network are briefly summarized. Research activities covered are: computer operating systems optimization and integration; software development and implementation of the IRIS (Infrared Imaging of Shuttle) Experiment; and software design, development, and implementation of the APS (Aerosol Particle System) Experiment.

  13. Interactive Computer Programs for Geographic Education.

    ERIC Educational Resources Information Center

    Lougeay, Cheryl

    Examples of computer programs illustrate how instructors can introduce students to geographic concepts and models while creating a thinking environment in the classroom. The programs are designed to assist students in computational tasks and to provide both graphic and numeric output which will be stimulating. A population pyramid program…

  14. Interaction and Cognition in Asynchronous Computer Conferencing

    ERIC Educational Resources Information Center

    Schrire, Sarah

    2004-01-01

    This paper is based on a multiple-case study of the learning process in three asynchronous computer conferences. The conferences were part of the distance learning component in doctoral degree courses in computing technology in education offered at an American university. The conferences were analyzed from a number of perspectives, the emphasis in…

  15. Applying Human Computation Methods to Information Science

    ERIC Educational Resources Information Center

    Harris, Christopher Glenn

    2013-01-01

    Human Computation methods such as crowdsourcing and games with a purpose (GWAP) have each recently drawn considerable attention for their ability to synergize the strengths of people and technology to accomplish tasks that are challenging for either to do well alone. Despite this increased attention, much of this transformation has been focused on…

  16. Applying Human Computation Methods to Information Science

    ERIC Educational Resources Information Center

    Harris, Christopher Glenn

    2013-01-01

    Human Computation methods such as crowdsourcing and games with a purpose (GWAP) have each recently drawn considerable attention for their ability to synergize the strengths of people and technology to accomplish tasks that are challenging for either to do well alone. Despite this increased attention, much of this transformation has been focused on…

  17. Interactive Computer-Based Education for Satellite Application.

    ERIC Educational Resources Information Center

    Hall, Keith A.; Mitzel, Harold E.

    This paper describes a narrow-band satellite application for facilitating a Computer-Based Education Utility (CBEU). A review of computer uses in education is presented with an emphasis on interactive computer applied to instructional processes. An example of major use of the CBEU focuses on meeting the educational needs of handicapped children,…

  18. Young Children's Collaborative Interactions in a Multimedia Computer Environment.

    ERIC Educational Resources Information Center

    Shahrimin, Mohamad Ibrani; Butterworth, Dawn M.

    2001-01-01

    Reports on a study that investigated the collaborative interaction patterns exhibited by five-year-old preprimary children in a multimedia educational computer environment in Perth, Australia. Discusses software appropriateness; preexisting computer competency and computer attitudes; friendship between collaborators; social goals; learning…

  19. Display and Interaction Features of Instructional Texts and Computers.

    ERIC Educational Resources Information Center

    Duchastel, Philippe C.

    1988-01-01

    Discusses whether techniques found useful in text design can be transposed to the display of computer-assisted learning (CAL) materials. Highlights include differences in interaction between books and computers; problems in learning from books; text displays; computer displays; and possible future developments. (Author/LRW)

  20. A computer algorithm for performing interactive algebraic computation on the GE Image-100 system

    NASA Technical Reports Server (NTRS)

    Hart, W. D.; Kim, H. H.

    1979-01-01

    A subroutine which performs specialized algebraic computations upon ocean color scanner multispectral data is presented. The computed results are displayed on a video display. The subroutine exists as a component of the aircraft sensor analysis package. The user specifies the parameters of the computations by directly interacting with the computer. A description of the conversational options is also given.

  1. Early NACA human computers at work

    NASA Technical Reports Server (NTRS)

    1949-01-01

    The women of the Computer Department at NACA High-Speed Flight Research Station are shown busy with test flight calculations. The computers under the direction of Roxanah Yancey were responsible for accurate calculations on the research test flights made at the Station. There were no mechanical computers at the station in 1949, but data was reduced by human computers. Shown in this photograph starting at the left are: Geraldine Mayer and Mary (Tut) Hedgepeth with Friden calculators on the their desks; Emily Stephens conferring with engineer John Mayer; Gertrude (Trudy) Valentine is working on an oscillograph recording reducing the data from a flight. Across the desk is Dorothy Clift Hughes using a slide rule to complete data calculations. Roxanah Yancey completes the picture as she fills out engineering requests for further data.

  2. The Impact of Verbal Report Protocol Analysis on a Model of Human-Computer Interface Cognitive Processing

    DTIC Science & Technology

    1991-03-01

    interface decision, a complete picture of the human - computer interaction must be acquired. This can only be accomplished if all of the design factors...they are related to human - computer interaction . First of all, the nature of the interface design influences the users’ mental models of a system...effective tool in assessing the cognitive process of human - computer interaction . 63 LIST OF REFERENCES 1. Coventry, Lynn, "Some Effects of Cognitive Style

  3. Shared resource control between human and computer

    NASA Technical Reports Server (NTRS)

    Hendler, James; Wilson, Reid

    1989-01-01

    The advantages of an AI system of actively monitoring human control of a shared resource (such as a telerobotic manipulator) are presented. A system is described in which a simple AI planning program gains efficiency by monitoring human actions and recognizing when the actions cause a change in the system's assumed state of the world. This enables the planner to recognize when an interaction occurs between human actions and system goals, and allows maintenance of an up-to-date knowledge of the state of the world and thus informs the operator when human action would undo a goal achieved by the system, when an action would render a system goal unachievable, and efficiently replans the establishment of goals after human intervention.

  4. Computational Drug Target Screening through Protein Interaction Profiles

    PubMed Central

    Vilar, Santiago; Quezada, Elías; Uriarte, Eugenio; Costanzi, Stefano; Borges, Fernanda; Viña, Dolores; Hripcsak, George

    2016-01-01

    The development of computational methods to discover novel drug-target interactions on a large scale is of great interest. We propose a new method for virtual screening based on protein interaction profile similarity to discover new targets for molecules, including existing drugs. We calculated Target Interaction Profile Fingerprints (TIPFs) based on ChEMBL database to evaluate drug similarity and generated new putative compound-target candidates from the non-intersecting targets in each pair of compounds. A set of drugs was further studied in monoamine oxidase B (MAO-B) and cyclooxygenase-1 (COX-1) enzyme through molecular docking and experimental assays. The drug ethoxzolamide and the natural compound piperlongumine, present in Piper longum L, showed hMAO-B activity with IC50 values of 25 and 65 μM respectively. Five candidates, including lapatinib, SB-202190, RO-316233, GW786460X and indirubin-3′-monoxime were tested against human COX-1. Compounds SB-202190 and RO-316233 showed a IC50 in hCOX-1 of 24 and 25 μM respectively (similar range as potent inhibitors such as diclofenac and indomethacin in the same experimental conditions). Lapatinib and indirubin-3′-monoxime showed moderate hCOX-1 activity (19.5% and 28% of enzyme inhibition at 25 μM respectively). Our modeling constitutes a multi-target predictor for large scale virtual screening with potential in lead discovery, repositioning and drug safety. PMID:27845365

  5. Geometric Computation of Human Gyrification Indexes from Magnetic Resonance Images

    DTIC Science & Technology

    2009-04-01

    GEOMETRIC COMPUTATION OF HUMAN GYRIFICATION INDEXES FROM MAGNETIC RESONANCE IMAGES By Shu Su Tonya White Marcus Schmidt Chiu-Yen Kao and Guillermo...00-2009 to 00-00-2009 4. TITLE AND SUBTITLE Geometric Computation of Human Gyrification Indexes from Magnetic Resonance Images 5a. CONTRACT NUMBER... Geometric Computation of Gyrification Indexes Chiu-Yen Kao 1 Geometric Computation of Human Gyrification

  6. Computer modeling of the membrane interaction of FYVE domains.

    PubMed

    Diraviyam, Karthikeyan; Stahelin, Robert V; Cho, Wonhwa; Murray, Diana

    2003-05-02

    FYVE domains are membrane targeting domains that are found in proteins involved in endosomal trafficking and signal transduction pathways. Most FYVE domains bind specifically to phosphatidylinositol 3-phosphate (PI(3)P), a lipid that resides mainly in endosomal membranes. Though the specific interactions between FYVE domains and the headgroup of PI(3)P have been well characterized, principally through structural studies, the available experimental structures suggest several different models for FYVE/membrane association. Thus, the manner in which FYVE domains adsorb to the membrane surface remains to be elucidated. Towards this end, recent experiments have shown that FYVE domains bind PI(3)P in the context of phospholipid bilayers and that hydrophobic residues on a conserved loop are able to penetrate the membrane interface in a PI(3)P-dependent manner.Here, the finite difference Poisson-Boltzmann (FDPB) method has been used to calculate the energetic interactions of FYVE domains with phospholipid membranes. Based on the computational analysis, it is found that (1) recruitment to membranes is facilitated by non-specific electrostatic interactions that occur between basic residues on the domains and acidic phospholipids in the membrane, (2) the energetic analysis can quantitatively differentiate among the modes of membrane association proposed by the experimentally determined structures, (3) FDPB calculations predict energetically feasible models for the membrane-associated states of FYVE domains, (4) these models are consistent with the observation that conserved hydrophobic residues insert into the membrane interface, and (5) the calculations provide a molecular model for the hydrophobic partitioning: binding of PI(3)P significantly neutralizes positive potential in the region of the hydrophobic residues, which acts as an "electrostatic switch" by reducing the energetic barrier for membrane penetration. Finally, the computational results are extended to FYVE

  7. Type Theory, Computation and Interactive Theorem Proving

    DTIC Science & Technology

    2015-09-01

    can support the development of secure and reusable software libraries, as well as the development of methods of automated reasoning in mathematics ...for public release and software systems, which are typically described in mathematical terms. Avi- gad contributed to the theoretical and practical...express complex mathematical and computational assertions. In this project, Avigad and Harper developed type-theoretic algorithms and formalisms that

  8. Designing Online Scaffolds for Interactive Computer Simulation

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Wu, I-Chia; Jen, Fen-Lan

    2013-01-01

    The purpose of this study was to examine the effectiveness of online scaffolds in computer simulation to facilitate students' science learning. We first introduced online scaffolds to assist and model students' science learning and to demonstrate how a system embedded with online scaffolds can be designed and implemented to help high school…

  9. Summary Street: Interactive Computer Support for Writing

    ERIC Educational Resources Information Center

    Wade-Stein, David; Kintsch, Eileen

    2004-01-01

    Summary Street is educational software based on latent semantic analysis (LSA), a computer method for representing the content of texts. The classroom trial described here demonstrates the power of LSA to support an educational goal by providing automatic feedback on the content of students' summaries. Summary Street provides this feedback in an…

  10. Computer aided interactive remote diagnosis of Parkinsonians.

    PubMed

    Fazekas, Csaba; Vörös, Tibor; Keresztényi, Zoltán; Kozmann, György; Laczkó, József

    2002-01-01

    We develop a diagnostic tool to support the objective diagnosis of Parkinsonians. We suggest a cost and time efficient diagnostic tool: patients may complete exercises using a personal computer at home and the data is gathered for further studies via Internet in a central database.

  11. Computer Mediated Communication: Online Instruction and Interactivity.

    ERIC Educational Resources Information Center

    Lavooy, Maria J.; Newlin, Michael H.

    2003-01-01

    Explores the different forms and potential applications of computer mediated communication (CMC) for Web-based and Web-enhanced courses. Based on their experiences with three different Web courses (Research Methods in Psychology, Statistical Methods in Psychology, and Basic Learning Processes) taught repeatedly over the last five years, the…

  12. Discis Books: Interactive Computer Books for Children.

    ERIC Educational Resources Information Center

    TechTrends, 1990

    1990-01-01

    Describes children's books available on CD-ROM that can be read using Apple Macintosh computers. Literacy problems with adults and children are discussed, the use of Discis books to encourage reading and improve understanding is described, first- and second-language learning is discussed, and a list of currently available titles is provided. (LRW)

  13. Designing Online Scaffolds for Interactive Computer Simulation

    ERIC Educational Resources Information Center

    Chen, Ching-Huei; Wu, I-Chia; Jen, Fen-Lan

    2013-01-01

    The purpose of this study was to examine the effectiveness of online scaffolds in computer simulation to facilitate students' science learning. We first introduced online scaffolds to assist and model students' science learning and to demonstrate how a system embedded with online scaffolds can be designed and implemented to help high school…

  14. An Interactive Computer-Based Revision Aid

    ERIC Educational Resources Information Center

    Stevens, J. M.; Harris, F. T. C.

    1977-01-01

    A computer-based review system has been developed, based on the multiple-choice technique, at the University of London for medical students. The user can enter an answer or can have a list of questions to take away and enter later. Student response has been favorable. (LBH)

  15. General aviation design synthesis utilizing interactive computer graphics

    NASA Technical Reports Server (NTRS)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  16. Eliciting Children's Recall of Events: How Do Computers Compare with Humans?

    ERIC Educational Resources Information Center

    Powell, Martine B.; Wilson, J. Clare; Thomson, Donald M.

    2002-01-01

    Describes a study that investigated the usefulness of an interactive computer program in eliciting children's reports about an event. Compared results of interviews by computer with interviews with humans with children aged five through eight that showed little benefit in computers over face-to-face interviews. (Author/LRW)

  17. Human brain mapping: Experimental and computational approaches

    SciTech Connect

    Wood, C.C.; George, J.S.; Schmidt, D.M.; Aine, C.J.; Sanders, J.; Belliveau, J.

    1998-11-01

    This is the final report of a three-year, Laboratory-Directed Research and Development (LDRD) project at the Los Alamos National Laboratory (LANL). This program developed project combined Los Alamos' and collaborators' strengths in noninvasive brain imaging and high performance computing to develop potential contributions to the multi-agency Human Brain Project led by the National Institute of Mental Health. The experimental component of the project emphasized the optimization of spatial and temporal resolution of functional brain imaging by combining: (a) structural MRI measurements of brain anatomy; (b) functional MRI measurements of blood flow and oxygenation; and (c) MEG measurements of time-resolved neuronal population currents. The computational component of the project emphasized development of a high-resolution 3-D volumetric model of the brain based on anatomical MRI, in which structural and functional information from multiple imaging modalities can be integrated into a single computational framework for modeling, visualization, and database representation.

  18. Human Centered Computing for Mars Exploration

    NASA Technical Reports Server (NTRS)

    Trimble, Jay

    2005-01-01

    The science objectives are to determine the aqueous, climatic, and geologic history of a site on Mars where conditions may have been favorable to the preservation of evidence of prebiotic or biotic processes. Human Centered Computing is a development process that starts with users and their needs, rather than with technology. The goal is a system design that serves the user, where the technology fits the task and the complexity is that of the task not of the tool.

  19. Computational models of human vision with applications

    NASA Technical Reports Server (NTRS)

    Wandell, B. A.

    1985-01-01

    Perceptual problems in aeronautics were studied. The mechanism by which color constancy is achieved in human vision was examined. A computable algorithm was developed to model the arrangement of retinal cones in spatial vision. The spatial frequency spectra are similar to the spectra of actual cone mosaics. The Hartley transform as a tool of image processing was evaluated and it is suggested that it could be used in signal processing applications, GR image processing.

  20. Interactive computer programs for applied nutrition education.

    PubMed

    Wise, A

    1985-12-01

    DIET2 and DIET3 are programs written for a Dec2050 computer and intended for teaching applied nutrition to students of nutrition, dietetics, home economics, and hotel and institutional administration. DIET2 combines all the facilities of the separate dietary programs already available at Robert Gordon's Institute of Technology into a single package, and extends these to give students a large amount of relevant information about the nutritional balance of foods (including DHSS and NACNE recommendations) prior to choosing them for meals. Students are also helped by the inclusion of typical portion weights. They are presented with an analysis of nutrients and their balance in the menu created, with an easy mechanism for ammendation of the menu and addition of foods which provide the nutrients that are lacking. At any stage the computer can give the proportion of total nutrient provided by each meal. DIET3 is a relatively simple program that displays the nutritional profile of foods and diets semigraphically.

  1. Neural correlate of human reciprocity in social interactions.

    PubMed

    Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji

    2013-01-01

    Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions.

  2. Neural correlate of human reciprocity in social interactions

    PubMed Central

    Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji

    2013-01-01

    Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions

  3. Fluctuating hyperfine interactions: an updated computational implementation

    NASA Astrophysics Data System (ADS)

    Zacate, M. O.; Evenson, W. E.

    2015-04-01

    The stochastic hyperfine interactions modeling library (SHIML) is a set of routines written in the C programming language designed to assist in the analysis of stochastic models of hyperfine interactions. The routines read a text-file description of the model, set up the Blume matrix, upon which the evolution operator of the quantum mechanical system depends, and calculate the eigenvalues and eigenvectors of the Blume matrix, from which theoretical spectra of experimental techniques can be calculated. The original version of SHIML constructs Blume matrices applicable for methods that measure hyperfine interactions with only a single nuclear spin state. In this paper, we report an extension of the library to provide support for methods such as Mössbauer spectroscopy and nuclear resonant scattering of synchrotron radiation, which are sensitive to interactions with two nuclear spin states. Examples will be presented that illustrate the use of this extension of SHIML to generate Mössbauer spectra for polycrystalline samples under a number of fluctuating hyperfine field models.

  4. An Interactive Videodisc-Computer Language Program.

    ERIC Educational Resources Information Center

    Osksa, R. Scott

    An interactive videodisc program at the California School for the Deaf, Riverside, has been used to motivate language and reading experiences and increase communication skills. Improvement in hardware and software design over the course of the project period is noted and described. An authoring system has been developed which allows teaching…

  5. Computational Analysis of Towed Ballute Interactions

    NASA Technical Reports Server (NTRS)

    Gnoffo, Peter A.; Anderson, Brian P.

    2002-01-01

    A ballute (balloon-parachute) is an inflatable, aerodynamic drag device for application to planetary entry vehicles. Ballutes may be directly attached to a vehicle, increasing its cross-sectional area upon inflation, or towed behind the vehicle as a semi-independent device that can be quickly cut free when the requisite change in velocity is achieved. The aerothermodynamics of spherical and toroidal towed ballutes are considered in the present study. A limiting case of zero towline length (clamped system) is also considered. A toroidal system can be designed (ignoring influence of the tethers) such that all flow processed by the bow shock of the towing spacecraft passes through the hole in the toroid. For a spherical ballute, towline length is a critical parameter that affects aeroheating on the ballute being towed through the spacecraft wake. In both cases, complex and often unsteady interactions ensue in which the spacecraft and its wake resemble an aero spike situated in front of the ballute. The strength of the interactions depends upon system geometry and Reynolds number. We show how interactions may envelope the base of the towing spacecraft or impinge on the ballute surface with adverse consequences to its thermal protection system. Geometric constraints to minimize or eliminate such adverse interactions are discussed. The towed, toroidal system and the clamped, spherical system show greatest potential for a baseline design approach.

  6. The Science of Human Interaction and Teaching

    ERIC Educational Resources Information Center

    Yano, Kazuo

    2013-01-01

    There is a missing link between our understanding of teaching as high-level social phenomenon and teaching as a physiological phenomenon of brain activity. We suggest that the science of human interaction is the missing link. Using over one-million days of human-behavior data, we have discovered that "collective activenes" (CA), which indicates…

  7. The Science of Human Interaction and Teaching

    ERIC Educational Resources Information Center

    Yano, Kazuo

    2013-01-01

    There is a missing link between our understanding of teaching as high-level social phenomenon and teaching as a physiological phenomenon of brain activity. We suggest that the science of human interaction is the missing link. Using over one-million days of human-behavior data, we have discovered that "collective activenes" (CA), which indicates…

  8. Interactive Grid Generation on Small Computers

    DTIC Science & Technology

    1990-01-31

    boundary which can generally be given as a continuum which then involves an infinite number of points, it has been called a transfinite interpolation to...to 31 Jan 90 4. TITL AND SUBTITLE S. FUNDING NUMBERS INTERACTIVE GRID GENERATION ON SMALL COIIPUTERS F49620-89-C-0096 65502F 3005/Al 0 AUTH RLS) Peter...R. Eiseman AD-A221 234 7. PERFORMING ORGANIZATION NAME(S) AND AOORESS(ES) S. PERFORMING ORGANIZATION Program Development Corporation REPORT NUMBER

  9. Human-Robot Interaction: Status and Challenges.

    PubMed

    Sheridan, Thomas B

    2016-06-01

    The current status of human-robot interaction (HRI) is reviewed, and key current research challenges for the human factors community are described. Robots have evolved from continuous human-controlled master-slave servomechanisms for handling nuclear waste to a broad range of robots incorporating artificial intelligence for many applications and under human supervisory control. This mini-review describes HRI developments in four application areas and what are the challenges for human factors research. In addition to a plethora of research papers, evidence of success is manifest in live demonstrations of robot capability under various forms of human control. HRI is a rapidly evolving field. Specialized robots under human teleoperation have proven successful in hazardous environments and medical application, as have specialized telerobots under human supervisory control for space and repetitive industrial tasks. Research in areas of self-driving cars, intimate collaboration with humans in manipulation tasks, human control of humanoid robots for hazardous environments, and social interaction with robots is at initial stages. The efficacy of humanoid general-purpose robots has yet to be proven. HRI is now applied in almost all robot tasks, including manufacturing, space, aviation, undersea, surgery, rehabilitation, agriculture, education, package fetch and delivery, policing, and military operations. © 2016, Human Factors and Ergonomics Society.

  10. IPython: components for interactive and parallel computing across disciplines. (Invited)

    NASA Astrophysics Data System (ADS)

    Perez, F.; Bussonnier, M.; Frederic, J. D.; Froehle, B. M.; Granger, B. E.; Ivanov, P.; Kluyver, T.; Patterson, E.; Ragan-Kelley, B.; Sailer, Z.

    2013-12-01

    Scientific computing is an inherently exploratory activity that requires constantly cycling between code, data and results, each time adjusting the computations as new insights and questions arise. To support such a workflow, good interactive environments are critical. The IPython project (http://ipython.org) provides a rich architecture for interactive computing with: 1. Terminal-based and graphical interactive consoles. 2. A web-based Notebook system with support for code, text, mathematical expressions, inline plots and other rich media. 3. Easy to use, high performance tools for parallel computing. Despite its roots in Python, the IPython architecture is designed in a language-agnostic way to facilitate interactive computing in any language. This allows users to mix Python with Julia, R, Octave, Ruby, Perl, Bash and more, as well as to develop native clients in other languages that reuse the IPython clients. In this talk, I will show how IPython supports all stages in the lifecycle of a scientific idea: 1. Individual exploration. 2. Collaborative development. 3. Production runs with parallel resources. 4. Publication. 5. Education. In particular, the IPython Notebook provides an environment for "literate computing" with a tight integration of narrative and computation (including parallel computing). These Notebooks are stored in a JSON-based document format that provides an "executable paper": notebooks can be version controlled, exported to HTML or PDF for publication, and used for teaching.

  11. Computer-Based Interaction Analysis with DEGREE Revisited

    ERIC Educational Resources Information Center

    Barros, B.; Verdejo, M. F.

    2016-01-01

    We review our research with "DEGREE" and analyse how our work has impacted the collaborative learning community since 2000. Our research is framed within the context of computer-based interaction analysis and the development of computer-supported collaborative learning (CSCL) tools. We identify some aspects of our work which have been…

  12. Computer-Based Interaction Analysis with DEGREE Revisited

    ERIC Educational Resources Information Center

    Barros, B.; Verdejo, M. F.

    2016-01-01

    We review our research with "DEGREE" and analyse how our work has impacted the collaborative learning community since 2000. Our research is framed within the context of computer-based interaction analysis and the development of computer-supported collaborative learning (CSCL) tools. We identify some aspects of our work which have been…

  13. Human Pacman: A Mobile Augmented Reality Entertainment System Based on Physical, Social, and Ubiquitous Computing

    NASA Astrophysics Data System (ADS)

    Cheok, Adrian David

    This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.

  14. Computer aided systems human engineering: A hypermedia tool

    NASA Technical Reports Server (NTRS)

    Boff, Kenneth R.; Monk, Donald L.; Cody, William J.

    1992-01-01

    The Computer Aided Systems Human Engineering (CASHE) system, Version 1.0, is a multimedia ergonomics database on CD-ROM for the Apple Macintosh II computer, being developed for use by human system designers, educators, and researchers. It will initially be available on CD-ROM and will allow users to access ergonomics data and models stored electronically as text, graphics, and audio. The CASHE CD-ROM, Version 1.0 will contain the Boff and Lincoln (1988) Engineering Data Compendium, MIL-STD-1472D and a unique, interactive simulation capability, the Perception and Performance Prototyper. Its features also include a specialized data retrieval, scaling, and analysis capability and the state of the art in information retrieval, browsing, and navigation.

  15. Interactively variable isotropic resolution in computed tomography.

    PubMed

    Lapp, Robert M; Kyriakou, Yiannis; Kachelriess, Marc; Wilharm, Sylvia; Kalender, Willi A

    2008-05-21

    An individual balancing between spatial resolution and image noise is necessary to fulfil the diagnostic requirements in medical CT imaging. In order to change influencing parameters, such as reconstruction kernel or effective slice thickness, additional raw-data-dependent image reconstructions have to be performed. Therefore, the noise versus resolution trade-off is time consuming and not interactively applicable. Furthermore, isotropic resolution, expressed by an equivalent point spread function (PSF) in every spatial direction, is important for the undistorted visualization and quantitative evaluation of small structures independent of the viewing plane. Theoretically, isotropic resolution can be obtained by matching the in-plane and through-plane resolution with the aforementioned parameters. Practically, however, the user is not assisted in doing so by current reconstruction systems and therefore isotropic resolution is not commonly achieved, in particular not at the desired resolution level. In this paper, an integrated approach is presented for equalizing the in-plane and through-plane spatial resolution by image filtering. The required filter kernels are calculated from previously measured PSFs in x/y- and z-direction. The concepts derived are combined with a variable resolution filtering technique. Both approaches are independent of CT raw data and operate only on reconstructed images which allows for their application in real time. Thereby, the aim of interactively variable, isotropic resolution is achieved. Results were evaluated quantitatively by measuring PSFs and image noise, and qualitatively by comparing the images to direct reconstructions regarded as the gold standard. Filtered images matched direct reconstructions with arbitrary reconstruction kernels with standard deviations in difference images of typically between 1 and 17 HU. Isotropic resolution was achieved within 5% of the selected resolution level. Processing times of 20-100 ms per frame

  16. Multimodal interaction for human-robot teams

    NASA Astrophysics Data System (ADS)

    Burke, Dustin; Schurr, Nathan; Ayers, Jeanine; Rousseau, Jeff; Fertitta, John; Carlin, Alan; Dumond, Danielle

    2013-05-01

    Unmanned ground vehicles have the potential for supporting small dismounted teams in mapping facilities, maintaining security in cleared buildings, and extending the team's reconnaissance and persistent surveillance capability. In order for such autonomous systems to integrate with the team, we must move beyond current interaction methods using heads-down teleoperation which require intensive human attention and affect the human operator's ability to maintain local situational awareness and ensure their own safety. This paper focuses on the design, development and demonstration of a multimodal interaction system that incorporates naturalistic human gestures, voice commands, and a tablet interface. By providing multiple, partially redundant interaction modes, our system degrades gracefully in complex environments and enables the human operator to robustly select the most suitable interaction method given the situational demands. For instance, the human can silently use arm and hand gestures for commanding a team of robots when it is important to maintain stealth. The tablet interface provides an overhead situational map allowing waypoint-based navigation for multiple ground robots in beyond-line-of-sight conditions. Using lightweight, wearable motion sensing hardware either worn comfortably beneath the operator's clothing or integrated within their uniform, our non-vision-based approach enables an accurate, continuous gesture recognition capability without line-of-sight constraints. To reduce the training necessary to operate the system, we designed the interactions around familiar arm and hand gestures.

  17. Computer-Mediated Negotiated Interaction and Lexical Acquisition

    ERIC Educational Resources Information Center

    Smith, Bryan

    2004-01-01

    This paper reports a paired-groups experimental study, which tests the Interaction Hypothesis in a computer-mediated communicative environment. Pairs of intermediate-level nonnative speakers of English (n = 24) interacted with one another in a synchronous mode over a local area network while attempting to jointly complete jigsaw and…

  18. VIC: A Computer Analysis of Verbal Interaction Category Systems.

    ERIC Educational Resources Information Center

    Kline, John A.; And Others

    VIC is a computer program for the analysis of verbal interaction category systems, especially the Flanders interaction analysis system. The observer codes verbal behavior on coding sheets for later machine scoring. A matrix is produced by the program showing the number and percentages of times that a particular cell describes classroom behavior.…

  19. Current Issues in Interactive Videodisc and Computer-Based Instruction.

    ERIC Educational Resources Information Center

    Ebner, Donald G.

    1984-01-01

    Presents findings from a literature review on interactive videodisc technology, interactive videodisc-based training, computer-assisted instruction, and their translations into effective instructional applications. Issues in educational development and application, guidelines for using graphics and other video effects, instructor and student…

  20. Computation of blast wave-obstacle interactions

    NASA Technical Reports Server (NTRS)

    Champney, J. M.; Chaussee, D. S.; Kutler, P.

    1982-01-01

    Numerical simulations of the interaction of a planar blast wave with various obstacles are presented. These obstacles are either ground structures or vehicles flying in the atmosphere. For a structure on the ground, the blast wave encounter is side-on, while for the flying vehicles the encounter is either head-on or oblique. Second-order accurate, finite-difference, and shock-capturing procedures are employed to solve the two-dimensional, axisymmetric, and three-dimensional unsteady Euler equations. Results are presented for the flow field consisting of blast wave striking obstacles that are at rest, moving subsonically and moving supersonically. Comparison of the numerical results with experimental data for a configuration at rest substantiates the validity of this approach and its potential as a flow analysis tool.

  1. Human shank experimental investigation and computer simulation

    NASA Astrophysics Data System (ADS)

    Krasnoschekov, Viktor V.; Maslov, Leonid B.

    2000-01-01

    A new combined approach to analyze a physiological state of the human shank is developed. Investigated vibration research complex records resonance curve of the shank tissues automatically for different kinds of vibration excitation and for various positions of the foot. A special computer model is implemented for the estimation of the experimental data, for a priori prognosis of the bio-object behavior and its dynamic characteristics in the case of various kinds and of different degrees of injury. The method is described by the viscous-elasticity non-homogeneous 1D continuum equation. It is solved by finite element method. The problem in shank cross-section is solved by boundary element method. The analysis of computer simulated resonance curves makes it possible to understand the experimental data correctly and to check the diagnostic criteria of the injury.

  2. Computer Simulation of the Beating Human Heart

    NASA Astrophysics Data System (ADS)

    Peskin, Charles S.; McQueen, David M.

    2001-06-01

    The mechanical function of the human heart couples together the fluid mechanics of blood and the soft tissue mechanics of the muscular heart walls and flexible heart valve leaflets. We discuss a unified mathematical formulation of this problem in which the soft tissue looks like a specialized part of the fluid in which additional forces are applied. This leads to a computational scheme known as the Immersed Boundary (IB) method for solving the coupled equations of motion of the whole system. The IB method is used to construct a three-dimensional Virtual Heart, including representations of all four chambers of the heart and all four valves, in addition to the large arteries and veins that connect the heart to the rest of the circulation. The chambers, valves, and vessels are all modeled as collections of elastic (and where appropriate, actively contractile) fibers immersed in viscous incompressible fluid. Results are shown as a computer-generated video animation of the beating heart.

  3. Semantic interaction for visual analytics: toward coupling cognition and computation.

    PubMed

    Endert, Alex

    2014-01-01

    Alex Endert's dissertation "Semantic Interaction for Visual Analytics: Inferring Analytical Reasoning for Model Steering" described semantic interaction, a user interaction methodology for visual analytics (VA). It showed that user interaction embodies users' analytic process and can thus be mapped to model-steering functionality for "human-in-the-loop" system design. The dissertation contributed a framework (or pipeline) that describes such a process, a prototype VA system to test semantic interaction, and a user evaluation to demonstrate semantic interaction's impact on the analytic process. This research is influencing current VA research and has implications for future VA research.

  4. Interactive computational models of particle dynamics using virtual reality

    SciTech Connect

    Canfield, T.; Diachin, D.; Freitag, L.; Heath, D.; Herzog, J.; Michels, W.

    1996-12-31

    An increasing number of industrial applications rely on computational models to reduce costs in product design, development, and testing cycles. Here, the authors discuss an interactive environment for the visualization, analysis, and modification of computational models used in industrial settings. In particular, they focus on interactively placing massless, massed, and evaporating particulate matter in computational fluid dynamics applications.they discuss the numerical model used to compute the particle pathlines in the fluid flow for display and analysis. They briefly describe the toolkits developed for vector and scalar field visualization, interactive particulate source placement, and a three-dimensional GUI interface. This system is currently used in two industrial applications, and they present the tools in the context of these applications. They summarize the current state of the project and offer directions for future research.

  5. Analysis of human emotion in human-robot interaction

    NASA Astrophysics Data System (ADS)

    Blar, Noraidah; Jafar, Fairul Azni; Abdullah, Nurhidayu; Muhammad, Mohd Nazrin; Kassim, Anuar Muhamed

    2015-05-01

    There is vast application of robots in human's works such as in industry, hospital, etc. Therefore, it is believed that human and robot can have a good collaboration to achieve an optimum result of work. The objectives of this project is to analyze human-robot collaboration and to understand humans feeling (kansei factors) when dealing with robot that robot should adapt to understand the humans' feeling. Researches currently are exploring in the area of human-robot interaction with the intention to reduce problems that subsist in today's civilization. Study had found that to make a good interaction between human and robot, first it is need to understand the abilities of each. Kansei Engineering in robotic was used to undergo the project. The project experiments were held by distributing questionnaire to students and technician. After that, the questionnaire results were analyzed by using SPSS analysis. Results from the analysis shown that there are five feelings which significant to the human in the human-robot interaction; anxious, fatigue, relaxed, peaceful, and impressed.

  6. Formal verification of human-automation interaction.

    PubMed

    Degani, Asaf; Heymann, Michael

    2002-01-01

    This paper discusses a formal and rigorous approach to the analysis of operator interaction with machines. It addresses the acute problem of detecting design errors in human-machine interaction and focuses on verifying the correctness of the interaction in complex and automated control systems. The paper describes a systematic methodology for evaluating whether the interface provides the necessary information about the machine to enable the operator to perform a specified task successfully and unambiguously. It also addresses the adequacy of information provided to the user via training material (e.g., user manual) about the machine's behavior. The essentials of the methodology, which can be automated and applied to the verification of large systems, are illustrated by several examples and through a case study of pilot interaction with an autopilot aboard a modern commercial aircraft. The expected application of this methodology is an augmentation and enhancement, by formal verification, of human-automation interfaces.

  7. Formal verification of human-automation interaction

    NASA Technical Reports Server (NTRS)

    Degani, Asaf; Heymann, Michael

    2002-01-01

    This paper discusses a formal and rigorous approach to the analysis of operator interaction with machines. It addresses the acute problem of detecting design errors in human-machine interaction and focuses on verifying the correctness of the interaction in complex and automated control systems. The paper describes a systematic methodology for evaluating whether the interface provides the necessary information about the machine to enable the operator to perform a specified task successfully and unambiguously. It also addresses the adequacy of information provided to the user via training material (e.g., user manual) about the machine's behavior. The essentials of the methodology, which can be automated and applied to the verification of large systems, are illustrated by several examples and through a case study of pilot interaction with an autopilot aboard a modern commercial aircraft. The expected application of this methodology is an augmentation and enhancement, by formal verification, of human-automation interfaces.

  8. A Human-Information Interaction Perspective on Augmented Cognition

    SciTech Connect

    Greitzer, Frank L.; Griffith, Douglas

    2006-10-15

    Nearly a half-century ago, J.C.R. Licklider expressed a vision for “man-machine symbiosis,” coupling human brains and computing machines in a partnership that “will think as no human brain has ever thought and process data in a way not approached by the information-handling machines we know today.” Until relatively recently, this vision was largely left idle by human factors engineering (HFE) research that grew over the decades from an initial focus on design of equipment to accommodate human limitations to cognitive systems engineering research to a more recent perspective focusing on design of human-information interaction. These perspective shifts and insights have brought a degree of success to the field in design efforts aimed at enhancing human-system performance. In recent years, the research area of augmented cognition has begun to shift the focus once more not only to enhancing the interaction environment, but also the cognitive abilities of the human operators and decision makers themselves. Ambitious goals of increasing total cognitive capacity through augmented cognition technologies are still on the horizon of this research program. This paper describes a framework within which augmented cognition research may identify requirements that compensate for human information processing shortcomings and augment human potential.

  9. Computational Poromechanics of Human Knee Joint

    NASA Astrophysics Data System (ADS)

    Kazemi, Mojtaba; Li, LePing

    2012-02-01

    Extensive computer modeling has been performed in the recent decade to investigate the mechanical response of the healthy and repaired knee joints. Articular cartilages and menisci have been commonly modeled as single-phase elastic materials in the previous 3D simulations. A comprehensive study considering the interplay of the collagen fibers and fluid pressurization in the tissues in situ remains challenging. We have developed a 3D model of the human knee accounting for the mechanical function of collagen fibers and fluid flow in the cartilages and menisci. An anatomically accurate structure of the human knee was used for this purpose including bones, articular cartilages, menisci and ligaments. The fluid pressurization in the femoral cartilage and menisci under combined creep loading was investigated. Numerical results showed that fluid flow and pressure in the tissues played an important role in the mechanical response of the knee joint. The load transfer in the joint was clearly seen when the fluid pressure was considered.

  10. Interactions between human behaviour and ecological systems

    PubMed Central

    Milner-Gulland, E. J.

    2012-01-01

    Research on the interactions between human behaviour and ecological systems tends to focus on the direct effects of human activities on ecosystems, such as biodiversity loss. There is also increasing research effort directed towards ecosystem services. However, interventions to control people's use of the environment alter the incentives that natural resource users face, and therefore their decisions about resource use. The indirect effects of conservation interventions on biodiversity, modulated through human decision-making, are poorly studied but are likely to be significant and potentially counterintuitive. This is particularly so where people are dependent on multiple natural resources for their livelihoods, when both poverty and biodiversity loss are acute. An inter-disciplinary approach is required to quantify these interactions, with an understanding of human decision-making at its core; otherwise, predictions about the impacts of conservation policies may be highly misleading. PMID:22144389

  11. Simulating human behavior for national security human interactions.

    SciTech Connect

    Bernard, Michael Lewis; Hart, Dereck H.; Verzi, Stephen J.; Glickman, Matthew R.; Wolfenbarger, Paul R.; Xavier, Patrick Gordon

    2007-01-01

    This 3-year research and development effort focused on what we believe is a significant technical gap in existing modeling and simulation capabilities: the representation of plausible human cognition and behaviors within a dynamic, simulated environment. Specifically, the intent of the ''Simulating Human Behavior for National Security Human Interactions'' project was to demonstrate initial simulated human modeling capability that realistically represents intra- and inter-group interaction behaviors between simulated humans and human-controlled avatars as they respond to their environment. Significant process was made towards simulating human behaviors through the development of a framework that produces realistic characteristics and movement. The simulated humans were created from models designed to be psychologically plausible by being based on robust psychological research and theory. Progress was also made towards enhancing Sandia National Laboratories existing cognitive models to support culturally plausible behaviors that are important in representing group interactions. These models were implemented in the modular, interoperable, and commercially supported Umbra{reg_sign} simulation framework.

  12. Gender differences in the use of computers, programming, and peer interactions in computer science classrooms

    NASA Astrophysics Data System (ADS)

    Stoilescu, Dorian; Egodawatte, Gunawardena

    2010-12-01

    Research shows that female and male students in undergraduate computer science programs view computer culture differently. Female students are interested more in the use of computers than in doing programming, whereas male students see computer science mainly as a programming activity. The overall purpose of our research was not to find new definitions for computer science culture but to see how male and female students see themselves involved in computer science practices, how they see computer science as a successful career, and what they like and dislike about current computer science practices. The study took place in a mid-sized university in Ontario. Sixteen students and two instructors were interviewed to get their views. We found that male and female views are different on computer use, programming, and the pattern of student interactions. Female and male students did not have any major issues in using computers. In computing programming, female students were not so involved in computing activities whereas male students were heavily involved. As for the opinions about successful computer science professionals, both female and male students emphasized hard working, detailed oriented approaches, and enjoying playing with computers. The myth of the geek as a typical profile of successful computer science students was not found to be true.

  13. Computers vs. Humans in Galaxy Classification

    NASA Astrophysics Data System (ADS)

    Kohler, Susanna

    2016-04-01

    In this age of large astronomical surveys, one major scientific bottleneck is the analysis of enormous data sets. Traditionally, this task requires human input but could computers eventually take over? A pair of scientists explore this question by testing whether computers can classify galaxies as well as humans.Examples of disagreement: galaxies that Galaxy-Zoo humans classified as spirals with 95% agreement, but the computer algorithm classified as ellipticals with 70% certainty. Most are cases where the computer got it wrong but not all of them. [Adapted from Kuminski et al. 2016]Limits of Citizen ScienceGalaxy Zoo is an internet-based citizen science project that uses non-astronomer volunteers to classify galaxy images. This is an innovative way to provide more manpower, but its still only practical for limited catalog sizes. How do we handle the data from upcoming surveys like the Large Synoptic Survey Telescope (LSST), which will produce billions of galaxy images when it comes online?In a recent study by Evan Kuminski and Lior Shamir, two computer scientists at Lawrence Technological University in Michigan, a machine learning algorithm known as Wndchrm was used to classify a dataset of Sloan Digital Sky Survey (SDSS) galaxies into ellipticals and spirals. The authors goal is to determine whether their algorithm can classify galaxies as accurately as the human volunteers for Galaxy Zoo.Automatic ClassificationAfter training their classifier on a small set of spiral and elliptical galaxies, Kuminski and Shamir set it loose on a catalog of ~3 million SDSS galaxies. The classifier first computes a set of 2,885 numerical descriptors (like textures, edges, and shapes) for each galaxy image, and then uses these descriptors to categorize the galaxy as spiral or elliptical.Rate of agreement of the computer classification with human classification (for the Galaxy Zoo superclean subset) for different ranges of computed classification certainties. For certainties above

  14. Adapting GOMS to Model Human-Robot Interaction

    SciTech Connect

    Drury, Jill; Scholtz, Jean; Kieras, David

    2007-03-09

    Human-robot interaction (HRI) has been maturing in tandem with robots’ commercial success. In the last few years HRI researchers have been adopting—and sometimes adapting—human-computer interaction (HCI) evaluation techniques to assess the efficiency and intuitiveness of HRI designs. For example, Adams (2005) used Goal Directed Task Analysis to determine the interaction needs of officers from the Nashville Metro Police Bomb Squad. Scholtz et al. (2004) used Endsley’s (1988) Situation Awareness Global Assessment Technique to determine robotic vehicle supervisors’ awareness of when vehicles were in trouble and thus required closer monitoring or intervention. Yanco and Drury (2004) employed usability testing to determine (among other things) how well a search-andrescue interface supported use by first responders. One set of HCI tools that has so far seen little exploration in the HRI domain, however, is the class of modeling and evaluation techniques known as formal methods.

  15. Interactive visualization of Earth and Space Science computations

    NASA Technical Reports Server (NTRS)

    Hibbard, William L.; Paul, Brian E.; Santek, David A.; Dyer, Charles R.; Battaiola, Andre L.; Voidrot-Martinez, Marie-Francoise

    1994-01-01

    Computers have become essential tools for scientists simulating and observing nature. Simulations are formulated as mathematical models but are implemented as computer algorithms to simulate complex events. Observations are also analyzed and understood in terms of mathematical models, but the number of these observations usually dictates that we automate analyses with computer algorithms. In spite of their essential role, computers are also barriers to scientific understanding. Unlike hand calculations, automated computations are invisible and, because of the enormous numbers of individual operations in automated computations, the relation between an algorithm's input and output is often not intuitive. This problem is illustrated by the behavior of meteorologists responsible for forecasting weather. Even in this age of computers, many meteorologists manually plot weather observations on maps, then draw isolines of temperature, pressure, and other fields by hand (special pads of maps are printed for just this purpose). Similarly, radiologists use computers to collect medical data but are notoriously reluctant to apply image-processing algorithms to that data. To these scientists with life-and-death responsibilities, computer algorithms are black boxes that increase rather than reduce risk. The barrier between scientists and their computations can be bridged by techniques that make the internal workings of algorithms visible and that allow scientists to experiment with their computations. Here we describe two interactive systems developed at the University of Wisconsin-Madison Space Science and Engineering Center (SSEC) that provide these capabilities to Earth and space scientists.

  16. Patient-Specific Computational Modeling of Human Phonation

    NASA Astrophysics Data System (ADS)

    Xue, Qian; Zheng, Xudong; University of Maine Team

    2013-11-01

    Phonation is a common biological process resulted from the complex nonlinear coupling between glottal aerodynamics and vocal fold vibrations. In the past, the simplified symmetric straight geometric models were commonly employed for experimental and computational studies. The shape of larynx lumen and vocal folds are highly three-dimensional indeed and the complex realistic geometry produces profound impacts on both glottal flow and vocal fold vibrations. To elucidate the effect of geometric complexity on voice production and improve the fundamental understanding of human phonation, a full flow-structure interaction simulation is carried out on a patient-specific larynx model. To the best of our knowledge, this is the first patient-specific flow-structure interaction study of human phonation. The simulation results are well compared to the established human data. The effects of realistic geometry on glottal flow and vocal fold dynamics are investigated. It is found that both glottal flow and vocal fold dynamics present a high level of difference from the previous simplified model. This study also paved the important step toward the development of computer model for voice disease diagnosis and surgical planning. The project described was supported by Grant Number ROlDC007125 from the National Institute on Deafness and Other Communication Disorders (NIDCD).

  17. Assessment of a human computer interface prototyping environment

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.

    1993-01-01

    A Human Computer Interface (HCI) prototyping environment with embedded evaluation capability has been successfully assessed which will be valuable in developing and refining HCI standards and evaluating program/project interface development, especially Space Station Freedom on-board displays for payload operations. The HCI prototyping environment is designed to include four components: (1) a HCI format development tool, (2) a test and evaluation simulator development tool, (3) a dynamic, interactive interface between the HCI prototype and simulator, and (4) an embedded evaluation capability to evaluate the adequacy of an HCI based on a user's performance.

  18. Human agency beliefs influence behaviour during virtual social interactions

    PubMed Central

    Brock, Jon

    2017-01-01

    In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition). Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement

  19. Manipulation of Non-verbal Interaction Style and Demographic Embodiment to Increase Anthropomorphic Computer Character Credibility

    SciTech Connect

    Cowell, Andrew J.; Stanney, Kay M.

    2005-02-01

    For years, people have sought more natural means of communicating with their computers. Many have suggested that interaction with a computer should be as easy as interacting with other people, taking advantage of the multimodal nature of human communication. While users should, in theory, gravitate to such anthropomorphic embodiments, quite the contrary has been experienced; users generally have been dissatisfied and abandoned their use. This suggests a disconnect between the factors that make human-human communication engaging and those used by designers to support human-agent interaction. This paper discusses a set of empirical studies that attempted to replicate human-human nonverbal behavior. The focus revolved around the behaviors that portrayed a credible façade, helping the embodied conversational agent (ECA) to form a successful cooperative dyad with the user. Based on a review of the nonverbal literature, a framework was created that identified trustworthy and credible nonverbal behaviors across five areas and formed design guidelines for character interaction. The design suggestions for those areas emanating from the facial region (facial expression, eye contact and paralanguage) were experimentally supported but there was no concordant increase in perceived trust when bodily regions (posture and gesture) were added. In addition, in examining the importance of demographic elements in the embodiment, it was found that users prefer to interact with characters that match their ethnicity and are young looking. There was no significant preference for gender. The implications of these results, as well as other interesting consequences are discussed.

  20. Mixed-Initiative Human-Robot Interaction: Definition, Taxonomy, and Survey

    DTIC Science & Technology

    2015-01-01

    Mixed-Initiative Human- Robot Interaction: Definition, Taxonomy, and Survey Shu Jiang and Ronald C. Arkin School of Interactive Computing Georgia...Institute of Technology Atlanta, GA, USA Abstract—The objectives of this article are: 1) to present a taxonomy for mixed-initiative human- robot ...MII. We then synthesize these definitions to the robotic context for mixed-initiative human- robot teams. A taxonomy for mixed-initiative in human

  1. Mental Models in Human-Computer Interaction. Research Issues about What the User of Software Knows. Workshop on Software Human Factors: Users' Mental Models (Washington, District of Columbia, May 15-16, 1984).

    ERIC Educational Resources Information Center

    Carroll, John M., Ed.; Olson, Judith Reitman, Ed.

    This report incorporates a literature review, a workshop paper, and discussion by workshop participants on the current status of research on what the users of computer systems know, and how these different forms of knowledge fit together in learning and performance. It is noted that such research is important to the problem of designing systems…

  2. Rxpert: An Intelligent Computer System For Drug Interactions

    NASA Astrophysics Data System (ADS)

    Gayle, Brian G.; Dankel, Douglas D.

    1986-03-01

    Drug interactions have become very prevalent in modern medicine. With the increasing numbers of techniques for disease diagnosis and marketed medications for disease treatment, multiple drug patient care has become a customary practice. Consequently, the potential of harmful drug induced effects has become, and will continue to be, an enormous problem in providing patient care. A computer reference aid, knowledgeable about drug interactions, would be of great value to medical personnel in eliminating untoward drug effects in patient care. This research involved the development of such a system called RxPERT. RxPERT is an intelligent, easy to use, interactive computer system with expert level knowledge of drug interactions, implemented for use on an IBM-PC microcomputer. The microcomputer implementation allows the program to be highly accessible, and its information promptly retrievable for office as well as institutional settings. The system requires input of a patient history and patient drug requirements. Throughout the user/computer interactive session the user can review explanations of the possible interactions. Ultimately a listing of drug interactions and overall rating of the drug regimen instituted is displayed.

  3. Interactive Computer-Assisted Instruction in Acid-Base Physiology for Mobile Computer Platforms

    ERIC Educational Resources Information Center

    Longmuir, Kenneth J.

    2014-01-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ~20 screens of information, on the subjects…

  4. Interactive Computer-Assisted Instruction in Acid-Base Physiology for Mobile Computer Platforms

    ERIC Educational Resources Information Center

    Longmuir, Kenneth J.

    2014-01-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ~20 screens of information, on the subjects…

  5. [Physiological prerequisites for a successful child's interaction with the computer].

    PubMed

    Leonova, L A; Karalashvili, E A; Makarova, L V; Luk'ianets, G N

    2010-01-01

    Were identified specific and meaningful for computer work physiological functions in children of 5-6 years: a functional motility of nervous processes, the function of the motor analyzer (accuracy of hand kinesthesia), the functional state of the eye accommodative system, mental capacity, volume and concentration, shortterm memory function. A considerable number of preschoolers (47%) set high enough level of development of organism functions necessary for successful interaction with the computer.

  6. Human interactions with sirenians (manatees and dugongs)

    USGS Publications Warehouse

    Bonde, Robert K.; Flint, Mark

    2017-01-01

    There are three extant sirenian species of the Trichechidae family and one living Dugongidae family member. Given their close ties to coastal and often urbanized habitats, sirenians are exposed to many types of anthropogenic activities that result in challenges to their well-being, poor health, and even death. In the wild, they are exposed to direct and indirect local pressures as well as subject to large-scale stressors such as global climate change acting on regions or entire genetic stocks. In captivity, they are subject to husbandry and management practices based on our collective knowledge, or in some cases lack thereof, of their needs and welfare. It is therefore reasonable to consider that their current imperiled status is very closely linked to our actions. In this chapter, we identify and define human interactions that may impact dugongs and manatees, including hunting, fisheries, boat interactions, negative interactions with man-made structures, disease and contaminants, and global climate change. We examine techniques used to investigate these impacts and the influence of sirenian biology and of changing human behaviors on potential outcomes. We examine how this differs for dugongs and manatees in the wild and for those held in captivity. Finally, we provide possible mitigation strategies and ways to assess the efforts we are making to improve the welfare of individuals and to conserve these species. This chapter identifies how the welfare of these species is intrinsically linked to the human interactions these animals experience, and how the nature of these interactions has changed with societal shifts. We proffer suggested ways to minimize negative impacts. Current knowledge should be used to minimize negative human interactions and impacts, to promote positive impacts, and to protect these animals for the future.

  7. Computer modeling and simulation of human movement.

    PubMed

    Pandy, M G

    2001-01-01

    Recent interest in using modeling and simulation to study movement is driven by the belief that this approach can provide insight into how the nervous system and muscles interact to produce coordinated motion of the body parts. With the computational resources available today, large-scale models of the body can be used to produce realistic simulations of movement that are an order of magnitude more complex than those produced just 10 years ago. This chapter reviews how the structure of the neuromusculoskeletal system is commonly represented in a multijoint model of movement, how modeling may be combined with optimization theory to simulate the dynamics of a motor task, and how model output can be analyzed to describe and explain muscle function. Some results obtained from simulations of jumping, pedaling, and walking are also reviewed to illustrate the approach.

  8. Supporting Negotiation Behavior with Haptics-Enabled Human-Computer Interfaces.

    PubMed

    Oguz, S O; Kucukyilmaz, A; Sezgin, Tevfik Metin; Basdogan, C

    2012-01-01

    An active research goal for human-computer interaction is to allow humans to communicate with computers in an intuitive and natural fashion, especially in real-life interaction scenarios. One approach that has been advocated to achieve this has been to build computer systems with human-like qualities and capabilities. In this paper, we present insight on how human-computer interaction can be enriched by employing the computers with behavioral patterns that naturally appear in human-human negotiation scenarios. For this purpose, we introduce a two-party negotiation game specifically built for studying the effectiveness of haptic and audio-visual cues in conveying negotiation related behaviors. The game is centered around a real-time continuous two-party negotiation scenario based on the existing game-theory and negotiation literature. During the game, humans are confronted with a computer opponent, which can display different behaviors, such as concession, competition, and negotiation. Through a user study, we show that the behaviors that are associated with human negotiation can be incorporated into human-computer interaction, and the addition of haptic cues provides a statistically significant increase in the human-recognition accuracy of machine-displayed behaviors. In addition to aspects of conveying these negotiation-related behaviors, we also focus on and report game-theoretical aspects of the overall interaction experience. In particular, we show that, as reported in the game-theory literature, certain negotiation strategies such as tit-for-tat may generate maximum combined utility for the negotiating parties, providing an excellent balance between the energy spent by the user and the combined utility of the negotiating parties.

  9. Computer-aided design of functional protein interactions.

    PubMed

    Mandell, Daniel J; Kortemme, Tanja

    2009-11-01

    Predictive methods for the computational design of proteins search for amino acid sequences adopting desired structures that perform specific functions. Typically, design of 'function' is formulated as engineering new and altered binding activities into proteins. Progress in the design of functional protein-protein interactions is directed toward engineering proteins to precisely control biological processes by specifically recognizing desired interaction partners while avoiding competitors. The field is aiming for strategies to harness recent advances in high-resolution computational modeling-particularly those exploiting protein conformational variability-to engineer new functions and incorporate many functional requirements simultaneously.

  10. A hierarchical framework for understanding human-human interactions in video surveillance

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2005-01-01

    Understanding human behavior in video is essential in numerous applications including smart surveillance, video annotation/retrieval, and human-computer interaction. However, recognizing human interactions is a challenging task due to ambiguity in body articulation, variations in body size and appearance, loose clothing, mutual occlusion, and shadows. In this paper we present a framework for recognizing human actions and interactions in color video, and a hierarchical graphical model that unifies multiple-level processing in video computing: pixel level, blob level, object level, and event level. A mixture of Gaussian (MOG) model is used at the pixel level to train and classify individual pixel colors. A relaxation labeling with attribute relational graph (ARG) is used at the blob level to merge the pixels into coherent blobs and to register inter-blob relations. At the object level, the poses of individual body parts are recognized using Bayesian networks (BNs). At the event level, the actions of a single person are modeled using a dynamic Bayesian network (DBN). The results of the object-level descriptions for each person are juxtaposed along a common timeline to identify an interaction between two persons. The linguistic 'verb argument structure' is used to represent human action in terms of triplets. A meaningful semantic description in terms of is obtained. Our system achieves semantic descriptions of positive, neutral, and negative interactions between two persons including hand-shaking, standing hand-in-hand, and hugging as the positive interactions, approaching, departing, and pointing as the neutral interactions, and pushing, punching, and kicking as the negative interactions.

  11. A hierarchical framework for understanding human-human interactions in video surveillance

    NASA Astrophysics Data System (ADS)

    Park, Sangho; Aggarwal, J. K.

    2004-12-01

    Understanding human behavior in video is essential in numerous applications including smart surveillance, video annotation/retrieval, and human-computer interaction. However, recognizing human interactions is a challenging task due to ambiguity in body articulation, variations in body size and appearance, loose clothing, mutual occlusion, and shadows. In this paper we present a framework for recognizing human actions and interactions in color video, and a hierarchical graphical model that unifies multiple-level processing in video computing: pixel level, blob level, object level, and event level. A mixture of Gaussian (MOG) model is used at the pixel level to train and classify individual pixel colors. A relaxation labeling with attribute relational graph (ARG) is used at the blob level to merge the pixels into coherent blobs and to register inter-blob relations. At the object level, the poses of individual body parts are recognized using Bayesian networks (BNs). At the event level, the actions of a single person are modeled using a dynamic Bayesian network (DBN). The results of the object-level descriptions for each person are juxtaposed along a common timeline to identify an interaction between two persons. The linguistic 'verb argument structure' is used to represent human action in terms of triplets. A meaningful semantic description in terms of is obtained. Our system achieves semantic descriptions of positive, neutral, and negative interactions between two persons including hand-shaking, standing hand-in-hand, and hugging as the positive interactions, approaching, departing, and pointing as the neutral interactions, and pushing, punching, and kicking as the negative interactions.

  12. Policy Interactions in Human-Landscape Systems

    NASA Astrophysics Data System (ADS)

    Gerlak, Andrea K.

    2014-01-01

    Given the heightened pace and extent of human interactions with landscapes, there is increasing recognition of the interdependence of hydrogeomorphological, ecological, and human systems in understanding human-landscape interactions. There is also widespread agreement for greater integration across disciplinary boundaries to generate new knowledge urgently needed for theory building to understand, predict, and respond to rapidly changing human-landscape systems. The development of new conceptual frameworks, methods, tools, and collaborations linking across the natural and social sciences are key elements to such integration. In an effort to contribute to a broader conceptual framework for human-landscape systems, this paper describes how environmental policy research has contributed to four integrative themes—thresholds and tipping points; spatial scales and boundaries; feedback loops; and time scales and lags—developed by participants in an NSF-sponsored interdisciplinary workshop. As a broad and heterogeneous body of literature, environmental policy research reflects a diversity of methodological and theoretical approaches around institutions, actors, processes, and ideas. We integrate across multiple subfields and research programs to help identify complementarities in research that may support future interdisciplinary collaborative work. We conclude with a discussion of future research questions to help advance greater interdisciplinary research around human-landscape systems.

  13. Computational Everyday Life Human Behavior Understanding

    NASA Astrophysics Data System (ADS)

    Motomura, Yoichi; Nishida, Yoshifumi

    Human behavior understanding in everyday life is promising but not established research field. Our project named 'open life matrix' is focused on this field. In these years, many sensor houses and robotic room projects have been studied and sensing and network technology have been established. However, still we have problems to realize everyday life support information systems and services. There are two major problems. The first one is data representation and computational modeling problem in everyday life. The second one is that we don't have a good way to realize valuable services from research outcomes. We propose a challenge to solve these problems by a scheme for accumulating common data set and probabilistic causal modeling during everyday life services.

  14. Interactive computer program for optimal designs of longitudinal cohort studies.

    PubMed

    Tekle, Fetene B; Tan, Frans E S; Berger, Martijn P F

    2009-05-01

    Many large scale longitudinal cohort studies have been carried out or are ongoing in different fields of science. Such studies need a careful planning to obtain the desired quality of results with the available resources. In the past, a number of researches have been performed on optimal designs for longitudinal studies. However, there was no computer program yet available to help researchers to plan their longitudinal cohort design in an optimal way. A new interactive computer program for the optimization of designs of longitudinal cohort studies is therefore presented. The computer program helps users to identify the optimal cohort design with an optimal number of repeated measurements per subject and an optimal allocations of time points within a given study period. Further, users can compute the loss in relative efficiencies of any other alternative design compared to the optimal one. The computer program is described and illustrated using a practical example.

  15. Affect in Human-Robot Interaction

    DTIC Science & Technology

    2014-01-01

    practical applicability, facial emotional expressiveness has received a lot of attention, ranging from realistic robot heads to schematic faces to...Arkin, R. (1998). Behavior-based Robotics. MIT Press. 3. Arkin, R., & Balch, T. (1997). AuRA: Principles and Practice in Review. Journal of...Synthetic Psychology, MIT Press. 11. Breazeal, C. (2003). Emotion and Sociable Humanoid Robots. International Journal of Human-Computer Studies, 59, 119

  16. Behavioral Entropy in Human-Robot Interaction

    DTIC Science & Technology

    2004-01-01

    Department 2 Erwin R. Boer Consulting Brigham Young University San Diego, CA, USA Provo, UT, USA ABSTRACT The ability to quickly and accurately measure...AND ADDRESS(ES) Brigham Young University,Computer Science Department,33361 Talmage Building,Provo,UT,84602 8. PERFORMING ORGANIZATION REPORT NUMBER...in- teraction. To paraphrase Wiener, people work to re- duce entropy so skilled behavior minimizes entropy. This manifests itself in human behavior

  17. An Interdisciplinary Bibliography for Computers and the Humanities Courses.

    ERIC Educational Resources Information Center

    Ehrlich, Heyward

    1991-01-01

    Presents an annotated bibliography of works related to the subject of computers and the humanities. Groups items into textbooks and overviews; introductions; human and computer languages; literary and linguistic analysis; artificial intelligence and robotics; social issue debates; computers' image in fiction; anthologies; writing and the…

  18. An Interdisciplinary Bibliography for Computers and the Humanities Courses.

    ERIC Educational Resources Information Center

    Ehrlich, Heyward

    1991-01-01

    Presents an annotated bibliography of works related to the subject of computers and the humanities. Groups items into textbooks and overviews; introductions; human and computer languages; literary and linguistic analysis; artificial intelligence and robotics; social issue debates; computers' image in fiction; anthologies; writing and the…

  19. Interaction of Citrinin with Human Serum Albumin

    PubMed Central

    Poór, Miklós; Lemli, Beáta; Bálint, Mónika; Hetényi, Csaba; Sali, Nikolett; Kőszegi, Tamás; Kunsági-Máté, Sándor

    2015-01-01

    Citrinin (CIT) is a mycotoxin produced by several Aspergillus, Penicillium, and Monascus species. CIT occurs worldwide in different foods and drinks and causes health problems for humans and animals. Human serum albumin (HSA) is the most abundant plasma protein in human circulation. Albumin forms stable complexes with many drugs and xenobiotics; therefore, HSA commonly plays important role in the pharmacokinetics or toxicokinetics of numerous compounds. However, the interaction of CIT with HSA is poorly characterized yet. In this study, the complex formation of CIT with HSA was investigated using fluorescence spectroscopy and ultrafiltration techniques. For the deeper understanding of the interaction, thermodynamic, and molecular modeling studies were performed as well. Our results suggest that CIT forms stable complex with HSA (logK ~ 5.3) and its primary binding site is located in subdomain IIA (Sudlow’s Site I). In vitro cell experiments also recommend that CIT-HSA interaction may have biological relevance. Finally, the complex formations of CIT with bovine, porcine, and rat serum albumin were investigated, in order to test the potential species differences of CIT-albumin interactions. PMID:26633504

  20. User localization during human-robot interaction.

    PubMed

    Alonso-Martín, F; Gorostiza, Javi F; Malfaz, María; Salichs, Miguel A

    2012-01-01

    This paper presents a user localization system based on the fusion of visual information and sound source localization, implemented on a social robot called Maggie. One of the main requisites to obtain a natural interaction between human-human and human-robot is an adequate spatial situation between the interlocutors, that is, to be orientated and situated at the right distance during the conversation in order to have a satisfactory communicative process. Our social robot uses a complete multimodal dialog system which manages the user-robot interaction during the communicative process. One of its main components is the presented user localization system. To determine the most suitable allocation of the robot in relation to the user, a proxemic study of the human-robot interaction is required, which is described in this paper. The study has been made with two groups of users: children, aged between 8 and 17, and adults. Finally, at the end of the paper, experimental results with the proposed multimodal dialog system are presented.

  1. User Localization During Human-Robot Interaction

    PubMed Central

    Alonso-Martín, F.; Gorostiza, Javi F.; Malfaz, María; Salichs, Miguel A.

    2012-01-01

    This paper presents a user localization system based on the fusion of visual information and sound source localization, implemented on a social robot called Maggie. One of the main requisites to obtain a natural interaction between human-human and human-robot is an adequate spatial situation between the interlocutors, that is, to be orientated and situated at the right distance during the conversation in order to have a satisfactory communicative process. Our social robot uses a complete multimodal dialog system which manages the user-robot interaction during the communicative process. One of its main components is the presented user localization system. To determine the most suitable allocation of the robot in relation to the user, a proxemic study of the human-robot interaction is required, which is described in this paper. The study has been made with two groups of users: children, aged between 8 and 17, and adults. Finally, at the end of the paper, experimental results with the proposed multimodal dialog system are presented. PMID:23012577

  2. Human-Robot Interaction Directed Research Project

    NASA Technical Reports Server (NTRS)

    Rochlis, Jennifer; Ezer, Neta; Sandor, Aniko

    2011-01-01

    Human-robot interaction (HRI) is about understanding and shaping the interactions between humans and robots (Goodrich & Schultz, 2007). It is important to evaluate how the design of interfaces and command modalities affect the human s ability to perform tasks accurately, efficiently, and effectively (Crandall, Goodrich, Olsen Jr., & Nielsen, 2005) It is also critical to evaluate the effects of human-robot interfaces and command modalities on operator mental workload (Sheridan, 1992) and situation awareness (Endsley, Bolt , & Jones, 2003). By understanding the effects of interface design on human performance, workload, and situation awareness, interfaces can be developed that support the human in performing tasks with minimal errors and with appropriate interaction time and effort. Thus, the results of research on human-robot interfaces have direct implications for design. Because the factors associated with interfaces and command modalities in HRI are too numerous to address in 3 years of research, the proposed research concentrates on three manageable areas applicable to National Aeronautics and Space Administration (NASA) robot systems. These topic areas emerged from the Fiscal Year (FY) 2011 work that included extensive literature reviews and observations of NASA systems. The three topic areas are: 1) video overlays, 2) camera views, and 3) command modalities. Each area is described in detail below, along with relevance to existing NASA human-robot systems. In addition to studies in these three topic areas, a workshop is proposed for FY12. The workshop will bring together experts in human-robot interaction and robotics to discuss the state of the practice as applicable to research in space robotics. Studies proposed in the area of video overlays consider two factors in the implementation of augmented reality (AR) for operator displays during teleoperation. The first of these factors is the type of navigational guidance provided by AR symbology. In the proposed

  3. Human-computer interface incorporating personal and application domains

    DOEpatents

    Anderson, Thomas G [Albuquerque, NM

    2011-03-29

    The present invention provides a human-computer interface. The interface includes provision of an application domain, for example corresponding to a three-dimensional application. The user is allowed to navigate and interact with the application domain. The interface also includes a personal domain, offering the user controls and interaction distinct from the application domain. The separation into two domains allows the most suitable interface methods in each: for example, three-dimensional navigation in the application domain, and two- or three-dimensional controls in the personal domain. Transitions between the application domain and the personal domain are under control of the user, and the transition method is substantially independent of the navigation in the application domain. For example, the user can fly through a three-dimensional application domain, and always move to the personal domain by moving a cursor near one extreme of the display.

  4. Human-computer interface incorporating personal and application domains

    DOEpatents

    Anderson, Thomas G.

    2004-04-20

    The present invention provides a human-computer interface. The interface includes provision of an application domain, for example corresponding to a three-dimensional application. The user is allowed to navigate and interact with the application domain. The interface also includes a personal domain, offering the user controls and interaction distinct from the application domain. The separation into two domains allows the most suitable interface methods in each: for example, three-dimensional navigation in the application domain, and two- or three-dimensional controls in the personal domain. Transitions between the application domain and the personal domain are under control of the user, and the transition method is substantially independent of the navigation in the application domain. For example, the user can fly through a three-dimensional application domain, and always move to the personal domain by moving a cursor near one extreme of the display.

  5. A Framework for Modeling Human-Machine Interactions

    NASA Technical Reports Server (NTRS)

    Shafto, Michael G.; Rosekind, Mark R. (Technical Monitor)

    1996-01-01

    Modern automated flight-control systems employ a variety of different behaviors, or modes, for managing the flight. While developments in cockpit automation have resulted in workload reduction and economical advantages, they have also given rise to an ill-defined class of human-machine problems, sometimes referred to as 'automation surprises'. Our interest in applying formal methods for describing human-computer interaction stems from our ongoing research on cockpit automation. In this area of aeronautical human factors, there is much concern about how flight crews interact with automated flight-control systems, so that the likelihood of making errors, in particular mode-errors, is minimized and the consequences of such errors are contained. The goal of the ongoing research on formal methods in this context is: (1) to develop a framework for describing human interaction with control systems; (2) to formally categorize such automation surprises; and (3) to develop tests for identification of these categories early in the specification phase of a new human-machine system.

  6. A Framework for Modeling Human-Machine Interactions

    NASA Technical Reports Server (NTRS)

    Shafto, Michael G.; Rosekind, Mark R. (Technical Monitor)

    1996-01-01

    Modern automated flight-control systems employ a variety of different behaviors, or modes, for managing the flight. While developments in cockpit automation have resulted in workload reduction and economical advantages, they have also given rise to an ill-defined class of human-machine problems, sometimes referred to as 'automation surprises'. Our interest in applying formal methods for describing human-computer interaction stems from our ongoing research on cockpit automation. In this area of aeronautical human factors, there is much concern about how flight crews interact with automated flight-control systems, so that the likelihood of making errors, in particular mode-errors, is minimized and the consequences of such errors are contained. The goal of the ongoing research on formal methods in this context is: (1) to develop a framework for describing human interaction with control systems; (2) to formally categorize such automation surprises; and (3) to develop tests for identification of these categories early in the specification phase of a new human-machine system.

  7. Interaction of Human Hemoglobin with Methotrexate

    NASA Astrophysics Data System (ADS)

    Zaharia, M.; Gradinaru, R.

    2015-05-01

    This study focuses on the interaction between methotrexate and human hemoglobin using steady-state ultraviolet-visible and fluorescence quenching methods. Fluorescence quenching was found to be valuable in assessing drug binding to hemoglobin. The quenching of methotrexate is slightly smaller than the quenching observed with related analogs (dihydrofolate and tetrahydrofolate). The quenching studies were performed at four different temperatures and various pH values. The number of binding sites for tryptophan is ~1. Parameter-dependent assays revealed that electrostatic forces play an essential role in the methotrexate-hemoglobin interaction. Furthermore, the complex was easily eluted using gel filtration chromatography.

  8. Toward the Computational Prediction of Muon Sites and Interaction Parameters

    NASA Astrophysics Data System (ADS)

    Bonfà, Pietro; De Renzi, Roberto

    2016-09-01

    The rapid developments of computational quantum chemistry methods and supercomputing facilities motivate the renewed interest in the analysis of the muon/electron interactions in μSR experiments with ab initio approaches. Modern simulation methods seem to be able to provide the answers to the frequently asked questions of many μSR experiments: where is the muon? Is it a passive probe? What are the interaction parameters governing the muon-sample interaction? In this review we describe some of the approaches used to provide quantitative estimations of the aforementioned quantities and we provide the reader with a short discussion on the current developments in this field.

  9. Speech Development of Autistic Children by Interactive Computer Games

    ERIC Educational Resources Information Center

    Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika

    2011-01-01

    Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…

  10. Encouraging Collaborative Learning: Computer-Mediated Conferencing or Fishbowl Interaction.

    ERIC Educational Resources Information Center

    Miller, Richard L.; Benz, Joseph J.; Wysocki, Diane Kholos

    Two methods for promoting peer collaboration among students conducting research were examined. Student interaction was structured using either computer-mediated conferencing or the fishbowl technique. Both techniques produced similar levels of student participation. Questionnaire results indicated that the fishbowl technique was perceived as…

  11. Developing Interactive Learning Objects for a Computing Mathematics Module

    ERIC Educational Resources Information Center

    Lim, Cher Ping; Lee, Siew Lie; Richards, Cameron

    2006-01-01

    Based on a case study of the online component of a Computing Mathematics module at a local polytechnic in Singapore, this article provides a descriptive account of the development and employment of interactive learning objects to enhance the learning experiences of the students in the course. The experimented learning objects were branded as…

  12. KINPLOT: An Interactive Pharmacokinetics Graphics Program for Digital Computers.

    ERIC Educational Resources Information Center

    Wilson, Robert C.; And Others

    1982-01-01

    Inability to see the relevance of mathematics to understanding the time course of drugs in the body may discourage interest in pharmacokinetics. A UNC-developed computer graphics simulation program helps visualize the nature of pharmacokinetic-patient interactions, generates classroom handouts, and is used in the pharmaceuticals industry to…

  13. The Hyper Apuntes Interactive Learning Environment for Computer Programming Teaching.

    ERIC Educational Resources Information Center

    Sommaruga, Lorenzo; Catenazzi, Nadia

    1998-01-01

    Describes the "Hyper Apuntes" interactive learning environment, used as a didactic support to a computer programming course taught at the University Carlos III of Madrid, Spain. The system allows students to study the material and see examples, edit, compile and run programs, and evaluate their learning degree. It is installed on a Web…

  14. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    ERIC Educational Resources Information Center

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of…

  15. Speech Development of Autistic Children by Interactive Computer Games

    ERIC Educational Resources Information Center

    Rahman, Mustafizur; Ferdous, S. M.; Ahmed, Syed Ishtiaque; Anwar, Anika

    2011-01-01

    Purpose: Speech disorder is one of the most common problems found with autistic children. The purpose of this paper is to investigate the introduction of computer-based interactive games along with the traditional therapies in order to help improve the speech of autistic children. Design/methodology/approach: From analysis of the works of Ivar…

  16. MIX: a computer program to evaluate interaction between chemicals

    Treesearch

    Jacqueline L. Robertson; Kimberly C. Smith

    1989-01-01

    A computer program, MIX, was designed to identify pairs of chemicals whose interaction results in a response that departs significantly from the model predicated on the assumption of independent, uncorrelated joint action. This report describes the MIX program, its statistical basis, and instructions for its use.

  17. Numerical computations of turbulence amplification in shock wave interactions

    NASA Technical Reports Server (NTRS)

    Zang, T. A.; Hussaini, M. Y.; Bushnell, D. M.

    1983-01-01

    Numerical computations are presented which illustrate and test various effects pertinent to the amplification and generation of turbulence in shock wave turbulent boundary layer interactions. Several fundamental physical mechanisms are identified. Idealizations of these processes are examined by nonlinear numerical calculations. The results enable some limits to be placed on the range of validity of existing linear theories.

  18. KINPLOT: An Interactive Pharmacokinetics Graphics Program for Digital Computers.

    ERIC Educational Resources Information Center

    Wilson, Robert C.; And Others

    1982-01-01

    Inability to see the relevance of mathematics to understanding the time course of drugs in the body may discourage interest in pharmacokinetics. A UNC-developed computer graphics simulation program helps visualize the nature of pharmacokinetic-patient interactions, generates classroom handouts, and is used in the pharmaceuticals industry to…

  19. The Hyper Apuntes Interactive Learning Environment for Computer Programming Teaching.

    ERIC Educational Resources Information Center

    Sommaruga, Lorenzo; Catenazzi, Nadia

    1998-01-01

    Describes the "Hyper Apuntes" interactive learning environment, used as a didactic support to a computer programming course taught at the University Carlos III of Madrid, Spain. The system allows students to study the material and see examples, edit, compile and run programs, and evaluate their learning degree. It is installed on a Web…

  20. Learning with Interactive Computer Graphics in the Undergraduate Neuroscience Classroom

    ERIC Educational Resources Information Center

    Pani, John R.; Chariker, Julia H.; Naaz, Farah; Mattingly, William; Roberts, Joshua; Sephton, Sandra E.

    2014-01-01

    Instruction of neuroanatomy depends on graphical representation and extended self-study. As a consequence, computer-based learning environments that incorporate interactive graphics should facilitate instruction in this area. The present study evaluated such a system in the undergraduate neuroscience classroom. The system used the method of…

  1. Five Papers on Human-Machine Interaction.

    DTIC Science & Technology

    1982-05-01

    AD-AI6 031 CALIFORNIA UNIV SAN DIEGO LA JOLLA CENTER FOR HUMAN -- ETC FIG 5/ B FIVE PAPERS ON HUMAN-MACHINE INTERACTION.(U) MAY 82 0 A NORMAN N0001...model in order - -et the_ necessary results. Mental models will be constrained by such things as the user’s technical background, previous experiences ...especially apt to be the case when a person has experience with a number of different systems, all very similar, but each with some slightly different set of

  2. Computational Flow Modeling of Human Upper Airway Breathing

    NASA Astrophysics Data System (ADS)

    Mylavarapu, Goutham

    Computational modeling of biological systems have gained a lot of interest in biomedical research, in the recent past. This thesis focuses on the application of computational simulations to study airflow dynamics in human upper respiratory tract. With advancements in medical imaging, patient specific geometries of anatomically accurate respiratory tracts can now be reconstructed from Magnetic Resonance Images (MRI) or Computed Tomography (CT) scans, with better and accurate details than traditional cadaver cast models. Computational studies using these individualized geometrical models have advantages of non-invasiveness, ease, minimum patient interaction, improved accuracy over experimental and clinical studies. Numerical simulations can provide detailed flow fields including velocities, flow rates, airway wall pressure, shear stresses, turbulence in an airway. Interpretation of these physical quantities will enable to develop efficient treatment procedures, medical devices, targeted drug delivery etc. The hypothesis for this research is that computational modeling can predict the outcomes of a surgical intervention or a treatment plan prior to its application and will guide the physician in providing better treatment to the patients. In the current work, three different computational approaches Computational Fluid Dynamics (CFD), Flow-Structure Interaction (FSI) and Particle Flow simulations were used to investigate flow in airway geometries. CFD approach assumes airway wall as rigid, and relatively easy to simulate, compared to the more challenging FSI approach, where interactions of airway wall deformations with flow are also accounted. The CFD methodology using different turbulence models is validated against experimental measurements in an airway phantom. Two case-studies using CFD, to quantify a pre and post-operative airway and another, to perform virtual surgery to determine the best possible surgery in a constricted airway is demonstrated. The unsteady

  3. Designers' models of the human-computer interface

    NASA Technical Reports Server (NTRS)

    Gillan, Douglas J.; Breedin, Sarah D.

    1993-01-01

    Understanding design models of the human-computer interface (HCI) may produce two types of benefits. First, interface development often requires input from two different types of experts: human factors specialists and software developers. Given the differences in their backgrounds and roles, human factors specialists and software developers may have different cognitive models of the HCI. Yet, they have to communicate about the interface as part of the design process. If they have different models, their interactions are likely to involve a certain amount of miscommunication. Second, the design process in general is likely to be guided by designers' cognitive models of the HCI, as well as by their knowledge of the user, tasks, and system. Designers do not start with a blank slate; rather they begin with a general model of the object they are designing. The author's approach to a design model of the HCI was to have three groups make judgments of categorical similarity about the components of an interface: human factors specialists with HCI design experience, software developers with HCI design experience, and a baseline group of computer users with no experience in HCI design. The components of the user interface included both display components such as windows, text, and graphics, and user interaction concepts, such as command language, editing, and help. The judgments of the three groups were analyzed using hierarchical cluster analysis and Pathfinder. These methods indicated, respectively, how the groups categorized the concepts, and network representations of the concepts for each group. The Pathfinder analysis provides greater information about local, pairwise relations among concepts, whereas the cluster analysis shows global, categorical relations to a greater extent.

  4. Endocrine immune interactions in human parturition.

    PubMed

    Golightly, E; Jabbour, H N; Norman, J E

    2011-03-15

    Human parturition is an inflammatory event, modulated and influenced by a host of other environmental and physiological processes, including the endocrine hormones. Complex bidirectional communication occurs between the two systems to bring about some of the changes that are seen in labour, an event that is not yet fully understood. Preterm birth is a major problem in obstetrics and neonatology, with dysfunctional labour or prolonged pregnancy also making increasingly significant contributions to maternal morbidity. With better understanding of normal and abnormal parturition we may be able to develop novel ways of treating these complications of pregnancy and reduce maternal and neonatal morbidity and mortality. This review discusses the crucial role that endocrine-immune interaction plays in the process of labour and in the processes of abnormal and preterm labour. We propose that amongst these complex interactions it is the immune system that is the driving force behind human parturition. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  5. Identification of Protein–Excipient Interaction Hotspots Using Computational Approaches

    PubMed Central

    Barata, Teresa S.; Zhang, Cheng; Dalby, Paul A.; Brocchini, Steve; Zloh, Mire

    2016-01-01

    Protein formulation development relies on the selection of excipients that inhibit protein–protein interactions preventing aggregation. Empirical strategies involve screening many excipient and buffer combinations using force degradation studies. Such methods do not readily provide information on intermolecular interactions responsible for the protective effects of excipients. This study describes a molecular docking approach to screen and rank interactions allowing for the identification of protein–excipient hotspots to aid in the selection of excipients to be experimentally screened. Previously published work with Drosophila Su(dx) was used to develop and validate the computational methodology, which was then used to determine the formulation hotspots for Fab A33. Commonly used excipients were examined and compared to the regions in Fab A33 prone to protein–protein interactions that could lead to aggregation. This approach could provide information on a molecular level about the protective interactions of excipients in protein formulations to aid the more rational development of future formulations. PMID:27258262

  6. Exploring host–microbiota interactions in animal models and humans

    PubMed Central

    Kostic, Aleksandar D.; Howitt, Michael R.; Garrett, Wendy S.

    2013-01-01

    The animal and bacterial kingdoms have coevolved and coadapted in response to environmental selective pressures over hundreds of millions of years. The meta'omics revolution in both sequencing and its analytic pipelines is fostering an explosion of interest in how the gut microbiome impacts physiology and propensity to disease. Gut microbiome studies are inherently interdisciplinary, drawing on approaches and technical skill sets from the biomedical sciences, ecology, and computational biology. Central to unraveling the complex biology of environment, genetics, and microbiome interaction in human health and disease is a deeper understanding of the symbiosis between animals and bacteria. Experimental model systems, including mice, fish, insects, and the Hawaiian bobtail squid, continue to provide critical insight into how host–microbiota homeostasis is constructed and maintained. Here we consider how model systems are influencing current understanding of host–microbiota interactions and explore recent human microbiome studies. PMID:23592793

  7. Common Metrics for Human-Robot Interaction

    NASA Technical Reports Server (NTRS)

    Steinfeld, Aaron; Lewis, Michael; Fong, Terrence; Scholtz, Jean; Schultz, Alan; Kaber, David; Goodrich, Michael

    2006-01-01

    This paper describes an effort to identify common metrics for task-oriented human-robot interaction (HRI). We begin by discussing the need for a toolkit of HRI metrics. We then describe the framework of our work and identify important biasing factors that must be taken into consideration. Finally, we present suggested common metrics for standardization and a case study. Preparation of a larger, more detailed toolkit is in progress.

  8. Computational Modeling of Arc-Slag Interaction in DC Furnaces

    NASA Astrophysics Data System (ADS)

    Reynolds, Quinn G.

    2017-02-01

    The plasma arc is central to the operation of the direct-current arc furnace, a unit operation commonly used in high-temperature processing of both primary ores and recycled metals. The arc is a high-velocity, high-temperature jet of ionized gas created and sustained by interactions among the thermal, momentum, and electromagnetic fields resulting from the passage of electric current. In addition to being the primary source of thermal energy, the arc jet also couples mechanically with the bath of molten process material within the furnace, causing substantial splashing and stirring in the region in which it impinges. The arc's interaction with the molten bath inside the furnace is studied through use of a multiphase, multiphysics computational magnetohydrodynamic model developed in the OpenFOAM® framework. Results from the computational solver are compared with empirical correlations that account for arc-slag interaction effects.

  9. Computational Modeling of Arc-Slag Interaction in DC Furnaces

    NASA Astrophysics Data System (ADS)

    Reynolds, Quinn G.

    2016-11-01

    The plasma arc is central to the operation of the direct-current arc furnace, a unit operation commonly used in high-temperature processing of both primary ores and recycled metals. The arc is a high-velocity, high-temperature jet of ionized gas created and sustained by interactions among the thermal, momentum, and electromagnetic fields resulting from the passage of electric current. In addition to being the primary source of thermal energy, the arc jet also couples mechanically with the bath of molten process material within the furnace, causing substantial splashing and stirring in the region in which it impinges. The arc's interaction with the molten bath inside the furnace is studied through use of a multiphase, multiphysics computational magnetohydrodynamic model developed in the OpenFOAM® framework. Results from the computational solver are compared with empirical correlations that account for arc-slag interaction effects.

  10. The Snackbot: Documenting the Design of a Robot for Long-term Human-Robot Interaction

    DTIC Science & Technology

    2009-03-01

    Physiological Behavior, 79, 183-189. [2] Bickmore, T. W ., and Picard, R. W . (2005). Establishing and maintaining long-term human-computer...2003). Emotion and sociable humanoid robots. International Journal of Human-Computer Studies, 59, 119- 155. [5] Bruce , A., Nourbakhsh, I., and...Simmons, R. (2002). The role of expressiveness and attention in human-robot interaction. Proceedings of ICRA’02, 4138-4142. [6] Burgard, W ., Cremers, A.B

  11. Gesture controlled human-computer interface for the disabled.

    PubMed

    Szczepaniak, Oskar M; Sawicki, Dariusz J

    2017-02-28

    The possibility of using a computer by a disabled person is one of the difficult problems of the human-computer interaction (HCI), while the professional activity (employment) is one of the most important factors affecting the quality of life, especially for disabled people. The aim of the project has been to propose a new HCI system that would allow for resuming employment for people who have lost the possibility of a standard computer operation. The basic requirement was to replace all functions of a standard mouse without the need of performing precise hand movements and using fingers. The Microsoft's Kinect motion controller had been selected as a device which would recognize hand movements. Several tests were made in order to create optimal working environment with the new device. The new communication system consisted of the Kinect device and the proper software had been built. The proposed system was tested by means of the standard subjective evaluations and objective metrics according to the standard ISO 9241-411:2012. The overall rating of the new HCI system shows the acceptance of the solution. The objective tests show that although the new system is a bit slower, it may effectively replace the computer mouse. The new HCI system fulfilled its task for a specific disabled person. This resulted in the ability to return to work. Additionally, the project confirmed the possibility of effective but nonstandard use of the Kinect device. Med Pr 2017;68(1):1-21.

  12. Interactive method for computation of viscous flow with recirculation

    NASA Technical Reports Server (NTRS)

    Brandeis, J.; Rom, J.

    1981-01-01

    An interactive method is proposed for the solution of two-dimensional, laminar flow fields with identifiable regions of recirculation, such as the shear-layer-driven cavity flow. The method treats the flow field as composed of two regions, with an appropriate mathematical model adopted for each region. The shear layer is computed by the compressible boundary layer equations, and the slowly recirculating flow by the incompressible Navier-Stokes equations. The flow field is solved iteratively by matching the local solutions in the two regions. For this purpose a new matching method utilizing an overlap between the two computational regions is developed, and shown to be most satisfactory. Matching of the two velocity components, as well as the change in velocity with respect to depth is amply accomplished using the present approach, and the stagnation points corresponding to separation and reattachment of the dividing streamline are computed as part of the interactive solution. The interactive method is applied to the test problem of a shear layer driven cavity. The computational results are used to show the validity and applicability of the present approach.

  13. Interactive method for computation of viscous flow with recirculation

    NASA Technical Reports Server (NTRS)

    Brandeis, J.; Rom, J.

    1981-01-01

    An interactive method is proposed for the solution of two-dimensional, laminar flow fields with identifiable regions of recirculation, such as the shear-layer-driven cavity flow. The method treats the flow field as composed of two regions, with an appropriate mathematical model adopted for each region. The shear layer is computed by the compressible boundary layer equations, and the slowly recirculating flow by the incompressible Navier-Stokes equations. The flow field is solved iteratively by matching the local solutions in the two regions. For this purpose a new matching method utilizing an overlap between the two computational regions is developed, and shown to be most satisfactory. Matching of the two velocity components, as well as the change in velocity with respect to depth is amply accomplished using the present approach, and the stagnation points corresponding to separation and reattachment of the dividing streamline are computed as part of the interactive solution. The interactive method is applied to the test problem of a shear layer driven cavity. The computational results are used to show the validity and applicability of the present approach.

  14. Computational Identification of Transcriptional Regulators in Human Endotoxemia

    PubMed Central

    Nguyen, Tung T.; Foteinou, Panagiota T.; Calvano, Steven E.; Lowry, Stephen F.; Androulakis, Ioannis P.

    2011-01-01

    One of the great challenges in the post-genomic era is to decipher the underlying principles governing the dynamics of biological responses. As modulating gene expression levels is among the key regulatory responses of an organism to changes in its environment, identifying biologically relevant transcriptional regulators and their putative regulatory interactions with target genes is an essential step towards studying the complex dynamics of transcriptional regulation. We present an analysis that integrates various computational and biological aspects to explore the transcriptional regulation of systemic inflammatory responses through a human endotoxemia model. Given a high-dimensional transcriptional profiling dataset from human blood leukocytes, an elementary set of temporal dynamic responses which capture the essence of a pro-inflammatory phase, a counter-regulatory response and a dysregulation in leukocyte bioenergetics has been extracted. Upon identification of these expression patterns, fourteen inflammation-specific gene batteries that represent groups of hypothetically ‘coregulated’ genes are proposed. Subsequently, statistically significant cis-regulatory modules (CRMs) are identified and decomposed into a list of critical transcription factors (34) that are validated largely on primary literature. Finally, our analysis further allows for the construction of a dynamic representation of the temporal transcriptional regulatory program across the host, deciphering possible combinatorial interactions among factors under which they might be active. Although much remains to be explored, this study has computationally identified key transcription factors and proposed a putative time-dependent transcriptional regulatory program associated with critical transcriptional inflammatory responses. These results provide a solid foundation for future investigations to elucidate the underlying transcriptional regulatory mechanisms under the host inflammatory response

  15. Lightness computation by the human visual system

    NASA Astrophysics Data System (ADS)

    Rudd, Michael E.

    2017-05-01

    A model of achromatic color computation by the human visual system is presented, which is shown to account in an exact quantitative way for a large body of appearance matching data collected with simple visual displays. The model equations are closely related to those of the original Retinex model of Land and McCann. However, the present model differs in important ways from Land and McCann's theory in that it invokes additional biological and perceptual mechanisms, including contrast gain control, different inherent neural gains for incremental, and decremental luminance steps, and two types of top-down influence on the perceptual weights applied to local luminance steps in the display: edge classification and spatial integration attentional windowing. Arguments are presented to support the claim that these various visual processes must be instantiated by a particular underlying neural architecture. By pointing to correspondences between the architecture of the model and findings from visual neurophysiology, this paper suggests that edge classification involves a top-down gating of neural edge responses in early visual cortex (cortical areas V1 and/or V2) while spatial integration windowing occurs in cortical area V4 or beyond.

  16. Computational Analysis of Human Blood Flow

    NASA Astrophysics Data System (ADS)

    Panta, Yogendra; Marie, Hazel; Harvey, Mark

    2009-11-01

    Fluid flow modeling with commercially available computational fluid dynamics (CFD) software is widely used to visualize and predict physical phenomena related to various biological systems. In this presentation, a typical human aorta model was analyzed assuming the blood flow as laminar with complaint cardiac muscle wall boundaries. FLUENT, a commercially available finite volume software, coupled with Solidworks, a modeling software, was employed for the preprocessing, simulation and postprocessing of all the models.The analysis mainly consists of a fluid-dynamics analysis including a calculation of the velocity field and pressure distribution in the blood and a mechanical analysis of the deformation of the tissue and artery in terms of wall shear stress. A number of other models e.g. T branches, angle shaped were previously analyzed and compared their results for consistency for similar boundary conditions. The velocities, pressures and wall shear stress distributions achieved in all models were as expected given the similar boundary conditions. The three dimensional time dependent analysis of blood flow accounting the effect of body forces with a complaint boundary was also performed.

  17. Quantitative Modeling of Human-Environment Interactions in Preindustrial Time

    NASA Astrophysics Data System (ADS)

    Sommer, Philipp S.; Kaplan, Jed O.

    2017-04-01

    Quantifying human-environment interactions and anthropogenic influences on the environment prior to the Industrial revolution is essential for understanding the current state of the earth system. This is particularly true for the terrestrial biosphere, but marine ecosystems and even climate were likely modified by human activities centuries to millennia ago. Direct observations are however very sparse in space and time, especially as one considers prehistory. Numerical models are therefore essential to produce a continuous picture of human-environment interactions in the past. Agent-based approaches, while widely applied to quantifying human influence on the environment in localized studies, are unsuitable for global spatial domains and Holocene timescales because of computational demands and large parameter uncertainty. Here we outline a new paradigm for the quantitative modeling of human-environment interactions in preindustrial time that is adapted to the global Holocene. Rather than attempting to simulate agency directly, the model is informed by a suite of characteristics describing those things about society that cannot be predicted on the basis of environment, e.g., diet, presence of agriculture, or range of animals exploited. These categorical data are combined with the properties of the physical environment in coupled human-environment model. The model is, at its core, a dynamic global vegetation model with a module for simulating crop growth that is adapted for preindustrial agriculture. This allows us to simulate yield and calories for feeding both humans and their domesticated animals. We couple this basic caloric availability with a simple demographic model to calculate potential population, and, constrained by labor requirements and land limitations, we create scenarios of land use and land cover on a moderate-resolution grid. We further implement a feedback loop where anthropogenic activities lead to changes in the properties of the physical

  18. Computer constructed imagery of distant plasma interaction boundaries

    NASA Technical Reports Server (NTRS)

    Greenstadt, E. W.; Schurr, H. D.; Tsugawa, R. K.

    1982-01-01

    Computer constructed sketches of plasma boundaries arising from the interaction between the solar wind and the magnetosphere can serve as both didactic and research tools. In particular, the structure of the earth's bow shock can be represented as a nonuniform surfce according to the instantaneous orientation of the IMF, and temporal changes in structural distribution can be modeled as a sequence of sketches based on observed sequences of spacecraft-based measurements. Viewed rapidly, such a sequence of sketches can be the basis for representation of plasma processes by computer animation.

  19. Use of an interactive computer agent to support breastfeeding.

    PubMed

    Edwards, Roger A; Bickmore, Timothy; Jenkins, Lucia; Foley, Mary; Manjourides, Justin

    2013-12-01

    Mothers need consistent, sustained information and support to develop and meet personal breastfeeding goals, but often receive insufficient assistance and conflicting and incorrect advice. The use of technology may be helpful in supplementing existing health care professional breastfeeding education and support efforts. We developed and evaluated a computer-based animated, interactive agent designed to provide breastfeeding information and support to mothers interested in breastfeeding. A randomized controlled study of a first-generation system was conducted to determine the feasibility of (1) use of the Computer Agent; (2) the recruitment plan; and (3) the planned outcome evaluation (assessing the impact of the intervention on intent to breastfeed, attitudes towards breastfeeding, and breastfeeding self-efficacy). The pilot study (N = 15) showed that the use of the Computer Agent, the recruitment plan, and the planned outcome evaluation were all feasible. Mothers who used the Computer Agent had greater intentions to exclusively breastfeed after exposure to the Agent (intent to exclusively breastfeed for 6 months 1-7 scale score of 6.14 (post) vs. 5.14 (pre); p < 0.05). Non-statistically significant trends in improvement with use of the Computer Agent breastfeeding support system were also seen in the between subjects analyses of intent to breastfeed and breastfeeding self-efficacy. The pilot study demonstrated the feasibility of using a Computer Agent to support breastfeeding mothers and informed the design of a larger randomized clinical trial. An interactive Computer Agent may be helpful in improving rates of exclusive breastfeeding, particularly when there is not adequate health care professional support.

  20. Interaction of Staphylococci with Human B cells

    PubMed Central

    Nygaard, Tyler K.; Kobayashi, Scott D.; Freedman, Brett; Porter, Adeline R.; Voyich, Jovanka M.; Otto, Michael; Schneewind, Olaf; DeLeo, Frank R.

    2016-01-01

    Staphylococcus aureus is a leading cause of human infections worldwide. The pathogen produces numerous molecules that can interfere with recognition and binding by host innate immune cells, an initial step required for the ingestion and subsequent destruction of microbes by phagocytes. To better understand the interaction of this pathogen with human immune cells, we compared the association of S. aureus and S. epidermidis with leukocytes in human blood. We found that a significantly greater proportion of B cells associated with S. epidermidis relative to S. aureus. Complement components and complement receptors were important for the binding of B cells with S. epidermidis. Experiments using staphylococci inactivated by ultraviolet radiation and S. aureus isogenic deletion mutants indicated that S. aureus secretes molecules regulated by the SaeR/S two-component system that interfere with the ability of human B cells to bind this bacterium. We hypothesize that the relative inability of B cells to bind S. aureus contributes to the microbe’s success as a human pathogen. PMID:27711145