Sample records for human-computer interface style

  1. US Army Weapon Systems Human-Computer Interface (WSHCI) style guide, Version 1

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Avery, L.W.; O`Mara, P.A.; Shepard, A.P.

    1996-09-30

    A stated goal of the U.S. Army has been the standardization of the human computer interfaces (HCIS) of its system. Some of the tools being used to accomplish this standardization are HCI design guidelines and style guides. Currently, the Army is employing a number of style guides. While these style guides provide good guidance for the command, control, communications, computers, and intelligence (C4I) domain, they do not necessarily represent the more unique requirements of the Army`s real time and near-real time (RT/NRT) weapon systems. The Office of the Director of Information for Command, Control, Communications, and Computers (DISC4), in conjunctionmore » with the Weapon Systems Technical Architecture Working Group (WSTAWG), recognized this need as part of their activities to revise the Army Technical Architecture (ATA). To address this need, DISC4 tasked the Pacific Northwest National Laboratory (PNNL) to develop an Army weapon systems unique HCI style guide. This document, the U.S. Army Weapon Systems Human-Computer Interface (WSHCI) Style Guide, represents the first version of that style guide. The purpose of this document is to provide HCI design guidance for RT/NRT Army systems across the weapon systems domains of ground, aviation, missile, and soldier systems. Each domain should customize and extend this guidance by developing their domain-specific style guides, which will be used to guide the development of future systems within their domains.« less

  2. 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…

  3. INCOMMANDS TDP: Human Factors Design and Evaluation Guide (PDT INCOMMANDS: Guide de Conception et d’Evaluation des Facteurs Humains)

    DTIC Science & Technology

    2009-12-01

    Human-Computer Interface (AHCI) Style Guide, (Report No. 64201-97U/61223), Veridian, Veda Operations, Dayton Ohio. [13] CSFAB Osga, G. and Kellmeyer, D...Interface (AHCI) Style Guide, (Report No. 64201-97U/61223), Veridian, Veda Operations, Dayton Ohio. [14] Osga, G. and Kellmeyer, D. (2000), Combat

  4. U.S. Army weapon systems human-computer interface style guide. Version 2

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Avery, L.W.; O`Mara, P.A.; Shepard, A.P.

    1997-12-31

    A stated goal of the US Army has been the standardization of the human computer interfaces (HCIs) of its system. Some of the tools being used to accomplish this standardization are HCI design guidelines and style guides. Currently, the Army is employing a number of HCI design guidance documents. While these style guides provide good guidance for the command, control, communications, computers, and intelligence (C4I) domain, they do not necessarily represent the more unique requirements of the Army`s real time and near-real time (RT/NRT) weapon systems. The Office of the Director of Information for Command, Control, Communications, and Computers (DISC4),more » in conjunction with the Weapon Systems Technical Architecture Working Group (WSTAWG), recognized this need as part of their activities to revise the Army Technical Architecture (ATA), now termed the Joint Technical Architecture-Army (JTA-A). To address this need, DISC4 tasked the Pacific Northwest National Laboratory (PNNL) to develop an Army weapon systems unique HCI style guide, which resulted in the US Army Weapon Systems Human-Computer Interface (WSHCI) Style Guide Version 1. Based on feedback from the user community, DISC4 further tasked PNNL to revise Version 1 and publish Version 2. The intent was to update some of the research and incorporate some enhancements. This document provides that revision. The purpose of this document is to provide HCI design guidance for the RT/NRT Army system domain across the weapon systems subdomains of ground, aviation, missile, and soldier systems. Each subdomain should customize and extend this guidance by developing their domain-specific style guides, which will be used to guide the development of future systems within their subdomains.« less

  5. Human Computer Interface Design Criteria. Volume 1. User Interface Requirements

    DTIC Science & Technology

    2010-03-19

    Television tuners, including tuner cards for use in computers, shall be equipped with secondary audio program playback circuitry. (c) All training...Shelf CSS Cascading Style Sheets DII Defense Information Infrastructure DISA Defense Information Systems Agency DoD Department of Defense

  6. 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.

  7. A comparative evaluation plan for the Maintenance, Inventory, and Logistics Planning (MILP) System Human-Computer Interface (HCI)

    NASA Technical Reports Server (NTRS)

    Overmyer, Scott P.

    1993-01-01

    The primary goal of this project was to develop a tailored and effective approach to the design and evaluation of the human-computer interface (HCI) to the Maintenance, Inventory and Logistics Planning (MILP) System in support of the Mission Operations Directorate (MOD). An additional task that was undertaken was to assist in the review of Ground Displays for Space Station Freedom (SSF) by attending the Ground Displays Interface Group (GDIG), and commenting on the preliminary design for these displays. Based upon data gathered over the 10 week period, this project has hypothesized that the proper HCI concept for navigating through maintenance databases for large space vehicles is one based upon a spatial, direct manipulation approach. This dialogue style can be then coupled with a traditional text-based DBMS, after the user has determined the general nature and location of the information needed. This conclusion is in contrast with the currently planned HCI for MILP which uses a traditional form-fill-in dialogue style for all data access and retrieval. In order to resolve this difference in HCI and dialogue styles, it is recommended that comparative evaluation be performed which combines the use of both subjective and objective metrics to determine the optimal (performance-wise) and preferred approach for end users. The proposed plan has been outlined in the previous paragraphs and is available in its entirety in the Technical Report associated with this project. Further, it is suggested that several of the more useful features of the Maintenance Operations Management System (MOMS), especially those developed by the end-users, be incorporated into MILP to save development time and money.

  8. INCOMMANDS TDP: Development of Decision Aid Implementation Guidance for the INCOMMANDS Human Factors Design and Evaluation Guide (Elaboration des Directives Relatives a la Mise en Oeuvre de l’Aide a la Decision Pour le Guide de Conception et d’evaluation Tenant Compte des Facteurs Humains - INCOMMANDS)

    DTIC Science & Technology

    2007-05-01

    information. Aviation Human-Computer Interface (AHCI) Style Guide. (1998). Report Number 64201-97U/61223. Prepared by Veridian, Veda Operations The...Prepared by Veridian, Veda Operations. Banbury, S., Dudfield, H. Hoermann, H. J., and Soll, H. (in press). FASA: Development and validation of a scale

  9. The Evolution of Computer Based Learning Software Design: Computer Assisted Teaching Unit Experience.

    ERIC Educational Resources Information Center

    Blandford, A. E.; Smith, P. R.

    1986-01-01

    Describes the style of design of computer simulations developed by Computer Assisted Teaching Unit at Queen Mary College with reference to user interface, input and initialization, input data vetting, effective display screen use, graphical results presentation, and need for hard copy. Procedures and problems relating to academic involvement are…

  10. Interface Generation and Compositional Verification in JavaPathfinder

    NASA Technical Reports Server (NTRS)

    Giannakopoulou, Dimitra; Pasareanu, Corina

    2009-01-01

    We present a novel algorithm for interface generation of software components. Given a component, our algorithm uses learning techniques to compute a permissive interface representing legal usage of the component. Unlike our previous work, this algorithm does not require knowledge about the component s environment. Furthermore, in contrast to other related approaches, our algorithm computes permissive interfaces even in the presence of non-determinism in the component. Our algorithm is implemented in the JavaPathfinder model checking framework for UML statechart components. We have also added support for automated assume-guarantee style compositional verification in JavaPathfinder, using component interfaces. We report on the application of the presented approach to the generation of interfaces for flight software components.

  11. PointCom: semi-autonomous UGV control with intuitive interface

    NASA Astrophysics Data System (ADS)

    Rohde, Mitchell M.; Perlin, Victor E.; Iagnemma, Karl D.; Lupa, Robert M.; Rohde, Steven M.; Overholt, James; Fiorani, Graham

    2008-04-01

    Unmanned ground vehicles (UGVs) will play an important role in the nation's next-generation ground force. Advances in sensing, control, and computing have enabled a new generation of technologies that bridge the gap between manual UGV teleoperation and full autonomy. In this paper, we present current research on a unique command and control system for UGVs named PointCom (Point-and-Go Command). PointCom is a semi-autonomous command system for one or multiple UGVs. The system, when complete, will be easy to operate and will enable significant reduction in operator workload by utilizing an intuitive image-based control framework for UGV navigation and allowing a single operator to command multiple UGVs. The project leverages new image processing algorithms for monocular visual servoing and odometry to yield a unique, high-performance fused navigation system. Human Computer Interface (HCI) techniques from the entertainment software industry are being used to develop video-game style interfaces that require little training and build upon the navigation capabilities. By combining an advanced navigation system with an intuitive interface, a semi-autonomous control and navigation system is being created that is robust, user friendly, and less burdensome than many current generation systems. mand).

  12. Evaluation of Head Orientation and Neck Muscle EMG Signals as Command Inputs to a Human-Computer Interface for Individuals with High Tetraplegia

    PubMed Central

    Williams, Matthew R.; Kirsch, Robert F.

    2013-01-01

    We investigated the performance of three user interfaces for restoration of cursor control in individuals with tetraplegia: head orientation, EMG from face and neck muscles, and a standard computer mouse (for comparison). Subjects engaged in a 2D, center-out, Fitts’ Law style task and performance was evaluated using several measures. Overall, head orientation commanded motion resembled mouse commanded cursor motion (smooth, accurate movements to all targets), although with somewhat lower performance. EMG commanded movements exhibited a higher average speed, but other performance measures were lower, particularly for diagonal targets. Compared to head orientation, EMG as a cursor command source was less accurate, was more affected by target direction and was more prone to overshoot the target. In particular, EMG commands for diagonal targets were more sequential, moving first in one direction and then the other rather than moving simultaneous in the two directions. While the relative performance of each user interface differs, each has specific advantages depending on the application. PMID:18990652

  13. Simulation and experimental studies of operators` decision styles and crew composition while using an ecological and traditional user interface for the control room of a nuclear power plant

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Meshkati, N.; Buller, B.J.; Azadeh, M.A.

    1995-04-01

    The goal of this research is threefold: (1) use of the Skill-, Rule-, and Knowledge-based levels of cognitive control -- the SRK framework -- to develop an integrated information processing conceptual framework (for integration of workstation, job, and team design); (2) to evaluate the user interface component of this framework -- the Ecological display; and (3) to analyze the effect of operators` individual information processing behavior and decision styles on handling plant disturbances plus their performance on, and preference for, Traditional and Ecological user interfaces. A series of studies were conducted. In Part I, a computer simulation model and amore » mathematical model were developed. In Part II, an experiment was designed and conducted at the EBR-II plant of the Argonne National Laboratory-West in Idaho Falls, Idaho. It is concluded that: the integrated SRK-based information processing model for control room operations is superior to the conventional rule-based model; operators` individual decision styles and the combination of their styles play a significant role in effective handling of nuclear power plant disturbances; use of the Ecological interface results in significantly more accurate event diagnosis and recall of various plant parameters, faster response to plant transients, and higher ratings of subject preference; and operators` decision styles affect on both their performance and preference for the Ecological interface.« less

  14. Modeling Leadership Styles in Human-Robot Team Dynamics

    NASA Technical Reports Server (NTRS)

    Cruz, Gerardo E.

    2005-01-01

    The recent proliferation of robotic systems in our society has placed questions regarding interaction between humans and intelligent machines at the forefront of robotics research. In response, our research attempts to understand the context in which particular types of interaction optimize efficiency in tasks undertaken by human-robot teams. It is our conjecture that applying previous research results regarding leadership paradigms in human organizations will lead us to a greater understanding of the human-robot interaction space. In doing so, we adapt four leadership styles prevalent in human organizations to human-robot teams. By noting which leadership style is more appropriately suited to what situation, as given by previous research, a mapping is created between the adapted leadership styles and human-robot interaction scenarios-a mapping which will presumably maximize efficiency in task completion for a human-robot team. In this research we test this mapping with two adapted leadership styles: directive and transactional. For testing, we have taken a virtual 3D interface and integrated it with a genetic algorithm for use in &le-operation of a physical robot. By developing team efficiency metrics, we can determine whether this mapping indeed prescribes interaction styles that will maximize efficiency in the teleoperation of a robot.

  15. New Styles, New Technologies, New Possibilities in Jazz.

    ERIC Educational Resources Information Center

    Kuzmich, John, Jr.

    1989-01-01

    Focuses on the growth of jazz-related ensembles and jazz education. Covers trends that parallel technological developments including electronic keyboards, Musical Instrument Digital Interface (MIDI) systems, the computer, computer assisted instruction, interactive video, and the compact disc. Urges teachers to update their knowledge and experience…

  16. Influence of Learning Styles on Graphical User Interface Preferences for e-Learners

    ERIC Educational Resources Information Center

    Dedic, Velimir; Markovic, Suzana

    2012-01-01

    Implementing Web-based educational environment requires not only developing appropriate architectures, but also incorporating human factors considerations. User interface becomes the major channel to convey information in e-learning context: a well-designed and friendly enough interface is thus the key element in helping users to get the best…

  17. A USB 2.0 computer interface for the UCO/Lick CCD cameras

    NASA Astrophysics Data System (ADS)

    Wei, Mingzhi; Stover, Richard J.

    2004-09-01

    The new UCO/Lick Observatory CCD camera uses a 200 MHz fiber optic cable to transmit image data and an RS232 serial line for low speed bidirectional command and control. Increasingly RS232 is a legacy interface supported on fewer computers. The fiber optic cable requires either a custom interface board that is plugged into the mainboard of the image acquisition computer to accept the fiber directly or an interface converter that translates the fiber data onto a widely used standard interface. We present here a simple USB 2.0 interface for the UCO/Lick camera. A single USB cable connects to the image acquisition computer and the camera's RS232 serial and fiber optic cables plug into the USB interface. Since most computers now support USB 2.0 the Lick interface makes it possible to use the camera on essentially any modern computer that has the supporting software. No hardware modifications or additions to the computer are needed. The necessary device driver software has been written for the Linux operating system which is now widely used at Lick Observatory. The complete data acquisition software for the Lick CCD camera is running on a variety of PC style computers as well as an HP laptop.

  18. Advanced display object selection methods for enhancing user-computer productivity

    NASA Technical Reports Server (NTRS)

    Osga, Glenn A.

    1993-01-01

    The User-Interface Technology Branch at NCCOSC RDT&E Division has been conducting a series of studies to address the suitability of commercial off-the-shelf (COTS) graphic user-interface (GUI) methods for efficiency and performance in critical naval combat systems. This paper presents an advanced selection algorithm and method developed to increase user performance when making selections on tactical displays. The method has also been applied with considerable success to a variety of cursor and pointing tasks. Typical GUI's allow user selection by: (1) moving a cursor with a pointing device such as a mouse, trackball, joystick, touchscreen; and (2) placing the cursor on the object. Examples of GUI objects are the buttons, icons, folders, scroll bars, etc. used in many personal computer and workstation applications. This paper presents an improved method of selection and the theoretical basis for the significant performance gains achieved with various input devices tested. The method is applicable to all GUI styles and display sizes, and is particularly useful for selections on small screens such as notebook computers. Considering the amount of work-hours spent pointing and clicking across all styles of available graphic user-interfaces, the cost/benefit in applying this method to graphic user-interfaces is substantial, with the potential for increasing productivity across thousands of users and applications.

  19. 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.

  20. Collaborating with human factors when designing an electronic textbook

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Ratner, J.A.; Zadoks, R.I.; Attaway, S.W.

    The development of on-line engineering textbooks presents new challenges to authors to effectively integrate text and tools in an electronic environment. By incorporating human factors principles of interface design and cognitive psychology early in the design process, a team at Sandia National Laboratories was able to make the end product more usable and shorten the prototyping and editing phases. A critical issue was simultaneous development of paper and on-line versions of the textbook. In addition, interface consistency presented difficulties with distinct goals and limitations for each media. Many of these problems were resolved swiftly with human factors input using templates,more » style guides and iterative usability testing of both paper and on-line versions. Writing style continuity was also problematic with numerous authors contributing to the text.« less

  1. The Human-Computer Interface and Information Literacy: Some Basics and Beyond.

    ERIC Educational Resources Information Center

    Church, Gary M.

    1999-01-01

    Discusses human/computer interaction research, human/computer interface, and their relationships to information literacy. Highlights include communication models; cognitive perspectives; task analysis; theory of action; problem solving; instructional design considerations; and a suggestion that human/information interface may be a more appropriate…

  2. Epistemological Pluralism: Styles and Voices within the Computer Culture.

    ERIC Educational Resources Information Center

    Papert, Seymour; Turkle, Sherry

    1992-01-01

    Describes a study in which the computer has emerged as an important factor in revolution of concrete--privileged medium for the growth of alternative voices in addressing the world of formal systems. Focuses on a concrete way of knowing and concludes that recent technological developments in interfaces, programming philosophy, and artificial…

  3. Proceedings of Selected Research and Development Presentations at the 1996 National Convention of the Association for Educational Communications and Technology Sponsored by the Research and Theory Division (18th, Indianapolis, IN, 1996).

    ERIC Educational Resources Information Center

    Simonson, Michael R., Ed.; And Others

    1996-01-01

    This proceedings volume contains 77 papers. Subjects addressed include: image processing; new faculty research methods; preinstructional activities for preservice teacher education; computer "window" presentation styles; interface design; stress management instruction; cooperative learning; graphical user interfaces; student attitudes,…

  4. Active visual search in non-stationary scenes: coping with temporal variability and uncertainty

    NASA Astrophysics Data System (ADS)

    Ušćumlić, Marija; Blankertz, Benjamin

    2016-02-01

    Objective. State-of-the-art experiments for studying neural processes underlying visual cognition often constrain sensory inputs (e.g., static images) and our behavior (e.g., fixed eye-gaze, long eye fixations), isolating or simplifying the interaction of neural processes. Motivated by the non-stationarity of our natural visual environment, we investigated the electroencephalography (EEG) correlates of visual recognition while participants overtly performed visual search in non-stationary scenes. We hypothesized that visual effects (such as those typically used in human-computer interfaces) may increase temporal uncertainty (with reference to fixation onset) of cognition-related EEG activity in an active search task and therefore require novel techniques for single-trial detection. Approach. We addressed fixation-related EEG activity in an active search task with respect to stimulus-appearance styles and dynamics. Alongside popping-up stimuli, our experimental study embraces two composite appearance styles based on fading-in, enlarging, and motion effects. Additionally, we explored whether the knowledge obtained in the pop-up experimental setting can be exploited to boost the EEG-based intention-decoding performance when facing transitional changes of visual content. Main results. The results confirmed our initial hypothesis that the dynamic of visual content can increase temporal uncertainty of the cognition-related EEG activity in active search with respect to fixation onset. This temporal uncertainty challenges the pivotal aim to keep the decoding performance constant irrespective of visual effects. Importantly, the proposed approach for EEG decoding based on knowledge transfer between the different experimental settings gave a promising performance. Significance. Our study demonstrates that the non-stationarity of visual scenes is an important factor in the evolution of cognitive processes, as well as in the dynamic of ocular behavior (i.e., dwell time and fixation duration) in an active search task. In addition, our method to improve single-trial detection performance in this adverse scenario is an important step in making brain-computer interfacing technology available for human-computer interaction applications.

  5. Design and Implementation of an Interface Editor for the Amadeus Multi- Relational Database Front-end System

    DTIC Science & Technology

    1993-03-25

    application of Object-Oriented Programming (OOP) and Human-Computer Interface (HCI) design principles. Knowledge gained from each topic has been incorporated...through the ap- plication of Object-Oriented Programming (OOP) and Human-Computer Interface (HCI) design principles. Knowledge gained from each topic has...programming and Human-Computer Interface (HCI) design. Knowledge gained from each is applied to the design of a Form-based interface for database data

  6. Cognitive science as an interface between rational and mechanistic explanation.

    PubMed

    Chater, Nick

    2014-04-01

    Cognitive science views thought as computation; and computation, by its very nature, can be understood in both rational and mechanistic terms. In rational terms, a computation solves some information processing problem (e.g., mapping sensory information into a description of the external world; parsing a sentence; selecting among a set of possible actions). In mechanistic terms, a computation corresponds to causal chain of events in a physical device (in engineering context, a silicon chip; in biological context, the nervous system). The discipline is thus at the interface between two very different styles of explanation--as the papers in the current special issue well illustrate, it explores the interplay of rational and mechanistic forces. Copyright © 2014 Cognitive Science Society, Inc.

  7. An intelligent multi-media human-computer dialogue system

    NASA Technical Reports Server (NTRS)

    Neal, J. G.; Bettinger, K. E.; Byoun, J. S.; Dobes, Z.; Thielman, C. Y.

    1988-01-01

    Sophisticated computer systems are being developed to assist in the human decision-making process for very complex tasks performed under stressful conditions. The human-computer interface is a critical factor in these systems. The human-computer interface should be simple and natural to use, require a minimal learning period, assist the user in accomplishing his task(s) with a minimum of distraction, present output in a form that best conveys information to the user, and reduce cognitive load for the user. In pursuit of this ideal, the Intelligent Multi-Media Interfaces project is devoted to the development of interface technology that integrates speech, natural language text, graphics, and pointing gestures for human-computer dialogues. The objective of the project is to develop interface technology that uses the media/modalities intelligently in a flexible, context-sensitive, and highly integrated manner modelled after the manner in which humans converse in simultaneous coordinated multiple modalities. As part of the project, a knowledge-based interface system, called CUBRICON (CUBRC Intelligent CONversationalist) is being developed as a research prototype. The application domain being used to drive the research is that of military tactical air control.

  8. The use of analytical models in human-computer interface design

    NASA Technical Reports Server (NTRS)

    Gugerty, Leo

    1991-01-01

    Some of the many analytical models in human-computer interface design that are currently being developed are described. The usefulness of analytical models for human-computer interface design is evaluated. Can the use of analytical models be recommended to interface designers? The answer, based on the empirical research summarized here, is: not at this time. There are too many unanswered questions concerning the validity of models and their ability to meet the practical needs of design organizations.

  9. 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.

  10. Message Design Guidelines For Screen-Based Programs.

    ERIC Educational Resources Information Center

    Rimar, G. I.

    1996-01-01

    Effective message design for screen-based computer or video instructional programs requires knowledge from many disciplines. Evaluates current conventions and suggests a new set of guidelines for screen-based designers. Discusses screen layout, highlighting and cueing, text font and style, text positioning, color, and graphical user interfaces for…

  11. 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.

  12. Virtual microscopy: merging of computer mediated communication and intuitive interfacing

    NASA Astrophysics Data System (ADS)

    de Ridder, Huib; de Ridder-Sluiter, Johanna G.; Kluin, Philip M.; Christiaans, Henri H. C. M.

    2009-02-01

    Ubiquitous computing (or Ambient Intelligence) is an upcoming technology that is usually associated with futuristic smart environments in which information is available anytime anywhere and with which humans can interact in a natural, multimodal way. However spectacular the corresponding scenarios may be, it is equally challenging to consider how this technology may enhance existing situations. This is illustrated by a case study from the Dutch medical field: central quality reviewing for pathology in child oncology. The main goal of the review is to assess the quality of the diagnosis based on patient material. The sharing of knowledge in social face-to-face interaction during such meeting is an important advantage. At the same time there is the disadvantage that the experts from the seven Dutch academic medical centers have to travel to the review meeting and that the required logistics to collect and bring patient material and data to the meeting is cumbersome and time-consuming. This paper focuses on how this time-consuming, nonefficient way of reviewing can be replaced by a virtual collaboration system by merging technology supporting Computer Mediated Collaboration and intuitive interfacing. This requires insight in the preferred way of communication and collaboration as well as knowledge about preferred interaction style with a virtual shared workspace.

  13. Migrating Department of Defense (DoD) Web Service Based Applications to Mobile Computing Platforms

    DTIC Science & Technology

    2012-03-01

    World Wide Web Consortium (W3C) Geolocation API to identify the device’s location and then center the map on the device. Finally, we modify the entry...THIS PAGE INTENTIONALLY LEFT BLANK xii List of Acronyms and Abbreviations API Application Programming Interface CSS Cascading Style Sheets CLIMO...Java API for XML Web Services Reference Implementation JS JavaScript JSNI JavaScript Native Interface METOC Meteorological and Oceanographic MAA Mobile

  14. Real-time stylistic prediction for whole-body human motions.

    PubMed

    Matsubara, Takamitsu; Hyon, Sang-Ho; Morimoto, Jun

    2012-01-01

    The ability to predict human motion is crucial in several contexts such as human tracking by computer vision and the synthesis of human-like computer graphics. Previous work has focused on off-line processes with well-segmented data; however, many applications such as robotics require real-time control with efficient computation. In this paper, we propose a novel approach called real-time stylistic prediction for whole-body human motions to satisfy these requirements. This approach uses a novel generative model to represent a whole-body human motion including rhythmic motion (e.g., walking) and discrete motion (e.g., jumping). The generative model is composed of a low-dimensional state (phase) dynamics and a two-factor observation model, allowing it to capture the diversity of motion styles in humans. A real-time adaptation algorithm was derived to estimate both state variables and style parameter of the model from non-stationary unlabeled sequential observations. Moreover, with a simple modification, the algorithm allows real-time adaptation even from incomplete (partial) observations. Based on the estimated state and style, a future motion sequence can be accurately predicted. In our implementation, it takes less than 15 ms for both adaptation and prediction at each observation. Our real-time stylistic prediction was evaluated for human walking, running, and jumping behaviors. Copyright © 2011 Elsevier Ltd. All rights reserved.

  15. Information visualization: Beyond traditional engineering

    NASA Technical Reports Server (NTRS)

    Thomas, James J.

    1995-01-01

    This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.

  16. Multimodal neuroelectric interface development

    NASA Technical Reports Server (NTRS)

    Trejo, Leonard J.; Wheeler, Kevin R.; Jorgensen, Charles C.; Rosipal, Roman; Clanton, Sam T.; Matthews, Bryan; Hibbs, Andrew D.; Matthews, Robert; Krupka, Michael

    2003-01-01

    We are developing electromyographic and electroencephalographic methods, which draw control signals for human-computer interfaces from the human nervous system. We have made progress in four areas: 1) real-time pattern recognition algorithms for decoding sequences of forearm muscle activity associated with control gestures; 2) signal-processing strategies for computer interfaces using electroencephalogram (EEG) signals; 3) a flexible computation framework for neuroelectric interface research; and d) noncontact sensors, which measure electromyogram or EEG signals without resistive contact to the body.

  17. SpaceWire Driver Software for Special DSPs

    NASA Technical Reports Server (NTRS)

    Clark, Douglas; Lux, James; Nishimoto, Kouji; Lang, Minh

    2003-01-01

    A computer program provides a high-level C-language interface to electronics circuitry that controls a SpaceWire interface in a system based on a space qualified version of the ADSP-21020 digital signal processor (DSP). SpaceWire is a spacecraft-oriented standard for packet-switching data-communication networks that comprise nodes connected through bidirectional digital serial links that utilize low-voltage differential signaling (LVDS). The software is tailored to the SMCS-332 application-specific integrated circuit (ASIC) (also available as the TSS901E), which provides three highspeed (150 Mbps) serial point-to-point links compliant with the proposed Institute of Electrical and Electronics Engineers (IEEE) Standard 1355.2 and equivalent European Space Agency (ESA) Standard ECSS-E-50-12. In the specific application of this software, the SpaceWire ASIC was combined with the DSP processor, memory, and control logic in a Multi-Chip Module DSP (MCM-DSP). The software is a collection of low-level driver routines that provide a simple message-passing application programming interface (API) for software running on the DSP. Routines are provided for interrupt-driven access to the two styles of interface provided by the SMCS: (1) the "word at a time" conventional host interface (HOCI); and (2) a higher performance "dual port memory" style interface (COMI).

  18. User engineering: A new look at system engineering

    NASA Technical Reports Server (NTRS)

    Mclaughlin, Larry L.

    1987-01-01

    User Engineering is a new System Engineering perspective responsible for defining and maintaining the user view of the system. Its elements are a process to guide the project and customer, a multidisciplinary team including hard and soft sciences, rapid prototyping tools to build user interfaces quickly and modify them frequently at low cost, and a prototyping center for involving users and designers in an iterative way. The main consideration is reducing the risk that the end user will not or cannot effectively use the system. The process begins with user analysis to produce cognitive and work style models, and task analysis to produce user work functions and scenarios. These become major drivers of the human computer interface design which is presented and reviewed as an interactive prototype by users. Feedback is rapid and productive, and user effectiveness can be measured and observed before the system is built and fielded. Requirements are derived via the prototype and baselined early to serve as an input to the architecture and software design.

  19. Formalisms for user interface specification and design

    NASA Technical Reports Server (NTRS)

    Auernheimer, Brent J.

    1989-01-01

    The application of formal methods to the specification and design of human-computer interfaces is described. A broad outline of human-computer interface problems, a description of the field of cognitive engineering and two relevant research results, the appropriateness of formal specification techniques, and potential NASA application areas are described.

  20. An Architectural Experience for Interface Design

    ERIC Educational Resources Information Center

    Gong, Susan P.

    2016-01-01

    The problem of human-computer interface design was brought to the foreground with the emergence of the personal computer, the increasing complexity of electronic systems, and the need to accommodate the human operator in these systems. With each new technological generation discovering the interface design problems of its own technologies, initial…

  1. 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…

  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. Programming the social computer.

    PubMed

    Robertson, David; Giunchiglia, Fausto

    2013-03-28

    The aim of 'programming the global computer' was identified by Milner and others as one of the grand challenges of computing research. At the time this phrase was coined, it was natural to assume that this objective might be achieved primarily through extending programming and specification languages. The Internet, however, has brought with it a different style of computation that (although harnessing variants of traditional programming languages) operates in a style different to those with which we are familiar. The 'computer' on which we are running these computations is a social computer in the sense that many of the elementary functions of the computations it runs are performed by humans, and successful execution of a program often depends on properties of the human society over which the program operates. These sorts of programs are not programmed in a traditional way and may have to be understood in a way that is different from the traditional view of programming. This shift in perspective raises new challenges for the science of the Web and for computing in general.

  4. Redesigning the Human-Machine Interface for Computer-Mediated Visual Technologies.

    ERIC Educational Resources Information Center

    Acker, Stephen R.

    1986-01-01

    This study examined an application of a human machine interface which relies on the use of optical bar codes incorporated in a computer-based module to teach radio production. The sequencing procedure used establishes the user rather than the computer as the locus of control for the mediated instruction. (Author/MBR)

  5. Telepresence: A "Real" Component in a Model to Make Human-Computer Interface Factors Meaningful in the Virtual Learning Environment

    ERIC Educational Resources Information Center

    Selverian, Melissa E. Markaridian; Lombard, Matthew

    2009-01-01

    A thorough review of the research relating to Human-Computer Interface (HCI) form and content factors in the education, communication and computer science disciplines reveals strong associations of meaningful perceptual "illusions" with enhanced learning and satisfaction in the evolving classroom. Specifically, associations emerge…

  6. 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…

  7. The Next Wave: Humans, Computers, and Redefining Reality

    NASA Technical Reports Server (NTRS)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  8. Human perceptual deficits as factors in computer interface test and evaluation

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bowser, S.E.

    1992-06-01

    Issues related to testing and evaluating human computer interfaces are usually based on the machine rather than on the human portion of the computer interface. Perceptual characteristics of the expected user are rarely investigated, and interface designers ignore known population perceptual limitations. For these reasons, environmental impacts on the equipment will more likely be defined than will user perceptual characteristics. The investigation of user population characteristics is most often directed toward intellectual abilities and anthropometry. This problem is compounded by the fact that some deficits capabilities tend to be found in higher-than-overall population distribution in some user groups. The testmore » and evaluation community can address the issue from two primary aspects. First, assessing user characteristics should be extended to include tests of perceptual capability. Secondly, interface designs should use multimode information coding.« less

  9. Computational modeling and analysis of the hydrodynamics of human swimming

    NASA Astrophysics Data System (ADS)

    von Loebbecke, Alfred

    Computational modeling and simulations are used to investigate the hydrodynamics of competitive human swimming. The simulations employ an immersed boundary (IB) solver that allows us to simulate viscous, incompressible, unsteady flow past complex, moving/deforming three-dimensional bodies on stationary Cartesian grids. This study focuses on the hydrodynamics of the "dolphin kick". Three female and two male Olympic level swimmers are used to develop kinematically accurate models of this stroke for the simulations. A simulation of a dolphin undergoing its natural swimming motion is also presented for comparison. CFD enables the calculation of flow variables throughout the domain and over the swimmer's body surface during the entire kick cycle. The feet are responsible for all thrust generation in the dolphin kick. Moreover, it is found that the down-kick (ventral position) produces more thrust than the up-kick. A quantity of interest to the swimming community is the drag of a swimmer in motion (active drag). Accurate estimates of this quantity have been difficult to obtain in experiments but are easily calculated with CFD simulations. Propulsive efficiencies of the human swimmers are found to be in the range of 11% to 30%. The dolphin simulation case has a much higher efficiency of 55%. Investigation of vortex structures in the wake indicate that the down-kick can produce a vortex ring with a jet of accelerated fluid flowing through its center. This vortex ring and the accompanying jet are the primary thrust generating mechanisms in the human dolphin kick. In an attempt to understand the propulsive mechanisms of surface strokes, we have also conducted a computational analysis of two different styles of arm-pulls in the backstroke and the front crawl. These simulations involve only the arm and no air-water interface is included. Two of the four strokes are specifically designed to take advantage of lift-based propulsion by undergoing lateral motions of the hand (sculling) and by orienting the palm obliquely to the flow. The focus of the current study is on quantifying the relative contributions of drag and lift to thrust production and use this as a basis for determining the relative effectiveness the stroke styles.

  10. The use of graphics in the design of the human-telerobot interface

    NASA Technical Reports Server (NTRS)

    Stuart, Mark A.; Smith, Randy L.

    1989-01-01

    The Man-Systems Telerobotics Laboratory (MSTL) of NASA's Johnson Space Center employs computer graphics tools in their design and evaluation of the Flight Telerobotic Servicer (FTS) human/telerobot interface on the Shuttle and on the Space Station. It has been determined by the MSTL that the use of computer graphics can promote more expedient and less costly design endeavors. Several specific examples of computer graphics applied to the FTS user interface by the MSTL are described.

  11. Human-Computer Interface Controlled by Horizontal Directional Eye Movements and Voluntary Blinks Using AC EOG Signals

    NASA Astrophysics Data System (ADS)

    Kajiwara, Yusuke; Murata, Hiroaki; Kimura, Haruhiko; Abe, Koji

    As a communication support tool for cases of amyotrophic lateral sclerosis (ALS), researches on eye gaze human-computer interfaces have been active. However, since voluntary and involuntary eye movements cannot be distinguished in the interfaces, their performance is still not sufficient for practical use. This paper presents a high performance human-computer interface system which unites high quality recognitions of horizontal directional eye movements and voluntary blinks. The experimental results have shown that the number of incorrect inputs is decreased by 35.1% in an existing system which equips recognitions of horizontal and vertical directional eye movements in addition to voluntary blinks and character inputs are speeded up by 17.4% from the existing system.

  12. Human-computer interfaces applied to numerical solution of the Plateau problem

    NASA Astrophysics Data System (ADS)

    Elias Fabris, Antonio; Soares Bandeira, Ivana; Ramos Batista, Valério

    2015-09-01

    In this work we present a code in Matlab to solve the Problem of Plateau numerically, and the code will include human-computer interface. The Problem of Plateau has applications in areas of knowledge like, for instance, Computer Graphics. The solution method will be the same one of the Surface Evolver, but the difference will be a complete graphical interface with the user. This will enable us to implement other kinds of interface like ocular mouse, voice, touch, etc. To date, Evolver does not include any graphical interface, which restricts its use by the scientific community. Specially, its use is practically impossible for most of the Physically Challenged People.

  13. Influence of Learning Style and Learning Flexibility on Clinical Judgment of Prelicensure Nursing Students within a Human Patient Computer Simulation Environment

    ERIC Educational Resources Information Center

    Robison, Elizabeth Sharon

    2012-01-01

    Nursing education is experiencing a transition in how students are exposed to clinical situations. Technology, specifically human patient computer simulation, is replacing human exposure in clinical education (Nehring, 2010b). Kaakinen and Arwood (2009) discuss the need to apply learning theories to instructional designs involving simulation for…

  14. Deep Space Network (DSN), Network Operations Control Center (NOCC) computer-human interfaces

    NASA Technical Reports Server (NTRS)

    Ellman, Alvin; Carlton, Magdi

    1993-01-01

    The Network Operations Control Center (NOCC) of the DSN is responsible for scheduling the resources of DSN, and monitoring all multi-mission spacecraft tracking activities in real-time. Operations performs this job with computer systems at JPL connected to over 100 computers at Goldstone, Australia and Spain. The old computer system became obsolete, and the first version of the new system was installed in 1991. Significant improvements for the computer-human interfaces became the dominant theme for the replacement project. Major issues required innovating problem solving. Among these issues were: How to present several thousand data elements on displays without overloading the operator? What is the best graphical representation of DSN end-to-end data flow? How to operate the system without memorizing mnemonics of hundreds of operator directives? Which computing environment will meet the competing performance requirements? This paper presents the technical challenges, engineering solutions, and results of the NOCC computer-human interface design.

  15. Telescience workstation

    NASA Technical Reports Server (NTRS)

    Brown, Robert L.; Doyle, Dee; Haines, Richard F.; Slocum, Michael

    1989-01-01

    As part of the Telescience Testbed Pilot Program, the Universities Space Research Association/ Research Institute for Advanced Computer Science (USRA/RIACS) proposed to support remote communication by providing a network of human/machine interfaces, computer resources, and experimental equipment which allows: remote science, collaboration, technical exchange, and multimedia communication. The telescience workstation is intended to provide a local computing environment for telescience. The purpose of the program are as follows: (1) to provide a suitable environment to integrate existing and new software for a telescience workstation; (2) to provide a suitable environment to develop new software in support of telescience activities; (3) to provide an interoperable environment so that a wide variety of workstations may be used in the telescience program; (4) to provide a supportive infrastructure and a common software base; and (5) to advance, apply, and evaluate the telescience technolgy base. A prototype telescience computing environment designed to bring practicing scientists in domains other than their computer science into a modern style of doing their computing was created and deployed. This environment, the Telescience Windowing Environment, Phase 1 (TeleWEn-1), met some, but not all of the goals stated above. The TeleWEn-1 provided a window-based workstation environment and a set of tools for text editing, document preparation, electronic mail, multimedia mail, raster manipulation, and system management.

  16. The use of analytical models in human-computer interface design

    NASA Technical Reports Server (NTRS)

    Gugerty, Leo

    1993-01-01

    Recently, a large number of human-computer interface (HCI) researchers have investigated building analytical models of the user, which are often implemented as computer models. These models simulate the cognitive processes and task knowledge of the user in ways that allow a researcher or designer to estimate various aspects of an interface's usability, such as when user errors are likely to occur. This information can lead to design improvements. Analytical models can supplement design guidelines by providing designers rigorous ways of analyzing the information-processing requirements of specific tasks (i.e., task analysis). These models offer the potential of improving early designs and replacing some of the early phases of usability testing, thus reducing the cost of interface design. This paper describes some of the many analytical models that are currently being developed and evaluates the usefulness of analytical models for human-computer interface design. This paper will focus on computational, analytical models, such as the GOMS model, rather than less formal, verbal models, because the more exact predictions and task descriptions of computational models may be useful to designers. The paper also discusses some of the practical requirements for using analytical models in complex design organizations such as NASA.

  17. Neural codes of seeing architectural styles

    PubMed Central

    Choo, Heeyoung; Nasar, Jack L.; Nikrahei, Bardia; Walther, Dirk B.

    2017-01-01

    Images of iconic buildings, such as the CN Tower, instantly transport us to specific places, such as Toronto. Despite the substantial impact of architectural design on people’s visual experience of built environments, we know little about its neural representation in the human brain. In the present study, we have found patterns of neural activity associated with specific architectural styles in several high-level visual brain regions, but not in primary visual cortex (V1). This finding suggests that the neural correlates of the visual perception of architectural styles stem from style-specific complex visual structure beyond the simple features computed in V1. Surprisingly, the network of brain regions representing architectural styles included the fusiform face area (FFA) in addition to several scene-selective regions. Hierarchical clustering of error patterns further revealed that the FFA participated to a much larger extent in the neural encoding of architectural styles than entry-level scene categories. We conclude that the FFA is involved in fine-grained neural encoding of scenes at a subordinate-level, in our case, architectural styles of buildings. This study for the first time shows how the human visual system encodes visual aspects of architecture, one of the predominant and longest-lasting artefacts of human culture. PMID:28071765

  18. Neural codes of seeing architectural styles.

    PubMed

    Choo, Heeyoung; Nasar, Jack L; Nikrahei, Bardia; Walther, Dirk B

    2017-01-10

    Images of iconic buildings, such as the CN Tower, instantly transport us to specific places, such as Toronto. Despite the substantial impact of architectural design on people's visual experience of built environments, we know little about its neural representation in the human brain. In the present study, we have found patterns of neural activity associated with specific architectural styles in several high-level visual brain regions, but not in primary visual cortex (V1). This finding suggests that the neural correlates of the visual perception of architectural styles stem from style-specific complex visual structure beyond the simple features computed in V1. Surprisingly, the network of brain regions representing architectural styles included the fusiform face area (FFA) in addition to several scene-selective regions. Hierarchical clustering of error patterns further revealed that the FFA participated to a much larger extent in the neural encoding of architectural styles than entry-level scene categories. We conclude that the FFA is involved in fine-grained neural encoding of scenes at a subordinate-level, in our case, architectural styles of buildings. This study for the first time shows how the human visual system encodes visual aspects of architecture, one of the predominant and longest-lasting artefacts of human culture.

  19. Implantable brain computer interface: challenges to neurotechnology translation.

    PubMed

    Konrad, Peter; Shanks, Todd

    2010-06-01

    This article reviews three concepts related to implantable brain computer interface (BCI) devices being designed for human use: neural signal extraction primarily for motor commands, signal insertion to restore sensation, and technological challenges that remain. A significant body of literature has occurred over the past four decades regarding motor cortex signal extraction for upper extremity movement or computer interface. However, little is discussed regarding postural or ambulation command signaling. Auditory prosthesis research continues to represent the majority of literature on BCI signal insertion. Significant hurdles continue in the technological translation of BCI implants. These include developing a stable neural interface, significantly increasing signal processing capabilities, and methods of data transfer throughout the human body. The past few years, however, have provided extraordinary human examples of BCI implant potential. Despite technological hurdles, proof-of-concept animal and human studies provide significant encouragement that BCI implants may well find their way into mainstream medical practice in the foreseeable future.

  20. The APA Style Converter: a Web-based interface for converting articles to APA style for publication.

    PubMed

    Li, Ping; Cunningham, Krystal

    2005-05-01

    The APA Style Converter is a Web-based tool with which authors may prepare their articles in APA style according to the APA Publication Manual (5th ed.). The Converter provides a user-friendly interface that allows authors to copy and paste text and upload figures through the Web, and it automatically converts all texts, references, and figures to a structured article in APA style. The output is saved in PDF or RTF format, ready for either electronic submission or hardcopy printing.

  1. Perspectives on Human-Computer Interface: Introduction and Overview.

    ERIC Educational Resources Information Center

    Harman, Donna; Lunin, Lois F.

    1992-01-01

    Discusses human-computer interfaces in information seeking that focus on end users, and provides an overview of articles in this section that (1) provide librarians and information specialists with guidelines for selecting information-seeking systems; (2) provide producers of information systems with directions for production or research; and (3)…

  2. Learning Machine, Vietnamese Based Human-Computer Interface.

    ERIC Educational Resources Information Center

    Northwest Regional Educational Lab., Portland, OR.

    The sixth session of IT@EDU98 consisted of seven papers on the topic of the learning machine--Vietnamese based human-computer interface, and was chaired by Phan Viet Hoang (Informatics College, Singapore). "Knowledge Based Approach for English Vietnamese Machine Translation" (Hoang Kiem, Dinh Dien) presents the knowledge base approach,…

  3. Human-machine interface hardware: The next decade

    NASA Technical Reports Server (NTRS)

    Marcus, Elizabeth A.

    1991-01-01

    In order to understand where human-machine interface hardware is headed, it is important to understand where we are today, how we got there, and what our goals for the future are. As computers become more capable, faster, and programs become more sophisticated, it becomes apparent that the interface hardware is the key to an exciting future in computing. How can a user interact and control a seemingly limitless array of parameters effectively? Today, the answer is most often a limitless array of controls. The link between these controls and human sensory motor capabilities does not utilize existing human capabilities to their full extent. Interface hardware for teleoperation and virtual environments is now facing a crossroad in design. Therefore, we as developers need to explore how the combination of interface hardware, human capabilities, and user experience can be blended to get the best performance today and in the future.

  4. A Conceptual Framework for Predicting Error in Complex Human-Machine Environments

    NASA Technical Reports Server (NTRS)

    Freed, Michael; Remington, Roger; Null, Cynthia H. (Technical Monitor)

    1998-01-01

    We present a Goals, Operators, Methods, and Selection Rules-Model Human Processor (GOMS-MHP) style model-based approach to the problem of predicting human habit capture errors. Habit captures occur when the model fails to allocate limited cognitive resources to retrieve task-relevant information from memory. Lacking the unretrieved information, decision mechanisms act in accordance with implicit default assumptions, resulting in error when relied upon assumptions prove incorrect. The model helps interface designers identify situations in which such failures are especially likely.

  5. 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.

  6. Electronic medical records in diabetes consultations: participants' gaze as an interactional resource.

    PubMed

    Rhodes, Penny; Small, Neil; Rowley, Emma; Langdon, Mark; Ariss, Steven; Wright, John

    2008-09-01

    Two routine consultations in primary care diabetes clinics are compared using extracts from video recordings of interactions between nurses and patients. The consultations were chosen to present different styles of interaction, in which the nurse's gaze was either primarily toward the computer screen or directed more toward the patient. Using conversation analysis, the ways in which nurses shift both gaze and body orientation between the computer screen and patient to influence the style, pace, content, and structure of the consultation were investigated. By examining the effects of different levels of engagement between the electronic medical record and the embodied patient in the consultation room, we argue for the need to consider the contingent nature of the interface of technology and the person in the consultation. Policy initiatives designed to deliver what is considered best-evidenced practice are modified in the micro context of the interactions of the consultation.

  7. Gnome View: A tool for visual representation of human genome data

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Pelkey, J.E.; Thomas, G.S.; Thurman, D.A.

    1993-02-01

    GnomeView is a tool for exploring data generated by the Human Gemone Project. GnomeView provides both graphical and textural styles of data presentation: employs an intuitive window-based graphical query interface: and integrates its underlying genome databases in such a way that the user can navigate smoothly across databases and between different levels of data. This paper describes GnomeView and discusses how it addresses various genome informatics issues.

  8. MarFS, a Near-POSIX Interface to Cloud Objects

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Inman, Jeffrey Thornton; Vining, William Flynn; Ransom, Garrett Wilson

    The engineering forces driving development of “cloud” storage have produced resilient, cost-effective storage systems that can scale to 100s of petabytes, with good parallel access and bandwidth. These features would make a good match for the vast storage needs of High-Performance Computing datacenters, but cloud storage gains some of its capability from its use of HTTP-style Representational State Transfer (REST) semantics, whereas most large datacenters have legacy applications that rely on POSIX file-system semantics. MarFS is an open-source project at Los Alamos National Laboratory that allows us to present cloud-style object-storage as a scalable near-POSIX file system. We have alsomore » developed a new storage architecture to improve bandwidth and scalability beyond what’s available in commodity object stores, while retaining their resilience and economy. Additionally, we present a scheme for scaling the POSIX interface to allow billions of files in a single directory and trillions of files in total.« less

  9. MarFS, a Near-POSIX Interface to Cloud Objects

    DOE PAGES

    Inman, Jeffrey Thornton; Vining, William Flynn; Ransom, Garrett Wilson; ...

    2017-01-01

    The engineering forces driving development of “cloud” storage have produced resilient, cost-effective storage systems that can scale to 100s of petabytes, with good parallel access and bandwidth. These features would make a good match for the vast storage needs of High-Performance Computing datacenters, but cloud storage gains some of its capability from its use of HTTP-style Representational State Transfer (REST) semantics, whereas most large datacenters have legacy applications that rely on POSIX file-system semantics. MarFS is an open-source project at Los Alamos National Laboratory that allows us to present cloud-style object-storage as a scalable near-POSIX file system. We have alsomore » developed a new storage architecture to improve bandwidth and scalability beyond what’s available in commodity object stores, while retaining their resilience and economy. Additionally, we present a scheme for scaling the POSIX interface to allow billions of files in a single directory and trillions of files in total.« less

  10. Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process

    ERIC Educational Resources Information Center

    Chandrasekera, Tilanka; Yoon, So-Yeon

    2018-01-01

    Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning…

  11. Intelligent Context-Aware and Adaptive Interface for Mobile LBS

    PubMed Central

    Liu, Yanhong

    2015-01-01

    Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the information needed to complete a human-computer interaction task, but to understand human processes that interact in spatial query, which will in turn inform the detailed design of better user interfaces in mobile location based services. In this study, a context-aware adaptive model for mobile location based services interface is proposed, which contains three major sections: purpose, adjustment, and adaptation. Based on this model we try to describe the process of user operation and interface adaptation clearly through the dynamic interaction between users and the interface. Then we show how the model applies users' demands in a complicated environment and suggested the feasibility by the experimental results. PMID:26457077

  12. Cognitive Style Factors and Learning from Micro-Computer Based and Programmed Instructional Materials: A Preliminary Analysis.

    ERIC Educational Resources Information Center

    Canelos, James; And Others

    This study examined the effects of two cognitive styles--field dependents-independents and reflectivity-impulsivity--on learning from microcomputer-based instruction. In the first of three experimental designs, a programmed instruction text on the human heart was used which contained both visual and verbal information in an instructional display,…

  13. Usability Studies in Virtual and Traditional Computer Aided Design Environments for Fault Identification

    DTIC Science & Technology

    2017-08-08

    Usability Studies In Virtual And Traditional Computer Aided Design Environments For Fault Identification Dr. Syed Adeel Ahmed, Xavier University...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods

  14. TangibleCubes — Implementation of Tangible User Interfaces through the Usage of Microcontroller and Sensor Technology

    NASA Astrophysics Data System (ADS)

    Setscheny, Stephan

    The interaction between human beings and technology builds a central aspect in human life. The most common form of this human-technology interface is the graphical user interface which is controlled through the mouse and the keyboard. In consequence of continuous miniaturization and the increasing performance of microcontrollers and sensors for the detection of human interactions, developers receive new possibilities for realising innovative interfaces. As far as this movement is concerned, the relevance of computers in the common sense and graphical user interfaces is decreasing. Especially in the area of ubiquitous computing and the interaction through tangible user interfaces a highly impact of this technical evolution can be seen. Apart from this, tangible and experience able interaction offers users the possibility of an interactive and intuitive method for controlling technical objects. The implementation of microcontrollers for control functions and sensors enables the realisation of these experience able interfaces. Besides the theories about tangible user interfaces, the consideration about sensors and the Arduino platform builds a main aspect of this work.

  15. A model for the control mode man-computer interface dialogue

    NASA Technical Reports Server (NTRS)

    Chafin, R. L.

    1981-01-01

    A four stage model is presented for the control mode man-computer interface dialogue. It consists of context development, semantic development syntactic development, and command execution. Each stage is discussed in terms of the operator skill levels (naive, novice, competent, and expert) and pertinent human factors issues. These issues are human problem solving, human memory, and schemata. The execution stage is discussed in terms of the operators typing skills. This model provides an understanding of the human process in command mode activity for computer systems and a foundation for relating system characteristics to operator characteristics.

  16. Biosensor Technologies for Augmented Brain-Computer Interfaces in the Next Decades

    DTIC Science & Technology

    2012-05-13

    Research Triangle Park, NC 27709-2211 Augmented brain–computer interface (ABCI);biosensor; cognitive-state monitoring; electroencephalogram( EEG ); human...biosensor; cognitive-state monitoring; electroencephalogram ( EEG ); human brain imaging Manuscript received November 28, 2011; accepted December 20...magnetic reso- nance imaging (fMRI) [1], positron emission tomography (PET) [2], electroencephalograms ( EEGs ) and optical brain imaging techniques (i.e

  17. Webcam mouse using face and eye tracking in various illumination environments.

    PubMed

    Lin, Yuan-Pin; Chao, Yi-Ping; Lin, Chung-Chih; Chen, Jyh-Horng

    2005-01-01

    Nowadays, due to enhancement of computer performance and popular usage of webcam devices, it has become possible to acquire users' gestures for the human-computer-interface with PC via webcam. However, the effects of illumination variation would dramatically decrease the stability and accuracy of skin-based face tracking system; especially for a notebook or portable platform. In this study we present an effective illumination recognition technique, combining K-Nearest Neighbor classifier and adaptive skin model, to realize the real-time tracking system. We have demonstrated that the accuracy of face detection based on the KNN classifier is higher than 92% in various illumination environments. In real-time implementation, the system successfully tracks user face and eyes features at 15 fps under standard notebook platforms. Although KNN classifier only initiates five environments at preliminary stage, the system permits users to define and add their favorite environments to KNN for computer access. Eventually, based on this efficient tracking algorithm, we have developed a "Webcam Mouse" system to control the PC cursor using face and eye tracking. Preliminary studies in "point and click" style PC web games also shows promising applications in consumer electronic markets in the future.

  18. Human/Computer Interfacing in Educational Environments.

    ERIC Educational Resources Information Center

    Sarti, Luigi

    1992-01-01

    This discussion of educational applications of user interfaces covers the benefits of adopting database techniques in organizing multimedia materials; the evolution of user interface technology, including teletype interfaces, analogic overlay graphics, window interfaces, and adaptive systems; application design problems, including the…

  19. Introduction to human factors

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Winters, J.M.

    Some background is given on the field of human factors. The nature of problems with current human/computer interfaces is discussed, some costs are identified, ideal attributes of graceful system interfaces are outlined, and some reasons are indicated why it's not easy to fix the problems. (LEW)

  20. User Language Considerations in Military Human-Computer Interface Design

    DTIC Science & Technology

    1988-06-30

    InterfatceDe~sign (rinclassilied i. PEASO2NAL AUTHOR(S) 11rinil 3. Pond_ & VWilliamK. Cbruvn _______ Ia. TYPE OF REFORT Ib. TIME COVERED 14 DAt( OP...report details the soldtar lanquagoiculli-o ’s,.tves of poDzibIo releivance to US Military 01IOCliveneSS. 0&poCiatty in thosesV,tqIm& wtth cit:1c~l...IMPLICATIONS OF BILINGUALISM 7. Stress Effects 7 Significance for the US Military 9 BILINGUALISM AND THE HUMAN-COMPUTER INTERFACE 11 Computer-specific

  1. Concept of software interface for BCI systems

    NASA Astrophysics Data System (ADS)

    Svejda, Jaromir; Zak, Roman; Jasek, Roman

    2016-06-01

    Brain Computer Interface (BCI) technology is intended to control external system by brain activity. One of main part of such system is software interface, which carries about clear communication between brain and either computer or additional devices connected to computer. This paper is organized as follows. Firstly, current knowledge about human brain is briefly summarized to points out its complexity. Secondly, there is described a concept of BCI system, which is then used to build an architecture of proposed software interface. Finally, there are mentioned disadvantages of sensing technology discovered during sensing part of our research.

  2. NORTICA—a new code for cyclotron analysis

    NASA Astrophysics Data System (ADS)

    Gorelov, D.; Johnson, D.; Marti, F.

    2001-12-01

    The new package NORTICA (Numerical ORbit Tracking In Cyclotrons with Analysis) of computer codes for beam dynamics simulations is under development at NSCL. The package was started as a replacement for the code MONSTER [1] developed in the laboratory in the past. The new codes are capable of beam dynamics simulations in both CCF (Coupled Cyclotron Facility) accelerators, the K500 and K1200 superconducting cyclotrons. The general purpose of this package is assisting in setting and tuning the cyclotrons taking into account the main field and extraction channel imperfections. The computer platform for the package is Alpha Station with UNIX operating system and X-Windows graphic interface. A multiple programming language approach was used in order to combine the reliability of the numerical algorithms developed over the long period of time in the laboratory and the friendliness of modern style user interface. This paper describes the capability and features of the codes in the present state.

  3. Eye-movements and Voice as Interface Modalities to Computer Systems

    NASA Astrophysics Data System (ADS)

    Farid, Mohsen M.; Murtagh, Fionn D.

    2003-03-01

    We investigate the visual and vocal modalities of interaction with computer systems. We focus our attention on the integration of visual and vocal interface as possible replacement and/or additional modalities to enhance human-computer interaction. We present a new framework for employing eye gaze as a modality of interface. While voice commands, as means of interaction with computers, have been around for a number of years, integration of both the vocal interface and the visual interface, in terms of detecting user's eye movements through an eye-tracking device, is novel and promises to open the horizons for new applications where a hand-mouse interface provides little or no apparent support to the task to be accomplished. We present an array of applications to illustrate the new framework and eye-voice integration.

  4. 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…

  5. Computational Virtual Reality (VR) as a human-computer interface in the operation of telerobotic systems

    NASA Technical Reports Server (NTRS)

    Bejczy, Antal K.

    1995-01-01

    This presentation focuses on the application of computer graphics or 'virtual reality' (VR) techniques as a human-computer interface tool in the operation of telerobotic systems. VR techniques offer very valuable task realization aids for planning, previewing and predicting robotic actions, operator training, and for visual perception of non-visible events like contact forces in robotic tasks. The utility of computer graphics in telerobotic operation can be significantly enhanced by high-fidelity calibration of virtual reality images to actual TV camera images. This calibration will even permit the creation of artificial (synthetic) views of task scenes for which no TV camera views are available.

  6. Device Independent Layout and Style Editing Using Multi-Level Style Sheets

    NASA Astrophysics Data System (ADS)

    Dees, Walter

    This paper describes a layout and styling framework that is based on the multi-level style sheets approach. It shows some of the techniques that can be used to add layout and style information to a UI in a device-independent manner, and how to reuse the layout and style information to create user interfaces for different devices

  7. Knowledge-based critiquing of graphical user interfaces with CHIMES

    NASA Technical Reports Server (NTRS)

    Jiang, Jianping; Murphy, Elizabeth D.; Carter, Leslie E.; Truszkowski, Walter F.

    1994-01-01

    CHIMES is a critiquing tool that automates the process of checking graphical user interface (GUI) designs for compliance with human factors design guidelines and toolkit style guides. The current prototype identifies instances of non-compliance and presents problem statements, advice, and tips to the GUI designer. Changes requested by the designer are made automatically, and the revised GUI is re-evaluated. A case study conducted at NASA-Goddard showed that CHIMES has the potential for dramatically reducing the time formerly spent in hands-on consistency checking. Capabilities recently added to CHIMES include exception handling and rule building. CHIMES is intended for use prior to usability testing as a means, for example, of catching and correcting syntactic inconsistencies in a larger user interface.

  8. Web-Based Interactive Electronic Technical Manual (IETM) Common User Interface Style Guide, Version 2.0

    DTIC Science & Technology

    2003-07-01

    Technical Report WEB-BASED INTERACTIVE ELECTRONIC TECHNICAL MANUAL (IETM) COMMON USER INTERFACE STYLE GUIDE Version 2.0 – July 2003 by L. John Junod ...ACKNOWLEDGEMENTS The principal authors of this document were: John Junod – NSWC, Carderock Division, Phil Deuell – AMSEC LLC, Kathleen Moore

  9. The Attitudes of Field Dependence Learners for Learner Interface Design (LID) in e-Learning Instruction

    ERIC Educational Resources Information Center

    Sözcü, Ömer Faruk; Ipek, Ismail; Kinay, Hüseyin

    2016-01-01

    The purpose of the study is to explore relationships between learners' cognitive styles of field dependence and learner variables in the preference of learner Interface design, attitudes in e-Learning instruction and experience with e-Learning in distance education. Cognitive style has historically referred to a psychological dimension…

  10. An automatic eye detection and tracking technique for stereo video sequences

    NASA Astrophysics Data System (ADS)

    Paduru, Anirudh; Charalampidis, Dimitrios; Fouts, Brandon; Jovanovich, Kim

    2009-05-01

    Human-computer interfacing (HCI) describes a system or process with which two information processors, namely a human and a computer, attempt to exchange information. Computer-to-human (CtH) information transfer has been relatively effective through visual displays and sound devices. On the other hand, the human-tocomputer (HtC) interfacing avenue has yet to reach its full potential. For instance, the most common HtC communication means are the keyboard and mouse, which are already becoming a bottleneck in the effective transfer of information. The solution to the problem is the development of algorithms that allow the computer to understand human intentions based on their facial expressions, head motion patterns, and speech. In this work, we are investigating the feasibility of a stereo system to effectively determine the head position, including the head rotation angles, based on the detection of eye pupils.

  11. Measurement of cognitive performance in computer programming concept acquisition: interactive effects of visual metaphors and the cognitive style construct.

    PubMed

    McKay, E

    2000-01-01

    An innovative research program was devised to investigate the interactive effect of instructional strategies enhanced with text-plus-textual metaphors or text-plus-graphical metaphors, and cognitive style on the acquisition of programming concepts. The Cognitive Styles Analysis (CSA) program (Riding,1991) was used to establish the participants' cognitive style. The QUEST Interactive Test Analysis System (Adams and Khoo,1996) provided the cognitive performance measuring tool, which ensured an absence of error measurement in the programming knowledge testing instruments. Therefore, reliability of the instrumentation was assured through the calibration techniques utilized by the QUEST estimate; providing predictability of the research design. A means analysis of the QUEST data, using the Cohen (1977) approach to size effect and statistical power further quantified the significance of the findings. The experimental methodology adopted for this research links the disciplines of instructional science, cognitive psychology, and objective measurement to provide reliable mechanisms for beneficial use in the evaluation of cognitive performance by the education, training and development sectors. Furthermore, the research outcomes will be of interest to educators, cognitive psychologists, communications engineers, and computer scientists specializing in computer-human interactions.

  12. 3D force/torque characterization of emergency cricothyroidotomy procedure using an instrumented scalpel.

    PubMed

    Ryason, Adam; Sankaranarayanan, Ganesh; Butler, Kathryn L; DeMoya, Marc; De, Suvranu

    2016-08-01

    Emergency Cricothyroidotomy (CCT) is a surgical procedure performed to secure a patient's airway. This high-stakes, but seldom-performed procedure is an ideal candidate for a virtual reality simulator to enhance physician training. For the first time, this study characterizes the force/torque characteristics of the cricothyroidotomy procedure, to guide development of a virtual reality CCT simulator for use in medical training. We analyze the upper force and torque thresholds experienced at the human-scalpel interface. We then group individual surgical cuts based on style of cut and cut medium and perform a regression analysis to create two models that allow us to predict the style of cut performed and the cut medium.

  13. A novel device for head gesture measurement system in combination with eye-controlled human machine interface

    NASA Astrophysics Data System (ADS)

    Lin, Chern-Sheng; Ho, Chien-Wa; Chang, Kai-Chieh; Hung, San-Shan; Shei, Hung-Jung; Yeh, Mau-Shiun

    2006-06-01

    This study describes the design and combination of an eye-controlled and a head-controlled human-machine interface system. This system is a highly effective human-machine interface, detecting head movement by changing positions and numbers of light sources on the head. When the users utilize the head-mounted display to browse a computer screen, the system will catch the images of the user's eyes with CCD cameras, which can also measure the angle and position of the light sources. In the eye-tracking system, the program in the computer will locate each center point of the pupils in the images, and record the information on moving traces and pupil diameters. In the head gesture measurement system, the user wears a double-source eyeglass frame, so the system catches images of the user's head by using a CCD camera in front of the user. The computer program will locate the center point of the head, transferring it to the screen coordinates, and then the user can control the cursor by head motions. We combine the eye-controlled and head-controlled human-machine interface system for the virtual reality applications.

  14. 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.

  15. Design of an efficient framework for fast prototyping of customized human-computer interfaces and virtual environments for rehabilitation.

    PubMed

    Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe

    2013-06-01

    Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.

  16. 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.

  17. Visual design for the user interface, Part 1: Design fundamentals.

    PubMed

    Lynch, P J

    1994-01-01

    Digital audiovisual media and computer-based documents will be the dominant forms of professional communication in both clinical medicine and the biomedical sciences. The design of highly interactive multimedia systems will shortly become a major activity for biocommunications professionals. The problems of human-computer interface design are intimately linked with graphic design for multimedia presentations and on-line document systems. This article outlines the history of graphic interface design and the theories that have influenced the development of today's major graphic user interfaces.

  18. Modeling User Behavior in Computer Learning Tasks.

    ERIC Educational Resources Information Center

    Mantei, Marilyn M.

    Model building techniques from Artifical Intelligence and Information-Processing Psychology are applied to human-computer interface tasks to evaluate existing interfaces and suggest new and better ones. The model is in the form of an augmented transition network (ATN) grammar which is built by applying grammar induction heuristics on a sequential…

  19. Software systems for modeling articulated figures

    NASA Technical Reports Server (NTRS)

    Phillips, Cary B.

    1989-01-01

    Research in computer animation and simulation of human task performance requires sophisticated geometric modeling and user interface tools. The software for a research environment should present the programmer with a powerful but flexible substrate of facilities for displaying and manipulating geometric objects, yet insure that future tools have a consistent and friendly user interface. Jack is a system which provides a flexible and extensible programmer and user interface for displaying and manipulating complex geometric figures, particularly human figures in a 3D working environment. It is a basic software framework for high-performance Silicon Graphics IRIS workstations for modeling and manipulating geometric objects in a general but powerful way. It provides a consistent and user-friendly interface across various applications in computer animation and simulation of human task performance. Currently, Jack provides input and control for applications including lighting specification and image rendering, anthropometric modeling, figure positioning, inverse kinematics, dynamic simulation, and keyframe animation.

  20. Hands in space: gesture interaction with augmented-reality interfaces.

    PubMed

    Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai

    2014-01-01

    Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.

  1. Ocular attention-sensing interface system

    NASA Technical Reports Server (NTRS)

    Zaklad, Allen; Glenn, Floyd A., III; Iavecchia, Helene P.; Stokes, James M.

    1986-01-01

    The purpose of the research was to develop an innovative human-computer interface based on eye movement and voice control. By eliminating a manual interface (keyboard, joystick, etc.), OASIS provides a control mechanism that is natural, efficient, accurate, and low in workload.

  2. Independent Verification and Validation of Complex User Interfaces: A Human Factors Approach

    NASA Technical Reports Server (NTRS)

    Whitmore, Mihriban; Berman, Andrea; Chmielewski, Cynthia

    1996-01-01

    The Usability Testing and Analysis Facility (UTAF) at the NASA Johnson Space Center has identified and evaluated a potential automated software interface inspection tool capable of assessing the degree to which space-related critical and high-risk software system user interfaces meet objective human factors standards across each NASA program and project. Testing consisted of two distinct phases. Phase 1 compared analysis times and similarity of results for the automated tool and for human-computer interface (HCI) experts. In Phase 2, HCI experts critiqued the prototype tool's user interface. Based on this evaluation, it appears that a more fully developed version of the tool will be a promising complement to a human factors-oriented independent verification and validation (IV&V) process.

  3. A Research Roadmap for Computation-Based Human Reliability Analysis

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boring, Ronald; Mandelli, Diego; Joe, Jeffrey

    2015-08-01

    The United States (U.S.) Department of Energy (DOE) is sponsoring research through the Light Water Reactor Sustainability (LWRS) program to extend the life of the currently operating fleet of commercial nuclear power plants. The Risk Informed Safety Margin Characterization (RISMC) research pathway within LWRS looks at ways to maintain and improve the safety margins of these plants. The RISMC pathway includes significant developments in the area of thermalhydraulics code modeling and the development of tools to facilitate dynamic probabilistic risk assessment (PRA). PRA is primarily concerned with the risk of hardware systems at the plant; yet, hardware reliability is oftenmore » secondary in overall risk significance to human errors that can trigger or compound undesirable events at the plant. This report highlights ongoing efforts to develop a computation-based approach to human reliability analysis (HRA). This computation-based approach differs from existing static and dynamic HRA approaches in that it: (i) interfaces with a dynamic computation engine that includes a full scope plant model, and (ii) interfaces with a PRA software toolset. The computation-based HRA approach presented in this report is called the Human Unimodels for Nuclear Technology to Enhance Reliability (HUNTER) and incorporates in a hybrid fashion elements of existing HRA methods to interface with new computational tools developed under the RISMC pathway. The goal of this research effort is to model human performance more accurately than existing approaches, thereby minimizing modeling uncertainty found in current plant risk models.« less

  4. Designing the Instructional Interface.

    ERIC Educational Resources Information Center

    Lohr, L. L.

    2000-01-01

    Designing the instructional interface is a challenging endeavor requiring knowledge and skills in instructional and visual design, psychology, human-factors, ergonomic research, computer science, and editorial design. This paper describes the instructional interface, the challenges of its development, and an instructional systems approach to its…

  5. [The current state of the brain-computer interface problem].

    PubMed

    Shurkhay, V A; Aleksandrova, E V; Potapov, A A; Goryainov, S A

    2015-01-01

    It was only 40 years ago that the first PC appeared. Over this period, rather short in historical terms, we have witnessed the revolutionary changes in lives of individuals and the entire society. Computer technologies are tightly connected with any field, either directly or indirectly. We can currently claim that computers are manifold superior to a human mind in terms of a number of parameters; however, machines lack the key feature: they are incapable of independent thinking (like a human). However, the key to successful development of humankind is collaboration between the brain and the computer rather than competition. Such collaboration when a computer broadens, supplements, or replaces some brain functions is known as the brain-computer interface. Our review focuses on real-life implementation of this collaboration.

  6. Ten Design Points for the Human Interface to Instructional Multimedia.

    ERIC Educational Resources Information Center

    McFarland, Ronald D.

    1995-01-01

    Ten ways to design an effective Human-Computer Interface are explained. Highlights include material delivery that relates to user knowledge; appropriate screen presentations; attention value versus learning and recall; the relationship of packaging and message; the effectiveness of visuals and text; the use of color to enhance communication; the…

  7. MARTI: man-machine animation real-time interface

    NASA Astrophysics Data System (ADS)

    Jones, Christian M.; Dlay, Satnam S.

    1997-05-01

    The research introduces MARTI (man-machine animation real-time interface) for the realization of natural human-machine interfacing. The system uses simple vocal sound-tracks of human speakers to provide lip synchronization of computer graphical facial models. We present novel research in a number of engineering disciplines, which include speech recognition, facial modeling, and computer animation. This interdisciplinary research utilizes the latest, hybrid connectionist/hidden Markov model, speech recognition system to provide very accurate phone recognition and timing for speaker independent continuous speech, and expands on knowledge from the animation industry in the development of accurate facial models and automated animation. The research has many real-world applications which include the provision of a highly accurate and 'natural' man-machine interface to assist user interactions with computer systems and communication with one other using human idiosyncrasies; a complete special effects and animation toolbox providing automatic lip synchronization without the normal constraints of head-sets, joysticks, and skilled animators; compression of video data to well below standard telecommunication channel bandwidth for video communications and multi-media systems; assisting speech training and aids for the handicapped; and facilitating player interaction for 'video gaming' and 'virtual worlds.' MARTI has introduced a new level of realism to man-machine interfacing and special effect animation which has been previously unseen.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. CDROM User Interface Evaluation: The Appropriateness of GUIs.

    ERIC Educational Resources Information Center

    Bosch, Victoria Manglano; Hancock-Beaulieu, Micheline

    1995-01-01

    Assesses the appropriateness of GUIs (graphical user interfaces), more specifically Windows-based interfaces for CD-ROM. An evaluation model is described that was developed to carry out an expert evaluation of the interfaces of seven CD-ROM products. Results are discussed in light of HCI (human-computer interaction) usability criteria and design…

  13. Design by Dragging: An Interface for Creative Forward and Inverse Design with Simulation Ensembles

    PubMed Central

    Coffey, Dane; Lin, Chi-Lun; Erdman, Arthur G.; Keefe, Daniel F.

    2014-01-01

    We present an interface for exploring large design spaces as encountered in simulation-based engineering, design of visual effects, and other tasks that require tuning parameters of computationally-intensive simulations and visually evaluating results. The goal is to enable a style of design with simulations that feels as-direct-as-possible so users can concentrate on creative design tasks. The approach integrates forward design via direct manipulation of simulation inputs (e.g., geometric properties, applied forces) in the same visual space with inverse design via “tugging” and reshaping simulation outputs (e.g., scalar fields from finite element analysis (FEA) or computational fluid dynamics (CFD)). The interface includes algorithms for interpreting the intent of users’ drag operations relative to parameterized models, morphing arbitrary scalar fields output from FEA and CFD simulations, and in-place interactive ensemble visualization. The inverse design strategy can be extended to use multi-touch input in combination with an as-rigid-as-possible shape manipulation to support rich visual queries. The potential of this new design approach is confirmed via two applications: medical device engineering of a vacuum-assisted biopsy device and visual effects design using a physically based flame simulation. PMID:24051845

  14. Computer-Based Tools for Evaluating Graphical User Interfaces

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.

    1997-01-01

    The user interface is the component of a software system that connects two very complex system: humans and computers. Each of these two systems impose certain requirements on the final product. The user is the judge of the usability and utility of the system; the computer software and hardware are the tools with which the interface is constructed. Mistakes are sometimes made in designing and developing user interfaces because the designers and developers have limited knowledge about human performance (e.g., problem solving, decision making, planning, and reasoning). Even those trained in user interface design make mistakes because they are unable to address all of the known requirements and constraints on design. Evaluation of the user inter-face is therefore a critical phase of the user interface development process. Evaluation should not be considered the final phase of design; but it should be part of an iterative design cycle with the output of evaluation being feed back into design. The goal of this research was to develop a set of computer-based tools for objectively evaluating graphical user interfaces. The research was organized into three phases. The first phase resulted in the development of an embedded evaluation tool which evaluates the usability of a graphical user interface based on a user's performance. An expert system to assist in the design and evaluation of user interfaces based upon rules and guidelines was developed during the second phase. During the final phase of the research an automatic layout tool to be used in the initial design of graphical inter- faces was developed. The research was coordinated with NASA Marshall Space Flight Center's Mission Operations Laboratory's efforts in developing onboard payload display specifications for the Space Station.

  15. Brain Computer Interfaces for Enhanced Interaction with Mobile Robot Agents

    DTIC Science & Technology

    2016-07-27

    synergistic and complementary way. This project focused on acquiring a mobile robotic agent platform that can be used to explore these interfaces...providing a test environment where the human control of a robot agent can be experimentally validated in 1. REPORT DATE (DD-MM-YYYY) 4. TITLE AND...Distribution Unlimited UU UU UU UU 27-07-2016 17-Sep-2013 16-Sep-2014 Final Report: Brain Computer Interfaces for Enhanced Interactions with Mobile Robot

  16. A human factors approach to range scheduling for satellite control

    NASA Technical Reports Server (NTRS)

    Wright, Cameron H. G.; Aitken, Donald J.

    1991-01-01

    Range scheduling for satellite control presents a classical problem: supervisory control of a large-scale dynamic system, with unwieldy amounts of interrelated data used as inputs to the decision process. Increased automation of the task, with the appropriate human-computer interface, is highly desirable. The development and user evaluation of a semi-automated network range scheduling system is described. The system incorporates a synergistic human-computer interface consisting of a large screen color display, voice input/output, a 'sonic pen' pointing device, a touchscreen color CRT, and a standard keyboard. From a human factors standpoint, this development represents the first major improvement in almost 30 years to the satellite control network scheduling task.

  17. Human Factors in the Design of a Computer-Assisted Instruction System. Technical Progress Report.

    ERIC Educational Resources Information Center

    Mudge, J. C.

    A research project built an author-controlled computer-assisted instruction (CAI) system to study ease-of-use factors in student-system, author-system, and programer-system interfaces. Interfaces were designed and observed in use and systematically revised. Development of course material by authors, use by students, and administrative tasks were…

  18. Focus Your Young Visitors: Kids Innovation--Fundamental Changes in Digital Edutainment.

    ERIC Educational Resources Information Center

    Sauer, Sebastian; Gobel, Stefan

    With regard to the acceptance of human-computer interfaces, immersion represents one of the most important methods for attracting young visitors into museum exhibitions. Exciting and diversely presented content as well as intuitive, natural and human-like interfaces are indispensable to bind users to an interactive system with real and digital…

  19. Spacecraft crew procedures from paper to computers

    NASA Technical Reports Server (NTRS)

    Oneal, Michael; Manahan, Meera

    1991-01-01

    Described here is a research project that uses human factors and computer systems knowledge to explore and help guide the design and creation of an effective Human-Computer Interface (HCI) for spacecraft crew procedures. By having a computer system behind the user interface, it is possible to have increased procedure automation, related system monitoring, and personalized annotation and help facilities. The research project includes the development of computer-based procedure system HCI prototypes and a testbed for experiments that measure the effectiveness of HCI alternatives in order to make design recommendations. The testbed will include a system for procedure authoring, editing, training, and execution. Progress on developing HCI prototypes for a middeck experiment performed on Space Shuttle Mission STS-34 and for upcoming medical experiments are discussed. The status of the experimental testbed is also discussed.

  20. Human Machine Interfaces for Teleoperators and Virtual Environments Conference

    NASA Technical Reports Server (NTRS)

    1990-01-01

    In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.

  1. User interface issues in supporting human-computer integrated scheduling

    NASA Technical Reports Server (NTRS)

    Cooper, Lynne P.; Biefeld, Eric W.

    1991-01-01

    The topics are presented in view graph form and include the following: characteristics of Operations Mission Planner (OMP) schedule domain; OMP architecture; definition of a schedule; user interface dimensions; functional distribution; types of users; interpreting user interaction; dynamic overlays; reactive scheduling; and transitioning the interface.

  2. Renaissance of the Web

    NASA Astrophysics Data System (ADS)

    McCarty, M.

    2009-09-01

    The renaissance of the web has driven development of many new technologies that have forever changed the way we write software. The resulting tools have been applied to both solve problems and creat new ones in a wide range of domains ranging from monitor and control user interfaces to information distribution. This discussion covers which of and how these technologies are being used in the astronomical computing community. Topics include JavaScript, Cascading Style Sheets, HTML, XML, JSON, RSS, iCalendar, Java, PHP, Python, Ruby on Rails, database technologies, and web frameworks/design patterns.

  3. Guidance for human interface with artificial intelligence systems

    NASA Technical Reports Server (NTRS)

    Potter, Scott S.; Woods, David D.

    1991-01-01

    The beginning of a research effort to collect and integrate existing research findings about how to combine computer power and people is discussed, including problems and pitfalls as well as desirable features. The goal of the research is to develop guidance for the design of human interfaces with intelligent systems. Fault management tasks in NASA domains are the focus of the investigation. Research is being conducted to support the development of guidance for designers that will enable them to make human interface considerations into account during the creation of intelligent systems.

  4. Human-machine interface for a VR-based medical imaging environment

    NASA Astrophysics Data System (ADS)

    Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans

    1997-05-01

    Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.

  5. 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,…

  6. User Centered System Design: Papers for the CHI '83 Conference on Human Factors in Computer Systems.

    ERIC Educational Resources Information Center

    California Univ., San Diego. Center for Human Information Processing.

    Four papers from the University of California at San Diego (UCSD) Project on Human-Computer Interfaces are presented in this report. "Evaluation and Analysis of User's Activity Organization," by Liam Bannon, Allen Cypher, Steven Greenspan, and Melissa Monty, analyzes the activities performed by users of computer systems, develops a…

  7. 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.

  8. Quadcopter control in three-dimensional space using a noninvasive motor imagery based brain-computer interface

    PubMed Central

    LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin

    2013-01-01

    Objective At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional physical space using noninvasive scalp EEG in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that operation of a real world device has on subjects’ control with comparison to a two-dimensional virtual cursor task. Approach Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a three-dimensional physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m/s. Significance Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user’s ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in the three-dimensional physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG based BCI systems to accomplish complex control in three-dimensional physical space. The present study may serve as a framework for the investigation of multidimensional non-invasive brain-computer interface control in a physical environment using telepresence robotics. PMID:23735712

  9. Human factors in the presentation of computer-generated information - Aspects of design and application in automated flight traffic

    NASA Technical Reports Server (NTRS)

    Roske-Hofstrand, Renate J.

    1990-01-01

    The man-machine interface and its influence on the characteristics of computer displays in automated air traffic is discussed. The graphical presentation of spatial relationships and the problems it poses for air traffic control, and the solution of such problems are addressed. Psychological factors involved in the man-machine interface are stressed.

  10. Clinician style and examination room computers: a video ethnography.

    PubMed

    Ventres, William; Kooienga, Sarah; Marlin, Ryan; Vuckovic, Nancy; Stewart, Valerie

    2005-04-01

    The use of computers in medical examination rooms is growing. Advocates of this technology suggest that all family physicians should have and use examination room computers (ERCs) within the near future. This study explored how family physicians incorporate the use of ERCs in their interactions with patients. This qualitative study involved five family physicians, one family nurse practitioner, and a convenience sample of 29 patients. Data included videotaped visits, clinician interviews, and videotape reviews. The setting was an urban family practice with a 7-year history of viewing electronic medical records. The main outcome measures were themes emergent from videotaped data. We identified three distinct practice styles that shaped the use of the ERC: informational, interpersonal, and managerial styles. Clinicians with an informational style are guided by their attention to gathering data as prompted by the computer screen. Clinicians with an interpersonal style focus their attention and body language on patients. Clinicians with a managerial style bridge informational and interpersonal styles by alternating their attention in defined intervals between patients and the computer. Family physicians have varying practice styles that affect the way they use examination room computers during visits with patients.

  11. Impacts of mothers' occupation status and parenting styles on levels of self-control, addiction to computer games, and educational progress of adolescents.

    PubMed

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers' occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach's alpha coefficient and route analysis (in LISREL). We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers' occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to have more supervision and control on the degree and type of computer games selected by their children.

  12. Impacts of Mothers’ Occupation Status and Parenting Styles on Levels of Self-Control, Addiction to Computer Games, and Educational Progress of Adolescents

    PubMed Central

    Abedini, Yasamin; Zamani, Bibi Eshrat; Kheradmand, Ali; Rajabizadeh, Ghodratollah

    2012-01-01

    Background Addiction to computer (video) games in adolescents and its relationship with educational progress has recently attracted the attention of rearing and education experts as well as organizations and institutes involved in physical and mental health. The current research attempted to propose a structural model of the relationships between parenting styles, mothers’ occupation status, and addiction to computer games, self-control, and educational progress of secondary school students. Methods Using multistage cluster random sampling, 500 female and male secondary school students in Kerman (Iran) were selected and studied. The research tools included self-control, parenting styles, and addiction to computer games questionnaires and a self-made questionnaire containing demographic details. The data was analyzed using exploratory factor analysis, Cronbach’s alpha coefficient and route analysis (in LISREL). Findings We found self-control to have a linking role in the relationship between four parenting styles and educational progress. Mothers’ occupation status was directly and significantly correlated with addiction to computer games. Although four parenting styles directly and significantly affected addiction to computer games, the findings did not support the linking role of addiction to computer games in the relationship between four parenting styles and educational progress. Conclusion In agreement with previous studies, the current research reflected the impact of four parenting styles on self-control, addiction to computer games, and educational progress of students. Among the parenting styles, authoritative style can affect the severity of addiction to computer games through self-control development. It can thus indirectly influence the educational progress of students. Parents are recommended to use authoritative parenting style to help both self-management and psychological health of their children. The employed mothers are also recommended to have more supervision and control on the degree and type of computer games selected by their children. PMID:24494143

  13. Human factors with nonhumans - Factors that affect computer-task performance

    NASA Technical Reports Server (NTRS)

    Washburn, David A.

    1992-01-01

    There are two general strategies that may be employed for 'doing human factors research with nonhuman animals'. First, one may use the methods of traditional human factors investigations to examine the nonhuman animal-to-machine interface. Alternatively, one might use performance by nonhuman animals as a surrogate for or model of performance by a human operator. Each of these approaches is illustrated with data in the present review. Chronic ambient noise was found to have a significant but inconsequential effect on computer-task performance by rhesus monkeys (Macaca mulatta). Additional data supported the generality of findings such as these to humans, showing that rhesus monkeys are appropriate models of human psychomotor performance. It is argued that ultimately the interface between comparative psychology and technology will depend on the coordinated use of both strategies of investigation.

  14. Human Factors Considerations in System Design

    NASA Technical Reports Server (NTRS)

    Mitchell, C. M. (Editor); Vanbalen, P. M. (Editor); Moe, K. L. (Editor)

    1983-01-01

    Human factors considerations in systems design was examined. Human factors in automated command and control, in the efficiency of the human computer interface and system effectiveness are outlined. The following topics are discussed: human factors aspects of control room design; design of interactive systems; human computer dialogue, interaction tasks and techniques; guidelines on ergonomic aspects of control rooms and highly automated environments; system engineering for control by humans; conceptual models of information processing; information display and interaction in real time environments.

  15. A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.

    PubMed

    Yu, Jun; Wang, Zeng-Fu

    2015-05-01

    A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.

  16. Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

    NASA Technical Reports Server (NTRS)

    Adams, Richard J.; Olowin, Aaron; Krepkovich, Eileen; Hannaford, Blake; Lindsay, Jack I. C.; Homer, Peter; Patrie, James T.; Sands, O. Scott

    2013-01-01

    The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants' mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99% in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text "chat" communications, manipulation of procedures/checklists, cataloguing/annotating images, scientific note taking, human-robot interaction, and control of suit and/or other EVA systems.

  17. Glove-Enabled Computer Operations (GECO): Design and Testing of an Extravehicular Activity Glove Adapted for Human-Computer Interface

    NASA Technical Reports Server (NTRS)

    Adams, Richard J.; Olowin, Aaron; Krepkovich, Eileen; Hannaford, Blake; Lindsay, Jack I. C.; Homer, Peter; Patrie, James T.; Sands, O. Scott

    2013-01-01

    The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99 in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text chat communications, manipulation of procedureschecklists, cataloguingannotating images, scientific note taking, human-robot interaction, and control of suit andor other EVA systems.

  18. Designing Interactions for Learning: Physicality, Interactivity, and Interface Effects in Digital Environments

    ERIC Educational Resources Information Center

    Hoffman, Daniel L.

    2013-01-01

    The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…

  19. Fusion interfaces for tactical environments: An application of virtual reality technology

    NASA Technical Reports Server (NTRS)

    Haas, Michael W.

    1994-01-01

    The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.

  20. The Application of Learning Styles to Computer Assisted Instruction in Nursing Education

    DTIC Science & Technology

    1991-01-01

    nursing profession is to integrate computer technology into the learning process at all levels of nursing education . In order to successfully accomplish... learning styles. * Computer technology needs to be integrated into nursing education , research and practice. * * An evaluation tool needs to be...Computer-assisted video instruction Learning Styles and CAI 71 References Aiken, E. (1990). Continuing nursing education in computer technology : A regional

  1. 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

  2. A haptic interface for virtual simulation of endoscopic surgery.

    PubMed

    Rosenberg, L B; Stredney, D

    1996-01-01

    Virtual reality can be described as a convincingly realistic and naturally interactive simulation in which the user is given a first person illusion of being immersed within a computer generated environment While virtual reality systems offer great potential to reduce the cost and increase the quality of medical training, many technical challenges must be overcome before such simulation platforms offer effective alternatives to more traditional training means. A primary challenge in developing effective virtual reality systems is designing the human interface hardware which allows rich sensory information to be presented to users in natural ways. When simulating a given manual procedure, task specific human interface requirements dictate task specific human interface hardware. The following paper explores the design of human interface hardware that satisfies the task specific requirements of virtual reality simulation of Endoscopic surgical procedures. Design parameters were derived through direct cadaver studies and interviews with surgeons. Final hardware design is presented.

  3. Human factors dimensions in the evolution of increasingly automated control rooms for near-earth satellites

    NASA Technical Reports Server (NTRS)

    Mitchell, C. M.

    1982-01-01

    The NASA-Goddard Space Flight Center is responsible for the control and ground support for all of NASA's unmanned near-earth satellites. Traditionally, each satellite had its own dedicated mission operations room. In the mid-seventies, an integration of some of these dedicated facilities was begun with the primary objective to reduce costs. In this connection, the Multi-Satellite Operations Control Center (MSOCC) was designed. MSOCC represents currently a labor intensive operation. Recently, Goddard has become increasingly aware of human factors and human-machine interface issues. A summary is provided of some of the attempts to apply human factors considerations in the design of command and control environments. Current and future activities with respect to human factors and systems design are discussed, giving attention to the allocation of tasks between human and computer, and the interface for the human-computer dialogue.

  4. Effects of Human Factors in Engineering and Design for Teaching Mathematics: A Comparison Study of Online and Face-to-Face at a Technical College

    ERIC Educational Resources Information Center

    Mativo, John M.; Hill, Roger B.; Godfrey, Paul W.

    2013-01-01

    The focus of this study was to examine four characteristics for successful and unsuccessful students enrolled in basic mathematics courses at a technical college. The characteristics, considered to be in part effects of human factors in engineering and design, examined the preferred learning styles, computer information systems competency,…

  5. Pilot-Vehicle Interface

    DTIC Science & Technology

    1993-11-01

    way is to develop a crude but working model of an entire system. The other is by developing a realistic model of the user interface , leaving out most...devices or by incorporating software for a more user -friendly interface . Automation introduces the possibility of making data entry errors. Multimode...across various human- computer interfaces . 127 a Memory: Minimize the amount of information that the user must maintain in short-term memory

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

    DTIC Science & Technology

    2011-06-01

    that allows data to be moved between different computing systems and displays. Figure 4- G-Speak gesture interaction (Oblong, 2011) 5.2 Multitouch ... Multitouch refers to a touchscreen interaction technique in which multiple simultaneous touchpoints and movements can be detected and used to...much of the style of interaction (such as rotate, pinch, zoom and flick movements) found in multitouch devices but can typically recognize more than

  7. Perception and Haptic Rendering of Friction Moments.

    PubMed

    Kawasaki, H; Ohtuka, Y; Koide, S; Mouri, T

    2011-01-01

    This paper considers moments due to friction forces on the human fingertip. A computational technique called the friction moment arc method is presented. The method computes the static and/or dynamic friction moment independent of a friction force calculation. In addition, a new finger holder to display friction moment is presented. This device incorporates a small brushless motor and disk, and connects the human's finger to an interface finger of the five-fingered haptic interface robot HIRO II. Subjects' perception of friction moment while wearing the finger holder, as well as perceptions during object manipulation in a virtual reality environment, were evaluated experimentally.

  8. Investigation of the applicability of a functional programming model to fault-tolerant parallel processing for knowledge-based systems

    NASA Technical Reports Server (NTRS)

    Harper, Richard

    1989-01-01

    In a fault-tolerant parallel computer, a functional programming model can facilitate distributed checkpointing, error recovery, load balancing, and graceful degradation. Such a model has been implemented on the Draper Fault-Tolerant Parallel Processor (FTPP). When used in conjunction with the FTPP's fault detection and masking capabilities, this implementation results in a graceful degradation of system performance after faults. Three graceful degradation algorithms have been implemented and are presented. A user interface has been implemented which requires minimal cognitive overhead by the application programmer, masking such complexities as the system's redundancy, distributed nature, variable complement of processing resources, load balancing, fault occurrence and recovery. This user interface is described and its use demonstrated. The applicability of the functional programming style to the Activation Framework, a paradigm for intelligent systems, is then briefly described.

  9. Understanding Teachers' Routines to Inform Classroom Technology Design

    ERIC Educational Resources Information Center

    An, Pengcheng; Bakker, Saskia; Eggen, Berry

    2017-01-01

    Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…

  10. Novel 3-D Computer Model Can Help Predict Pathogens’ Roles in Cancer | Poster

    Cancer.gov

    To understand how bacterial and viral infections contribute to human cancers, four NCI at Frederick scientists turned not to the lab bench, but to a computer. The team has created the world’s first—and currently, only—3-D computational approach for studying interactions between pathogen proteins and human proteins based on a molecular adaptation known as interface mimicry.

  11. NAS infrastructure management system build 1.5 computer-human interface

    DOT National Transportation Integrated Search

    2001-01-01

    Human factors engineers from the National Airspace System (NAS) Human Factors Branch (ACT-530) of the Federal Aviation Administration William J. Hughes Technical Center conducted an evaluation of the NAS Infrastructure Management System (NIMS) Build ...

  12. Ethics in published brain-computer interface research

    NASA Astrophysics Data System (ADS)

    Specker Sullivan, L.; Illes, J.

    2018-02-01

    Objective. Sophisticated signal processing has opened the doors to more research with human subjects than ever before. The increase in the use of human subjects in research comes with a need for increased human subjects protections. Approach. We quantified the presence or absence of ethics language in published reports of brain-computer interface (BCI) studies that involved human subjects and qualitatively characterized ethics statements. Main results. Reports of BCI studies with human subjects that are published in neural engineering and engineering journals are anchored in the rationale of technological improvement. Ethics language is markedly absent, omitted from 31% of studies published in neural engineering journals and 59% of studies in biomedical engineering journals. Significance. As the integration of technological tools with the capacities of the mind deepens, explicit attention to ethical issues will ensure that broad human benefit is embraced and not eclipsed by technological exclusiveness.

  13. Neuron array with plastic synapses and programmable dendrites.

    PubMed

    Ramakrishnan, Shubha; Wunderlich, Richard; Hasler, Jennifer; George, Suma

    2013-10-01

    We describe a novel neuromorphic chip architecture that models neurons for efficient computation. Traditional architectures of neuron array chips consist of large scale systems that are interfaced with AER for implementing intra- or inter-chip connectivity. We present a chip that uses AER for inter-chip communication but uses fast, reconfigurable FPGA-style routing with local memory for intra-chip connectivity. We model neurons with biologically realistic channel models, synapses and dendrites. This chip is suitable for small-scale network simulations and can also be used for sequence detection, utilizing directional selectivity properties of dendrites, ultimately for use in word recognition.

  14. Experiments on Interfaces To Support Query Expansion.

    ERIC Educational Resources Information Center

    Beaulieu, M.

    1997-01-01

    Focuses on the user and human-computer interaction aspects of the research based on the Okapi text retrieval system. Three experiments implementing different approaches to query expansion are described, including the use of graphical user interfaces with different windowing techniques. (Author/LRW)

  15. The Relative Effectiveness of Human Tutoring, Intelligent Tutoring Systems, and Other Tutoring Systems

    ERIC Educational Resources Information Center

    VanLehn, Kurt

    2011-01-01

    This article is a review of experiments comparing the effectiveness of human tutoring, computer tutoring, and no tutoring. "No tutoring" refers to instruction that teaches the same content without tutoring. The computer tutoring systems were divided by their granularity of the user interface interaction into answer-based, step-based, and…

  16. Overview Electrotactile Feedback for Enhancing Human Computer Interface

    NASA Astrophysics Data System (ADS)

    Pamungkas, Daniel S.; Caesarendra, Wahyu

    2018-04-01

    To achieve effective interaction between a human and a computing device or machine, adequate feedback from the computing device or machine is required. Recently, haptic feedback is increasingly being utilised to improve the interactivity of the Human Computer Interface (HCI). Most existing haptic feedback enhancements aim at producing forces or vibrations to enrich the user’s interactive experience. However, these force and/or vibration actuated haptic feedback systems can be bulky and uncomfortable to wear and only capable of delivering a limited amount of information to the user which can limit both their effectiveness and the applications they can be applied to. To address this deficiency, electrotactile feedback is used. This involves delivering haptic sensations to the user by electrically stimulating nerves in the skin via electrodes placed on the surface of the skin. This paper presents a review and explores the capability of electrotactile feedback for HCI applications. In addition, a description of the sensory receptors within the skin for sensing tactile stimulus and electric currents alsoseveral factors which influenced electric signal to transmit to the brain via human skinare explained.

  17. DEVELOPMENTAL NEUROTOX ASSAY USING SCALABLE NEURONS AND ASTROCYTES IN HIGH-CONTENT IMAGING - PHASE I

    EPA Science Inventory

    The objective of this proposed project and the EPA Computational Toxicology program’s goals are aligned in assessing chemicals for potential risk to human health and the environment through ...

  18. Human-computer interface for the study of information fusion concepts in situation analysis and command decision support systems

    NASA Astrophysics Data System (ADS)

    Roy, Jean; Breton, Richard; Paradis, Stephane

    2001-08-01

    Situation Awareness (SAW) is essential for commanders to conduct decision-making (DM) activities. Situation Analysis (SA) is defined as a process, the examination of a situation, its elements, and their relations, to provide and maintain a product, i.e., a state of SAW for the decision maker. Operational trends in warfare put the situation analysis process under pressure. This emphasizes the need for a real-time computer-based Situation analysis Support System (SASS) to aid commanders in achieving the appropriate situation awareness, thereby supporting their response to actual or anticipated threats. Data fusion is clearly a key enabler for SA and a SASS. Since data fusion is used for SA in support of dynamic human decision-making, the exploration of the SA concepts and the design of data fusion techniques must take into account human factor aspects in order to ensure a cognitive fit of the fusion system with the decision-maker. Indeed, the tight human factor aspects in order to ensure a cognitive fit of the fusion system with the decision-maker. Indeed, the tight integration of the human element with the SA technology is essential. Regarding these issues, this paper provides a description of CODSI (Command Decision Support Interface), and operational- like human machine interface prototype for investigations in computer-based SA and command decision support. With CODSI, one objective was to apply recent developments in SA theory and information display technology to the problem of enhancing SAW quality. It thus provides a capability to adequately convey tactical information to command decision makers. It also supports the study of human-computer interactions for SA, and methodologies for SAW measurement.

  19. Physician Interactions with Electronic Health Records in Primary Care

    PubMed Central

    Montague, Enid; Asan, Onur

    2013-01-01

    Objective It is essential to design technologies and systems that promote appropriate interactions between physicians and patients. This study explored how physicians interact with Electronic Health Records (EHRs) to understand the qualities of the interaction between the physician and the EHR that may contribute to positive physician-patient interactions. Study Design Video-taped observations of 100 medical consultations were used to evaluate interaction patterns between physicians and EHRs. Quantified observational methods were used to contribute to ecological validity. Methods Ten primary care physicians and 100 patients from five clinics participated in the study. Clinical encounters were recorded with video cameras and coded using a validated objective coding methodology in order to examine how physicians interact with electronic health records. Results Three distinct styles were identified that characterize physician interactions with the EHR: technology-centered, human-centered, and mixed. Physicians who used a technology-centered style spent more time typing and gazing at the computer during the visit. Physicians who used a mixed style shifted their attention and body language between their patients and the technology throughout the visit. Physicians who used the human-centered style spent the least amount of time typing and focused more on the patient. Conclusion A variety of EHR interaction styles may be effective in facilitating patient-centered care. However, potential drawbacks of each style exist and are discussed. Future research on this topic and design strategies for effective health information technology in primary care are also discussed. PMID:24009982

  20. Broadening the interface bandwidth in simulation based training

    NASA Technical Reports Server (NTRS)

    Somers, Larry E.

    1989-01-01

    Currently most computer based simulations rely exclusively on computer generated graphics to create the simulation. When training is involved, the method almost exclusively used to display information to the learner is text displayed on the cathode ray tube. MICROEXPERT Systems is concentrating on broadening the communications bandwidth between the computer and user by employing a novel approach to video image storage combined with sound and voice output. An expert system is used to combine and control the presentation of analog video, sound, and voice output with computer based graphics and text. Researchers are currently involved in the development of several graphics based user interfaces for NASA, the U.S. Army, and the U.S. Navy. Here, the focus is on the human factors considerations, software modules, and hardware components being used to develop these interfaces.

  1. Using Eye Movement to Control a Computer: A Design for a Lightweight Electro-Oculogram Electrode Array and Computer Interface

    PubMed Central

    Iáñez, Eduardo; Azorin, Jose M.; Perez-Vidal, Carlos

    2013-01-01

    This paper describes a human-computer interface based on electro-oculography (EOG) that allows interaction with a computer using eye movement. The EOG registers the movement of the eye by measuring, through electrodes, the difference of potential between the cornea and the retina. A new pair of EOG glasses have been designed to improve the user's comfort and to remove the manual procedure of placing the EOG electrodes around the user's eye. The interface, which includes the EOG electrodes, uses a new processing algorithm that is able to detect the gaze direction and the blink of the eyes from the EOG signals. The system reliably enabled subjects to control the movement of a dot on a video screen. PMID:23843986

  2. Can Robots and Humans Get Along?

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Scholtz, Jean

    2007-06-01

    Now that robots have moved into the mainstream—as vacuum cleaners, lawn mowers, autonomous vehicles, tour guides, and even pets—it is important to consider how everyday people will interact with them. A robot is really just a computer, but many researchers are beginning to understand that human-robot interactions are much different than human-computer interactions. So while the metrics used to evaluate the human-computer interaction (usability of the software interface in terms of time, accuracy, and user satisfaction) may also be appropriate for human-robot interactions, we need to determine whether there are additional metrics that should be considered.

  3. Developing affordable multi-touch technologies for use in physics

    NASA Astrophysics Data System (ADS)

    Potter, Mark; Ilie, Carolina; Schofield, Damian; Vampola, David

    2012-02-01

    Physics is one of many areas which has the ability to benefit from a number of different teaching styles and sophisticated instructional tools due to it having both theoretical and practical applications which can be explored. The purpose of this research is to develop affordable large scale multi-touch interfaces which can be used within and outside of the classroom as both an instruction technology and a computer supported collaborative learning tool. Not only can this technology be implemented at university levels, but also at the K-12 level of education. Pedagogical research indicates that kinesthetic learning is a fundamental, powerful, and ubiquitous learning style [1]. Through the use of these types of multi-touch tools and teaching methods which incorporate them, the classroom can be enriched to allow for better comprehension and retention of information. This is due in part to a wider range of learning styles, such as kinesthetic learning, which are being catered to within the classroom. [4pt] [1] Wieman, C.E, Perkins, K.K., Adams, W.K., ``Oersted Medal Lecture 2007: Interactive Simulations for teaching physics: What works, what doesn't and why,'' American Journal of Physics. 76 393-99.

  4. Learning Style Theory and Computer Mediated Communication.

    ERIC Educational Resources Information Center

    Atkins, Hilary; Moore, David; Sharpe, Simon; Hobbs, Dave

    This paper looks at the low participation rates in computer mediated conferences (CMC) and argues that one of the causes of this may be an incompatibility between students' learning styles and the style adopted by CMC. Curry's Onion Model provides a well-established framework within which to view the main learning style theories (Riding and…

  5. A pen-based system to support pre-operative data collection within an anaesthesia department.

    PubMed Central

    Sanz, M. F.; Gómez, E. J.; Trueba, I.; Cano, P.; Arredondo, M. T.; del Pozo, F.

    1993-01-01

    This paper describes the design and implementation of a pen-based computer system for remote preoperative data collection. The system is envisaged to be used by anaesthesia staff at different hospital scenarios where pre-operative data are generated. Pen-based technology offers important advantages in terms of portability and human-computer interaction, as direct manipulation interfaces by direct pointing, and "notebook user interfaces metaphors". Being the human factors analysis and user interface design a vital stage to achieve the appropriate user acceptability, a methodology that integrates the "usability" evaluation from the earlier development stages was used. Additionally, the selection of a pen-based computer system as a portable device to be used by health care personnel allows to evaluate the appropriateness of this new technology for remote data collection within the hospital environment. The work presented is currently being realised under the Research Project "TANIT: Telematics in Anaesthesia and Intensive Care", within the "A.I.M.--Telematics in Health CARE" European Research Program. PMID:8130488

  6. The design of an intelligent human-computer interface for the test, control and monitor system

    NASA Technical Reports Server (NTRS)

    Shoaff, William D.

    1988-01-01

    The graphical intelligence and assistance capabilities of a human-computer interface for the Test, Control, and Monitor System at Kennedy Space Center are explored. The report focuses on how a particular commercial off-the-shelf graphical software package, Data Views, can be used to produce tools that build widgets such as menus, text panels, graphs, icons, windows, and ultimately complete interfaces for monitoring data from an application; controlling an application by providing input data to it; and testing an application by both monitoring and controlling it. A complete set of tools for building interfaces is described in a manual for the TCMS toolkit. Simple tools create primitive widgets such as lines, rectangles and text strings. Intermediate level tools create pictographs from primitive widgets, and connect processes to either text strings or pictographs. Other tools create input objects; Data Views supports output objects directly, thus output objects are not considered. Finally, a set of utilities for executing, monitoring use, editing, and displaying the content of interfaces is included in the toolkit.

  7. A visual interface to computer programs for linkage analysis.

    PubMed

    Chapman, C J

    1990-06-01

    This paper describes a visual approach to the input of information about human families into computer data bases, making use of the GEM graphic interface on the Atari ST. Similar approaches could be used on the Apple Macintosh or on the IBM PC AT (to which it has been transferred). For occasional users of pedigree analysis programs, this approach has considerable advantages in ease of use and accessibility. An example of such use might be the analysis of risk in families with Huntington disease using linked RFLPs. However, graphic interfaces do make much greater demands on the programmers of these systems.

  8. Certification for civil flight decks and the human-computer interface

    NASA Technical Reports Server (NTRS)

    Mcclumpha, Andrew J.; Rudisill, Marianne

    1994-01-01

    This paper will address the issue of human factor aspects of civil flight deck certification, with emphasis on the pilot's interface with automation. In particular, three questions will be asked that relate to this certification process: (1) are the methods, data, and guidelines available from human factors to adequately address the problems of certifying as safe and error tolerant the complex automated systems of modern civil transport aircraft; (2) do aircraft manufacturers effectively apply human factors information during the aircraft flight deck design process; and (3) do regulatory authorities effectively apply human factors information during the aircraft certification process?

  9. EOG-sEMG Human Interface for Communication

    PubMed Central

    Tamura, Hiroki; Yan, Mingmin; Sakurai, Keiko; Tanno, Koichi

    2016-01-01

    The aim of this study is to present electrooculogram (EOG) and surface electromyogram (sEMG) signals that can be used as a human-computer interface. Establishing an efficient alternative channel for communication without overt speech and hand movements is important for increasing the quality of life for patients suffering from amyotrophic lateral sclerosis, muscular dystrophy, or other illnesses. In this paper, we propose an EOG-sEMG human-computer interface system for communication using both cross-channels and parallel lines channels on the face with the same electrodes. This system could record EOG and sEMG signals as “dual-modality” for pattern recognition simultaneously. Although as much as 4 patterns could be recognized, dealing with the state of the patients, we only choose two classes (left and right motion) of EOG and two classes (left blink and right blink) of sEMG which are easily to be realized for simulation and monitoring task. From the simulation results, our system achieved four-pattern classification with an accuracy of 95.1%. PMID:27418924

  10. EOG-sEMG Human Interface for Communication.

    PubMed

    Tamura, Hiroki; Yan, Mingmin; Sakurai, Keiko; Tanno, Koichi

    2016-01-01

    The aim of this study is to present electrooculogram (EOG) and surface electromyogram (sEMG) signals that can be used as a human-computer interface. Establishing an efficient alternative channel for communication without overt speech and hand movements is important for increasing the quality of life for patients suffering from amyotrophic lateral sclerosis, muscular dystrophy, or other illnesses. In this paper, we propose an EOG-sEMG human-computer interface system for communication using both cross-channels and parallel lines channels on the face with the same electrodes. This system could record EOG and sEMG signals as "dual-modality" for pattern recognition simultaneously. Although as much as 4 patterns could be recognized, dealing with the state of the patients, we only choose two classes (left and right motion) of EOG and two classes (left blink and right blink) of sEMG which are easily to be realized for simulation and monitoring task. From the simulation results, our system achieved four-pattern classification with an accuracy of 95.1%.

  11. Information Presentation and Control in a Modern Air Traffic Control Tower Simulator

    NASA Technical Reports Server (NTRS)

    Haines, Richard F.; Doubek, Sharon; Rabin, Boris; Harke, Stanton

    1996-01-01

    The proper presentation and management of information in America's largest and busiest (Level V) air traffic control towers calls for an in-depth understanding of many different human-computer considerations: user interface design for graphical, radar, and text; manual and automated data input hardware; information/display output technology; reconfigurable workstations; workload assessment; and many other related subjects. This paper discusses these subjects in the context of the Surface Development and Test Facility (SDTF) currently under construction at NASA's Ames Research Center, a full scale, multi-manned, air traffic control simulator which will provide the "look and feel" of an actual airport tower cab. Special emphasis will be given to the human-computer interfaces required for the different kinds of information displayed at the various controller and supervisory positions and to the computer-aided design (CAD) and other analytic, computer-based tools used to develop the facility.

  12. Design Guidelines and Criteria for User/Operator Transactions with Battlefield Automated Systems. Volume 2. Technical Discussion

    DTIC Science & Technology

    1981-02-01

    Continue on tevetee «Id* If necemtery mid Identify br black number) Battlefield automated systems Human- computer interaction. Design criteria System...Report (this report) In-Depth Analyses of Individual Systems A. Tactical Fire Direction System (TACFIRE) (RP 81-26) B. Tactical Computer Terminal...select the design features and operating procedures of the human- computer Interface which best match the require- ments and capabilities of anticipated

  13. Automating a human factors evaluation of graphical user interfaces for NASA applications: An update on CHIMES

    NASA Technical Reports Server (NTRS)

    Jiang, Jian-Ping; Murphy, Elizabeth D.; Bailin, Sidney C.; Truszkowski, Walter F.

    1993-01-01

    Capturing human factors knowledge about the design of graphical user interfaces (GUI's) and applying this knowledge on-line are the primary objectives of the Computer-Human Interaction Models (CHIMES) project. The current CHIMES prototype is designed to check a GUI's compliance with industry-standard guidelines, general human factors guidelines, and human factors recommendations on color usage. Following the evaluation, CHIMES presents human factors feedback and advice to the GUI designer. The paper describes the approach to modeling human factors guidelines, the system architecture, a new method developed to convert quantitative RGB primaries into qualitative color representations, and the potential for integrating CHIMES with user interface management systems (UIMS). Both the conceptual approach and its implementation are discussed. This paper updates the presentation on CHIMES at the first International Symposium on Ground Data Systems for Spacecraft Control.

  14. User interface issues in supporting human-computer integrated scheduling

    NASA Technical Reports Server (NTRS)

    Cooper, Lynne P.; Biefeld, Eric W.

    1991-01-01

    Explored here is the user interface problems encountered with the Operations Missions Planner (OMP) project at the Jet Propulsion Laboratory (JPL). OMP uses a unique iterative approach to planning that places additional requirements on the user interface, particularly to support system development and maintenance. These requirements are necessary to support the concepts of heuristically controlled search, in-progress assessment, and iterative refinement of the schedule. The techniques used to address the OMP interface needs are given.

  15. Visual Environments for CFD Research

    NASA Technical Reports Server (NTRS)

    Watson, Val; George, Michael W. (Technical Monitor)

    1994-01-01

    This viewgraph presentation gives an overview of the visual environments for computational fluid dynamics (CFD) research. It includes details on critical needs from the future computer environment, features needed to attain this environment, prospects for changes in and the impact of the visualization revolution on the human-computer interface, human processing capabilities, limits of personal environment and the extension of that environment with computers. Information is given on the need for more 'visual' thinking (including instances of visual thinking), an evaluation of the alternate approaches for and levels of interactive computer graphics, a visual analysis of computational fluid dynamics, and an analysis of visualization software.

  16. Computational Model-Based Prediction of Human Episodic Memory Performance Based on Eye Movements

    NASA Astrophysics Data System (ADS)

    Sato, Naoyuki; Yamaguchi, Yoko

    Subjects' episodic memory performance is not simply reflected by eye movements. We use a ‘theta phase coding’ model of the hippocampus to predict subjects' memory performance from their eye movements. Results demonstrate the ability of the model to predict subjects' memory performance. These studies provide a novel approach to computational modeling in the human-machine interface.

  17. Surgical Planning and Informed Consent

    ClinicalTrials.gov

    2018-04-11

    Communication; Feedback, Psychological; Health Knowledge, Attitudes, Practice; Humans; Informed Consent; Neurosurgery; Patient Compliance; Patient-Centered Care; Physician-Patient Relations; User-Computer Interface

  18. Analysis of operational comfort in manual tasks using human force manipulability measure.

    PubMed

    Tanaka, Yoshiyuki; Nishikawa, Kazuo; Yamada, Naoki; Tsuji, Toshio

    2015-01-01

    This paper proposes a scheme for human force manipulability (HFM) based on the use of isometric joint torque properties to simulate the spatial characteristics of human operation forces at an end-point of a limb with feasible magnitudes for a specified limb posture. This is also applied to the evaluation/prediction of operational comfort (OC) when manually operating a human-machine interface. The effectiveness of HFM is investigated through two experiments and computer simulations of humans generating forces by using their upper extremities. Operation force generation with maximum isometric effort can be roughly estimated with an HFM measure computed from information on the arm posture during a maintained posture. The layout of a human-machine interface is then discussed based on the results of operational experiments using an electric gear-shifting system originally developed for robotic devices. The results indicate a strong relationship between the spatial characteristics of the HFM and OC levels when shifting, and the OC is predicted by using a multiple regression model with HFM measures.

  19. Intelligent Adaptive Interface: A Design Tool for Enhancing Human-Machine System Performances

    DTIC Science & Technology

    2009-10-01

    and customizable. Thus, an intelligent interface should tailor its parameters to certain prescribed specifications or convert itself and adjust to...Computer Interaction 3(2): 87-122. [51] Schereiber, G., Akkermans, H., Anjewierden, A., de Hoog , R., Shadbolt, N., Van de Velde, W., & Wielinga, W

  20. Human-computer interface glove using flexible piezoelectric sensors

    NASA Astrophysics Data System (ADS)

    Cha, Youngsu; Seo, Jeonggyu; Kim, Jun-Sik; Park, Jung-Min

    2017-05-01

    In this note, we propose a human-computer interface glove based on flexible piezoelectric sensors. We select polyvinylidene fluoride as the piezoelectric material for the sensors because of advantages such as a steady piezoelectric characteristic and good flexibility. The sensors are installed in a fabric glove by means of pockets and Velcro bands. We detect changes in the angles of the finger joints from the outputs of the sensors, and use them for controlling a virtual hand that is utilized in virtual object manipulation. To assess the sensing ability of the piezoelectric sensors, we compare the processed angles from the sensor outputs with the real angles from a camera recoding. With good agreement between the processed and real angles, we successfully demonstrate the user interaction system with the virtual hand and interface glove based on the flexible piezoelectric sensors, for four hand motions: fist clenching, pinching, touching, and grasping.

  1. Crew interface analysis: Selected articles on space human factors research, 1987 - 1991

    NASA Technical Reports Server (NTRS)

    Bagian, Tandi (Compiler)

    1993-01-01

    As part of the Flight Crew Support Division at NASA, the Crew Interface Analysis Section is dedicated to the study of human factors in the manned space program. It assumes a specialized role that focuses on answering operational questions pertaining to NASA's Space Shuttle and Space Station Freedom Programs. One of the section's key contributions is to provide knowledge and information about human capabilities and limitations that promote optimal spacecraft and habitat design and use to enhance crew safety and productivity. The section provides human factors engineering for the ongoing missions as well as proposed missions that aim to put human settlements on the Moon and Mars. Research providing solutions to operational issues is the primary objective of the Crew Interface Analysis Section. The studies represent such subdisciplines as ergonomics, space habitability, man-computer interaction, and remote operator interaction.

  2. Adaptive Interfaces

    DTIC Science & Technology

    1990-11-01

    to design and implement an adaptive intelligent interface for a command-and-control-style domain. The primary functionality of the resulting...technical tasks, as follows: 1. Analysis of Current Interface Technologies 2. Dejineation of User Roles 3. Development of User Models 4. Design of Interface...Management Association (FEMA). In the initial version of the prototype, two distin-t user models were designed . One type of user modeled by the system is

  3. 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.

  4. Deep Space Network (DSN), Network Operations Control Center (NOCC) computer-human interfaces

    NASA Technical Reports Server (NTRS)

    Ellman, Alvin; Carlton, Magdi

    1993-01-01

    The technical challenges, engineering solutions, and results of the NOCC computer-human interface design are presented. The use-centered design process was as follows: determine the design criteria for user concerns; assess the impact of design decisions on the users; and determine the technical aspects of the implementation (tools, platforms, etc.). The NOCC hardware architecture is illustrated. A graphical model of the DSN that represented the hierarchical structure of the data was constructed. The DSN spacecraft summary display is shown. Navigation from top to bottom is accomplished by clicking the appropriate button for the element about which the user desires more detail. The telemetry summary display and the antenna color decision table are also shown.

  5. Workload-Adaptive Human Interface to Aid Robust Decision Making in Human-System Interface. Year 1 Report

    DTIC Science & Technology

    2014-04-30

    performance is to create a computational system to mimic human game-play patterns. The objective of this study is to see to what extent we can...estimates as a function of task load. We conducted a pair of studies towards’ this end. In a first study , described in detail in Appendix D...could inform a system as to the relative workload of a user. In a second study , described in detail in Appendix E, participants were exposed to a 40

  6. Researching and Reducing the Health Burden of Stroke

    MedlinePlus

    ... the result of continuing research to map the brain and interface it with a computer to enable stroke patients to regain function. How important is the new effort to map the human brain? The brain is more complex than any computer ...

  7. Examining the Effects of Learning Styles, Epistemic Beliefs and the Computational Experiment Methodology on Learners' Performance Using the Easy Java Simulator Tool in STEM Disciplines

    ERIC Educational Resources Information Center

    Psycharis, Sarantos; Botsari, Evanthia; Chatzarakis, George

    2014-01-01

    Learning styles are increasingly being integrated into computational-enhanced earning environments and a great deal of recent research work is taking place in this area. The purpose of this study was to examine the impact of the computational experiment approach, learning styles, epistemic beliefs, and engagement with the inquiry process on the…

  8. Human-Avatar Symbiosis for the Treatment of Auditory Verbal Hallucinations in Schizophrenia through Virtual/Augmented Reality and Brain-Computer Interfaces

    PubMed Central

    Fernández-Caballero, Antonio; Navarro, Elena; Fernández-Sotos, Patricia; González, Pascual; Ricarte, Jorge J.; Latorre, José M.; Rodriguez-Jimenez, Roberto

    2017-01-01

    This perspective paper faces the future of alternative treatments that take advantage of a social and cognitive approach with regards to pharmacological therapy of auditory verbal hallucinations (AVH) in patients with schizophrenia. AVH are the perception of voices in the absence of auditory stimulation and represents a severe mental health symptom. Virtual/augmented reality (VR/AR) and brain computer interfaces (BCI) are technologies that are growing more and more in different medical and psychological applications. Our position is that their combined use in computer-based therapies offers still unforeseen possibilities for the treatment of physical and mental disabilities. This is why, the paper expects that researchers and clinicians undergo a pathway toward human-avatar symbiosis for AVH by taking full advantage of new technologies. This outlook supposes to address challenging issues in the understanding of non-pharmacological treatment of schizophrenia-related disorders and the exploitation of VR/AR and BCI to achieve a real human-avatar symbiosis. PMID:29209193

  9. Human-Avatar Symbiosis for the Treatment of Auditory Verbal Hallucinations in Schizophrenia through Virtual/Augmented Reality and Brain-Computer Interfaces.

    PubMed

    Fernández-Caballero, Antonio; Navarro, Elena; Fernández-Sotos, Patricia; González, Pascual; Ricarte, Jorge J; Latorre, José M; Rodriguez-Jimenez, Roberto

    2017-01-01

    This perspective paper faces the future of alternative treatments that take advantage of a social and cognitive approach with regards to pharmacological therapy of auditory verbal hallucinations (AVH) in patients with schizophrenia. AVH are the perception of voices in the absence of auditory stimulation and represents a severe mental health symptom. Virtual/augmented reality (VR/AR) and brain computer interfaces (BCI) are technologies that are growing more and more in different medical and psychological applications. Our position is that their combined use in computer-based therapies offers still unforeseen possibilities for the treatment of physical and mental disabilities. This is why, the paper expects that researchers and clinicians undergo a pathway toward human-avatar symbiosis for AVH by taking full advantage of new technologies. This outlook supposes to address challenging issues in the understanding of non-pharmacological treatment of schizophrenia-related disorders and the exploitation of VR/AR and BCI to achieve a real human-avatar symbiosis.

  10. An intelligent interface for satellite operations: Your Orbit Determination Assistant (YODA)

    NASA Technical Reports Server (NTRS)

    Schur, Anne

    1988-01-01

    An intelligent interface is often characterized by the ability to adapt evaluation criteria as the environment and user goals change. Some factors that impact these adaptations are redefinition of task goals and, hence, user requirements; time criticality; and system status. To implement adaptations affected by these factors, a new set of capabilities must be incorporated into the human-computer interface design. These capabilities include: (1) dynamic update and removal of control states based on user inputs, (2) generation and removal of logical dependencies as change occurs, (3) uniform and smooth interfacing to numerous processes, databases, and expert systems, and (4) unobtrusive on-line assistance to users of concepts were applied and incorporated into a human-computer interface using artificial intelligence techniques to create a prototype expert system, Your Orbit Determination Assistant (YODA). YODA is a smart interface that supports, in real teime, orbit analysts who must determine the location of a satellite during the station acquisition phase of a mission. Also described is the integration of four knowledge sources required to support the orbit determination assistant: orbital mechanics, spacecraft specifications, characteristics of the mission support software, and orbit analyst experience. This initial effort is continuing with expansion of YODA's capabilities, including evaluation of results of the orbit determination task.

  11. Evaluation of a wireless wearable tongue–computer interface by individuals with high-level spinal cord injuries

    PubMed Central

    Huo, Xueliang; Ghovanloo, Maysam

    2010-01-01

    The tongue drive system (TDS) is an unobtrusive, minimally invasive, wearable and wireless tongue–computer interface (TCI), which can infer its users' intentions, represented in their volitional tongue movements, by detecting the position of a small permanent magnetic tracer attached to the users' tongues. Any specific tongue movements can be translated into user-defined commands and used to access and control various devices in the users' environments. The latest external TDS (eTDS) prototype is built on a wireless headphone and interfaced to a laptop PC and a powered wheelchair. Using customized sensor signal processing algorithms and graphical user interface, the eTDS performance was evaluated by 13 naive subjects with high-level spinal cord injuries (C2–C5) at the Shepherd Center in Atlanta, GA. Results of the human trial show that an average information transfer rate of 95 bits/min was achieved for computer access with 82% accuracy. This information transfer rate is about two times higher than the EEG-based BCIs that are tested on human subjects. It was also demonstrated that the subjects had immediate and full control over the powered wheelchair to the extent that they were able to perform complex wheelchair navigation tasks, such as driving through an obstacle course. PMID:20332552

  12. Design and development of data glove based on printed polymeric sensors and Zigbee networks for Human-Computer Interface.

    PubMed

    Tongrod, Nattapong; Lokavee, Shongpun; Watthanawisuth, Natthapol; Tuantranont, Adisorn; Kerdcharoen, Teerakiat

    2013-03-01

    Current trends in Human-Computer Interface (HCI) have brought on a wave of new consumer devices that can track the motion of our hands. These devices have enabled more natural interfaces with computer applications. Data gloves are commonly used as input devices, equipped with sensors that detect the movements of hands and communication unit that interfaces those movements with a computer. Unfortunately, the high cost of sensor technology inevitably puts some burden to most general users. In this research, we have proposed a low-cost data glove concept based on printed polymeric sensor to make pressure and bending sensors fabricated by a consumer ink-jet printer. These sensors were realized using a conductive polymer (poly(3,4-ethylenedioxythiophene):poly(styrenesulfonate) [PEDOT:PSS]) thin film printed on glossy photo paper. Performance of these sensors can be enhanced by addition of dimethyl sulfoxide (DMSO) into the aqueous dispersion of PEDOT:PSS. The concept of surface resistance was successfully adopted for the design and fabrication of sensors. To demonstrate the printed sensors, we constructed a data glove using such sensors and developed software for real time hand tracking. Wireless networks based on low-cost Zigbee technology were used to transfer data from the glove to a computer. To our knowledge, this is the first report on low cost data glove based on paper pressure sensors. This low cost implementation of both sensors and communication network as proposed in this paper should pave the way toward a widespread implementation of data glove for real-time hand tracking applications.

  13. Assisted navigation based on shared-control, using discrete and sparse human-machine interfaces.

    PubMed

    Lopes, Ana C; Nunes, Urbano; Vaz, Luis; Vaz, Luís

    2010-01-01

    This paper presents a shared-control approach for Assistive Mobile Robots (AMR), which depends on the user's ability to navigate a semi-autonomous powered wheelchair, using a sparse and discrete human-machine interface (HMI). This system is primarily intended to help users with severe motor disabilities that prevent them to use standard human-machine interfaces. Scanning interfaces and Brain Computer Interfaces (BCI), characterized to provide a small set of commands issued sparsely, are possible HMIs. This shared-control approach is intended to be applied in an Assisted Navigation Training Framework (ANTF) that is used to train users' ability in steering a powered wheelchair in an appropriate manner, given the restrictions imposed by their limited motor capabilities. A shared-controller based on user characterization, is proposed. This controller is able to share the information provided by the local motion planning level with the commands issued sparsely by the user. Simulation results of the proposed shared-control method, are presented.

  14. Use of Computer Technology for English Language Learning: Do Learning Styles, Gender, and Age Matter?

    ERIC Educational Resources Information Center

    Lee, Cynthia; Yeung, Alexander Seeshing; Ip, Tiffany

    2016-01-01

    Computer technology provides spaces and locales for language learning. However, learning style preference and demographic variables may affect the effectiveness of technology use for a desired goal. Adapting Reid's pioneering Perceptual Learning Style Preference Questionnaire (PLSPQ), this study investigated the relations of university students'…

  15. Formal Operations and Learning Style Predict Success in Statistics and Computer Science Courses.

    ERIC Educational Resources Information Center

    Hudak, Mary A.; Anderson, David E.

    1990-01-01

    Studies 94 undergraduate students in introductory statistics and computer science courses. Applies Formal Operations Reasoning Test (FORT) and Kolb's Learning Style Inventory (LSI). Finds that substantial numbers of students have not achieved the formal operation level of cognitive maturity. Emphasizes need to examine students learning style and…

  16. Learning Styles, Online Content Usage and Exam Performance in a Mixed-Format Introductory Computer Information Systems Course

    ERIC Educational Resources Information Center

    Lang, Guido; O'Connell, Stephen D.

    2015-01-01

    We investigate the relationship between learning styles, online content usage and exam performance in an undergraduate introductory Computer Information Systems class comprised of both online video tutorials and in-person classes. Our findings suggest that, across students, (1) traditional learning style classification methodologies do not predict…

  17. Poetry in Programs: A Brief Examination of Software Aesthetics, Including Observations on the History of Programming Styles and Speculations on Post-object Programming

    NASA Technical Reports Server (NTRS)

    Filman, Robert E.

    2004-01-01

    This viewgraph presentation provides samples of computer code which have characteristics of poetic verse, and addresses the theoretical underpinnings of artistic coding, as well as how computer language influences software style, and the possible style of future coding.

  18. Introducing social cues in multimedia learning: The role of pedagogic agents' image and language in a scientific lesson

    NASA Astrophysics Data System (ADS)

    Moreno, Roxana Arleen

    The present dissertation tested the hypothesis that software pedagogical agents can promote constructivist learning in a discovery-based multimedia environment. In a preliminary study, students who received a computer-based lesson on environmental science performed better on subsequent tests of problem solving and motivation when they learned with the mediation of a fictional agent compared to when they learned the same material from text. In order to investigate further the basis for this personal agent effect, I varied whether the agent's words were presented as speech or on-screen text and whether or not the agent's image appeared on the screen. Both with a fictional agent (Experiment 1) and a video of a human face (Experiment 2), students performed better on tests of retention, problem-solving transfer, and program ratings when words were presented as speech rather than on-screen text (producing a modality effect) but visual presence of the agent did not affect test performance (producing no image effect). Next, I varied whether or not the agent's words were presented in conversational style (i.e., as dialogue) or formal style (i.e., as monologue) both using speech (Experiment 3) and on-screen text (Experiment 4). In both experiments, there was a dialogue effect in which conversational-style produced better retention and transfer performance. Students who learned with conversational-style text rated the program more favorably than those who learned with monologue-style text. The results support cognitive principles of multimedia learning which underlie the understanding of a computer lesson about a complex scientific system.

  19. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game

    PubMed Central

    de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named “Get Coins,” through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user. PMID:29849549

  20. Analysis of User Interaction with a Brain-Computer Interface Based on Steady-State Visually Evoked Potentials: Case Study of a Game.

    PubMed

    Leite, Harlei Miguel de Arruda; de Carvalho, Sarah Negreiros; Costa, Thiago Bulhões da Silva; Attux, Romis; Hornung, Heiko Horst; Arantes, Dalton Soares

    2018-01-01

    This paper presents a systematic analysis of a game controlled by a Brain-Computer Interface (BCI) based on Steady-State Visually Evoked Potentials (SSVEP). The objective is to understand BCI systems from the Human-Computer Interface (HCI) point of view, by observing how the users interact with the game and evaluating how the interface elements influence the system performance. The interactions of 30 volunteers with our computer game, named "Get Coins," through a BCI based on SSVEP, have generated a database of brain signals and the corresponding responses to a questionnaire about various perceptual parameters, such as visual stimulation, acoustic feedback, background music, visual contrast, and visual fatigue. Each one of the volunteers played one match using the keyboard and four matches using the BCI, for comparison. In all matches using the BCI, the volunteers achieved the goals of the game. Eight of them achieved a perfect score in at least one of the four matches, showing the feasibility of the direct communication between the brain and the computer. Despite this successful experiment, adaptations and improvements should be implemented to make this innovative technology accessible to the end user.

  1. Voice Response Systems Technology.

    ERIC Educational Resources Information Center

    Gerald, Jeanette

    1984-01-01

    Examines two methods of generating synthetic speech in voice response systems, which allow computers to communicate in human terms (speech), using human interface devices (ears): phoneme and reconstructed voice systems. Considerations prior to implementation, current and potential applications, glossary, directory, and introduction to Input Output…

  2. Haptic interfaces: Hardware, software and human performance

    NASA Technical Reports Server (NTRS)

    Srinivasan, Mandayam A.

    1995-01-01

    Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.

  3. Footwear effects on walking balance at elevation.

    PubMed

    Simeonov, Peter; Hsiao, Hongwei; Powers, John; Ammons, Douglas; Amendola, Alfred; Kau, Tsui-Ying; Cantis, Douglas

    2008-12-01

    The study evaluated the effects of shoe style on workers' instability during walking at elevation. Twenty-four construction workers performed walking tasks on roof planks in a surround-screen virtual reality system, which simulated a residential roof environment. Three common athletic and three work shoe styles were tested on wide, narrow and tilted planks on a simulated roof and on an unrestricted surface at simulated ground. Dependent variables included lateral angular velocities of the trunk and the rear foot, as well as the workers' rated perceptions of instability. The results demonstrated that shoe style significantly affected workers walking instability at elevated work environments. The results highlighted two major shoe-design pathways for improving walking balance at elevation: enhancing rear foot motion control; and improving ankle proprioception. This study also outlined some of the challenges in optimal shoe selection and specific shoe-design needs for improved walking stability during roof work. The study adds to the knowledge in the area of balance control, by emphasising the role of footwear as a critical human-support surface interface during work on narrow surfaces at height. The results can be used for footwear selection and improvements to reduce risk of falls from elevation.

  4. Mathematical challenges from theoretical/computational chemistry

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    NONE

    1995-12-31

    The committee believes that this report has relevance and potentially valuable suggestions for a wide range of readers. Target audiences include: graduate departments in the mathematical and chemical sciences; federal and private agencies that fund research in the mathematical and chemical sciences; selected industrial and government research and development laboratories; developers of software and hardware for computational chemistry; and selected individual researchers. Chapter 2 of this report covers some history of computational chemistry for the nonspecialist, while Chapter 3 illustrates the fruits of some past successful cross-fertilization between mathematical scientists and computational/theoretical chemists. In Chapter 4 the committee has assembledmore » a representative, but not exhaustive, survey of research opportunities. Most of these are descriptions of important open problems in computational/theoretical chemistry that could gain much from the efforts of innovative mathematical scientists, written so as to be accessible introductions to the nonspecialist. Chapter 5 is an assessment, necessarily subjective, of cultural differences that must be overcome if collaborative work is to be encouraged between the mathematical and the chemical communities. Finally, the report ends with a brief list of conclusions and recommendations that, if followed, could promote accelerated progress at this interface. Recognizing that bothersome language issues can inhibit prospects for collaborative research at the interface between distinctive disciplines, the committee has attempted throughout to maintain an accessible style, in part by using illustrative boxes, and has included at the end of the report a glossary of technical terms that may be familiar to only a subset of the target audiences listed above.« less

  5. MESO-Adaptation Based on Model Oriented Reengineering Process for Human-Computer Interface (MESOMORPH)

    DTIC Science & Technology

    2004-02-01

    Publishing Company , Addison- Wesley Systems Programming Series, 1990. [5] E. Stroulia and T. Systa. Dynamic analysis for reverse engineering and program...understanding, Applied Computing Reviews, Spring 2002, ACM Press. [6] El- Ramly , Mohammad; Stroulia, Eleni; Sorenson, Paul. “Recovering software

  6. Intelligent user interface concept for space station

    NASA Technical Reports Server (NTRS)

    Comer, Edward; Donaldson, Cameron; Bailey, Elizabeth; Gilroy, Kathleen

    1986-01-01

    The space station computing system must interface with a wide variety of users, from highly skilled operations personnel to payload specialists from all over the world. The interface must accommodate a wide variety of operations from the space platform, ground control centers and from remote sites. As a result, there is a need for a robust, highly configurable and portable user interface that can accommodate the various space station missions. The concept of an intelligent user interface executive, written in Ada, that would support a number of advanced human interaction techniques, such as windowing, icons, color graphics, animation, and natural language processing is presented. The user interface would provide intelligent interaction by understanding the various user roles, the operations and mission, the current state of the environment and the current working context of the users. In addition, the intelligent user interface executive must be supported by a set of tools that would allow the executive to be easily configured and to allow rapid prototyping of proposed user dialogs. This capability would allow human engineering specialists acting in the role of dialog authors to define and validate various user scenarios. The set of tools required to support development of this intelligent human interface capability is discussed and the prototyping and validation efforts required for development of the Space Station's user interface are outlined.

  7. Fourth Annual Workshop on Space Operations Applications and Research (SOAR 90)

    NASA Technical Reports Server (NTRS)

    Savely, Robert T. (Editor)

    1991-01-01

    The papers from the symposium are presented. Emphasis is placed on human factors engineering and space environment interactions. The technical areas covered in the human factors section include: satellite monitoring and control, man-computer interfaces, expert systems, AI/robotics interfaces, crew system dynamics, and display devices. The space environment interactions section presents the following topics: space plasma interaction, spacecraft contamination, space debris, and atomic oxygen interaction with materials. Some of the above topics are discussed in relation to the space station and space shuttle.

  8. Adapting human-machine interfaces to user performance.

    PubMed

    Danziger, Zachary; Fishbach, Alon; Mussa-Ivaldi, Ferdinando A

    2008-01-01

    The goal of this study was to create and examine machine learning algorithms that adapt in a controlled and cadenced way to foster a harmonious learning environment between the user of a human-machine interface and the controlled device. In this experiment, subjects' high-dimensional finger motions remotely controlled the joint angles of a simulated planar 2-link arm, which was used to hit targets on a computer screen. Subjects were required to move the cursor at the endpoint of the simulated arm.

  9. Process and representation in graphical displays

    NASA Technical Reports Server (NTRS)

    Gillan, Douglas J.; Lewis, Robert; Rudisill, Marianne

    1993-01-01

    Our initial model of graphic comprehension has focused on statistical graphs. Like other models of human-computer interaction, models of graphical comprehension can be used by human-computer interface designers and developers to create interfaces that present information in an efficient and usable manner. Our investigation of graph comprehension addresses two primary questions: how do people represent the information contained in a data graph?; and how do they process information from the graph? The topics of focus for graphic representation concern the features into which people decompose a graph and the representations of the graph in memory. The issue of processing can be further analyzed as two questions: what overall processing strategies do people use?; and what are the specific processing skills required?

  10. Tactile Data Entry System

    NASA Technical Reports Server (NTRS)

    Adams, Richard J.

    2015-01-01

    The patent-pending Glove-Enabled Computer Operations (GECO) design leverages extravehicular activity (EVA) glove design features as platforms for instrumentation and tactile feedback, enabling the gloves to function as human-computer interface devices. Flexible sensors in each finger enable control inputs that can be mapped to any number of functions (e.g., a mouse click, a keyboard strike, or a button press). Tracking of hand motion is interpreted alternatively as movement of a mouse (change in cursor position on a graphical user interface) or a change in hand position on a virtual keyboard. Programmable vibro-tactile actuators aligned with each finger enrich the interface by creating the haptic sensations associated with control inputs, such as recoil of a button press.

  11. Wearable computer for mobile augmented-reality-based controlling of an intelligent robot

    NASA Astrophysics Data System (ADS)

    Turunen, Tuukka; Roening, Juha; Ahola, Sami; Pyssysalo, Tino

    2000-10-01

    An intelligent robot can be utilized to perform tasks that are either hazardous or unpleasant for humans. Such tasks include working in disaster areas or conditions that are, for example, too hot. An intelligent robot can work on its own to some extent, but in some cases the aid of humans will be needed. This requires means for controlling the robot from somewhere else, i.e. teleoperation. Mobile augmented reality can be utilized as a user interface to the environment, as it enhances the user's perception of the situation compared to other interfacing methods and allows the user to perform other tasks while controlling the intelligent robot. Augmented reality is a method that combines virtual objects into the user's perception of the real world. As computer technology evolves, it is possible to build very small devices that have sufficient capabilities for augmented reality applications. We have evaluated the existing wearable computers and mobile augmented reality systems to build a prototype of a future mobile terminal- the CyPhone. A wearable computer with sufficient system resources for applications, wireless communication media with sufficient throughput and enough interfaces for peripherals has been built at the University of Oulu. It is self-sustained in energy, with enough operating time for the applications to be useful, and uses accurate positioning systems.

  12. Towards passive brain-computer interfaces: applying brain-computer interface technology to human-machine systems in general.

    PubMed

    Zander, Thorsten O; Kothe, Christian

    2011-04-01

    Cognitive monitoring is an approach utilizing realtime brain signal decoding (RBSD) for gaining information on the ongoing cognitive user state. In recent decades this approach has brought valuable insight into the cognition of an interacting human. Automated RBSD can be used to set up a brain-computer interface (BCI) providing a novel input modality for technical systems solely based on brain activity. In BCIs the user usually sends voluntary and directed commands to control the connected computer system or to communicate through it. In this paper we propose an extension of this approach by fusing BCI technology with cognitive monitoring, providing valuable information about the users' intentions, situational interpretations and emotional states to the technical system. We call this approach passive BCI. In the following we give an overview of studies which utilize passive BCI, as well as other novel types of applications resulting from BCI technology. We especially focus on applications for healthy users, and the specific requirements and demands of this user group. Since the presented approach of combining cognitive monitoring with BCI technology is very similar to the concept of BCIs itself we propose a unifying categorization of BCI-based applications, including the novel approach of passive BCI.

  13. Virtual workstations and telepresence interfaces: Design accommodations and prototypes for Space Station Freedom evolution

    NASA Technical Reports Server (NTRS)

    Mcgreevy, Michael W.

    1990-01-01

    An advanced human-system interface is being developed for evolutionary Space Station Freedom as part of the NASA Office of Space Station (OSS) Advanced Development Program. The human-system interface is based on body-pointed display and control devices. The project will identify and document the design accommodations ('hooks and scars') required to support virtual workstations and telepresence interfaces, and prototype interface systems will be built, evaluated, and refined. The project is a joint enterprise of Marquette University, Astronautics Corporation of America (ACA), and NASA's ARC. The project team is working with NASA's JSC and McDonnell Douglas Astronautics Company (the Work Package contractor) to ensure that the project is consistent with space station user requirements and program constraints. Documentation describing design accommodations and tradeoffs will be provided to OSS, JSC, and McDonnell Douglas, and prototype interface devices will be delivered to ARC and JSC. ACA intends to commercialize derivatives of the interface for use with computer systems developed for scientific visualization and system simulation.

  14. Conscious brain-to-brain communication in humans using non-invasive technologies.

    PubMed

    Grau, Carles; Ginhoux, Romuald; Riera, Alejandro; Nguyen, Thanh Lam; Chauvat, Hubert; Berg, Michel; Amengual, Julià L; Pascual-Leone, Alvaro; Ruffini, Giulio

    2014-01-01

    Human sensory and motor systems provide the natural means for the exchange of information between individuals, and, hence, the basis for human civilization. The recent development of brain-computer interfaces (BCI) has provided an important element for the creation of brain-to-brain communication systems, and precise brain stimulation techniques are now available for the realization of non-invasive computer-brain interfaces (CBI). These technologies, BCI and CBI, can be combined to realize the vision of non-invasive, computer-mediated brain-to-brain (B2B) communication between subjects (hyperinteraction). Here we demonstrate the conscious transmission of information between human brains through the intact scalp and without intervention of motor or peripheral sensory systems. Pseudo-random binary streams encoding words were transmitted between the minds of emitter and receiver subjects separated by great distances, representing the realization of the first human brain-to-brain interface. In a series of experiments, we established internet-mediated B2B communication by combining a BCI based on voluntary motor imagery-controlled electroencephalographic (EEG) changes with a CBI inducing the conscious perception of phosphenes (light flashes) through neuronavigated, robotized transcranial magnetic stimulation (TMS), with special care taken to block sensory (tactile, visual or auditory) cues. Our results provide a critical proof-of-principle demonstration for the development of conscious B2B communication technologies. More fully developed, related implementations will open new research venues in cognitive, social and clinical neuroscience and the scientific study of consciousness. We envision that hyperinteraction technologies will eventually have a profound impact on the social structure of our civilization and raise important ethical issues.

  15. Conscious Brain-to-Brain Communication in Humans Using Non-Invasive Technologies

    PubMed Central

    Grau, Carles; Ginhoux, Romuald; Riera, Alejandro; Nguyen, Thanh Lam; Chauvat, Hubert; Berg, Michel; Amengual, Julià L.; Pascual-Leone, Alvaro; Ruffini, Giulio

    2014-01-01

    Human sensory and motor systems provide the natural means for the exchange of information between individuals, and, hence, the basis for human civilization. The recent development of brain-computer interfaces (BCI) has provided an important element for the creation of brain-to-brain communication systems, and precise brain stimulation techniques are now available for the realization of non-invasive computer-brain interfaces (CBI). These technologies, BCI and CBI, can be combined to realize the vision of non-invasive, computer-mediated brain-to-brain (B2B) communication between subjects (hyperinteraction). Here we demonstrate the conscious transmission of information between human brains through the intact scalp and without intervention of motor or peripheral sensory systems. Pseudo-random binary streams encoding words were transmitted between the minds of emitter and receiver subjects separated by great distances, representing the realization of the first human brain-to-brain interface. In a series of experiments, we established internet-mediated B2B communication by combining a BCI based on voluntary motor imagery-controlled electroencephalographic (EEG) changes with a CBI inducing the conscious perception of phosphenes (light flashes) through neuronavigated, robotized transcranial magnetic stimulation (TMS), with special care taken to block sensory (tactile, visual or auditory) cues. Our results provide a critical proof-of-principle demonstration for the development of conscious B2B communication technologies. More fully developed, related implementations will open new research venues in cognitive, social and clinical neuroscience and the scientific study of consciousness. We envision that hyperinteraction technologies will eventually have a profound impact on the social structure of our civilization and raise important ethical issues. PMID:25137064

  16. Moderately reverberant learning ultrasonic pinch panel.

    PubMed

    Nikolovski, Jean-Pierre

    2013-10-01

    Tactile sensing is widely used in human-computer interfaces. However, mechanical integration of touch technologies is often perceived as difficult by engineers because it often limits the freedom of style or form factor requested by designers. Recent work in active ultrasonic touch technologies has made it possible to transform thin glass plates, metallic sheets, or plastic shells into interactive surfaces. The method is based on a learning process of touch-induced, amplitude-disturbed diffraction patterns. This paper proposes, first, an evolution in the design with multiple dipole transducers that improves touch sensitivity or maximum panel size by a factor of ten, and improves robustness and usability in moderately reverberant panels, and second, defines a set of acoustic variables in the signal processing for the evaluation of sensitivity and radiating features. For proof of concept purposes, the design and process are applied to 3.2- and 6-mm-thick glass plates with variable damping conditions. Transducers are bonded to only one short side of the rectangular substrates. Measurements show that the highly sensitive free lateral sides are perfectly adapted for pinch-touch and pinch-slide interactions. The advantage of relative versus absolute touch disturbance measurement is discussed, together with tolerance to abutting contaminants.

  17. The Contribution of Cognitive Engineering to the Effective Design and Use of Information Systems.

    ERIC Educational Resources Information Center

    Garg-Janardan, Chaya; Salvendy, Gavriel

    1986-01-01

    Examines the role of human information processing and decision-making capabilities and limitations in the design of effective human-computer interfaces. Several cognitive engineering principles that should guide the design process are outlined. (48 references) (Author/CLB)

  18. Human Factors Feedback: Brain Acoustic Monitor

    DTIC Science & Technology

    2012-02-01

    Microsoft Office Excel .................................................................12  iv 4.  Conclusions 13  5.  References 15  Appendix A...Panasonic Toughbook system. †Toughbook is registered trademark of Panasonic Corporation. ‡Windows is a registered trademark of Microsoft Corporation. 4...was preloaded with Microsoft Windows XP service pack 2 OS. This OS is widely used on IBM-style personal computers, and the BAM system did not

  19. Associations between parental rules, style of communication and children's screen time.

    PubMed

    Bjelland, Mona; Soenens, Bart; Bere, Elling; Kovács, Éva; Lien, Nanna; Maes, Lea; Manios, Yannis; Moschonis, George; te Velde, Saskia J

    2015-10-01

    Research suggests an inverse association between parental rules and screen time in pre-adolescents, and that parents' style of communication with their children is related to the children's time spent watching TV. The aims of this study were to examine associations of parental rules and parental style of communication with children's screen time and perceived excessive screen time in five European countries. UP4FUN was a multi-centre, cluster randomised controlled trial with pre- and post-test measurements in each of five countries; Belgium, Germany, Greece, Hungary and Norway. Questionnaires were completed by the children at school and the parent questionnaire was brought home. Three structural equation models were tested based on measures of screen time and parental style of communication from the pre-test questionnaires. Of the 152 schools invited, 62 (41 %) schools agreed to participate. In total 3325 children (average age 11.2 years and 51 % girls) and 3038 parents (81 % mothers) completed the pre-test questionnaire. The average TV/DVD times across the countries were between 1.5 and 1.8 h/day, while less time was used for computer/games console (0.9-1.4 h/day). The children's perceived parental style of communication was quite consistent for TV/DVD and computer/games console. The presence of rules was significantly associated with less time watching TV/DVD and use of computer/games console time. Moreover, the use of an autonomy-supportive style was negatively related to both time watching TV/DVD and use of computer/games console time. The use of a controlling style was related positively to perceived excessive time used on TV/DVD and excessive time used on computer/games console. With a few exceptions, results were similar across the five countries. This study suggests that an autonomy-supportive style of communicating rules for TV/DVD or computer/ games console use is negatively related to children's time watching TV/DVD and use of computer/games console time. In contrast, a controlling style is associated with more screen time and with more perceived excessive screen time in particular. Longitudinal research is needed to further examine effects of parental style of communication on children's screen time as well as possible reciprocal effects. International Standard Randomized Controlled Trial Number Register, registration number: ISRCTN34562078 . Date applied29/07/2011, Date assigned11/10/2011.

  20. Fluid Dynamics of Competitive Swimming: A Computational Study

    NASA Astrophysics Data System (ADS)

    Mittal, Rajat; Loebbeck, Alfred; Singh, Hersh; Mark, Russell; Wei, Timothy

    2004-11-01

    The dolphin kick is an important component in competitive swimming and is used extensively by swimmers immediately following the starting dive as well as after turns. In this stroke, the swimmer swims about three feet under the water surface and the stroke is executed by performing an undulating wave-like motion of the body that is quite similar to the anguilliform propulsion mode in fish. Despite the relatively simple kinematics of this stoke, considerable variability in style and performance is observed even among Olympic level swimmers. Motivated by this, a joint experimental-numerical study has been initiated to examine the fluid-dynamics of this stroke. The current presentation will describe the computational portion of this study. The computations employ a sharp interface immersed boundary method (IBM) which allows us to simulate flows with complex moving boudnaries on stationary Cartesian grids. 3D body scans of male and female Olympic swimmers have been obtained and these are used in conjuction with high speed videos to recreate a realistic dolphin kick for the IBM solver. Preliminary results from these computations will be presented.

  1. Within the Interface: Visual Rhetoric, Pedagogy, and Writing Center Website Design

    ERIC Educational Resources Information Center

    Myatt, Alice J.

    2010-01-01

    My dissertation examines the theory and praxis of taking an expanded concept of the human-computer interface (HCI) and working with the resulting concept to foster a more conversational approach for online tutoring sessions and the design of the writing center websites that facilitate online tutoring. For the purposes of my research, I describe…

  2. Z-2 Architecture Description and Requirements Verification Results

    NASA Technical Reports Server (NTRS)

    Graziosi, Dave; Jones, Bobby; Ferl, Jinny; Scarborough, Steve; Hewes, Linda; Ross, Amy; Rhodes, Richard

    2016-01-01

    The Z-2 Prototype Planetary Extravehicular Space Suit Assembly is a continuation of NASA's Z series of spacesuits. The Z-2 is another step in NASA's technology development roadmap leading to human exploration of the Martian surface. The suit was designed for maximum mobility at 8.3 psid, reduced mass, and to have high fidelity life support interfaces. As Z-2 will be man-tested at full vacuum in NASA JSC's Chamber B, it was manufactured as Class II, making it the most flight-like planetary walking suit produced to date. The Z-2 suit architecture is an evolution of previous EVA suits, namely the ISS EMU, Mark III, Rear Entry I-Suit and Z-1 spacesuits. The suit is a hybrid hard and soft multi-bearing, rear entry spacesuit. The hard upper torso (HUT) is an all-composite structure and includes a 2-bearing rolling convolute shoulder with Vernier sizing mechanism, removable suit port interface plate (SIP), elliptical hemispherical helmet and self-don/doff shoulder harness. The hatch is a hybrid aluminum and composite construction with Apollo style gas connectors, custom water pass-thru, removable hatch cage and interfaces to primary and auxiliary life support feed water bags. The suit includes Z-1 style lower arms with cam brackets for Vernier sizing and government furnished equipment (GFE) Phase VI gloves. The lower torso includes a telescopic waist sizing system, waist bearing, rolling convolute waist joint, hard brief, 2 bearing soft hip thigh, Z-1 style legs with ISS EMU style cam brackets for sizing, and conformal walking boots with ankle bearings. The Z-2 Requirements Verification Plan includes the verification of more than 200 individual requirements. The verification methods include test, analysis, inspection, demonstration or a combination of methods. Examples of unmanned requirements include suit leakage, proof pressure testing, operational life, mass, isometric man-loads, sizing adjustment ranges, internal and external interfaces such as in-suit drink bag, partial pressure relief valve, purge valve, donning stand and ISS Body Restraint Tether (BRT). Examples of manned requirements include verification of anthropometric range, suit self-don/doff, secondary suit exit method, donning stand self-ingress/egress and manned mobility covering eight functional tasks. The eight functional tasks include kneeling with object pick-up, standing toe touch, cross-body reach, walking, reach to the SIP and helmet visor. This paper will provide an overview of the Z-2 design. Z-2 requirements verification testing was performed with NASA at the ILC Houston test facility. This paper will also discuss pre-delivery manned and unmanned test results as well as analysis performed in support of requirements verification.

  3. Brain-Computer Interfaces: A Neuroscience Paradigm of Social Interaction? A Matter of Perspective

    PubMed Central

    Mattout, Jérémie

    2012-01-01

    A number of recent studies have put human subjects in true social interactions, with the aim of better identifying the psychophysiological processes underlying social cognition. Interestingly, this emerging Neuroscience of Social Interactions (NSI) field brings up challenges which resemble important ones in the field of Brain-Computer Interfaces (BCI). Importantly, these challenges go beyond common objectives such as the eventual use of BCI and NSI protocols in the clinical domain or common interests pertaining to the use of online neurophysiological techniques and algorithms. Common fundamental challenges are now apparent and one can argue that a crucial one is to develop computational models of brain processes relevant to human interactions with an adaptive agent, whether human or artificial. Coupled with neuroimaging data, such models have proved promising in revealing the neural basis and mental processes behind social interactions. Similar models could help BCI to move from well-performing but offline static machines to reliable online adaptive agents. This emphasizes a social perspective to BCI, which is not limited to a computational challenge but extends to all questions that arise when studying the brain in interaction with its environment. PMID:22675291

  4. Visual analysis of fluid dynamics at NASA's numerical aerodynamic simulation facility

    NASA Technical Reports Server (NTRS)

    Watson, Velvin R.

    1991-01-01

    A study aimed at describing and illustrating visualization tools used in Computational Fluid Dynamics (CFD) and indicating how these tools are likely to change by showing a projected resolution of the human computer interface is presented. The following are outlined using a graphically based test format: the revolution of human computer environments for CFD research; comparison of current environments; current environments with the ideal; predictions for the future CFD environments; what can be done to accelerate the improvements. The following comments are given: when acquiring visualization tools, potential rapid changes must be considered; environmental changes over the next ten years due to human computer interface cannot be fathomed; data flow packages such as AVS, apE, Explorer and Data Explorer are easy to learn and use for small problems, excellent for prototyping, but not so efficient for large problems; the approximation techniques used in visualization software must be appropriate for the data; it has become more cost effective to move jobs that fit on workstations and run only memory intensive jobs on the supercomputer; use of three dimensional skills will be maximized when the three dimensional environment is built in from the start.

  5. Quadcopter control in three-dimensional space using a noninvasive motor imagery-based brain-computer interface

    NASA Astrophysics Data System (ADS)

    LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin

    2013-08-01

    Objective. At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional (3D) physical space using noninvasive scalp electroencephalogram (EEG) in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that the operation of a real world device has on subjects' control in comparison to a 2D virtual cursor task. Approach. Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a 3D physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Main results. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m s-1. Significance. Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user's ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in 3D physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG-based BCI systems for accomplish complex control in 3D physical space. The present study may serve as a framework for the investigation of multidimensional noninvasive BCI control in a physical environment using telepresence robotics.

  6. Quadcopter control in three-dimensional space using a noninvasive motor imagery-based brain-computer interface.

    PubMed

    LaFleur, Karl; Cassady, Kaitlin; Doud, Alexander; Shades, Kaleb; Rogin, Eitan; He, Bin

    2013-08-01

    At the balanced intersection of human and machine adaptation is found the optimally functioning brain-computer interface (BCI). In this study, we report a novel experiment of BCI controlling a robotic quadcopter in three-dimensional (3D) physical space using noninvasive scalp electroencephalogram (EEG) in human subjects. We then quantify the performance of this system using metrics suitable for asynchronous BCI. Lastly, we examine the impact that the operation of a real world device has on subjects' control in comparison to a 2D virtual cursor task. Five human subjects were trained to modulate their sensorimotor rhythms to control an AR Drone navigating a 3D physical space. Visual feedback was provided via a forward facing camera on the hull of the drone. Individual subjects were able to accurately acquire up to 90.5% of all valid targets presented while travelling at an average straight-line speed of 0.69 m s(-1). Freely exploring and interacting with the world around us is a crucial element of autonomy that is lost in the context of neurodegenerative disease. Brain-computer interfaces are systems that aim to restore or enhance a user's ability to interact with the environment via a computer and through the use of only thought. We demonstrate for the first time the ability to control a flying robot in 3D physical space using noninvasive scalp recorded EEG in humans. Our work indicates the potential of noninvasive EEG-based BCI systems for accomplish complex control in 3D physical space. The present study may serve as a framework for the investigation of multidimensional noninvasive BCI control in a physical environment using telepresence robotics.

  7. Big data challenges in decoding cortical activity in a human with quadriplegia to inform a brain computer interface.

    PubMed

    Friedenberg, David A; Bouton, Chad E; Annetta, Nicholas V; Skomrock, Nicholas; Mingming Zhang; Schwemmer, Michael; Bockbrader, Marcia A; Mysiw, W Jerry; Rezai, Ali R; Bresler, Herbert S; Sharma, Gaurav

    2016-08-01

    Recent advances in Brain Computer Interfaces (BCIs) have created hope that one day paralyzed patients will be able to regain control of their paralyzed limbs. As part of an ongoing clinical study, we have implanted a 96-electrode Utah array in the motor cortex of a paralyzed human. The array generates almost 3 million data points from the brain every second. This presents several big data challenges towards developing algorithms that should not only process the data in real-time (for the BCI to be responsive) but are also robust to temporal variations and non-stationarities in the sensor data. We demonstrate an algorithmic approach to analyze such data and present a novel method to evaluate such algorithms. We present our methodology with examples of decoding human brain data in real-time to inform a BCI.

  8. Use of parallel computing for analyzing big data in EEG studies of ambiguous perception

    NASA Astrophysics Data System (ADS)

    Maksimenko, Vladimir A.; Grubov, Vadim V.; Kirsanov, Daniil V.

    2018-02-01

    Problem of interaction between human and machine systems through the neuro-interfaces (or brain-computer interfaces) is an urgent task which requires analysis of large amount of neurophysiological EEG data. In present paper we consider the methods of parallel computing as one of the most powerful tools for processing experimental data in real-time with respect to multichannel structure of EEG. In this context we demonstrate the application of parallel computing for the estimation of the spectral properties of multichannel EEG signals, associated with the visual perception. Using CUDA C library we run wavelet-based algorithm on GPUs and show possibility for detection of specific patterns in multichannel set of EEG data in real-time.

  9. The Keck Task Library (KTL)

    NASA Technical Reports Server (NTRS)

    Lupton, W. F.; Conrad, A. R.

    1992-01-01

    KTL is a set of routines which eases the job of writing applications which must interact with a variety of underlying sub-systems (known as services). A typical application is an X Window user interface coordinating telescope and instruments. In order to connect to a service, application code specifies a service name--typically an instrument name--and a style, which defines the way in which the application will interact with the service. Two styles are currently supported: keyword, where the application reads and writes named keywords and the resulting inter-task message traffic is hidden; and message, where the application deals directly with messages. The keyword style is intended mainly for user interfaces, and the message style is intended mainly for lower-level applications. KTL applications are event driven: a typical application first connects to all its desired services, then expresses interest in specified events. The application then enters an event dispatch loop in which it waits for events and calls the appropriate service's event-handling routine. Each event is associated with a call-back routine which is invoked when the event occurs. Call-back routines may (and typically do) interact with other sub-systems and KTL provides the means of doing so without blocking the application (vital for X Window user interfaces). This approach is a marriage of ideas culled from the X window, ADAM, Keck instrument, and Keck telescope control systems. A novel feature of KTL is that it knows nothing about any services or styles. Instead it defines a generic set of routines which must be implemented by all services and styles (essentially open(), ioctl(), read(), write(), event(), and close()) and activates sharable libraries at run-time. Services have been implemented (in both keyword and message styles) for HIRES (the Keck high resolution echelle spectrograph built by Lick Observatory), LWS (the Keck long wavelength spectrometer built by UC San Diego), and the Keck telescope. Each of these implementations uses different underlying message systems: the Lick MUSIC system, RPC's, and direct sockets (respectively). Services for the remaining three front-line Keck instruments will be implemented over the next few months.

  10. Automated Assume-Guarantee Reasoning by Abstraction Refinement

    NASA Technical Reports Server (NTRS)

    Pasareanu, Corina S.; Giannakopoulous, Dimitra; Glannakopoulou, Dimitra

    2008-01-01

    Current automated approaches for compositional model checking in the assume-guarantee style are based on learning of assumptions as deterministic automata. We propose an alternative approach based on abstraction refinement. Our new method computes the assumptions for the assume-guarantee rules as conservative and not necessarily deterministic abstractions of some of the components, and refines those abstractions using counter-examples obtained from model checking them together with the other components. Our approach also exploits the alphabets of the interfaces between components and performs iterative refinement of those alphabets as well as of the abstractions. We show experimentally that our preliminary implementation of the proposed alternative achieves similar or better performance than a previous learning-based implementation.

  11. On-line data analysis and monitoring for H1 drift chambers

    NASA Astrophysics Data System (ADS)

    Düllmann, Dirk

    1992-05-01

    The on-line monitoring, slow control and calibration of the H1 central jet chamber uses a VME multiprocessor system to perform the analysis and a connected Macintosh computer as graphical interface to the operator on shift. Task of this system are: - analysis of event data including on-line track search, - on-line calibration from normal events and testpulse events, - control of the high voltage and monitoring of settings and currents, - monitoring of temperature, pressure and mixture of the chambergas. A program package is described which controls the dataflow between data aquisition, differnt VME CPUs and Macintosh. It allows to run off-line style programs for the different tasks.

  12. User participation in the development of the human/computer interface for control centers

    NASA Technical Reports Server (NTRS)

    Broome, Richard; Quick-Campbell, Marlene; Creegan, James; Dutilly, Robert

    1996-01-01

    Technological advances coupled with the requirements to reduce operations staffing costs led to the demand for efficient, technologically-sophisticated mission operations control centers. The control center under development for the earth observing system (EOS) is considered. The users are involved in the development of a control center in order to ensure that it is cost-efficient and flexible. A number of measures were implemented in the EOS program in order to encourage user involvement in the area of human-computer interface development. The following user participation exercises carried out in relation to the system analysis and design are described: the shadow participation of the programmers during a day of operations; the flight operations personnel interviews; and the analysis of the flight operations team tasks. The user participation in the interface prototype development, the prototype evaluation, and the system implementation are reported on. The involvement of the users early in the development process enables the requirements to be better understood and the cost to be reduced.

  13. Development of a stereoscopic three-dimensional drawing application

    NASA Astrophysics Data System (ADS)

    Carver, Donald E.; McAllister, David F.

    1991-08-01

    With recent advances in 3-D technology, computer users have the opportunity to work within a natural 3-D environment; a flat panel LCD computer display of this type, the DTI-100M made by Dimension Technologies, Inc., recently went on the market. In a joint venture between DTI and NCSU, an object-oriented 3-D drawing application, 3-D Draw, was developed to address some issues of human interface design for interactive stereo drawing applications. The focus of this paper is to determine some of the procedures a user would naturally expect to follow while working within a true 3-D environment. The paper discusses (1) the interface between the Macintosh II and DTI-100M during implementation of 3-D Draw, including stereo cursor development and presentation of current 2-D systems, with an additional `depth'' parameter, in the 3-D world, (2) problems in general for human interface into the 3-D environment, and (3) necessary functions and/or problems in developing future stereoscopic 3-D operating systems/tools.

  14. 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.

  15. Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    2002-01-01

    The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.

  16. Haptic force-feedback devices for the office computer: performance and musculoskeletal loading issues.

    PubMed

    Dennerlein, J T; Yang, M C

    2001-01-01

    Pointing devices, essential input tools for the graphical user interface (GUI) of desktop computers, require precise motor control and dexterity to use. Haptic force-feedback devices provide the human operator with tactile cues, adding the sense of touch to existing visual and auditory interfaces. However, the performance enhancements, comfort, and possible musculoskeletal loading of using a force-feedback device in an office environment are unknown. Hypothesizing that the time to perform a task and the self-reported pain and discomfort of the task improve with the addition of force feedback, 26 people ranging in age from 22 to 44 years performed a point-and-click task 540 times with and without an attractive force field surrounding the desired target. The point-and-click movements were approximately 25% faster with the addition of force feedback (paired t-tests, p < 0.001). Perceived user discomfort and pain, as measured through a questionnaire, were also smaller with the addition of force feedback (p < 0.001). However, this difference decreased as additional distracting force fields were added to the task environment, simulating a more realistic work situation. These results suggest that for a given task, use of a force-feedback device improves performance, and potentially reduces musculoskeletal loading during mouse use. Actual or potential applications of this research include human-computer interface design, specifically that of the pointing device extensively used for the graphical user interface.

  17. Implanted Miniaturized Antenna for Brain Computer Interface Applications: Analysis and Design

    PubMed Central

    Zhao, Yujuan; Rennaker, Robert L.; Hutchens, Chris; Ibrahim, Tamer S.

    2014-01-01

    Implantable Brain Computer Interfaces (BCIs) are designed to provide real-time control signals for prosthetic devices, study brain function, and/or restore sensory information lost as a result of injury or disease. Using Radio Frequency (RF) to wirelessly power a BCI could widely extend the number of applications and increase chronic in-vivo viability. However, due to the limited size and the electromagnetic loss of human brain tissues, implanted miniaturized antennas suffer low radiation efficiency. This work presents simulations, analysis and designs of implanted antennas for a wireless implantable RF-powered brain computer interface application. The results show that thin (on the order of 100 micrometers thickness) biocompatible insulating layers can significantly impact the antenna performance. The proper selection of the dielectric properties of the biocompatible insulating layers and the implantation position inside human brain tissues can facilitate efficient RF power reception by the implanted antenna. While the results show that the effects of the human head shape on implanted antenna performance is somewhat negligible, the constitutive properties of the brain tissues surrounding the implanted antenna can significantly impact the electrical characteristics (input impedance, and operational frequency) of the implanted antenna. Three miniaturized antenna designs are simulated and demonstrate that maximum RF power of up to 1.8 milli-Watts can be received at 2 GHz when the antenna implanted around the dura, without violating the Specific Absorption Rate (SAR) limits. PMID:25079941

  18. Design and evaluation of nonverbal sound-based input for those with motor handicapped.

    PubMed

    Punyabukkana, Proadpran; Chanjaradwichai, Supadaech; Suchato, Atiwong

    2013-03-01

    Most personal computing interfaces rely on the users' ability to use their hand and arm movements to interact with on-screen graphical widgets via mainstream devices, including keyboards and mice. Without proper assistive devices, this style of input poses difficulties for motor-handicapped users. We propose a sound-based input scheme enabling users to operate Windows' Graphical User Interface by producing hums and fricatives through regular microphones. Hierarchically arranged menus are utilized so that only minimal numbers of different actions are required at a time. The proposed scheme was found to be accurate and capable of responding promptly compared to other sound-based schemes. Being able to select from multiple item-selecting modes helps reducing the average time duration needed for completing tasks in the test scenarios almost by half the time needed when the tasks were performed solely through cursor movements. Still, improvements on facilitating users to select the most appropriate modes for desired tasks should improve the overall usability of the proposed scheme.

  19. The Voice as Computer Interface: A Look at Tomorrow's Technologies.

    ERIC Educational Resources Information Center

    Lange, Holley R.

    1991-01-01

    Discussion of voice as the communications device for computer-human interaction focuses on voice recognition systems for use within a library environment. Voice technologies are described, including voice response and voice recognition; examples of voice systems in use in libraries are examined; and further possibilities, including use with…

  20. Dismal: A Spreadsheet for Sequential Data Analysis and HCI Experimentation

    DTIC Science & Technology

    2002-01-24

    Hambly, Alder, Wyatt- Millington, Shrayane, Crawshaw , et al., 1996). Table 2 provides some example data. An automatically generated header comes first...Shrayane, N. M., Crawshaw , C. M., & Hockey, G. R. J. (1996). Investigating the human-computer interface using the Datalogger. Behavior Research Methods, Instruments, & Computers, 28(4), 603-606.

  1. Using the Electrocorticographic Speech Network to Control a Brain-Computer Interface in Humans

    PubMed Central

    Leuthardt, Eric C.; Gaona, Charles; Sharma, Mohit; Szrama, Nicholas; Roland, Jarod; Freudenberg, Zac; Solis, Jamie; Breshears, Jonathan; Schalk, Gerwin

    2013-01-01

    Electrocorticography (ECoG) has emerged as a new signal platform for brain-computer interface (BCI) systems. Classically, the cortical physiology that has been commonly investigated and utilized for device control in humans has been brain signals from sensorimotor cortex. Hence, it was unknown whether other neurophysiological substrates, such as the speech network, could be used to further improve on or complement existing motor-based control paradigms. We demonstrate here for the first time that ECoG signals associated with different overt and imagined phoneme articulation can enable invasively monitored human patients to control a one-dimensional computer cursor rapidly and accurately. This phonetic content was distinguishable within higher gamma frequency oscillations and enabled users to achieve final target accuracies between 68 and 91% within 15 minutes. Additionally, one of the patients achieved robust control using recordings from a microarray consisting of 1 mm spaced microwires. These findings suggest that the cortical network associated with speech could provide an additional cognitive and physiologic substrate for BCI operation and that these signals can be acquired from a cortical array that is small and minimally invasive. PMID:21471638

  2. Unsupervised Decoding of Long-Term, Naturalistic Human Neural Recordings with Automated Video and Audio Annotations

    PubMed Central

    Wang, Nancy X. R.; Olson, Jared D.; Ojemann, Jeffrey G.; Rao, Rajesh P. N.; Brunton, Bingni W.

    2016-01-01

    Fully automated decoding of human activities and intentions from direct neural recordings is a tantalizing challenge in brain-computer interfacing. Implementing Brain Computer Interfaces (BCIs) outside carefully controlled experiments in laboratory settings requires adaptive and scalable strategies with minimal supervision. Here we describe an unsupervised approach to decoding neural states from naturalistic human brain recordings. We analyzed continuous, long-term electrocorticography (ECoG) data recorded over many days from the brain of subjects in a hospital room, with simultaneous audio and video recordings. We discovered coherent clusters in high-dimensional ECoG recordings using hierarchical clustering and automatically annotated them using speech and movement labels extracted from audio and video. To our knowledge, this represents the first time techniques from computer vision and speech processing have been used for natural ECoG decoding. Interpretable behaviors were decoded from ECoG data, including moving, speaking and resting; the results were assessed by comparison with manual annotation. Discovered clusters were projected back onto the brain revealing features consistent with known functional areas, opening the door to automated functional brain mapping in natural settings. PMID:27148018

  3. Modeling strategic use of human computer interfaces with novel hidden Markov models

    PubMed Central

    Mariano, Laura J.; Poore, Joshua C.; Krum, David M.; Schwartz, Jana L.; Coskren, William D.; Jones, Eric M.

    2015-01-01

    Immersive software tools are virtual environments designed to give their users an augmented view of real-world data and ways of manipulating that data. As virtual environments, every action users make while interacting with these tools can be carefully logged, as can the state of the software and the information it presents to the user, giving these actions context. This data provides a high-resolution lens through which dynamic cognitive and behavioral processes can be viewed. In this report, we describe new methods for the analysis and interpretation of such data, utilizing a novel implementation of the Beta Process Hidden Markov Model (BP-HMM) for analysis of software activity logs. We further report the results of a preliminary study designed to establish the validity of our modeling approach. A group of 20 participants were asked to play a simple computer game, instrumented to log every interaction with the interface. Participants had no previous experience with the game's functionality or rules, so the activity logs collected during their naïve interactions capture patterns of exploratory behavior and skill acquisition as they attempted to learn the rules of the game. Pre- and post-task questionnaires probed for self-reported styles of problem solving, as well as task engagement, difficulty, and workload. We jointly modeled the activity log sequences collected from all participants using the BP-HMM approach, identifying a global library of activity patterns representative of the collective behavior of all the participants. Analyses show systematic relationships between both pre- and post-task questionnaires, self-reported approaches to analytic problem solving, and metrics extracted from the BP-HMM decomposition. Overall, we find that this novel approach to decomposing unstructured behavioral data within software environments provides a sensible means for understanding how users learn to integrate software functionality for strategic task pursuit. PMID:26191026

  4. Nuclear data made easily accessible through the Notre Dame Nuclear Database

    NASA Astrophysics Data System (ADS)

    Khouw, Timothy; Lee, Kevin; Fasano, Patrick; Mumpower, Matthew; Aprahamian, Ani

    2014-09-01

    In 1994, the NNDC revolutionized nuclear research by providing a colorful, clickable, searchable database over the internet. Over the last twenty years, web technology has evolved dramatically. Our project, the Notre Dame Nuclear Database, aims to provide a more comprehensive and broadly searchable interactive body of data. The database can be searched by an array of filters which includes metadata such as the facility where a measurement is made, the author(s), or date of publication for the datum of interest. The user interface takes full advantage of HTML, a web markup language, CSS (cascading style sheets to define the aesthetics of the website), and JavaScript, a language that can process complex data. A command-line interface is supported that interacts with the database directly on a user's local machine which provides single command access to data. This is possible through the use of a standardized API (application programming interface) that relies upon well-defined filtering variables to produce customized search results. We offer an innovative chart of nuclides utilizing scalable vector graphics (SVG) to deliver users an unsurpassed level of interactivity supported on all computers and mobile devices. We will present a functional demo of our database at the conference.

  5. Using APEX to Model Anticipated Human Error: Analysis of a GPS Navigational Aid

    NASA Technical Reports Server (NTRS)

    VanSelst, Mark; Freed, Michael; Shefto, Michael (Technical Monitor)

    1997-01-01

    The interface development process can be dramatically improved by predicting design facilitated human error at an early stage in the design process. The approach we advocate is to SIMULATE the behavior of a human agent carrying out tasks with a well-specified user interface, ANALYZE the simulation for instances of human error, and then REFINE the interface or protocol to minimize predicted error. This approach, incorporated into the APEX modeling architecture, differs from past approaches to human simulation in Its emphasis on error rather than e.g. learning rate or speed of response. The APEX model consists of two major components: (1) a powerful action selection component capable of simulating behavior in complex, multiple-task environments; and (2) a resource architecture which constrains cognitive, perceptual, and motor capabilities to within empirically demonstrated limits. The model mimics human errors arising from interactions between limited human resources and elements of the computer interface whose design falls to anticipate those limits. We analyze the design of a hand-held Global Positioning System (GPS) device used for radical and navigational decisions in small yacht recalls. The analysis demonstrates how human system modeling can be an effective design aid, helping to accelerate the process of refining a product (or procedure).

  6. [Styles of programming 1952-1972].

    PubMed

    van den Bogaard, Adrienne

    2008-01-01

    In the field of history of computing, the construction of the early computers has received much scholarly attention. However, these machines have not only been important because of their logical design and their engineering, but also because of the programming practices that emerged around these first machines. This article compares two styles of programming that developed around Dutch 'first computers'. The first style is represented by Edsger Wybe Dijkstra (1930-2002), who would receive the Turing Award for his work in 1972. Dijkstra developed a mathematical style of programming--a program was something you should be able to design mathematically and prove it logically. The second style is represented by Willem Louis van der Poel (born 1926). For him, programming is 'trickology'. A program is primarily a technical artefact that should work: a program is something you play with, comparable to the way one solves a puzzle.

  7. Designing Guiding Systems for Brain-Computer Interfaces

    PubMed Central

    Kosmyna, Nataliya; Lécuyer, Anatole

    2017-01-01

    Brain–Computer Interface (BCI) community has focused the majority of its research efforts on signal processing and machine learning, mostly neglecting the human in the loop. Guiding users on how to use a BCI is crucial in order to teach them to produce stable brain patterns. In this work, we explore the instructions and feedback for BCIs in order to provide a systematic taxonomy to describe the BCI guiding systems. The purpose of our work is to give necessary clues to the researchers and designers in Human–Computer Interaction (HCI) in making the fusion between BCIs and HCI more fruitful but also to better understand the possibilities BCIs can provide to them. PMID:28824400

  8. 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.

  9. BioCatalogue: a universal catalogue of web services for the life sciences

    PubMed Central

    Bhagat, Jiten; Tanoh, Franck; Nzuobontane, Eric; Laurent, Thomas; Orlowski, Jerzy; Roos, Marco; Wolstencroft, Katy; Aleksejevs, Sergejs; Stevens, Robert; Pettifer, Steve; Lopez, Rodrigo; Goble, Carole A.

    2010-01-01

    The use of Web Services to enable programmatic access to on-line bioinformatics is becoming increasingly important in the Life Sciences. However, their number, distribution and the variable quality of their documentation can make their discovery and subsequent use difficult. A Web Services registry with information on available services will help to bring together service providers and their users. The BioCatalogue (http://www.biocatalogue.org/) provides a common interface for registering, browsing and annotating Web Services to the Life Science community. Services in the BioCatalogue can be described and searched in multiple ways based upon their technical types, bioinformatics categories, user tags, service providers or data inputs and outputs. They are also subject to constant monitoring, allowing the identification of service problems and changes and the filtering-out of unavailable or unreliable resources. The system is accessible via a human-readable ‘Web 2.0’-style interface and a programmatic Web Service interface. The BioCatalogue follows a community approach in which all services can be registered, browsed and incrementally documented with annotations by any member of the scientific community. PMID:20484378

  10. BioCatalogue: a universal catalogue of web services for the life sciences.

    PubMed

    Bhagat, Jiten; Tanoh, Franck; Nzuobontane, Eric; Laurent, Thomas; Orlowski, Jerzy; Roos, Marco; Wolstencroft, Katy; Aleksejevs, Sergejs; Stevens, Robert; Pettifer, Steve; Lopez, Rodrigo; Goble, Carole A

    2010-07-01

    The use of Web Services to enable programmatic access to on-line bioinformatics is becoming increasingly important in the Life Sciences. However, their number, distribution and the variable quality of their documentation can make their discovery and subsequent use difficult. A Web Services registry with information on available services will help to bring together service providers and their users. The BioCatalogue (http://www.biocatalogue.org/) provides a common interface for registering, browsing and annotating Web Services to the Life Science community. Services in the BioCatalogue can be described and searched in multiple ways based upon their technical types, bioinformatics categories, user tags, service providers or data inputs and outputs. They are also subject to constant monitoring, allowing the identification of service problems and changes and the filtering-out of unavailable or unreliable resources. The system is accessible via a human-readable 'Web 2.0'-style interface and a programmatic Web Service interface. The BioCatalogue follows a community approach in which all services can be registered, browsed and incrementally documented with annotations by any member of the scientific community.

  11. Parenting style, the home environment, and screen time of 5-year-old children; the 'be active, eat right' study.

    PubMed

    Veldhuis, Lydian; van Grieken, Amy; Renders, Carry M; Hirasing, Remy A; Raat, Hein

    2014-01-01

    The global increase in childhood overweight and obesity has been ascribed partly to increases in children's screen time. Parents have a large influence on their children's screen time. Studies investigating parenting and early childhood screen time are limited. In this study, we investigated associations of parenting style and the social and physical home environment on watching TV and using computers or game consoles among 5-year-old children. This study uses baseline data concerning 5-year-old children (n = 3067) collected for the 'Be active, eat right' study. Children of parents with a higher score on the parenting style dimension involvement, were more likely to spend >30 min/day on computers or game consoles. Overall, families with an authoritative or authoritarian parenting style had lower percentages of children's screen time compared to families with an indulgent or neglectful style, but no significant difference in OR was found. In families with rules about screen time, children were less likely to watch TV>2 hrs/day and more likely to spend >30 min/day on computers or game consoles. The number of TVs and computers or game consoles in the household was positively associated with screen time, and children with a TV or computer or game console in their bedroom were more likely to watch TV>2 hrs/day or spend >30 min/day on computers or game consoles. The magnitude of the association between parenting style and screen time of 5-year-olds was found to be relatively modest. The associations found between the social and physical environment and children's screen time are independent of parenting style. Interventions to reduce children's screen time might be most effective when they support parents specifically with introducing family rules related to screen time and prevent the presence of a TV or computer or game console in the child's room.

  12. Parenting Style, the Home Environment, and Screen Time of 5-Year-Old Children; The ‘Be Active, Eat Right’ Study

    PubMed Central

    Veldhuis, Lydian; van Grieken, Amy; Renders, Carry M.; HiraSing, Remy A.; Raat, Hein

    2014-01-01

    Introduction The global increase in childhood overweight and obesity has been ascribed partly to increases in children's screen time. Parents have a large influence on their children's screen time. Studies investigating parenting and early childhood screen time are limited. In this study, we investigated associations of parenting style and the social and physical home environment on watching TV and using computers or game consoles among 5-year-old children. Methods This study uses baseline data concerning 5-year-old children (n = 3067) collected for the ‘Be active, eat right’ study. Results Children of parents with a higher score on the parenting style dimension involvement, were more likely to spend >30 min/day on computers or game consoles. Overall, families with an authoritative or authoritarian parenting style had lower percentages of children's screen time compared to families with an indulgent or neglectful style, but no significant difference in OR was found. In families with rules about screen time, children were less likely to watch TV>2 hrs/day and more likely to spend >30 min/day on computers or game consoles. The number of TVs and computers or game consoles in the household was positively associated with screen time, and children with a TV or computer or game console in their bedroom were more likely to watch TV>2 hrs/day or spend >30 min/day on computers or game consoles. Conclusion The magnitude of the association between parenting style and screen time of 5-year-olds was found to be relatively modest. The associations found between the social and physical environment and children's screen time are independent of parenting style. Interventions to reduce children's screen time might be most effective when they support parents specifically with introducing family rules related to screen time and prevent the presence of a TV or computer or game console in the child's room. PMID:24533092

  13. A parallel coordinates style interface for exploratory volume visualization.

    PubMed

    Tory, Melanie; Potts, Simeon; Möller, Torsten

    2005-01-01

    We present a user interface, based on parallel coordinates, that facilitates exploration of volume data. By explicitly representing the visualization parameter space, the interface provides an overview of rendering options and enables users to easily explore different parameters. Rendered images are stored in an integrated history bar that facilitates backtracking to previous visualization options. Initial usability testing showed clear agreement between users and experts of various backgrounds (usability, graphic design, volume visualization, and medical physics) that the proposed user interface is a valuable data exploration tool.

  14. The Research of Computer Aided Farm Machinery Designing Method Based on Ergonomics

    NASA Astrophysics Data System (ADS)

    Gao, Xiyin; Li, Xinling; Song, Qiang; Zheng, Ying

    Along with agricultural economy development, the farm machinery product type Increases gradually, the ergonomics question is also getting more and more prominent. The widespread application of computer aided machinery design makes it possible that farm machinery design is intuitive, flexible and convenient. At present, because the developed computer aided ergonomics software has not suitable human body database, which is needed in view of farm machinery design in China, the farm machinery design have deviation in ergonomics analysis. This article puts forward that using the open database interface procedure in CATIA to establish human body database which aims at the farm machinery design, and reading the human body data to ergonomics module of CATIA can product practical application virtual body, using human posture analysis and human activity analysis module to analysis the ergonomics in farm machinery, thus computer aided farm machinery designing method based on engineering can be realized.

  15. Computer-assisted handwriting style identification system for questioned document examination

    NASA Astrophysics Data System (ADS)

    Cha, Sung-Hyuk; Yoon, Sungsoo; Tappert, Charles C.; Lee, Yillbyung

    2005-03-01

    Handwriting originates from a particular copybook style such as Palmer or Zaner-Bloser that one learns in childhood. Since questioned document examination plays an important investigative and forensic role in many types of crime, it is important to develop a system that helps objectively identify a questioned document"s handwriting style. Here, we propose a computer vision system that can assist a document examiner in the identification of a writer"s handwriting style and therefore the origin or nationality of an unknown writer of a questioned document. We collected 33 Roman alphabet copybook styles from 18 countries. Each character in a questioned document is segmented and matched against all of the 33 handwriting copybook styles. The more characters present in the questioned document, the higher the accuracy observed.

  16. Learning Styles and Computers.

    ERIC Educational Resources Information Center

    Geisert, Gene; Dunn, Rita

    Although the use of computers in the classroom has been heralded as a major breakthrough in education, many educators have yet to use computers to their fullest advantage. This is perhaps due to the traditional assumption that students differed only in their speed of learning. However, new research indicates that students differ in their style of…

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

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Ronald L. Boring; Jacques Hugo; Christian Richard

    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.

  18. Techno-Human Mesh: The Growing Power of Information Technologies.

    ERIC Educational Resources Information Center

    West, Cynthia K.

    This book examines the intersection of information technologies, power, people, and bodies. It explores how information technologies are on a path of creating efficiency, productivity, profitability, surveillance, and control, and looks at the ways in which human-machine interface technologies, such as wearable computers, biometric technologies,…

  19. Neural control of cursor trajectory and click by a human with tetraplegia 1000 days after implant of an intracortical microelectrode array

    NASA Astrophysics Data System (ADS)

    Simeral, J. D.; Kim, S.-P.; Black, M. J.; Donoghue, J. P.; Hochberg, L. R.

    2011-04-01

    The ongoing pilot clinical trial of the BrainGate neural interface system aims in part to assess the feasibility of using neural activity obtained from a small-scale, chronically implanted, intracortical microelectrode array to provide control signals for a neural prosthesis system. Critical questions include how long implanted microelectrodes will record useful neural signals, how reliably those signals can be acquired and decoded, and how effectively they can be used to control various assistive technologies such as computers and robotic assistive devices, or to enable functional electrical stimulation of paralyzed muscles. Here we examined these questions by assessing neural cursor control and BrainGate system characteristics on five consecutive days 1000 days after implant of a 4 × 4 mm array of 100 microelectrodes in the motor cortex of a human with longstanding tetraplegia subsequent to a brainstem stroke. On each of five prospectively-selected days we performed time-amplitude sorting of neuronal spiking activity, trained a population-based Kalman velocity decoding filter combined with a linear discriminant click state classifier, and then assessed closed-loop point-and-click cursor control. The participant performed both an eight-target center-out task and a random target Fitts metric task which was adapted from a human-computer interaction ISO standard used to quantify performance of computer input devices. The neural interface system was further characterized by daily measurement of electrode impedances, unit waveforms and local field potentials. Across the five days, spiking signals were obtained from 41 of 96 electrodes and were successfully decoded to provide neural cursor point-and-click control with a mean task performance of 91.3% ± 0.1% (mean ± s.d.) correct target acquisition. Results across five consecutive days demonstrate that a neural interface system based on an intracortical microelectrode array can provide repeatable, accurate point-and-click control of a computer interface to an individual with tetraplegia 1000 days after implantation of this sensor.

  20. Neural control of cursor trajectory and click by a human with tetraplegia 1000 days after implant of an intracortical microelectrode array

    PubMed Central

    Simeral, J D; Kim, S-P; Black, M J; Donoghue, J P; Hochberg, L R

    2013-01-01

    The ongoing pilot clinical trial of the BrainGate neural interface system aims in part to assess the feasibility of using neural activity obtained from a small-scale, chronically implanted, intracortical microelectrode array to provide control signals for a neural prosthesis system. Critical questions include how long implanted microelectrodes will record useful neural signals, how reliably those signals can be acquired and decoded, and how effectively they can be used to control various assistive technologies such as computers and robotic assistive devices, or to enable functional electrical stimulation of paralyzed muscles. Here we examined these questions by assessing neural cursor control and BrainGate system characteristics on five consecutive days 1000 days after implant of a 4 × 4 mm array of 100 microelectrodes in the motor cortex of a human with longstanding tetraplegia subsequent to a brainstem stroke. On each of five prospectively-selected days we performed time-amplitude sorting of neuronal spiking activity, trained a population-based Kalman velocity decoding filter combined with a linear discriminant click state classifier, and then assessed closed-loop point-and-click cursor control. The participant performed both an eight-target center-out task and a random target Fitts metric task which was adapted from a human-computer interaction ISO standard used to quantify performance of computer input devices. The neural interface system was further characterized by daily measurement of electrode impedances, unit waveforms and local field potentials. Across the five days, spiking signals were obtained from 41 of 96 electrodes and were successfully decoded to provide neural cursor point-and-click control with a mean task performance of 91.3% ± 0.1% (mean ± s.d.) correct target acquisition. Results across five consecutive days demonstrate that a neural interface system based on an intracortical microelectrode array can provide repeatable, accurate point-and-click control of a computer interface to an individual with tetraplegia 1000 days after implantation of this sensor. PMID:21436513

  1. A breakthrough for experiencing and understanding simulated physics

    NASA Technical Reports Server (NTRS)

    Watson, Val

    1988-01-01

    The use of computer simulation in physics research is discussed, focusing on improvements to graphic workstations. Simulation capabilities and applications of enhanced visualization tools are outlined. The elements of an ideal computer simulation are presented and the potential for improving various simulation elements is examined. The interface between the human and the computer and simulation models are considered. Recommendations are made for changes in computer simulation practices and applications of simulation technology in education.

  2. Validation of learning style measures: implications for medical education practice.

    PubMed

    Chapman, Dane M; Calhoun, Judith G

    2006-06-01

    It is unclear which learners would most benefit from the more individualised, student-structured, interactive approaches characteristic of problem-based and computer-assisted learning. The validity of learning style measures is uncertain, and there is no unifying learning style construct identified to predict such learners. This study was conducted to validate learning style constructs and to identify the learners most likely to benefit from problem-based and computer-assisted curricula. Using a cross-sectional design, 3 established learning style inventories were administered to 97 post-Year 2 medical students. Cognitive personality was measured by the Group Embedded Figures Test, information processing by the Learning Styles Inventory, and instructional preference by the Learning Preference Inventory. The 11 subscales from the 3 inventories were factor-analysed to identify common learning constructs and to verify construct validity. Concurrent validity was determined by intercorrelations of the 11 subscales. A total of 94 pre-clinical medical students completed all 3 inventories. Five meaningful learning style constructs were derived from the 11 subscales: student- versus teacher-structured learning; concrete versus abstract learning; passive versus active learning; individual versus group learning, and field-dependence versus field-independence. The concurrent validity of 10 of 11 subscales was supported by correlation analysis. Medical students most likely to thrive in a problem-based or computer-assisted learning environment would be expected to score highly on abstract, active and individual learning constructs and would be more field-independent. Learning style measures were validated in a medical student population and learning constructs were established for identifying learners who would most likely benefit from a problem-based or computer-assisted curriculum.

  3. Design and Implementation of an Experimental Cataloging Advisor--Mapper.

    ERIC Educational Resources Information Center

    Ercegovac, Zorana; Borko, Harold

    1992-01-01

    Describes the design of an experimental computer-aided cataloging advisor, Mapper, that was developed to help novice users with the descriptive cataloging of single-sheet maps from U.S. publishers. The human-computer interface is considered, the use of HyperCard is discussed, the knowledge base is explained, and assistance screens are described.…

  4. An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners

    ERIC Educational Resources Information Center

    Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi

    2012-01-01

    Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…

  5. Designing Social Presence in e-Learning Environments: Testing the Effect of Interactivity on Children

    ERIC Educational Resources Information Center

    Tung, Fang-Wu; Deng, Yi-Shin

    2006-01-01

    The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…

  6. A Kinect-Based Assessment System for Smart Classroom

    ERIC Educational Resources Information Center

    Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin

    2015-01-01

    With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…

  7. Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments

    PubMed Central

    Víctor Rodrigo, Mercado-García

    2017-01-01

    Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities. PMID:29317861

  8. Age, Health and Attractiveness Perception of Virtual (Rendered) Human Hair

    PubMed Central

    Fink, Bernhard; Hufschmidt, Carla; Hirn, Thomas; Will, Susanne; McKelvey, Graham; Lankhof, John

    2016-01-01

    The social significance of physical appearance and beauty has been documented in many studies. It is known that even subtle manipulations of facial morphology and skin condition can alter people’s perception of a person’s age, health and attractiveness. While the variation in facial morphology and skin condition cues has been studied quite extensively, comparably little is known on the effect of hair on social perception. This has been partly caused by the technical difficulty of creating appropriate stimuli for investigations of people’s response to systematic variation of certain hair characteristics, such as color and style, while keeping other features constant. Here, we present a modeling approach to the investigation of human hair perception using computer-generated, virtual (rendered) human hair. In three experiments, we manipulated hair diameter (Experiment 1), hair density (Experiment 2), and hair style (Experiment 3) of human (female) head hair and studied perceptions of age, health and attractiveness. Our results show that even subtle changes in these features have an impact on hair perception. We discuss our findings with reference to previous studies on condition-dependent quality cues in women that influence human social perception, thereby suggesting that hair is a salient feature of human physical appearance, which contributes to the perception of beauty. PMID:28066276

  9. Human Ecology Students: What's Their Learning Style?

    ERIC Educational Resources Information Center

    Eghan, Felicia R.; Eghan, Tony

    1996-01-01

    The Hanson and Silver Learning Preferences Inventory was completed by 167 human ecology students. The predominant learning style was sensing feeling and introverted. There was a significant relationship between learning style and choice of major. (SK)

  10. The development of the Canadian Mobile Servicing System Kinematic Simulation Facility

    NASA Technical Reports Server (NTRS)

    Beyer, G.; Diebold, B.; Brimley, W.; Kleinberg, H.

    1989-01-01

    Canada will develop a Mobile Servicing System (MSS) as its contribution to the U.S./International Space Station Freedom. Components of the MSS will include a remote manipulator (SSRMS), a Special Purpose Dexterous Manipulator (SPDM), and a mobile base (MRS). In order to support requirements analysis and the evaluation of operational concepts related to the use of the MSS, a graphics based kinematic simulation/human-computer interface facility has been created. The facility consists of the following elements: (1) A two-dimensional graphics editor allowing the rapid development of virtual control stations; (2) Kinematic simulations of the space station remote manipulators (SSRMS and SPDM), and mobile base; and (3) A three-dimensional graphics model of the space station, MSS, orbiter, and payloads. These software elements combined with state of the art computer graphics hardware provide the capability to prototype MSS workstations, evaluate MSS operational capabilities, and investigate the human-computer interface in an interactive simulation environment. The graphics technology involved in the development and use of this facility is described.

  11. A Dual-Mode Human Computer Interface Combining Speech and Tongue Motion for People with Severe Disabilities

    PubMed Central

    Huo, Xueliang; Park, Hangue; Kim, Jeonghee; Ghovanloo, Maysam

    2015-01-01

    We are presenting a new wireless and wearable human computer interface called the dual-mode Tongue Drive System (dTDS), which is designed to allow people with severe disabilities to use computers more effectively with increased speed, flexibility, usability, and independence through their tongue motion and speech. The dTDS detects users’ tongue motion using a magnetic tracer and an array of magnetic sensors embedded in a compact and ergonomic wireless headset. It also captures the users’ voice wirelessly using a small microphone embedded in the same headset. Preliminary evaluation results based on 14 able-bodied subjects and three individuals with high level spinal cord injuries at level C3–C5 indicated that the dTDS headset, combined with a commercially available speech recognition (SR) software, can provide end users with significantly higher performance than either unimodal forms based on the tongue motion or speech alone, particularly in completing tasks that require both pointing and text entry. PMID:23475380

  12. Evolution of brain-computer interfaces: going beyond classic motor physiology

    PubMed Central

    Leuthardt, Eric C.; Schalk, Gerwin; Roland, Jarod; Rouse, Adam; Moran, Daniel W.

    2010-01-01

    The notion that a computer can decode brain signals to infer the intentions of a human and then enact those intentions directly through a machine is becoming a realistic technical possibility. These types of devices are known as brain-computer interfaces (BCIs). The evolution of these neuroprosthetic technologies could have significant implications for patients with motor disabilities by enhancing their ability to interact and communicate with their environment. The cortical physiology most investigated and used for device control has been brain signals from the primary motor cortex. To date, this classic motor physiology has been an effective substrate for demonstrating the potential efficacy of BCI-based control. However, emerging research now stands to further enhance our understanding of the cortical physiology underpinning human intent and provide further signals for more complex brain-derived control. In this review, the authors report the current status of BCIs and detail the emerging research trends that stand to augment clinical applications in the future. PMID:19569892

  13. [A wireless smart home system based on brain-computer interface of steady state visual evoked potential].

    PubMed

    Zhao, Li; Xing, Xiao; Guo, Xuhong; Liu, Zehua; He, Yang

    2014-10-01

    Brain-computer interface (BCI) system is a system that achieves communication and control among humans and computers and other electronic equipment with the electroencephalogram (EEG) signals. This paper describes the working theory of the wireless smart home system based on the BCI technology. We started to get the steady-state visual evoked potential (SSVEP) using the single chip microcomputer and the visual stimulation which composed by LED lamp to stimulate human eyes. Then, through building the power spectral transformation on the LabVIEW platform, we processed timely those EEG signals under different frequency stimulation so as to transfer them to different instructions. Those instructions could be received by the wireless transceiver equipment to control the household appliances and to achieve the intelligent control towards the specified devices. The experimental results showed that the correct rate for the 10 subjects reached 100%, and the control time of average single device was 4 seconds, thus this design could totally achieve the original purpose of smart home system.

  14. Functional near-infrared spectroscopy for adaptive human-computer interfaces

    NASA Astrophysics Data System (ADS)

    Yuksel, Beste F.; Peck, Evan M.; Afergan, Daniel; Hincks, Samuel W.; Shibata, Tomoki; Kainerstorfer, Jana; Tgavalekos, Kristen; Sassaroli, Angelo; Fantini, Sergio; Jacob, Robert J. K.

    2015-03-01

    We present a brain-computer interface (BCI) that detects, analyzes and responds to user cognitive state in real-time using machine learning classifications of functional near-infrared spectroscopy (fNIRS) data. Our work is aimed at increasing the narrow communication bandwidth between the human and computer by implicitly measuring users' cognitive state without any additional effort on the part of the user. Traditionally, BCIs have been designed to explicitly send signals as the primary input. However, such systems are usually designed for people with severe motor disabilities and are too slow and inaccurate for the general population. In this paper, we demonstrate with previous work1 that a BCI that implicitly measures cognitive workload can improve user performance and awareness compared to a control condition by adapting to user cognitive state in real-time. We also discuss some of the other applications we have used in this field to measure and respond to cognitive states such as cognitive workload, multitasking, and user preference.

  15. Ecological Interface Design for Computer Network Defense.

    PubMed

    Bennett, Kevin B; Bryant, Adam; Sushereba, Christen

    2018-05-01

    A prototype ecological interface for computer network defense (CND) was developed. Concerns about CND run high. Although there is a vast literature on CND, there is some indication that this research is not being translated into operational contexts. Part of the reason may be that CND has historically been treated as a strictly technical problem, rather than as a socio-technical problem. The cognitive systems engineering (CSE)/ecological interface design (EID) framework was used in the analysis and design of the prototype interface. A brief overview of CSE/EID is provided. EID principles of design (i.e., direct perception, direct manipulation and visual momentum) are described and illustrated through concrete examples from the ecological interface. Key features of the ecological interface include (a) a wide variety of alternative visual displays, (b) controls that allow easy, dynamic reconfiguration of these displays, (c) visual highlighting of functionally related information across displays, (d) control mechanisms to selectively filter massive data sets, and (e) the capability for easy expansion. Cyber attacks from a well-known data set are illustrated through screen shots. CND support needs to be developed with a triadic focus (i.e., humans interacting with technology to accomplish work) if it is to be effective. Iterative design and formal evaluation is also required. The discipline of human factors has a long tradition of success on both counts; it is time that HF became fully involved in CND. Direct application in supporting cyber analysts.

  16. Identifying economics' place amongst academic disciplines: a science or a social science?

    PubMed

    Hudson, John

    2017-01-01

    Different academic disciplines exhibit different styles, including styles in journal titles. Using data from the 2014 Research Excellence Framework (REF) in the UK we are able to identify the stylistic trends of different disciplines using 155,552 journal titles across all disciplines. Cluster analysis is then used to group the different disciplines together. The resulting identification fits the social sciences, the sciences and the arts and humanities reasonably well. Economics overall, fits best with philosophy, but the linkage is weak. When we divided economics into papers published in theory, econometrics and the remaining journals, the first two link with mathematics and computer science, particularly econometrics, and thence the sciences. The rest of economics then links with business and thence the social sciences.

  17. Hybrid soft computing systems for electromyographic signals analysis: a review.

    PubMed

    Xie, Hong-Bo; Guo, Tianruo; Bai, Siwei; Dokos, Socrates

    2014-02-03

    Electromyographic (EMG) is a bio-signal collected on human skeletal muscle. Analysis of EMG signals has been widely used to detect human movement intent, control various human-machine interfaces, diagnose neuromuscular diseases, and model neuromusculoskeletal system. With the advances of artificial intelligence and soft computing, many sophisticated techniques have been proposed for such purpose. Hybrid soft computing system (HSCS), the integration of these different techniques, aims to further improve the effectiveness, efficiency, and accuracy of EMG analysis. This paper reviews and compares key combinations of neural network, support vector machine, fuzzy logic, evolutionary computing, and swarm intelligence for EMG analysis. Our suggestions on the possible future development of HSCS in EMG analysis are also given in terms of basic soft computing techniques, further combination of these techniques, and their other applications in EMG analysis.

  18. Hybrid soft computing systems for electromyographic signals analysis: a review

    PubMed Central

    2014-01-01

    Electromyographic (EMG) is a bio-signal collected on human skeletal muscle. Analysis of EMG signals has been widely used to detect human movement intent, control various human-machine interfaces, diagnose neuromuscular diseases, and model neuromusculoskeletal system. With the advances of artificial intelligence and soft computing, many sophisticated techniques have been proposed for such purpose. Hybrid soft computing system (HSCS), the integration of these different techniques, aims to further improve the effectiveness, efficiency, and accuracy of EMG analysis. This paper reviews and compares key combinations of neural network, support vector machine, fuzzy logic, evolutionary computing, and swarm intelligence for EMG analysis. Our suggestions on the possible future development of HSCS in EMG analysis are also given in terms of basic soft computing techniques, further combination of these techniques, and their other applications in EMG analysis. PMID:24490979

  19. Examining Student Opinions on Computer Use Based on the Learning Styles in Mathematics Education

    ERIC Educational Resources Information Center

    Ozgen, Kemal; Bindak, Recep

    2012-01-01

    The purpose of this study is to identify the opinions of high school students, who have different learning styles, related to computer use in mathematics education. High school students' opinions on computer use in mathematics education were collected with both qualitative and quantitative approaches in the study conducted with a survey model. For…

  20. Serendipity? Are There Gender Differences in the Adoption of Computers? A Case Study.

    ERIC Educational Resources Information Center

    Vernon-Gerstenfeld, Susan

    1989-01-01

    Discusses a study about the effect of learning styles of patent examiners on adoption of computers. Subjects' amount of computer use was a function of learning style, age, comfort after training, and gender. Findings indicate that women showed a greater propensity to adopt than men. Discusses implications for further research. (JS)

  1. A resource-oriented architecture for a Geospatial Web

    NASA Astrophysics Data System (ADS)

    Mazzetti, Paolo; Nativi, Stefano

    2010-05-01

    In this presentation we discuss some architectural issues on the design of an architecture for a Geospatial Web, that is an information system for sharing geospatial resources according to the Web paradigm. The success of the Web in building a multi-purpose information space, has raised questions about the possibility of adopting the same approach for systems dedicated to the sharing of more specific resources, such as the geospatial information, that is information characterized by spatial/temporal reference. To this aim an investigation on the nature of the Web and on the validity of its paradigm for geospatial resources is required. The Web was born in the early 90's to provide "a shared information space through which people and machines could communicate" [Berners-Lee 1996]. It was originally built around a small set of specifications (e.g. URI, HTTP, HTML, etc.); however, in the last two decades several other technologies and specifications have been introduced in order to extend its capabilities. Most of them (e.g. the SOAP family) actually aimed to transform the Web in a generic Distributed Computing Infrastructure. While these efforts were definitely successful enabling the adoption of service-oriented approaches for machine-to-machine interactions supporting complex business processes (e.g. for e-Government and e-Business applications), they do not fit in the original concept of the Web. In the year 2000, R. T. Fielding, one of the designers of the original Web specifications, proposes a new architectural style for distributed systems, called REST (Representational State Transfer), aiming to capture the fundamental characteristics of the Web as it was originally conceived [Fielding 2000]. In this view, the nature of the Web lies not so much in the technologies, as in the way they are used. Maintaining the Web architecture conform to the REST style would then assure the scalability, extensibility and low entry barrier of the original Web. On the contrary, systems using the same Web technologies and specifications but according to a different architectural style, despite their usefulness, should not be considered part of the Web. If the REST style captures the significant Web characteristics, then, in order to build a Geospatial Web it is necessary that its architecture satisfies all the REST constraints. One of them is of particular importance: the adoption of a Uniform Interface. It prescribes that all the geospatial resources must be accessed through the same interface; moreover according to the REST style this interface must satisfy four further constraints: a) identification of resources; b) manipulation of resources through representations; c) self-descriptive messages; and, d) hypermedia as the engine of application state. In the Web, the uniform interface provides basic operations which are meaningful for generic resources. They typically implement the CRUD pattern (Create-Retrieve-Update-Delete) which demonstrated to be flexible and powerful in several general-purpose contexts (e.g. filesystem management, SQL for database management systems, etc.). Restricting the scope to a subset of resources it would be possible to identify other generic actions which are meaningful for all of them. For example for geospatial resources, subsetting, resampling, interpolation and coordinate reference systems transformations functionalities are candidate functionalities for a uniform interface. However an investigation is needed to clarify the semantics of those actions for different resources, and consequently if they can really ascend the role of generic interface operation. Concerning the point a), (identification of resources), it is required that every resource addressable in the Geospatial Web has its own identifier (e.g. a URI). This allows to implement citation and re-use of resources, simply providing the URI. OPeNDAP and KVP encodings of OGC data access services specifications might provide a basis for it. Concerning point b) (manipulation of resources through representations), the Geospatial Web poses several issues. In fact, while the Web mainly handles semi-structured information, in the Geospatial Web the information is typically structured with several possible data models (e.g. point series, gridded coverages, trajectories, etc.) and encodings. A possibility would be to simplify the interchange formats, choosing to support a subset of data models and format(s). This is what actually the Web designers did choosing to define a common format for hypermedia (HTML), although the underlying protocol would be generic. Concerning point c), self-descriptive messages, the exchanged messages should describe themselves and their content. This would not be actually a major issue considering the effort put in recent years on geospatial metadata models and specifications. The point d), hypermedia as the engine of application state, is actually where the Geospatial Web would mainly differ from existing geospatial information sharing systems. In fact the existing systems typically adopt a service-oriented architecture, where applications are built as a single service or as a workflow of services. On the other hand, in the Geospatial Web, applications should be built following the path between interconnected resources. The link between resources should be made explicit as hyperlinks. The adoption of Semantic Web solutions would allow to define not only the existence of a link between two resources, but also the nature of the link. The implementation of a Geospatial Web would allow to build an information system with the same characteristics of the Web sharing its points-of-strength and weaknesses. The main advantages would be the following: • The user would interact with the Geospatial Web according to the well-known Web navigation paradigm. This would lower the barrier to the access to geospatial applications for non-specialists (e.g. the success of Google Maps and other Web mapping applications); • Successful Web and Web 2.0 applications - search engines, feeds, social network - could be integrated/replicated in the Geospatial Web; The main drawbacks would be the following: • The Uniform Interface simplifies the overall system architecture (e.g. no service registry, and service descriptors required), but moves the complexity to the data representation. Moreover since the interface must stay generic, it results really simple and therefore complex interactions would require several transfers. • In the geospatial domain one of the most valuable resources are processes (e.g. environmental models). How they can be modeled as resources accessed through the common interface is an open issue. Taking into account advantages and drawback it seems that a Geospatial Web would be useful, but its use would be limited to specific use-cases not covering all the possible applications. The Geospatial Web architecture could be partly based on existing specifications, while other aspects need investigation. References [Berners-Lee 1996] T. Berners-Lee, "WWW: Past, present, and future". IEEE Computer, 29(10), Oct. 1996, pp. 69-77. [Fielding 2000] Fielding, R. T. 2000. Architectural styles and the design of network-based software architectures. PhD Dissertation. Dept. of Information and Computer Science, University of California, Irvine

  2. Reducing Wrong Patient Selection Errors: Exploring the Design Space of User Interface Techniques

    PubMed Central

    Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben

    2014-01-01

    Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients’ identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed. PMID:25954415

  3. Reducing wrong patient selection errors: exploring the design space of user interface techniques.

    PubMed

    Sopan, Awalin; Plaisant, Catherine; Powsner, Seth; Shneiderman, Ben

    2014-01-01

    Wrong patient selection errors are a major issue for patient safety; from ordering medication to performing surgery, the stakes are high. Widespread adoption of Electronic Health Record (EHR) and Computerized Provider Order Entry (CPOE) systems makes patient selection using a computer screen a frequent task for clinicians. Careful design of the user interface can help mitigate the problem by helping providers recall their patients' identities, accurately select their names, and spot errors before orders are submitted. We propose a catalog of twenty seven distinct user interface techniques, organized according to a task analysis. An associated video demonstrates eighteen of those techniques. EHR designers who consider a wider range of human-computer interaction techniques could reduce selection errors, but verification of efficacy is still needed.

  4. Integrated multimodal human-computer interface and augmented reality for interactive display applications

    NASA Astrophysics Data System (ADS)

    Vassiliou, Marius S.; Sundareswaran, Venkataraman; Chen, S.; Behringer, Reinhold; Tam, Clement K.; Chan, M.; Bangayan, Phil T.; McGee, Joshua H.

    2000-08-01

    We describe new systems for improved integrated multimodal human-computer interaction and augmented reality for a diverse array of applications, including future advanced cockpits, tactical operations centers, and others. We have developed an integrated display system featuring: speech recognition of multiple concurrent users equipped with both standard air- coupled microphones and novel throat-coupled sensors (developed at Army Research Labs for increased noise immunity); lip reading for improving speech recognition accuracy in noisy environments, three-dimensional spatialized audio for improved display of warnings, alerts, and other information; wireless, coordinated handheld-PC control of a large display; real-time display of data and inferences from wireless integrated networked sensors with on-board signal processing and discrimination; gesture control with disambiguated point-and-speak capability; head- and eye- tracking coupled with speech recognition for 'look-and-speak' interaction; and integrated tetherless augmented reality on a wearable computer. The various interaction modalities (speech recognition, 3D audio, eyetracking, etc.) are implemented a 'modality servers' in an Internet-based client-server architecture. Each modality server encapsulates and exposes commercial and research software packages, presenting a socket network interface that is abstracted to a high-level interface, minimizing both vendor dependencies and required changes on the client side as the server's technology improves.

  5. A Direct Brain-to-Brain Interface in Humans

    PubMed Central

    Rao, Rajesh P. N.; Stocco, Andrea; Bryan, Matthew; Sarma, Devapratim; Youngquist, Tiffany M.; Wu, Joseph; Prat, Chantel S.

    2014-01-01

    We describe the first direct brain-to-brain interface in humans and present results from experiments involving six different subjects. Our non-invasive interface, demonstrated originally in August 2013, combines electroencephalography (EEG) for recording brain signals with transcranial magnetic stimulation (TMS) for delivering information to the brain. We illustrate our method using a visuomotor task in which two humans must cooperate through direct brain-to-brain communication to achieve a desired goal in a computer game. The brain-to-brain interface detects motor imagery in EEG signals recorded from one subject (the “sender”) and transmits this information over the internet to the motor cortex region of a second subject (the “receiver”). This allows the sender to cause a desired motor response in the receiver (a press on a touchpad) via TMS. We quantify the performance of the brain-to-brain interface in terms of the amount of information transmitted as well as the accuracies attained in (1) decoding the sender’s signals, (2) generating a motor response from the receiver upon stimulation, and (3) achieving the overall goal in the cooperative visuomotor task. Our results provide evidence for a rudimentary form of direct information transmission from one human brain to another using non-invasive means. PMID:25372285

  6. Passive wireless tags for tongue controlled assistive technology interfaces.

    PubMed

    Rakibet, Osman O; Horne, Robert J; Kelly, Stephen W; Batchelor, John C

    2016-03-01

    Tongue control with low profile, passive mouth tags is demonstrated as a human-device interface by communicating values of tongue-tag separation over a wireless link. Confusion matrices are provided to demonstrate user accuracy in targeting by tongue position. Accuracy is found to increase dramatically after short training sequences with errors falling close to 1% in magnitude with zero missed targets. The rate at which users are able to learn accurate targeting with high accuracy indicates that this is an intuitive device to operate. The significance of the work is that innovative very unobtrusive, wireless tags can be used to provide intuitive human-computer interfaces based on low cost and disposable mouth mounted technology. With the development of an appropriate reading system, control of assistive devices such as computer mice or wheelchairs could be possible for tetraplegics and others who retain fine motor control capability of their tongues. The tags contain no battery and are intended to fit directly on the hard palate, detecting tongue position in the mouth with no need for tongue piercings.

  7. Initialization methods and ensembles generation for the IPSL GCM

    NASA Astrophysics Data System (ADS)

    Labetoulle, Sonia; Mignot, Juliette; Guilyardi, Eric; Denvil, Sébastien; Masson, Sébastien

    2010-05-01

    The protocol used and developments made for decadal and seasonal predictability studies at IPSL (Paris, France) are presented. The strategy chosen is to initialize the IPSL-CM5 (NEMO ocean and LMDZ atmosphere) model only at the ocean-atmosphere interface, following the guidance and expertise gained from ocean-only NEMO experiments. Two novel approaches are presented for initializing the coupled system. First, a nudging of sea surface temperature and wind stress towards available reanalysis is made with the surface salinity climatologically restored. Second, the heat, salt and momentum fluxes received by the ocean model are computed as a linear combination of the fluxes computed by the atmospheric model and by a CORE-style bulk formulation using up-to-date reanalysis. The steps that led to these choices are presented, as well as a description of the code adaptation and a comparison of the computational cost of both methods. The strategy for the generation of ensembles at the end of the initialization phase is also presented. We show how the technical environment of IPSL-CM5 (LibIGCM) was modified to achieve these goals.

  8. Closed-loop dialog model of face-to-face communication with a photo-real virtual human

    NASA Astrophysics Data System (ADS)

    Kiss, Bernadette; Benedek, Balázs; Szijárto, Gábor; Takács, Barnabás

    2004-01-01

    We describe an advanced Human Computer Interaction (HCI) model that employs photo-realistic virtual humans to provide digital media users with information, learning services and entertainment in a highly personalized and adaptive manner. The system can be used as a computer interface or as a tool to deliver content to end-users. We model the interaction process between the user and the system as part of a closed loop dialog taking place between the participants. This dialog, exploits the most important characteristics of a face-to-face communication process, including the use of non-verbal gestures and meta communication signals to control the flow of information. Our solution is based on a Virtual Human Interface (VHI) technology that was specifically designed to be able to create emotional engagement between the virtual agent and the user, thus increasing the efficiency of learning and/or absorbing any information broadcasted through this device. The paper reviews the basic building blocks and technologies needed to create such a system and discusses its advantages over other existing methods.

  9. A Human Factors Framework for Payload Display Design

    NASA Technical Reports Server (NTRS)

    Dunn, Mariea C.; Hutchinson, Sonya L.

    1998-01-01

    During missions to space, one charge of the astronaut crew is to conduct research experiments. These experiments, referred to as payloads, typically are controlled by computers. Crewmembers interact with payload computers by using visual interfaces or displays. To enhance the safety, productivity, and efficiency of crewmember interaction with payload displays, particular attention must be paid to the usability of these displays. Enhancing display usability requires adoption of a design process that incorporates human factors engineering principles at each stage. This paper presents a proposed framework for incorporating human factors engineering principles into the payload display design process.

  10. Visual Debugging of Object-Oriented Systems With the Unified Modeling Language

    DTIC Science & Technology

    2004-03-01

    to be “the systematic and imaginative use of the technology of interactive computer graphics and the disciplines of graphic design , typography ... Graphics volume 23 no 6, pp893-901, 1999. [SHN98] Shneiderman, B. Designing the User Interface. Strategies for Effective Human-Computer Interaction...System Design Objectives ................................................................................ 44 3.3 System Architecture

  11. Effects of Learning Style and Training Method on Computer Attitude and Performance in World Wide Web Page Design Training.

    ERIC Educational Resources Information Center

    Chou, Huey-Wen; Wang, Yu-Fang

    1999-01-01

    Compares the effects of two training methods on computer attitude and performance in a World Wide Web page design program in a field experiment with high school students in Taiwan. Discusses individual differences, Kolb's Experiential Learning Theory and Learning Style Inventory, Computer Attitude Scale, and results of statistical analyses.…

  12. Virtual reality applications to automated rendezvous and capture

    NASA Technical Reports Server (NTRS)

    Hale, Joseph; Oneil, Daniel

    1991-01-01

    Virtual Reality (VR) is a rapidly developing Human/Computer Interface (HCI) technology. The evolution of high-speed graphics processors and development of specialized anthropomorphic user interface devices, that more fully involve the human senses, have enabled VR technology. Recently, the maturity of this technology has reached a level where it can be used as a tool in a variety of applications. This paper provides an overview of: VR technology, VR activities at Marshall Space Flight Center (MSFC), applications of VR to Automated Rendezvous and Capture (AR&C), and identifies areas of VR technology that requires further development.

  13. Human Factors Society, Annual Meeting, 35th, San Francisco, CA, Sept. 2-6, 1991, Proceedings. Vols. 1 2

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    These proceedings discuss human factor issues related to aerospace systems, aging, communications, computer systems, consumer products, education and forensic topics, environmental design, industrial ergonomics, international technology transfer, organizational design and management, personality and individual differences in human performance, safety, system development, test and evaluation, training, and visual performance. Particular attention is given to HUDs, attitude indicators, and sensor displays; human factors of space exploration; behavior and aging; the design and evaluation of phone-based interfaces; knowledge acquisition and expert systems; handwriting, speech, and other input techniques; interface design for text, numerics, and speech; and human factor issues in medicine. Also discussedmore » are cumulative trauma disorders, industrial safety, evaluative techniques for automation impacts on the human operators, visual issues in training, and interpreting and organizing human factor concepts and information.« less

  14. Brain-Computer Symbiosis

    PubMed Central

    Schalk, Gerwin

    2009-01-01

    The theoretical groundwork of the 1930’s and 1940’s and the technical advance of computers in the following decades provided the basis for dramatic increases in human efficiency. While computers continue to evolve, and we can still expect increasing benefits from their use, the interface between humans and computers has begun to present a serious impediment to full realization of the potential payoff. This article is about the theoretical and practical possibility that direct communication between the brain and the computer can be used to overcome this impediment by improving or augmenting conventional forms of human communication. It is about the opportunity that the limitations of our body’s input and output capacities can be overcome using direct interaction with the brain, and it discusses the assumptions, possible limitations, and implications of a technology that I anticipate will be a major source of pervasive changes in the coming decades. PMID:18310804

  15. Affect-Aware Adaptive Tutoring Based on Human-Automation Etiquette Strategies.

    PubMed

    Yang, Euijung; Dorneich, Michael C

    2018-06-01

    We investigated adapting the interaction style of intelligent tutoring system (ITS) feedback based on human-automation etiquette strategies. Most ITSs adapt the content difficulty level, adapt the feedback timing, or provide extra content when they detect cognitive or affective decrements. Our previous work demonstrated that changing the interaction style via different feedback etiquette strategies has differential effects on students' motivation, confidence, satisfaction, and performance. The best etiquette strategy was also determined by user frustration. Based on these findings, a rule set was developed that systemically selected the proper etiquette strategy to address one of four learning factors (motivation, confidence, satisfaction, and performance) under two different levels of user frustration. We explored whether etiquette strategy selection based on this rule set (systematic) or random changes in etiquette strategy for a given level of frustration affected the four learning factors. Participants solved mathematics problems under different frustration conditions with feedback that adapted dynamic changes in etiquette strategies either systematically or randomly. The results demonstrated that feedback with etiquette strategies chosen systematically via the rule set could selectively target and improve motivation, confidence, satisfaction, and performance more than changing etiquette strategies randomly. The systematic adaptation was effective no matter the level of frustration for the participant. If computer tutors can vary the interaction style to effectively mitigate negative emotions, then ITS designers would have one more mechanism in which to design affect-aware adaptations that provide the proper responses in situations where human emotions affect the ability to learn.

  16. 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.

  17. Reviews.

    ERIC Educational Resources Information Center

    Repak, Arthur J.; And Others

    1988-01-01

    Computer software, audiovisuals, and books are reviewed. Includes topics on interfacing, ionic equilibrium, space, the classification system, Acquired Immune Disease Syndrome, evolution, human body processes, energy, pesticides, teaching school, cells, and geological aspects. Availability, price, and a description of each are provided. (RT)

  18. User Interface Design in Medical Distributed Web Applications.

    PubMed

    Serban, Alexandru; Crisan-Vida, Mihaela; Mada, Leonard; Stoicu-Tivadar, Lacramioara

    2016-01-01

    User interfaces are important to facilitate easy learning and operating with an IT application especially in the medical world. An easy to use interface has to be simple and to customize the user needs and mode of operation. The technology in the background is an important tool to accomplish this. The present work aims to creating a web interface using specific technology (HTML table design combined with CSS3) to provide an optimized responsive interface for a complex web application. In the first phase, the current icMED web medical application layout is analyzed, and its structure is designed using specific tools, on source files. In the second phase, a new graphic adaptable interface to different mobile terminals is proposed, (using HTML table design (TD) and CSS3 method) that uses no source files, just lines of code for layout design, improving the interaction in terms of speed and simplicity. For a complex medical software application a new prototype layout was designed and developed using HTML tables. The method uses a CSS code with only CSS classes applied to one or multiple HTML table elements, instead of CSS styles that can be applied to just one DIV tag at once. The technique has the advantage of a simplified CSS code, and a better adaptability to different media resolutions compared to DIV-CSS style method. The presented work is a proof that adaptive web interfaces can be developed just using and combining different types of design methods and technologies, using HTML table design, resulting in a simpler to learn and use interface, suitable for healthcare services.

  19. On the Use of Electrooculogram for Efficient Human Computer Interfaces

    PubMed Central

    Usakli, A. B.; Gurkan, S.; Aloise, F.; Vecchiato, G.; Babiloni, F.

    2010-01-01

    The aim of this study is to present electrooculogram signals that can be used for human computer interface efficiently. Establishing an efficient alternative channel for communication without overt speech and hand movements is important to increase the quality of life for patients suffering from Amyotrophic Lateral Sclerosis or other illnesses that prevent correct limb and facial muscular responses. We have made several experiments to compare the P300-based BCI speller and EOG-based new system. A five-letter word can be written on average in 25 seconds and in 105 seconds with the EEG-based device. Giving message such as “clean-up” could be performed in 3 seconds with the new system. The new system is more efficient than P300-based BCI system in terms of accuracy, speed, applicability, and cost efficiency. Using EOG signals, it is possible to improve the communication abilities of those patients who can move their eyes. PMID:19841687

  20. Addition of visual noise boosts evoked potential-based brain-computer interface.

    PubMed

    Xie, Jun; Xu, Guanghua; Wang, Jing; Zhang, Sicong; Zhang, Feng; Li, Yeping; Han, Chengcheng; Li, Lili

    2014-05-14

    Although noise has a proven beneficial role in brain functions, there have not been any attempts on the dedication of stochastic resonance effect in neural engineering applications, especially in researches of brain-computer interfaces (BCIs). In our study, a steady-state motion visual evoked potential (SSMVEP)-based BCI with periodic visual stimulation plus moderate spatiotemporal noise can achieve better offline and online performance due to enhancement of periodic components in brain responses, which was accompanied by suppression of high harmonics. Offline results behaved with a bell-shaped resonance-like functionality and 7-36% online performance improvements can be achieved when identical visual noise was adopted for different stimulation frequencies. Using neural encoding modeling, these phenomena can be explained as noise-induced input-output synchronization in human sensory systems which commonly possess a low-pass property. Our work demonstrated that noise could boost BCIs in addressing human needs.

  1. The Thinking Styles of Human Resource Practitioners

    ERIC Educational Resources Information Center

    Higgins, Paul; Zhang, Li-fang

    2009-01-01

    Purpose: Drawing upon Sternberg's theory of mental self-government, this paper aims to investigate the thinking styles and workplace experiences of 152 human resource (HR) practitioners pursuing Chartered Institute of Personnel and Development (CIPD) membership. It seeks to explore whether their thinking styles complemented their jobs and consider…

  2. Analyzing the Effects of Various Concept Mapping Techniques on Learning Achievement under Different Learning Styles

    ERIC Educational Resources Information Center

    Chiou, Chei-Chang; Lee, Li-Tze; Tien, Li-Chu; Wang, Yu-Min

    2017-01-01

    This study explored the effectiveness of different concept mapping techniques on the learning achievement of senior accounting students and whether achievements attained using various techniques are affected by different learning styles. The techniques are computer-assisted construct-by-self-concept mapping (CACSB), computer-assisted…

  3. Effective color design for displays

    NASA Astrophysics Data System (ADS)

    MacDonald, Lindsay W.

    2002-06-01

    Visual communication is a key aspect of human-computer interaction, which contributes to the satisfaction of user and application needs. For effective design of presentations on computer displays, color should be used in conjunction with the other visual variables. The general needs of graphic user interfaces are discussed, followed by five specific tasks with differing criteria for display color specification - advertising, text, information, visualization and imaging.

  4. Technology Roadmap Instrumentation, Control, and Human-Machine Interface to Support DOE Advanced Nuclear Energy Programs

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Donald D Dudenhoeffer; Burce P Hallbert

    Instrumentation, Controls, and Human-Machine Interface (ICHMI) technologies are essential to ensuring delivery and effective operation of optimized advanced Generation IV (Gen IV) nuclear energy systems. In 1996, the Watts Bar I nuclear power plant in Tennessee was the last U.S. nuclear power plant to go on line. It was, in fact, built based on pre-1990 technology. Since this last U.S. nuclear power plant was designed, there have been major advances in the field of ICHMI systems. Computer technology employed in other industries has advanced dramatically, and computing systems are now replaced every few years as they become functionally obsolete. Functionalmore » obsolescence occurs when newer, more functional technology replaces or supersedes an existing technology, even though an existing technology may well be in working order.Although ICHMI architectures are comprised of much of the same technology, they have not been updated nearly as often in the nuclear power industry. For example, some newer Personal Digital Assistants (PDAs) or handheld computers may, in fact, have more functionality than the 1996 computer control system at the Watts Bar I plant. This illustrates the need to transition and upgrade current nuclear power plant ICHMI technologies.« less

  5. Enabling model customization and integration

    NASA Astrophysics Data System (ADS)

    Park, Minho; Fishwick, Paul A.

    2003-09-01

    Until fairly recently, the idea of dynamic model content and presentation were treated synonymously. For example, if one was to take a data flow network, which captures the dynamics of a target system in terms of the flow of data through nodal operators, then one would often standardize on rectangles and arrows for the model display. The increasing web emphasis on XML, however, suggests that the network model can have its content specified in an XML language, and then the model can be represented in a number of ways depending on the chosen style. We have developed a formal method, based on styles, that permits a model to be specified in XML and presented in 1D (text), 2D, and 3D. This method allows for customization and personalization to exert their benefits beyond e-commerce, to the area of model structures used in computer simulation. This customization leads naturally to solving the bigger problem of model integration - the act of taking models of a scene and integrating them with that scene so that there is only one unified modeling interface. This work focuses mostly on customization, but we address the integration issue in the future work section.

  6. Development and application of virtual reality for man/systems integration

    NASA Technical Reports Server (NTRS)

    Brown, Marcus

    1991-01-01

    While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer fellowship was to set up a virtual reality system at MSFC and begin applying it to some of the questions which concern scientists and engineers involved in space flight. A brief discussion of this work is presented.

  7. My thoughts through a robot's eyes: an augmented reality-brain-machine interface.

    PubMed

    Kansaku, Kenji; Hata, Naoki; Takano, Kouji

    2010-02-01

    A brain-machine interface (BMI) uses neurophysiological signals from the brain to control external devices, such as robot arms or computer cursors. Combining augmented reality with a BMI, we show that the user's brain signals successfully controlled an agent robot and operated devices in the robot's environment. The user's thoughts became reality through the robot's eyes, enabling the augmentation of real environments outside the anatomy of the human body.

  8. Modeling Goal-Directed User Exploration in Human-Computer Interaction

    DTIC Science & Technology

    2011-02-01

    scent, other factors including the layout position and grouping of options in the user-interface also affect user exploration and the likelihood of...grouping of options in the user-interface also affect user exploration and the likelihood of success. This dissertation contributes a new model of goal...better inform UI design. 1.1 RESEARCH GAPS IN MODELING In addition to infoscent, the layout of the UI also affects the choices made during

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

    DTIC Science & Technology

    1990-09-01

    developing re-usable interface software. Furthermore, steps can be taken toward standardization, and the specifier may be able to take on an increased...The semantic level deals with the meaning of the dialogue to the user. The user has a "point of view" or a " mental model" which provides a context for...information may not occur. As shown in Figure 3-4, the user’s mental model is termed the USER MODEL (Norman and Draper, 1986, p. 47). The programmer’s

  10. Preferred Learning Style and Educational Technology: Linear vs. Interactive Video.

    ERIC Educational Resources Information Center

    Yoder, Marianne E.

    1994-01-01

    A study found that learners with reflective-observing learning styles (n=16) tend to learn better with linear video, and those with active experimenting learning styles (n=42) tend to achieve greater learning with computer-assisted interactive video instruction. (JOW)

  11. AstrodyToolsWeb an e-Science project in Astrodynamics and Celestial Mechanics fields

    NASA Astrophysics Data System (ADS)

    López, R.; San-Juan, J. F.

    2013-05-01

    Astrodynamics Web Tools, AstrodyToolsWeb (http://tastrody.unirioja.es), is an ongoing collaborative Web Tools computing infrastructure project which has been specially designed to support scientific computation. AstrodyToolsWeb provides project collaborators with all the technical and human facilities in order to wrap, manage, and use specialized noncommercial software tools in Astrodynamics and Celestial Mechanics fields, with the aim of optimizing the use of resources, both human and material. However, this project is open to collaboration from the whole scientific community in order to create a library of useful tools and their corresponding theoretical backgrounds. AstrodyToolsWeb offers a user-friendly web interface in order to choose applications, introduce data, and select appropriate constraints in an intuitive and easy way for the user. After that, the application is executed in real time, whenever possible; then the critical information about program behavior (errors and logs) and output, including the postprocessing and interpretation of its results (graphical representation of data, statistical analysis or whatever manipulation therein), are shown via the same web interface or can be downloaded to the user's computer.

  12. A survey on hair modeling: styling, simulation, and rendering.

    PubMed

    Ward, Kelly; Bertails, Florence; Kim, Tae-Yong; Marschner, Stephen R; Cani, Marie-Paule; Lin, Ming C

    2007-01-01

    Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair rendering. Because of the difficult, often unsolved problems that arise in all these areas, a broad diversity of approaches are used, each with strengths that make it appropriate for particular applications. We discuss each of these major topics in turn, presenting the unique challenges facing each area and describing solutions that have been presented over the years to handle these complex issues. Finally, we outline some of the remaining computational challenges in hair modeling.

  13. The sequence measurement system of the IR camera

    NASA Astrophysics Data System (ADS)

    Geng, Ai-hui; Han, Hong-xia; Zhang, Hai-bo

    2011-08-01

    Currently, the IR cameras are broadly used in the optic-electronic tracking, optic-electronic measuring, fire control and optic-electronic countermeasure field, but the output sequence of the most presently applied IR cameras in the project is complex and the giving sequence documents from the leave factory are not detailed. Aiming at the requirement that the continuous image transmission and image procession system need the detailed sequence of the IR cameras, the sequence measurement system of the IR camera is designed, and the detailed sequence measurement way of the applied IR camera is carried out. The FPGA programming combined with the SignalTap online observation way has been applied in the sequence measurement system, and the precise sequence of the IR camera's output signal has been achieved, the detailed document of the IR camera has been supplied to the continuous image transmission system, image processing system and etc. The sequence measurement system of the IR camera includes CameraLink input interface part, LVDS input interface part, FPGA part, CameraLink output interface part and etc, thereinto the FPGA part is the key composed part in the sequence measurement system. Both the video signal of the CmaeraLink style and the video signal of LVDS style can be accepted by the sequence measurement system, and because the image processing card and image memory card always use the CameraLink interface as its input interface style, the output signal style of the sequence measurement system has been designed into CameraLink interface. The sequence measurement system does the IR camera's sequence measurement work and meanwhile does the interface transmission work to some cameras. Inside the FPGA of the sequence measurement system, the sequence measurement program, the pixel clock modification, the SignalTap file configuration and the SignalTap online observation has been integrated to realize the precise measurement to the IR camera. Te sequence measurement program written by the verilog language combining the SignalTap tool on line observation can count the line numbers in one frame, pixel numbers in one line and meanwhile account the line offset and row offset of the image. Aiming at the complex sequence of the IR camera's output signal, the sequence measurement system of the IR camera accurately measures the sequence of the project applied camera, supplies the detailed sequence document to the continuous system such as image processing system and image transmission system and gives out the concrete parameters of the fval, lval, pixclk, line offset and row offset. The experiment shows that the sequence measurement system of the IR camera can get the precise sequence measurement result and works stably, laying foundation for the continuous system.

  14. A Novel Wearable Forehead EOG Measurement System for Human Computer Interfaces

    PubMed Central

    Heo, Jeong; Yoon, Heenam; Park, Kwang Suk

    2017-01-01

    Amyotrophic lateral sclerosis (ALS) patients whose voluntary muscles are paralyzed commonly communicate with the outside world using eye movement. There have been many efforts to support this method of communication by tracking or detecting eye movement. An electrooculogram (EOG), an electro-physiological signal, is generated by eye movements and can be measured with electrodes placed around the eye. In this study, we proposed a new practical electrode position on the forehead to measure EOG signals, and we developed a wearable forehead EOG measurement system for use in Human Computer/Machine interfaces (HCIs/HMIs). Four electrodes, including the ground electrode, were placed on the forehead. The two channels were arranged vertically and horizontally, sharing a positive electrode. Additionally, a real-time eye movement classification algorithm was developed based on the characteristics of the forehead EOG. Three applications were employed to evaluate the proposed system: a virtual keyboard using a modified Bremen BCI speller and an automatic sequential row-column scanner, and a drivable power wheelchair. The mean typing speeds of the modified Bremen brain–computer interface (BCI) speller and automatic row-column scanner were 10.81 and 7.74 letters per minute, and the mean classification accuracies were 91.25% and 95.12%, respectively. In the power wheelchair demonstration, the user drove the wheelchair through an 8-shape course without collision with obstacles. PMID:28644398

  15. A Novel Wearable Forehead EOG Measurement System for Human Computer Interfaces.

    PubMed

    Heo, Jeong; Yoon, Heenam; Park, Kwang Suk

    2017-06-23

    Amyotrophic lateral sclerosis (ALS) patients whose voluntary muscles are paralyzed commonly communicate with the outside world using eye movement. There have been many efforts to support this method of communication by tracking or detecting eye movement. An electrooculogram (EOG), an electro-physiological signal, is generated by eye movements and can be measured with electrodes placed around the eye. In this study, we proposed a new practical electrode position on the forehead to measure EOG signals, and we developed a wearable forehead EOG measurement system for use in Human Computer/Machine interfaces (HCIs/HMIs). Four electrodes, including the ground electrode, were placed on the forehead. The two channels were arranged vertically and horizontally, sharing a positive electrode. Additionally, a real-time eye movement classification algorithm was developed based on the characteristics of the forehead EOG. Three applications were employed to evaluate the proposed system: a virtual keyboard using a modified Bremen BCI speller and an automatic sequential row-column scanner, and a drivable power wheelchair. The mean typing speeds of the modified Bremen brain-computer interface (BCI) speller and automatic row-column scanner were 10.81 and 7.74 letters per minute, and the mean classification accuracies were 91.25% and 95.12%, respectively. In the power wheelchair demonstration, the user drove the wheelchair through an 8-shape course without collision with obstacles.

  16. Analyzing Robotic Kinematics Via Computed Simulations

    NASA Technical Reports Server (NTRS)

    Carnahan, Timothy M.

    1992-01-01

    Computing system assists in evaluation of kinematics of conceptual robot. Displays positions and motions of robotic manipulator within work cell. Also displays interactions between robotic manipulator and other objects. Results of simulation displayed on graphical computer workstation. System includes both off-the-shelf software originally developed for automotive industry and specially developed software. Simulation system also used to design human-equivalent hand, to model optical train in infrared system, and to develop graphical interface for teleoperator simulation system.

  17. The (cost-)effectiveness of a lifestyle physical activity intervention in addition to a work style intervention on the recovery from neck and upper limb symptoms in computer workers

    PubMed Central

    Bernaards, Claire M; Ariëns, Geertje AM; Hildebrandt, Vincent H

    2006-01-01

    Background Neck and upper limb symptoms are frequently reported by computer workers. Work style interventions are most commonly used to reduce work-related neck and upper limb symptoms but lifestyle physical activity interventions are becoming more popular to enhance workers health and reduce work-related symptoms. A combined approach targeting work style and lifestyle physical activity seems promising, but little is known on the effectiveness of such combined interventions. Methods/design The RSI@Work study is a randomised controlled trial that aims to assess the added value of a lifestyle physical activity intervention in addition to a work style intervention to reduce neck and upper limb symptoms in computer workers. Computer workers from seven Dutch companies with frequent or long-term neck and upper limb symptoms in the preceding six months and/or the last two weeks are randomised into three groups: (1) work style group, (2) work style and physical activity group, or (3) control group. The work style intervention consists of six group meetings in a six month period that take place at the workplace, during work time, and under the supervision of a specially trained counsellor. The goal of this intervention is to stimulate workplace adjustment and to improve body posture, the number and quality of breaks and coping behaviour with regard to high work demands. In the combined (work style and physical activity) intervention the additional goal is to increase moderate to heavy physical activity. The control group receives usual care. Primary outcome measures are degree of recovery, pain intensity, disability, number of days with neck and upper limb symptoms, and number of months without neck and upper limb symptoms. Outcome measures will be assessed at baseline and six and 12 months after randomisation. Cost-effectiveness of the group meetings will be assessed using an employer's perspective. Discussion This study will be one of the first to assess the added value of a lifestyle physical activity intervention in addition to a work style intervention in reducing neck and upper limb symptoms of computer workers. The results of the study are expected in 2007. PMID:17062141

  18. Importance of Leadership Style towards Quality of Care Measures in Healthcare Settings: A Systematic Review.

    PubMed

    Sfantou, Danae F; Laliotis, Aggelos; Patelarou, Athina E; Sifaki-Pistolla, Dimitra; Matalliotakis, Michail; Patelarou, Evridiki

    2017-10-14

    Effective leadership of healthcare professionals is critical for strengthening quality and integration of care. This study aimed to assess whether there exist an association between different leadership styles and healthcare quality measures. The search was performed in the Medline (National Library of Medicine, PubMed interface) and EMBASE databases for the time period 2004-2015. The research question that guided this review was posed as: "Is there any relationship between leadership style in healthcare settings and quality of care?" Eighteen articles were found relevant to our research question. Leadership styles were found to be strongly correlated with quality care and associated measures. Leadership was considered a core element for a well-coordinated and integrated provision of care, both from the patients and healthcare professionals.

  19. Learning Style Activities for Computer Applications. Field Review.

    ERIC Educational Resources Information Center

    Patton, Jan

    This document contains a composite of learning activities for use in a secondary-level course in business computer applications. The collection is unique in that the individual learning activities constituting it have each been tailored to one or more of the diverse learning styles possessed by individual students. The activities are grouped into…

  20. Teacher's Computer Self-Efficacy and Its Relationship with Cognitive Style and TPACK

    ERIC Educational Resources Information Center

    López-Vargas, Omar; Duarte-Suárez, Leydy; Ibáñez-Ibáñez, Jaime

    2017-01-01

    The research reviews the existing relationship between teachers' computer self-efficacy, cognitive style in the field dependence-independence (FDI) dimension, and technological pedagogical content knowledge (TPACK). It also inquired into the influence of teachers' performance area on self-efficacy and TPACK. In total, 208 teachers from a public…

  1. The Relationship between Software Design and Children's Engagement

    ERIC Educational Resources Information Center

    Buckleitner, Warren

    2006-01-01

    This study was an attempt to measure the effects of praise and reinforcement on children in a computer learning setting. A sorting game was designed to simulate 2 interaction styles. One style, called high computer control, provided frequent praise and coaching. The other, called high child control, had narration and praise toggled off. A…

  2. Investigating the Effects of Prompts on Argumentation Style, Consensus and Perceived Efficacy in Collaborative Learning

    ERIC Educational Resources Information Center

    Harney, Owen M.; Hogan, Michael J.; Broome, Benjamin; Hall, Tony; Ryan, Cormac

    2015-01-01

    This paper investigates the effects of task-level versus process-level prompts on levels of perceived and objective consensus, perceived efficacy, and argumentation style in the context of a computer-supported collaborative learning session using Interactive Management (IM), a computer facilitated thought and action mapping methodology. Four…

  3. Finite-element simulations of the influence of pore wall adsorption on cyclic voltammetry of ion transfer across a liquid-liquid interface formed at a micropore.

    PubMed

    Ellis, Jonathan S; Strutwolf, Jörg; Arrigan, Damien W M

    2012-02-21

    Adsorption onto the walls of micropores was explored by computational simulations involving cyclic voltammetry of ion transfer across an interface between aqueous and organic phases located at the micropore. Micro-interfaces between two immiscible electrolyte solutions (micro-ITIES) have been of particular research interest in recent years and show promise for biosensor and biomedical applications. The simulation model combines diffusion to and within the micropore, Butler-Volmer kinetics for ion transfer at the liquid-liquid interface, and Langmuir-style adsorption on the pore wall. Effects due to pore radius, adsorption and desorption rates, surface adsorption site density, and scan rates were examined. It was found that the magnitude of the reverse peak current decreased due to adsorption of the transferring ion on the pore wall; this decrease was more marked as the scan rate was increased. There was also a shift in the half-wave potential to lower values following adsorption, consistent with a wall adsorption process which provides a further driving force to transfer ions across the ITIES. Of particular interest was the disappearance of the reverse peak from the cyclic voltammogram at higher scan rates, compared to the increase in the reverse peak size in the absence of wall adsorption. This occurred for scan rates of 50 mV s(-1) and above and may be useful in biosensor applications using micropore-based ITIES.

  4. Prediction of brain deformations and risk of traumatic brain injury due to closed-head impact: quantitative analysis of the effects of boundary conditions and brain tissue constitutive model.

    PubMed

    Wang, Fang; Han, Yong; Wang, Bingyu; Peng, Qian; Huang, Xiaoqun; Miller, Karol; Wittek, Adam

    2018-05-12

    In this study, we investigate the effects of modelling choices for the brain-skull interface (layers of tissues between the brain and skull that determine boundary conditions for the brain) and the constitutive model of brain parenchyma on the brain responses under violent impact as predicted using computational biomechanics model. We used the head/brain model from Total HUman Model for Safety (THUMS)-extensively validated finite element model of the human body that has been applied in numerous injury biomechanics studies. The computations were conducted using a well-established nonlinear explicit dynamics finite element code LS-DYNA. We employed four approaches for modelling the brain-skull interface and four constitutive models for the brain tissue in the numerical simulations of the experiments on post-mortem human subjects exposed to violent impacts reported in the literature. The brain-skull interface models included direct representation of the brain meninges and cerebrospinal fluid, outer brain surface rigidly attached to the skull, frictionless sliding contact between the brain and skull, and a layer of spring-type cohesive elements between the brain and skull. We considered Ogden hyperviscoelastic, Mooney-Rivlin hyperviscoelastic, neo-Hookean hyperviscoelastic and linear viscoelastic constitutive models of the brain tissue. Our study indicates that the predicted deformations within the brain and related brain injury criteria are strongly affected by both the approach of modelling the brain-skull interface and the constitutive model of the brain parenchyma tissues. The results suggest that accurate prediction of deformations within the brain and risk of brain injury due to violent impact using computational biomechanics models may require representation of the meninges and subarachnoidal space with cerebrospinal fluid in the model and application of hyperviscoelastic (preferably Ogden-type) constitutive model for the brain tissue.

  5. Peculiarities of Natural Technology Application in Architecture

    NASA Astrophysics Data System (ADS)

    Umorina, Z.

    2017-11-01

    Technical advancement of the modern world has made it possible to create unique artificial objects based on the natural technology principle. New engineering and design types, such as computational design, additive manufacturing, materials engineering, synthetic biology, etc. allow us to enter a new level of interaction between a human being and nature. This influences the formation of a new world view in the sphere of architecture and leads to the development of new methods and styles [1,2].

  6. Computer animation for minimally invasive surgery: computer system requirements and preferred implementations

    NASA Astrophysics Data System (ADS)

    Pieper, Steven D.; McKenna, Michael; Chen, David; McDowall, Ian E.

    1994-04-01

    We are interested in the application of computer animation to surgery. Our current project, a navigation and visualization tool for knee arthroscopy, relies on real-time computer graphics and the human interface technologies associated with virtual reality. We believe that this new combination of techniques will lead to improved surgical outcomes and decreased health care costs. To meet these expectations in the medical field, the system must be safe, usable, and cost-effective. In this paper, we outline some of the most important hardware and software specifications in the areas of video input and output, spatial tracking, stereoscopic displays, computer graphics models and libraries, mass storage and network interfaces, and operating systems. Since this is a fairly new combination of technologies and a new application, our justification for our specifications are drawn from the current generation of surgical technology and by analogy to other fields where virtual reality technology has been more extensively applied and studied.

  7. Brain-computer interface training combined with transcranial direct current stimulation in patients with chronic severe hemiparesis: Proof of concept study.

    PubMed

    Kasashima-Shindo, Yuko; Fujiwara, Toshiyuki; Ushiba, Junichi; Matsushika, Yayoi; Kamatani, Daiki; Oto, Misa; Ono, Takashi; Nishimoto, Atsuko; Shindo, Keiichiro; Kawakami, Michiyuki; Tsuji, Tetsuya; Liu, Meigen

    2015-04-01

    Brain-computer interface technology has been applied to stroke patients to improve their motor function. Event-related desynchronization during motor imagery, which is used as a brain-computer interface trigger, is sometimes difficult to detect in stroke patients. Anodal transcranial direct current stimulation (tDCS) is known to increase event-related desynchronization. This study investigated the adjunctive effect of anodal tDCS for brain-computer interface training in patients with severe hemiparesis. Eighteen patients with chronic stroke. A non-randomized controlled study. Subjects were divided between a brain-computer interface group and a tDCS- brain-computer interface group and participated in a 10-day brain-computer interface training. Event-related desynchronization was detected in the affected hemisphere during motor imagery of the affected fingers. The tDCS-brain-computer interface group received anodal tDCS before brain-computer interface training. Event-related desynchronization was evaluated before and after the intervention. The Fugl-Meyer Assessment upper extremity motor score (FM-U) was assessed before, immediately after, and 3 months after, the intervention. Event-related desynchronization was significantly increased in the tDCS- brain-computer interface group. The FM-U was significantly increased in both groups. The FM-U improvement was maintained at 3 months in the tDCS-brain-computer interface group. Anodal tDCS can be a conditioning tool for brain-computer interface training in patients with severe hemiparetic stroke.

  8. Overview of Human-Centric Space Situational Awareness Science and Technology

    DTIC Science & Technology

    2012-09-01

    AGI), the developers of Satellite Tool Kit ( STK ), has provided demonstrations of innovative SSA visualization concepts that take advantage of the...needs inherent with SSA. RH has conducted CTAs and developed work-centered human-computer interfaces, visualizations , and collaboration technologies...all end users. RH’s Battlespace Visualization Branch researches methods to exploit the visual channel primarily to improve decision making and

  9. Encoder-Decoder Optimization for Brain-Computer Interfaces

    PubMed Central

    Merel, Josh; Pianto, Donald M.; Cunningham, John P.; Paninski, Liam

    2015-01-01

    Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model") and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages. PMID:26029919

  10. Encoder-decoder optimization for brain-computer interfaces.

    PubMed

    Merel, Josh; Pianto, Donald M; Cunningham, John P; Paninski, Liam

    2015-06-01

    Neuroprosthetic brain-computer interfaces are systems that decode neural activity into useful control signals for effectors, such as a cursor on a computer screen. It has long been recognized that both the user and decoding system can adapt to increase the accuracy of the end effector. Co-adaptation is the process whereby a user learns to control the system in conjunction with the decoder adapting to learn the user's neural patterns. We provide a mathematical framework for co-adaptation and relate co-adaptation to the joint optimization of the user's control scheme ("encoding model") and the decoding algorithm's parameters. When the assumptions of that framework are respected, co-adaptation cannot yield better performance than that obtainable by an optimal initial choice of fixed decoder, coupled with optimal user learning. For a specific case, we provide numerical methods to obtain such an optimized decoder. We demonstrate our approach in a model brain-computer interface system using an online prosthesis simulator, a simple human-in-the-loop pyschophysics setup which provides a non-invasive simulation of the BCI setting. These experiments support two claims: that users can learn encoders matched to fixed, optimal decoders and that, once learned, our approach yields expected performance advantages.

  11. Adding tactile realism to a virtual reality laparoscopic surgical simulator with a cost-effective human interface device

    NASA Astrophysics Data System (ADS)

    Mack, Ian W.; Potts, Stephen; McMenemy, Karen R.; Ferguson, R. S.

    2006-02-01

    The laparoscopic technique for performing abdominal surgery requires a very high degree of skill in the medical practitioner. Much interest has been focused on using computer graphics to provide simulators for training surgeons. Unfortunately, these tend to be complex and have a very high cost, which limits availability and restricts the length of time over which individuals can practice their skills. With computer game technology able to provide the graphics required for a surgical simulator, the cost does not have to be high. However, graphics alone cannot serve as a training simulator. Human interface hardware, the equivalent of the force feedback joystick for a flight simulator game, is required to complete the system. This paper presents a design for a very low cost device to address this vital issue. The design encompasses: the mechanical construction, the electronic interfaces and the software protocols to mimic a laparoscopic surgical set-up. Thus the surgeon has the capability of practicing two-handed procedures with the possibility of force feedback. The force feedback and collision detection algorithms allow surgeons to practice realistic operating theatre procedures with a good degree of authenticity.

  12. Design for interaction between humans and intelligent systems during real-time fault management

    NASA Technical Reports Server (NTRS)

    Malin, Jane T.; Schreckenghost, Debra L.; Thronesbery, Carroll G.

    1992-01-01

    Initial results are reported to provide guidance and assistance for designers of intelligent systems and their human interfaces. The objective is to achieve more effective human-computer interaction (HCI) for real time fault management support systems. Studies of the development of intelligent fault management systems within NASA have resulted in a new perspective of the user. If the user is viewed as one of the subsystems in a heterogeneous, distributed system, system design becomes the design of a flexible architecture for accomplishing system tasks with both human and computer agents. HCI requirements and design should be distinguished from user interface (displays and controls) requirements and design. Effective HCI design for multi-agent systems requires explicit identification of activities and information that support coordination and communication between agents. The effects are characterized of HCI design on overall system design and approaches are identified to addressing HCI requirements in system design. The results include definition of (1) guidance based on information level requirements analysis of HCI, (2) high level requirements for a design methodology that integrates the HCI perspective into system design, and (3) requirements for embedding HCI design tools into intelligent system development environments.

  13. The Berlin Brain–Computer Interface: Non-Medical Uses of BCI Technology

    PubMed Central

    Blankertz, Benjamin; Tangermann, Michael; Vidaurre, Carmen; Fazli, Siamac; Sannelli, Claudia; Haufe, Stefan; Maeder, Cecilia; Ramsey, Lenny; Sturm, Irene; Curio, Gabriel; Müller, Klaus-Robert

    2010-01-01

    Brain–computer interfacing (BCI) is a steadily growing area of research. While initially BCI research was focused on applications for paralyzed patients, increasingly more alternative applications in healthy human subjects are proposed and investigated. In particular, monitoring of mental states and decoding of covert user states have seen a strong rise of interest. Here, we present some examples of such novel applications which provide evidence for the promising potential of BCI technology for non-medical uses. Furthermore, we discuss distinct methodological improvements required to bring non-medical applications of BCI technology to a diversity of layperson target groups, e.g., ease of use, minimal training, general usability, short control latencies. PMID:21165175

  14. The Computer as Lab Partner.

    ERIC Educational Resources Information Center

    Nicklin, R. C.

    1985-01-01

    Microcomputers can record laboratory measurements which human laboratory partners can never collect. Simple, harder, and general-purpose interfaces are discussed, with suggestions for several experiments involving an exercise bike, acceleration, and pendulums. Additional applications with pH meters, spectrophotometers, and chromatographs are also…

  15. Style and Usage Software: Mentor, not Judge.

    ERIC Educational Resources Information Center

    Smye, Randy

    Computer software style and usage checkers can encourage students' recursive revision strategies. For example, HOMER is based on the revision pedagogy presented in Richard Lanham's "Revising Prose," while Grammatik II focuses on readability, passive voice, and possibly misused words or phrases. Writer's Workbench "Style" (a UNIX program) provides…

  16. Customization of user interfaces to reduce errors and enhance user acceptance.

    PubMed

    Burkolter, Dina; Weyers, Benjamin; Kluge, Annette; Luther, Wolfram

    2014-03-01

    Customization is assumed to reduce error and increase user acceptance in the human-machine relation. Reconfiguration gives the operator the option to customize a user interface according to his or her own preferences. An experimental study with 72 computer science students using a simulated process control task was conducted. The reconfiguration group (RG) interactively reconfigured their user interfaces and used the reconfigured user interface in the subsequent test whereas the control group (CG) used a default user interface. Results showed significantly lower error rates and higher acceptance of the RG compared to the CG while there were no significant differences between the groups regarding situation awareness and mental workload. Reconfiguration seems to be promising and therefore warrants further exploration. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  17. Interaction design challenges and solutions for ALMA operations monitoring and control

    NASA Astrophysics Data System (ADS)

    Pietriga, Emmanuel; Cubaud, Pierre; Schwarz, Joseph; Primet, Romain; Schilling, Marcus; Barkats, Denis; Barrios, Emilio; Vila Vilaro, Baltasar

    2012-09-01

    The ALMA radio-telescope, currently under construction in northern Chile, is a very advanced instrument that presents numerous challenges. From a software perspective, one critical issue is the design of graphical user interfaces for operations monitoring and control that scale to the complexity of the system and to the massive amounts of data users are faced with. Early experience operating the telescope with only a few antennas has shown that conventional user interface technologies are not adequate in this context. They consume too much screen real-estate, require many unnecessary interactions to access relevant information, and fail to provide operators and astronomers with a clear mental map of the instrument. They increase extraneous cognitive load, impeding tasks that call for quick diagnosis and action. To address this challenge, the ALMA software division adopted a user-centered design approach. For the last two years, astronomers, operators, software engineers and human-computer interaction researchers have been involved in participatory design workshops, with the aim of designing better user interfaces based on state-of-the-art visualization techniques. This paper describes the process that led to the development of those interface components and to a proposal for the science and operations console setup: brainstorming sessions, rapid prototyping, joint implementation work involving software engineers and human-computer interaction researchers, feedback collection from a broader range of users, further iterations and testing.

  18. Automation in the graphic arts

    NASA Astrophysics Data System (ADS)

    Truszkowski, Walt

    1995-04-01

    The CHIMES (Computer-Human Interaction Models) tool was designed to help solve a simply-stated but important problem, i.e., the problem of generating a user interface to a system that complies with established human factors standards and guidelines. Though designed for use in a fairly restricted user domain, i.e., spacecraft mission operations, the CHIMES system is essentially domain independent and applicable wherever graphical user interfaces of displays are to be encountered. The CHIMES philosophy and operating strategy are quite simple. Instead of requiring a human designer to actively maintain in his or her head the now encyclopedic knowledge that human factors and user interface specialists have evolved, CHIMES incorporates this information in its knowledge bases. When directed to evaluated a design, CHIMES determines and accesses the appropriate knowledge, performs an evaluation of the design against that information, determines whether the design is compliant with the selected guidelines and suggests corrective actions if deviations from guidelines are discovered. This paper will provide an overview of the capabilities of the current CHIMES tool and discuss the potential integration of CHIMES-like technology in automated graphic arts systems.

  19. PREDICTORS OF COMPUTER USE IN COMMUNITY-DWELLING ETHNICALLY DIVERSE OLDER ADULTS

    PubMed Central

    Werner, Julie M.; Carlson, Mike; Jordan-Marsh, Maryalice; Clark, Florence

    2011-01-01

    Objective In this study we analyzed self-reported computer use, demographic variables, psychosocial variables, and health and well-being variables collected from 460 ethnically diverse, community-dwelling elders in order to investigate the relationship computer use has with demographics, well-being and other key psychosocial variables in older adults. Background Although younger elders with more education, those who employ active coping strategies, or those who are low in anxiety levels are thought to use computers at higher rates than others, previous research has produced mixed or inconclusive results regarding ethnic, gender, and psychological factors, or has concentrated on computer-specific psychological factors only (e.g., computer anxiety). Few such studies have employed large sample sizes or have focused on ethnically diverse populations of community-dwelling elders. Method With a large number of overlapping predictors, zero-order analysis alone is poorly equipped to identify variables that are independently associated with computer use. Accordingly, both zero-order and stepwise logistic regression analyses were conducted to determine the correlates of two types of computer use: email and general computer use. Results Results indicate that younger age, greater level of education, non-Hispanic ethnicity, behaviorally active coping style, general physical health, and role-related emotional health each independently predicted computer usage. Conclusion Study findings highlight differences in computer usage, especially in regard to Hispanic ethnicity and specific health and well-being factors. Application Potential applications of this research include future intervention studies, individualized computer-based activity programming, or customizable software and user interface design for older adults responsive to a variety of personal characteristics and capabilities. PMID:22046718

  20. Predictors of computer use in community-dwelling, ethnically diverse older adults.

    PubMed

    Werner, Julie M; Carlson, Mike; Jordan-Marsh, Maryalice; Clark, Florence

    2011-10-01

    In this study, we analyzed self-reported computer use, demographic variables, psychosocial variables, and health and well-being variables collected from 460 ethnically diverse, community-dwelling elders to investigate the relationship computer use has with demographics, well-being, and other key psychosocial variables in older adults. Although younger elders with more education, those who employ active coping strategies, or those who are low in anxiety levels are thought to use computers at higher rates than do others, previous research has produced mixed or inconclusive results regarding ethnic, gender, and psychological factors or has concentrated on computer-specific psychological factors only (e.g., computer anxiety). Few such studies have employed large sample sizes or have focused on ethnically diverse populations of community-dwelling elders. With a large number of overlapping predictors, zero-order analysis alone is poorly equipped to identify variables that are independently associated with computer use. Accordingly, both zero-order and stepwise logistic regression analyses were conducted to determine the correlates of two types of computer use: e-mail and general computer use. Results indicate that younger age, greater level of education, non-Hispanic ethnicity, behaviorally active coping style, general physical health, and role-related emotional health each independently predicted computer usage. Study findings highlight differences in computer usage, especially in regard to Hispanic ethnicity and specific health and well-being factors. Potential applications of this research include future intervention studies, individualized computer-based activity programming, or customizable software and user interface design for older adults responsive to a variety of personal characteristics and capabilities.

  1. The role of voice input for human-machine communication.

    PubMed Central

    Cohen, P R; Oviatt, S L

    1995-01-01

    Optimism is growing that the near future will witness rapid growth in human-computer interaction using voice. System prototypes have recently been built that demonstrate speaker-independent real-time speech recognition, and understanding of naturally spoken utterances with vocabularies of 1000 to 2000 words, and larger. Already, computer manufacturers are building speech recognition subsystems into their new product lines. However, before this technology can be broadly useful, a substantial knowledge base is needed about human spoken language and performance during computer-based spoken interaction. This paper reviews application areas in which spoken interaction can play a significant role, assesses potential benefits of spoken interaction with machines, and compares voice with other modalities of human-computer interaction. It also discusses information that will be needed to build a firm empirical foundation for the design of future spoken and multimodal interfaces. Finally, it argues for a more systematic and scientific approach to investigating spoken input and performance with future language technology. PMID:7479803

  2. Readability and writing style analysis of selected allied health professional journals.

    PubMed

    Hedl, J J; Glazer-Waldman, H R; Parker, H J; Hopkins, K M

    1991-01-01

    Using US Department of Defense text sampling procedures, nine allied health journals were analyzed for readability and selected writing style indices via Right Writer, a commercial software program. Two indices of readability were computed for each journal as were several indices of writing style. The computed readability ranged from 13.0 to 15.4, depending upon the journal in question. Two journals showed the highest levels of readability (15.4) compared to the other seven journals. The writing style analyses indicated generally normal ranges for the descriptive and jargon indices, but seven journals showed below recommended strength indices. Sentence structure analyses indicated a need to reduce sentence structure complexity. Implications for journal editors and authors are discussed.

  3. Salapiggy: Usability Test of the Sifteo Cubes as a Game Interface for the Money Counting Game for Preschoolers

    ERIC Educational Resources Information Center

    Orense, Adrian; Decena, Berlyn Anne; Feria, Rommel

    2013-01-01

    Kinesthetic learning, one of the VAK learning styles, is now also being adapted by different gaming consoles and platforms. This paper presents Salapiggy, a two-part kinesthetic educational Sifteo game that has both a tutorial on money and sorting game. It is localized in the Philippines and uses Filipino as the User Interface Language and the…

  4. Turning Shortcomings into Challenges: Brain-Computer Interfaces for Games

    NASA Astrophysics Data System (ADS)

    Nijholt, Anton; Reuderink, Boris; Oude Bos, Danny

    In recent years we have seen a rising interest in brain-computer interfacing for human-computer interaction and potential game applications. Until now, however, we have almost only seen attempts where BCI is used to measure the affective state of the user or in neurofeedback games. There have hardly been any attempts to design BCI games where BCI is considered to be one of the possible input modalities that can be used to control the game. One reason may be that research still follows the paradigms of the traditional, medically oriented, BCI approaches. In this paper we discuss current BCI research from the viewpoint of games and game design. It is hoped that this survey will make clear that we need to design different games than we used to, but that such games can nevertheless be interesting and exciting.

  5. Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design

    NASA Technical Reports Server (NTRS)

    Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)

    1998-01-01

    Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.

  6. A robust human face detection algorithm

    NASA Astrophysics Data System (ADS)

    Raviteja, Thaluru; Karanam, Srikrishna; Yeduguru, Dinesh Reddy V.

    2012-01-01

    Human face detection plays a vital role in many applications like video surveillance, managing a face image database, human computer interface among others. This paper proposes a robust algorithm for face detection in still color images that works well even in a crowded environment. The algorithm uses conjunction of skin color histogram, morphological processing and geometrical analysis for detecting human faces. To reinforce the accuracy of face detection, we further identify mouth and eye regions to establish the presence/absence of face in a particular region of interest.

  7. A Computer-Based Training System for American Antique Chair Styles.

    ERIC Educational Resources Information Center

    See, Maha

    A computer-based training (CBT) system was designed to train learners to recognize six styles of 18th century American antique chairs. The project consisted of five phases. The first phase consisted of a needs analysis to determine the training needs for the target population. Three groups of learners were identified: antique sales personnel,…

  8. Culture, Interface Design, and Design Methods for Mobile Devices

    NASA Astrophysics Data System (ADS)

    Lee, Kun-Pyo

    Aesthetic differences and similarities among cultures are obviously one of the very important issues in cultural design. However, ever since products became knowledge-supporting tools, the visible elements of products have become more universal so that the invisible parts of products such as interface and interaction are getting more important. Therefore, the cultural design should be extended to the invisible elements of culture like people's conceptual models beyond material and phenomenal culture. This chapter aims to explain how we address the invisible cultural elements in interface design and design methods by exploring the users' cognitive styles and communication patterns in different cultures. Regarding cultural interface design, we examined users' conceptual models while interacting with mobile phone and website interfaces, and observed cultural difference in performing tasks and viewing patterns, which appeared to agree with cultural cognitive styles known as Holistic thoughts vs. Analytic thoughts. Regarding design methods for culture, we explored how to localize design methods such as focus group interview and generative session for specific cultural groups, and the results of comparative experiments revealed cultural difference on participants' behaviors and performance in each design method and led us to suggest how to conduct them in East Asian culture. Mobile Observation Analyzer and Wi-Pro, user research tools we invented to capture user behaviors and needs especially in their mobile context, were also introduced.

  9. Clinical application of a light-pen computer system for quantitative angiography

    NASA Technical Reports Server (NTRS)

    Alderman, E. L.

    1975-01-01

    The important features in a clinical system for quantitative angiography were examined. The human interface for data input, whether an electrostatic pen, sonic pen, or light-pen must be engineered to optimize the quality of margin definition. The computer programs which the technician uses for data entry and computation of ventriculographic measurements must be convenient to use on a routine basis in a laboratory performing multiple studies per day. The method used for magnification correction must be continuously monitored.

  10. Usefulness and preference for tablet personal computers by medical students: are the features worth the money?

    PubMed

    Wiese, Dawn; Atreja, Ashish; Mehta, Neil

    2008-11-06

    Tablet Personal Computers (PCs) have a huge potential in medical education due to their interactive human- computer interface and the need for anatomical diagrams, annotations, biochemistry flow charts etc. We conducted an online survey of medical students to determine their pattern of usage of the tablet features. The results revealed that the majority of medical students use the tablet features infrequently and most do not place a high value on the tablet features.

  11. Human-system interfaces for space cognitive awareness

    NASA Astrophysics Data System (ADS)

    Ianni, J.

    Space situational awareness is a human activity. We have advanced sensors and automation capabilities but these continue to be tools for humans to use. The reality is, however, that humans cannot take full advantage of the power of these tools due to time constraints, cognitive limitations, poor tool integration, poor human-system interfaces, and other reasons. Some excellent tools may never be used in operations and, even if they were, they may not be well suited to provide a cohesive and comprehensive picture. Recognizing this, the Air Force Research Laboratory (AFRL) is applying cognitive science principles to increase the knowledge derived from existing tools and creating new capabilities to help space analysts and decision makers. At the center of this research is Sensemaking Support Environment technology. The concept is to create cognitive-friendly computer environments that connect critical and creative thinking for holistic decision making. AFRL is also investigating new visualization technologies for multi-sensor exploitation and space weather, human-to-human collaboration technologies, and other technology that will be discussed in this paper.

  12. A Genetic Algorithm Approach to Recognise Students' Learning Styles

    ERIC Educational Resources Information Center

    Yannibelli, Virginia; Godoy, Daniela; Amandi, Analia

    2006-01-01

    Learning styles encapsulate the preferences of the students, regarding how they learn. By including information about the student learning style, computer-based educational systems are able to adapt a course according to the individual characteristics of the students. In accomplishing this goal, educational systems have been mostly based on the…

  13. System for assisted mobility using eye movements based on electrooculography.

    PubMed

    Barea, Rafael; Boquete, Luciano; Mazo, Manuel; López, Elena

    2002-12-01

    This paper describes an eye-control method based on electrooculography (EOG) to develop a system for assisted mobility. One of its most important features is its modularity, making it adaptable to the particular needs of each user according to the type and degree of handicap involved. An eye model based on electroculographic signal is proposed and its validity is studied. Several human-machine interfaces (HMI) based on EOG are commented, focusing our study on guiding and controlling a wheelchair for disabled people, where the control is actually effected by eye movements within the socket. Different techniques and guidance strategies are then shown with comments on the advantages and disadvantages of each one. The system consists of a standard electric wheelchair with an on-board computer, sensors and a graphic user interface run by the computer. On the other hand, this eye-control method can be applied to handle graphical interfaces, where the eye is used as a mouse computer. Results obtained show that this control technique could be useful in multiple applications, such as mobility and communication aid for handicapped persons.

  14. Connections that Count: Brain-Computer Interface Enables the Profoundly Paralyzed to Communicate

    MedlinePlus

    ... Home Current Issue Past Issues Connections that Count: Brain-Computer Interface Enables the Profoundly Paralyzed to Communicate ... of this page please turn Javascript on. A brain-computer interface (BCI) system This brain-computer interface ( ...

  15. 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

  16. Extending human proprioception to cyber-physical systems

    NASA Astrophysics Data System (ADS)

    Keller, Kevin; Robinson, Ethan; Dickstein, Leah; Hahn, Heidi A.; Cattaneo, Alessandro; Mascareñas, David

    2016-04-01

    Despite advances in computational cognition, there are many cyber-physical systems where human supervision and control is desirable. One pertinent example is the control of a robot arm, which can be found in both humanoid and commercial ground robots. Current control mechanisms require the user to look at several screens of varying perspective on the robot, then give commands through a joystick-like mechanism. This control paradigm fails to provide the human operator with an intuitive state feedback, resulting in awkward and slow behavior and underutilization of the robot's physical capabilities. To overcome this bottleneck, we introduce a new human-machine interface that extends the operator's proprioception by exploiting sensory substitution. Humans have a proprioceptive sense that provides us information on how our bodies are configured in space without having to directly observe our appendages. We constructed a wearable device with vibrating actuators on the forearm, where frequency of vibration corresponds to the spatial configuration of a robotic arm. The goal of this interface is to provide a means to communicate proprioceptive information to the teleoperator. Ultimately we will measure the change in performance (time taken to complete the task) achieved by the use of this interface.

  17. How controllers compensate for the lack of flight progress strips.

    DOT National Transportation Integrated Search

    1996-02-01

    The role of the Flight Progress Strip, currently used to display important flight data, has been debated because of long range plans to automate the air traffic control (ATC) human-computer interface. Currently, the Fight Progress Strip is viewed by ...

  18. Selecting Appropriate Functionality and Technologies for EPSS.

    ERIC Educational Resources Information Center

    McGraw, Karen L.

    1995-01-01

    Presents background information that describes the major components of an embedded performance support system, compares levels of functionality, and discusses some of the required technologies. Highlights include the human-computer interface; online help; advisors; training and tutoring; hypermedia; and artificial intelligence techniques. (LRW)

  19. Artificial Intelligence--Applications in Education.

    ERIC Educational Resources Information Center

    Poirot, James L.; Norris, Cathleen A.

    1987-01-01

    This first in a projected series of five articles discusses artificial intelligence and its impact on education. Highlights include the history of artificial intelligence and the impact of microcomputers; learning processes; human factors and interfaces; computer assisted instruction and intelligent tutoring systems; logic programing; and expert…

  20. An Affordance-Based Framework for Human Computation and Human-Computer Collaboration.

    PubMed

    Crouser, R J; Chang, R

    2012-12-01

    Visual Analytics is "the science of analytical reasoning facilitated by visual interactive interfaces". The goal of this field is to develop tools and methodologies for approaching problems whose size and complexity render them intractable without the close coupling of both human and machine analysis. Researchers have explored this coupling in many venues: VAST, Vis, InfoVis, CHI, KDD, IUI, and more. While there have been myriad promising examples of human-computer collaboration, there exists no common language for comparing systems or describing the benefits afforded by designing for such collaboration. We argue that this area would benefit significantly from consensus about the design attributes that define and distinguish existing techniques. In this work, we have reviewed 1,271 papers from many of the top-ranking conferences in visual analytics, human-computer interaction, and visualization. From these, we have identified 49 papers that are representative of the study of human-computer collaborative problem-solving, and provide a thorough overview of the current state-of-the-art. Our analysis has uncovered key patterns of design hinging on human and machine-intelligence affordances, and also indicates unexplored avenues in the study of this area. The results of this analysis provide a common framework for understanding these seemingly disparate branches of inquiry, which we hope will motivate future work in the field.

  1. Social media fingerprints of unemployment.

    PubMed

    Llorente, Alejandro; Garcia-Herranz, Manuel; Cebrian, Manuel; Moro, Esteban

    2015-01-01

    Recent widespread adoption of electronic and pervasive technologies has enabled the study of human behavior at an unprecedented level, uncovering universal patterns underlying human activity, mobility, and interpersonal communication. In the present work, we investigate whether deviations from these universal patterns may reveal information about the socio-economical status of geographical regions. We quantify the extent to which deviations in diurnal rhythm, mobility patterns, and communication styles across regions relate to their unemployment incidence. For this we examine a country-scale publicly articulated social media dataset, where we quantify individual behavioral features from over 19 million geo-located messages distributed among more than 340 different Spanish economic regions, inferred by computing communities of cohesive mobility fluxes. We find that regions exhibiting more diverse mobility fluxes, earlier diurnal rhythms, and more correct grammatical styles display lower unemployment rates. As a result, we provide a simple model able to produce accurate, easily interpretable reconstruction of regional unemployment incidence from their social-media digital fingerprints alone. Our results show that cost-effective economical indicators can be built based on publicly-available social media datasets.

  2. Social Media Fingerprints of Unemployment

    PubMed Central

    Llorente, Alejandro; Garcia-Herranz, Manuel; Cebrian, Manuel; Moro, Esteban

    2015-01-01

    Recent widespread adoption of electronic and pervasive technologies has enabled the study of human behavior at an unprecedented level, uncovering universal patterns underlying human activity, mobility, and interpersonal communication. In the present work, we investigate whether deviations from these universal patterns may reveal information about the socio-economical status of geographical regions. We quantify the extent to which deviations in diurnal rhythm, mobility patterns, and communication styles across regions relate to their unemployment incidence. For this we examine a country-scale publicly articulated social media dataset, where we quantify individual behavioral features from over 19 million geo-located messages distributed among more than 340 different Spanish economic regions, inferred by computing communities of cohesive mobility fluxes. We find that regions exhibiting more diverse mobility fluxes, earlier diurnal rhythms, and more correct grammatical styles display lower unemployment rates. As a result, we provide a simple model able to produce accurate, easily interpretable reconstruction of regional unemployment incidence from their social-media digital fingerprints alone. Our results show that cost-effective economical indicators can be built based on publicly-available social media datasets. PMID:26020628

  3. Parallel and Portable Monte Carlo Particle Transport

    NASA Astrophysics Data System (ADS)

    Lee, S. R.; Cummings, J. C.; Nolen, S. D.; Keen, N. D.

    1997-08-01

    We have developed a multi-group, Monte Carlo neutron transport code in C++ using object-oriented methods and the Parallel Object-Oriented Methods and Applications (POOMA) class library. This transport code, called MC++, currently computes k and α eigenvalues of the neutron transport equation on a rectilinear computational mesh. It is portable to and runs in parallel on a wide variety of platforms, including MPPs, clustered SMPs, and individual workstations. It contains appropriate classes and abstractions for particle transport and, through the use of POOMA, for portable parallelism. Current capabilities are discussed, along with physics and performance results for several test problems on a variety of hardware, including all three Accelerated Strategic Computing Initiative (ASCI) platforms. Current parallel performance indicates the ability to compute α-eigenvalues in seconds or minutes rather than days or weeks. Current and future work on the implementation of a general transport physics framework (TPF) is also described. This TPF employs modern C++ programming techniques to provide simplified user interfaces, generic STL-style programming, and compile-time performance optimization. Physics capabilities of the TPF will be extended to include continuous energy treatments, implicit Monte Carlo algorithms, and a variety of convergence acceleration techniques such as importance combing.

  4. Importance of Leadership Style towards Quality of Care Measures in Healthcare Settings: A Systematic Review

    PubMed Central

    Sfantou, Danae F.; Patelarou, Athina E.; Sifaki- Pistolla, Dimitra; Patelarou, Evridiki

    2017-01-01

    Effective leadership of healthcare professionals is critical for strengthening quality and integration of care. This study aimed to assess whether there exist an association between different leadership styles and healthcare quality measures. The search was performed in the Medline (National Library of Medicine, PubMed interface) and EMBASE databases for the time period 2004–2015. The research question that guided this review was posed as: “Is there any relationship between leadership style in healthcare settings and quality of care?” Eighteen articles were found relevant to our research question. Leadership styles were found to be strongly correlated with quality care and associated measures. Leadership was considered a core element for a well-coordinated and integrated provision of care, both from the patients and healthcare professionals. PMID:29036901

  5. Development of high-performance low-reflection rugged resistive touch screens for military displays

    NASA Astrophysics Data System (ADS)

    Wang, Raymond; Wang, Minshine; Thomas, John; Wang, Lawrence; Chang, Victor

    2010-04-01

    Just as iPhones with sophisticated touch interfaces have revolutionised the human interface for the ubiquitous cell phone, the Military is rapidly adopting touch-screens as a primary interface to their computers and vehicle systems. This paper describes the development of a true military touch interface solution from an existing industrial design. We will report on successful development of 10.4" and 15.4" high performance rugged resistive touch panels using IAD sputter coating. Low reflectance (specular < 1% and diffuse < 0.07%) was achieved with high impact, dust, and chemical resistant surface finishes. These touch panels were qualified over a wide operational temperature range, -51°C to +80°C specifically for military and rugged industrial applications.

  6. User interface design principles for the SSM/PMAD automated power system

    NASA Technical Reports Server (NTRS)

    Jakstas, Laura M.; Myers, Chris J.

    1991-01-01

    Martin Marietta has developed a user interface for the space station module power management and distribution (SSM/PMAD) automated power system testbed which provides human access to the functionality of the power system, as well as exemplifying current techniques in user interface design. The testbed user interface was designed to enable an engineer to operate the system easily without having significant knowledge of computer systems, as well as provide an environment in which the engineer can monitor and interact with the SSM/PMAD system hardware. The design of the interface supports a global view of the most important data from the various hardware and software components, as well as enabling the user to obtain additional or more detailed data when needed. The components and representations of the SSM/PMAD testbed user interface are examined. An engineer's interactions with the system are also described.

  7. Man-machine analysis of translation and work tasks of Skylab films

    NASA Technical Reports Server (NTRS)

    Hosler, W. W.; Boelter, J. G.; Morrow, J. R., Jr.; Jackson, J. T.

    1979-01-01

    An objective approach to determine the concurrent validity of computer-graphic models is real time film analysis. This technique was illustrated through the procedures and results obtained in an evaluation of translation of Skylab mission astronauts. The quantitative analysis was facilitated by the use of an electronic film analyzer, minicomputer, and specifically supportive software. The uses of this technique for human factors research are: (1) validation of theoretical operator models; (2) biokinetic analysis; (3) objective data evaluation; (4) dynamic anthropometry; (5) empirical time-line analysis; and (6) consideration of human variability. Computer assisted techniques for interface design and evaluation have the potential for improving the capability for human factors engineering.

  8. Face Processing: Models For Recognition

    NASA Astrophysics Data System (ADS)

    Turk, Matthew A.; Pentland, Alexander P.

    1990-03-01

    The human ability to process faces is remarkable. We can identify perhaps thousands of faces learned throughout our lifetime and read facial expression to understand such subtle qualities as emotion. These skills are quite robust, despite sometimes large changes in the visual stimulus due to expression, aging, and distractions such as glasses or changes in hairstyle or facial hair. Computers which model and recognize faces will be useful in a variety of applications, including criminal identification, human-computer interface, and animation. We discuss models for representing faces and their applicability to the task of recognition, and present techniques for identifying faces and detecting eye blinks.

  9. Factors in Human-Computer Interface Design (A Pilot Study).

    DTIC Science & Technology

    1994-12-01

    This study used a pretest - posttest control group experimental design to test the effect of consistency on speed, retention, and user satisfaction. Four...analysis. The overall methodology was a pretest - posttest control group experimental design using different prototypes to test the effects of...methodology used for this study was a pretest - posttest control group experimental design using different prototypes to test for features of the human

  10. Experiencing the Sights, Smells, Sounds, and Climate of Southern Italy in VR.

    PubMed

    Manghisi, Vito M; Fiorentino, Michele; Gattullo, Michele; Boccaccio, Antonio; Bevilacqua, Vitoantonio; Cascella, Giuseppe L; Dassisti, Michele; Uva, Antonio E

    2017-01-01

    This article explores what it takes to make interactive computer graphics and VR attractive as a promotional vehicle, from the points of view of tourism agencies and the tourists themselves. The authors exploited current VR and human-machine interface (HMI) technologies to develop an interactive, innovative, and attractive user experience called the Multisensory Apulia Touristic Experience (MATE). The MATE system implements a natural gesture-based interface and multisensory stimuli, including visuals, audio, smells, and climate effects.

  11. The Transportable Applications Environment - An interactive design-to-production development system

    NASA Technical Reports Server (NTRS)

    Perkins, Dorothy C.; Howell, David R.; Szczur, Martha R.

    1988-01-01

    An account is given of the design philosophy and architecture of the Transportable Applications Environment (TAE), an executive program binding a system of applications programs into a single, easily operable whole. TAE simplifies the job of a system developer by furnishing a stable framework for system-building; it also integrates system activities, and cooperates with the host operating system in order to perform such functions as task-scheduling and I/O. The initial TAE human/computer interface supported command and menu interfaces, data displays, parameter-prompting, error-reporting, and online help. Recent extensions support graphics workstations with a window-based, modeless user interface.

  12. Learning Style and Task Performance in Synchronous Computer-Mediated Communication: A Case Study of Iranian EFL Learners

    ERIC Educational Resources Information Center

    Hedayati, Mohsen; Foomani, Elham Mohammadi

    2015-01-01

    The study reported here explores whether English as a foreign Language (EFL) learners' preferred ways of learning (i.e., learning styles) affect their task performance in computer-mediated communication (CMC). As Ellis (2010) points out, while the increasing use of different sorts of technology is witnessed in language learning contexts, it is…

  13. Exploring the Effects of Gender and Learning Styles on Computer Programming Performance: Implications for Programming Pedagogy

    ERIC Educational Resources Information Center

    Lau, Wilfred W. F.; Yuen, Allan H. K.

    2009-01-01

    Computer programming has been taught in secondary schools for more than two decades. However, little is known about how students learn to program. From the curriculum implementation perspectives, learning style helps address the issue of learner differences, resulting in a shift from a teacher-centred approach to a learner-focused approach. This…

  14. Learning Styles and Individual Differences in Learning English Idioms via Computer Assisted Language Learning in English as a Second Language.

    ERIC Educational Resources Information Center

    Viteli, Jarmo

    The purpose of this study was to determine the learning styles of English-as-a-Second-Language (ESL) students and individual differences in learning English idioms via computer assisted language learning (CALL). Thirty-six Hispanic students, 26 Japanese students, and 6 students with various language backgrounds from the Nova University Intensive…

  15. Brain-Computer Interface Controlled Cyborg: Establishing a Functional Information Transfer Pathway from Human Brain to Cockroach Brain

    PubMed Central

    2016-01-01

    An all-chain-wireless brain-to-brain system (BTBS), which enabled motion control of a cyborg cockroach via human brain, was developed in this work. Steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) was used in this system for recognizing human motion intention and an optimization algorithm was proposed in SSVEP to improve online performance of the BCI. The cyborg cockroach was developed by surgically integrating a portable microstimulator that could generate invasive electrical nerve stimulation. Through Bluetooth communication, specific electrical pulse trains could be triggered from the microstimulator by BCI commands and were sent through the antenna nerve to stimulate the brain of cockroach. Serial experiments were designed and conducted to test overall performance of the BTBS with six human subjects and three cockroaches. The experimental results showed that the online classification accuracy of three-mode BCI increased from 72.86% to 78.56% by 5.70% using the optimization algorithm and the mean response accuracy of the cyborgs using this system reached 89.5%. Moreover, the results also showed that the cyborg could be navigated by the human brain to complete walking along an S-shape track with the success rate of about 20%, suggesting the proposed BTBS established a feasible functional information transfer pathway from the human brain to the cockroach brain. PMID:26982717

  16. Brain-Computer Interface Controlled Cyborg: Establishing a Functional Information Transfer Pathway from Human Brain to Cockroach Brain.

    PubMed

    Li, Guangye; Zhang, Dingguo

    2016-01-01

    An all-chain-wireless brain-to-brain system (BTBS), which enabled motion control of a cyborg cockroach via human brain, was developed in this work. Steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) was used in this system for recognizing human motion intention and an optimization algorithm was proposed in SSVEP to improve online performance of the BCI. The cyborg cockroach was developed by surgically integrating a portable microstimulator that could generate invasive electrical nerve stimulation. Through Bluetooth communication, specific electrical pulse trains could be triggered from the microstimulator by BCI commands and were sent through the antenna nerve to stimulate the brain of cockroach. Serial experiments were designed and conducted to test overall performance of the BTBS with six human subjects and three cockroaches. The experimental results showed that the online classification accuracy of three-mode BCI increased from 72.86% to 78.56% by 5.70% using the optimization algorithm and the mean response accuracy of the cyborgs using this system reached 89.5%. Moreover, the results also showed that the cyborg could be navigated by the human brain to complete walking along an S-shape track with the success rate of about 20%, suggesting the proposed BTBS established a feasible functional information transfer pathway from the human brain to the cockroach brain.

  17. Simulating Humans as Integral Parts of Spacecraft Missions

    NASA Technical Reports Server (NTRS)

    Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine

    2006-01-01

    The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.

  18. Virtual reality systems

    NASA Technical Reports Server (NTRS)

    Johnson, David W.

    1992-01-01

    Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.

  19. Student Music Teachers' Learning Styles in Theoretical and Practical Situations

    ERIC Educational Resources Information Center

    Calissendorff, Maria

    2015-01-01

    This study analyzes and compares the results of a survey and an interview investigation concerning the learning styles of 32 student music teachers at The University College of Music Education (SMI) in Sweden. The students' learning style preferences were examined through a productivity environmental preference survey (PEPS), a computer-based…

  20. Blended Learning Model: Development and Implementation in a Computer Skills Course

    ERIC Educational Resources Information Center

    Tshuma, N.

    2012-01-01

    South Africa's higher education policies have opened up access to university for students from diverse backgrounds, with different learning styles, levels of motivation and levels of preparedness. This has necessitated a move from the lecture style of teaching to innovative teaching styles that engage the learners and equip them with skills to…

  1. Exploring NASA GES DISC Data with Interoperable Services

    NASA Technical Reports Server (NTRS)

    Zhao, Peisheng; Yang, Wenli; Hegde, Mahabal; Wei, Jennifer C.; Kempler, Steven; Pham, Long; Teng, William; Savtchenko, Andrey

    2015-01-01

    Overview of NASA GES DISC (NASA Goddard Earth Science Data and Information Services Center) data with interoperable services: Open-standard and Interoperable Services Improve data discoverability, accessibility, and usability with metadata, catalogue and portal standards Achieve data, information and knowledge sharing across applications with standardized interfaces and protocols Open Geospatial Consortium (OGC) Data Services and Specifications Web Coverage Service (WCS) -- data Web Map Service (WMS) -- pictures of data Web Map Tile Service (WMTS) --- pictures of data tiles Styled Layer Descriptors (SLD) --- rendered styles.

  2. Spacelab, Spacehab, and Space Station Freedom payload interface projects

    NASA Technical Reports Server (NTRS)

    Smith, Dean Lance

    1992-01-01

    Contributions were made to several projects. Howard Nguyen was assisted in developing the Space Station RPS (Rack Power Supply). The RPS is a computer controlled power supply that helps test equipment used for experiments before the equipment is installed on Space Station Freedom. Ron Bennett of General Electric Government Services was assisted in the design and analysis of the Standard Interface Rack Controller hardware and software. An analysis was made of the GPIB (General Purpose Interface Bus), looking for any potential problems while transmitting data across the bus, such as the interaction of the bus controller with a data talker and its listeners. An analysis was made of GPIB bus communications in general, including any negative impact the bus may have on transmitting data back to Earth. A study was made of transmitting digital data back to Earth over a video channel. A report was written about the study and a revised version of the report will be submitted for publication. Work was started on the design of a PC/AT compatible circuit board that will combine digital data with a video signal. Another PC/AT compatible circuit board is being designed to recover the digital data from the video signal. A proposal was submitted to support the continued development of the interface boards after the author returns to Memphis State University in the fall. A study was also made of storing circuit board design software and data on the hard disk server of a LAN (Local Area Network) that connects several IBM style PCs. A report was written that makes several recommendations. A preliminary design review was started of the AIVS (Automatic Interface Verification System). The summer was over before any significant contribution could be made to this project.

  3. Predicting human activities in sequences of actions in RGB-D videos

    NASA Astrophysics Data System (ADS)

    Jardim, David; Nunes, Luís.; Dias, Miguel

    2017-03-01

    In our daily activities we perform prediction or anticipation when interacting with other humans or with objects. Prediction of human activity made by computers has several potential applications: surveillance systems, human computer interfaces, sports video analysis, human-robot-collaboration, games and health-care. We propose a system capable of recognizing and predicting human actions using supervised classifiers trained with automatically labeled data evaluated in our human activity RGB-D dataset (recorded with a Kinect sensor) and using only the position of the main skeleton joints to extract features. Using conditional random fields (CRFs) to model the sequential nature of actions in a sequence has been used before, but where other approaches try to predict an outcome or anticipate ahead in time (seconds), we try to predict what will be the next action of a subject. Our results show an activity prediction accuracy of 89.9% using an automatically labeled dataset.

  4. [Mechatronic in functional endoscopic sinus surgery. First experiences with the daVinci Telemanipulatory System].

    PubMed

    Strauss, G; Winkler, D; Jacobs, S; Trantakis, C; Dietz, A; Bootz, F; Meixensberger, J; Falk, V

    2005-07-01

    This study examines the advantages and disadvantages of a commercial telemanipulator system (daVinci, Intuitive Surgical, USA) with computer-guided instruments in functional endoscopic sinus surgery (FESS). We performed five different surgical FESS steps on 14 anatomical preparation and compared them with conventional FESS. A total of 140 procedures were examined taking into account the following parameters: degrees of freedom (DOF), duration , learning curve, force feedback, human-machine-interface. Telemanipulatory instruments have more DOF available then conventional instrumentation in FESS. The average time consumed by configuration of the telemanipulator is around 9+/-2 min. Missing force feedback is evaluated mainly as a disadvantage of the telemanipulator. Scaling was evaluated as helpful. The ergonomic concept seems to be better than the conventional solution. Computer guided instruments showed better results for the available DOF of the instruments. The human-machine-interface is more adaptable and variable then in conventional instrumentation. Motion scaling and indexing are characteristics of the telemanipulator concept which are helpful for FESS in our study.

  5. Tactile objects based on an amplitude disturbed diffraction pattern method

    NASA Astrophysics Data System (ADS)

    Liu, Yuan; Nikolovski, Jean-Pierre; Mechbal, Nazih; Hafez, Moustapha; Vergé, Michel

    2009-12-01

    Tactile sensing is becoming widely used in human-computer interfaces. Recent advances in acoustic approaches demonstrated the possibilities to transform ordinary solid objects into interactive interfaces. This letter proposes a static finger contact localization process using an amplitude disturbed diffraction pattern method. The localization method is based on the following physical phenomenon: a finger contact modifies the energy distribution of acoustic wave in a solid; these variations depend on the wave frequency and the contact position. The presented method first consists of exciting the object with an acoustic signal with plural frequency components. In a second step, a measured acoustic signal is compared with prerecorded values to deduce the contact position. This position is then used for human-machine interaction (e.g., finger tracking on computer screen). The selection of excitation signals is discussed and a frequency choice criterion based on contrast value is proposed. Tests on a sandwich plate (liquid crystal display screen) prove the simplicity and easiness to apply the process in various solids.

  6. Rule based design of conceptual models for formative evaluation

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.; Chang, Kai; Hale, Joseph P.; Bester, Terri; Rix, Thomas; Wang, Yaowen

    1994-01-01

    A Human-Computer Interface (HCI) Prototyping Environment with embedded evaluation capability has been investigated. This environment 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. This environment, which allows for rapid prototyping and evaluation of graphical interfaces, includes the following four components: (1) a HCI development tool; (2) a low fidelity simulator development tool; (3) a dynamic, interactive interface between the HCI and the simulator; and (4) an embedded evaluator that evaluates the adequacy of a HCI based on a user's performance. The embedded evaluation tool collects data while the user is interacting with the system and evaluates the adequacy of an interface based on a user's performance. This paper describes the design of conceptual models for the embedded evaluation system using a rule-based approach.

  7. Rule based design of conceptual models for formative evaluation

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.; Chang, Kai; Hale, Joseph P.; Bester, Terri; Rix, Thomas; Wang, Yaowen

    1994-01-01

    A Human-Computer Interface (HCI) Prototyping Environment with embedded evaluation capability has been investigated. This environment 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. This environment, which allows for rapid prototyping and evaluation of graphical interfaces, includes the following four components: (1) a HCI development tool, (2) a low fidelity simulator development tool, (3) a dynamic, interactive interface between the HCI and the simulator, and (4) an embedded evaluator that evaluates the adequacy of a HCI based on a user's performance. The embedded evaluation tool collects data while the user is interacting with the system and evaluates the adequacy of an interface based on a user's performance. This paper describes the design of conceptual models for the embedded evaluation system using a rule-based approach.

  8. Simulation in a dynamic prototyping environment: Petri nets or rules?

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.; Price, Shannon W.; Hale, Joseph P.

    1994-01-01

    An evaluation of a prototyped user interface is best supported by a simulation of the system. A simulation allows for dynamic evaluation of the interface rather than just a static evaluation of the screen's appearance. This allows potential users to evaluate both the look (in terms of the screen layout, color, objects, etc.) and feel (in terms of operations and actions which need to be performed) of a system's interface. Because of the need to provide dynamic evaluation of an interface, there must be support for producing active simulations. The high-fidelity training simulators are normally delivered too late to be effectively used in prototyping the displays. Therefore, it is important to build a low fidelity simulator, so that the iterative cycle of refining the human computer interface based upon a user's interactions can proceed early in software development.

  9. Simulation in a dynamic prototyping environment: Petri nets or rules?

    NASA Technical Reports Server (NTRS)

    Moore, Loretta A.; Price, Shannon; Hale, Joseph P.

    1994-01-01

    An evaluation of a prototyped user interface is best supported by a simulation of the system. A simulation allows for dynamic evaluation of the interface rather than just a static evaluation of the screen's appearance. This allows potential users to evaluate both the look (in terms of the screen layout, color, objects, etc.) and feel (in terms of operations and actions which need to be performed) of a system's interface. Because of the need to provide dynamic evaluation of an interface, there must be support for producing active simulations. The high-fidelity training simulators are delivered too late to be effectively used in prototyping the displays. Therefore, it is important to build a low fidelity simulator, so that the iterative cycle of refining the human computer interface based upon a user's interactions can proceed early in software development.

  10. Simulation of a sensor array for multiparameter measurements at the prosthetic limb interface

    NASA Astrophysics Data System (ADS)

    Rowe, Gabriel I.; Mamishev, Alexander V.

    2004-07-01

    Sensitive skin is a highly desired device for biomechanical devices, wearable computing, human-computer interfaces, exoskeletons, and, most pertinent to this paper, for lower limb prosthetics. The measurement of shear stress is very important because shear effects are key factors in developing surface abrasions and pressure sores in paraplegics and users of prosthetic/orthotic devices. A single element of a sensitive skin is simulated and characterized in this paper. Conventional tactile sensors are designed for measurement of the normal stress only, which is inadequate for comprehensive assessment of surface contact conditions. The sensitive skin discussed here is a flexible array capable of sensing shear and normal forces, as well as humidity and temperature on each element.

  11. [Design and implementation of controlling smart car systems using P300 brain-computer interface].

    PubMed

    Wang, Jinjia; Yang, Chengjie; Hu, Bei

    2013-04-01

    Using human electroencephalogram (EEG) to control external devices in order to achieve a variety of functions has been focus of the field of brain-computer interface (BCI) research. P300 is experiments which stimulate the eye to produce EEG by using letters flashing, and then identify the corresponding letters. In this paper, some improvements based on the P300 experiments were made??. Firstly, the matrix of flashing letters were modified into words which represent a certain sense. Secondly, the BCI2000 procedures were added with the corresponding source code. Thirdly, the smart car systems were designed using the radiofrequency signal. Finally it was realized that the evoked potentials were used to control the state of the smart car.

  12. Brain-computer interface on the basis of EEG system Encephalan

    NASA Astrophysics Data System (ADS)

    Maksimenko, Vladimir; Badarin, Artem; Nedaivozov, Vladimir; Kirsanov, Daniil; Hramov, Alexander

    2018-04-01

    We have proposed brain-computer interface (BCI) for the estimation of the brain response on the presented visual tasks. Proposed BCI is based on the EEG recorder Encephalan-EEGR-19/26 (Medicom MTD, Russia) supplemented by a special home-made developed acquisition software. BCI is tested during experimental session while subject is perceiving the bistable visual stimuli and classifying them according to the interpretation. We have subjected the participant to the different external conditions and observed the significant decrease in the response, associated with the perceiving the bistable visual stimuli, during the presence of distraction. Based on the obtained results we have proposed possibility to use of BCI for estimation of the human alertness during solving the tasks required substantial visual attention.

  13. Prior schemata transfer as an account for assessing the intuitive use of new technology.

    PubMed

    Fischer, Sandrine; Itoh, Makoto; Inagaki, Toshiyuki

    2015-01-01

    New devices are considered intuitive when they allow users to transfer prior knowledge. Drawing upon fundamental psychology experiments that distinguish prior knowledge transfer from new schema induction, a procedure was specified for assessing intuitive use. This procedure was tested with 31 participants who, prior to using an on-board computer prototype, studied its screenshots in reading vs. schema induction conditions. Distinct patterns of transfer or induction resulted for features of the prototype whose functions were familiar or unfamiliar, respectively. Though moderated by participants' cognitive style, these findings demonstrated a means for quantitatively assessing transfer of prior knowledge as the operation that underlies intuitive use. Implications for interface evaluation and design, as well as potential improvements to the procedure, are discussed. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  14. ChemPreview: an augmented reality-based molecular interface.

    PubMed

    Zheng, Min; Waller, Mark P

    2017-05-01

    Human computer interfaces make computational science more comprehensible and impactful. Complex 3D structures such as proteins or DNA are magnified by digital representations and displayed on two-dimensional monitors. Augmented reality has recently opened another door to access the virtual three-dimensional world. Herein, we present an augmented reality application called ChemPreview with the potential to manipulate bio-molecular structures at an atomistic level. ChemPreview is available at https://github.com/wallerlab/chem-preview/releases, and is built on top of the Meta 1 platform https://www.metavision.com/. ChemPreview can be used to interact with a protein in an intuitive way using natural hand gestures, thereby making it appealing to computational chemists or structural biologists. The ability to manipulate atoms in real world could eventually provide new and more efficient ways of extracting structural knowledge, or designing new molecules in silico. Copyright © 2017 Elsevier Inc. All rights reserved.

  15. An online hybrid brain-computer interface combining multiple physiological signals for webpage browse.

    PubMed

    Long Chen; Zhongpeng Wang; Feng He; Jiajia Yang; Hongzhi Qi; Peng Zhou; Baikun Wan; Dong Ming

    2015-08-01

    The hybrid brain computer interface (hBCI) could provide higher information transfer rate than did the classical BCIs. It included more than one brain-computer or human-machine interact paradigms, such as the combination of the P300 and SSVEP paradigms. Research firstly constructed independent subsystems of three different paradigms and tested each of them with online experiments. Then we constructed a serial hybrid BCI system which combined these paradigms to achieve the functions of typing letters, moving and clicking cursor, and switching among them for the purpose of browsing webpages. Five subjects were involved in this study. They all successfully realized these functions in the online tests. The subjects could achieve an accuracy above 90% after training, which met the requirement in operating the system efficiently. The results demonstrated that it was an efficient system capable of robustness, which provided an approach for the clinic application.

  16. Soft drink effects on sensorimotor rhythm brain computer interface performance and resting-state spectral power.

    PubMed

    Mundahl, John; Jianjun Meng; He, Jeffrey; Bin He

    2016-08-01

    Brain-computer interface (BCI) systems allow users to directly control computers and other machines by modulating their brain waves. In the present study, we investigated the effect of soft drinks on resting state (RS) EEG signals and BCI control. Eight healthy human volunteers each participated in three sessions of BCI cursor tasks and resting state EEG. During each session, the subjects drank an unlabeled soft drink with either sugar, caffeine, or neither ingredient. A comparison of resting state spectral power shows a substantial decrease in alpha and beta power after caffeine consumption relative to control. Despite attenuation of the frequency range used for the control signal, caffeine average BCI performance was the same as control. Our work provides a useful characterization of caffeine, the world's most popular stimulant, on brain signal frequencies and their effect on BCI performance.

  17. Technology transfer of operator-in-the-loop simulation

    NASA Technical Reports Server (NTRS)

    Yae, K. H.; Lin, H. C.; Lin, T. C.; Frisch, H. P.

    1994-01-01

    The technology developed for operator-in-the-loop simulation in space teleoperation has been applied to Caterpillar's backhoe, wheel loader, and off-highway truck. On an SGI workstation, the simulation integrates computer modeling of kinematics and dynamics, real-time computational and visualization, and an interface with the operator through the operator's console. The console is interfaced with the workstation through an IBM-PC in which the operator's commands were digitized and sent through an RS-232 serial port. The simulation gave visual feedback adequate for the operator in the loop, with the camera's field of vision projected on a large screen in multiple view windows. The view control can emulate either stationary or moving cameras. This simulator created an innovative engineering design environment by integrating computer software and hardware with the human operator's interactions. The backhoe simulation has been adopted by Caterpillar in building a virtual reality tool for backhoe design.

  18. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  19. Camera systems in human motion analysis for biomedical applications

    NASA Astrophysics Data System (ADS)

    Chin, Lim Chee; Basah, Shafriza Nisha; Yaacob, Sazali; Juan, Yeap Ewe; Kadir, Aida Khairunnisaa Ab.

    2015-05-01

    Human Motion Analysis (HMA) system has been one of the major interests among researchers in the field of computer vision, artificial intelligence and biomedical engineering and sciences. This is due to its wide and promising biomedical applications, namely, bio-instrumentation for human computer interfacing and surveillance system for monitoring human behaviour as well as analysis of biomedical signal and image processing for diagnosis and rehabilitation applications. This paper provides an extensive review of the camera system of HMA, its taxonomy, including camera types, camera calibration and camera configuration. The review focused on evaluating the camera system consideration of the HMA system specifically for biomedical applications. This review is important as it provides guidelines and recommendation for researchers and practitioners in selecting a camera system of the HMA system for biomedical applications.

  20. Feature Selection in Classification of Eye Movements Using Electrooculography for Activity Recognition

    PubMed Central

    Mala, S.; Latha, K.

    2014-01-01

    Activity recognition is needed in different requisition, for example, reconnaissance system, patient monitoring, and human-computer interfaces. Feature selection plays an important role in activity recognition, data mining, and machine learning. In selecting subset of features, an efficient evolutionary algorithm Differential Evolution (DE), a very efficient optimizer, is used for finding informative features from eye movements using electrooculography (EOG). Many researchers use EOG signals in human-computer interactions with various computational intelligence methods to analyze eye movements. The proposed system involves analysis of EOG signals using clearness based features, minimum redundancy maximum relevance features, and Differential Evolution based features. This work concentrates more on the feature selection algorithm based on DE in order to improve the classification for faultless activity recognition. PMID:25574185

  1. Feature selection in classification of eye movements using electrooculography for activity recognition.

    PubMed

    Mala, S; Latha, K

    2014-01-01

    Activity recognition is needed in different requisition, for example, reconnaissance system, patient monitoring, and human-computer interfaces. Feature selection plays an important role in activity recognition, data mining, and machine learning. In selecting subset of features, an efficient evolutionary algorithm Differential Evolution (DE), a very efficient optimizer, is used for finding informative features from eye movements using electrooculography (EOG). Many researchers use EOG signals in human-computer interactions with various computational intelligence methods to analyze eye movements. The proposed system involves analysis of EOG signals using clearness based features, minimum redundancy maximum relevance features, and Differential Evolution based features. This work concentrates more on the feature selection algorithm based on DE in order to improve the classification for faultless activity recognition.

  2. Computational design of protein antigens that interact with the CDR H3 loop of HIV broadly neutralizing antibody 2F5.

    PubMed

    Azoitei, M L; Ban, Y A; Kalyuzhny, O; Guenaga, J; Schroeter, A; Porter, J; Wyatt, R; Schief, William R

    2014-10-01

    Rational design of proteins with novel binding specificities and increased affinity is one of the major goals of computational protein design. Epitope-scaffolds are a new class of antigens engineered by transplanting viral epitopes of predefined structure to protein scaffolds, or by building protein scaffolds around such epitopes. Epitope-scaffolds are of interest as vaccine components to attempt to elicit neutralizing antibodies targeting the specified epitope. In this study we developed a new computational protocol, MultiGraft Interface, that transplants epitopes but also designs additional scaffold features outside the epitope to enhance antibody-binding specificity and potentially influence the specificity of elicited antibodies. We employed MultiGraft Interface to engineer novel epitope-scaffolds that display the known epitope of human immunodeficiency virus 1 (HIV-1) neutralizing antibody 2F5 and that also interact with the functionally important CDR H3 antibody loop. MultiGraft Interface generated an epitope-scaffold that bound 2F5 with subnanomolar affinity (K(D) = 400 pM) and that interacted with the antibody CDR H3 loop through computationally designed contacts. Substantial structural modifications were necessary to engineer this antigen, with the 2F5 epitope replacing a helix in the native scaffold and with 15% of the native scaffold sequence being modified in the design stage. This epitope-scaffold represents a successful example of rational protein backbone engineering and protein-protein interface design and could prove useful in the field of HIV vaccine design. MultiGraft Interface can be generally applied to engineer novel binding partners with altered specificity and optimized affinity. © 2014 Wiley Periodicals, Inc.

  3. Robot services for elderly with cognitive impairment: testing usability of graphical user interfaces.

    PubMed

    Granata, C; Pino, M; Legouverneur, G; Vidal, J-S; Bidaud, P; Rigaud, A-S

    2013-01-01

    Socially assistive robotics for elderly care is a growing field. However, although robotics has the potential to support elderly in daily tasks by offering specific services, the development of usable interfaces is still a challenge. Since several factors such as age or disease-related changes in perceptual or cognitive abilities and familiarity with computer technologies influence technology use they must be considered when designing interfaces for these users. This paper presents findings from usability testing of two different services provided by a social assistive robot intended for elderly with cognitive impairment: a grocery shopping list and an agenda application. The main goal of this study is to identify the usability problems of the robot interface for target end-users as well as to isolate the human factors that affect the use of the technology by elderly. Socio-demographic characteristics and computer experience were examined as factors that could have an influence on task performance. A group of 11 elderly persons with Mild Cognitive Impairment and a group of 11 cognitively healthy elderly individuals took part in this study. Performance measures (task completion time and number of errors) were collected. Cognitive profile, age and computer experience were found to impact task performance. Participants with cognitive impairment achieved the tasks committing more errors than cognitively healthy elderly. Instead younger participants and those with previous computer experience were faster at completing the tasks confirming previous findings in the literature. The overall results suggested that interfaces and contents of the services assessed were usable by older adults with cognitive impairment. However, some usability problems were identified and should be addressed to better meet the needs and capacities of target end-users.

  4. Design Guidelines for CAI Authoring Systems.

    ERIC Educational Resources Information Center

    Hunka, S.

    1989-01-01

    Discussion of the use of authoring systems for courseware development focuses on guidelines to be considered when designing authoring systems. Topics discussed include allowing a variety of instructional strategies; interaction with peripheral processes such as student records; the editing process; and human factors in computer interface design,…

  5. Control-display mapping in brain-computer interfaces.

    PubMed

    Thurlings, Marieke E; van Erp, Jan B F; Brouwer, Anne-Marie; Blankertz, Benjamin; Werkhoven, Peter

    2012-01-01

    Event-related potential (ERP) based brain-computer interfaces (BCIs) employ differences in brain responses to attended and ignored stimuli. When using a tactile ERP-BCI for navigation, mapping is required between navigation directions on a visual display and unambiguously corresponding tactile stimuli (tactors) from a tactile control device: control-display mapping (CDM). We investigated the effect of congruent (both display and control horizontal or both vertical) and incongruent (vertical display, horizontal control) CDMs on task performance, the ERP and potential BCI performance. Ten participants attended to a target (determined via CDM), in a stream of sequentially vibrating tactors. We show that congruent CDM yields best task performance, enhanced the P300 and results in increased estimated BCI performance. This suggests a reduced availability of attentional resources when operating an ERP-BCI with incongruent CDM. Additionally, we found an enhanced N2 for incongruent CDM, which indicates a conflict between visual display and tactile control orientations. Incongruency in control-display mapping reduces task performance. In this study, brain responses, task and system performance are related to (in)congruent mapping of command options and the corresponding stimuli in a brain-computer interface (BCI). Directional congruency reduces task errors, increases available attentional resources, improves BCI performance and thus facilitates human-computer interaction.

  6. Visual Basic Programming Impact on Cognitive Style of College Students: Need for Prerequisites

    ERIC Educational Resources Information Center

    White, Garry L.

    2012-01-01

    This research investigated the impact learning a visual programming language, Visual Basic, has on hemispheric cognitive style, as measured by the Hemispheric Mode Indicator (HMI). The question to be answered is: will a computer programming course help students improve their cognitive abilities in order to perform well? The cognitive styles for…

  7. Computer-Based Instruction: Effect of Cognitive Style, Instructional Format, and Subject-Matter Content on Learning.

    ERIC Educational Resources Information Center

    Brent, Linda J. Buehner

    This report describes an experiment investigating the effects of cognitive style, presentation format, and task content on learning. Cognitive style was described in terms of hemisphericity (i.e., left- or right-brain influence on perception). Presentation format consisted of graphics, text, and a combination of the two. The tasks consisted of…

  8. How Cognitive Styles Affect the Learning Behaviors of Online Problem-Solving Based Discussion Activity: A Lag Sequential Analysis

    ERIC Educational Resources Information Center

    Wu, Sheng-Yi; Hou, Huei-Tse

    2015-01-01

    Cognitive styles play an important role in influencing the learning process, but to date no relevant study has been conducted using lag sequential analysis to assess knowledge construction learning patterns based on different cognitive styles in computer-supported collaborative learning activities in online collaborative discussions. This study…

  9. A Mobile Decision Aid for Determining Detection Probabilities for Acoustic Targets

    DTIC Science & Technology

    2002-08-01

    propagation mobile application . Personal Computer Memory Card International Association, an organization of some 500 companies that has developed a...SENSOR: lHuman and possible outputs, it was felt that for a mobile application , the interface and number of output parameters should be kept simple...value could be computed on the server and transmitted back to the mobile application for display. FUTURE CAPABILITIES 2-D/3-D Displays The full ABFA

  10. Man-Machine Interface (MMI) Requirements Definition and Design Guidelines

    DTIC Science & Technology

    1981-02-01

    be provided to interrogate the user to resolve any input ambiguities resulting from hardware limitations; see Smith and Goodwin, 1971 . Reference...Smith, S. L. and Goodwin, N. C’. Alphabetic data v entry via the Touch-Tone pad: A comment. Human Factors, 1971 , 13(2), 189-190. 41 All~ 1.0 General (con...software designer. Reference: Miller, R. B. Response time in man-computer conversational transactions. In Proceedings of the AFIPS kall Joint Computer

  11. The power of pezonomics

    NASA Technical Reports Server (NTRS)

    Orr, Joel N.

    1995-01-01

    This reflection of human-computer interface and its requirements as virtual technology is advanced, proposes a new term: 'Pezonomics'. The term replaces the term ergonomics ('the law of work') with a definition pointing to 'the law of play.' The necessity of this term, the author reasons, comes from the need to 'capture the essence of play and calibrate our computer systems to its cadences.' Pezonomics will ensure that artificial environments, in particular virtual reality, are user friendly.

  12. Decoding Onset and Direction of Movements Using Electrocorticographic (ECoG) Signals in Humans

    DTIC Science & Technology

    2012-08-08

    Institute, Troy, NY, USA 2 J Crayton Pruitt Family Department of Biomed Engineering, University of Florida, Gainesville, FL, USA 3 BCI R&D Program...INTRODUCTION Brain-computer interfaces ( BCIs ) aim to translate a person’s intentions into meaningful computer commands using brain activity alone...applications for those suffering from neuromuscular disorders (Sejnowski et al., 2007; Tan and Nijholt, 2010). For example, a BCI that detects intended move

  13. A Graphics Editor for Structured Analysis with a Data Dictionary.

    DTIC Science & Technology

    1987-12-01

    4-3 Human/Computer Interface Considerations 4-3 Screen Layout .... ............. 4-4 Menu System ..... .............. 4-6 Voice Feedback...central computer system . This project is a direct follow on to the 1986 thesis by James W. Urscheler. lie created an initial version of a tool (nicknamed...graphics information. Background r SADT. SADT is the name of SofTech’s methodology for doing requirement analysis and system design. It was first published

  14. Conversing with Computers

    NASA Technical Reports Server (NTRS)

    2004-01-01

    I/NET, Inc., is making the dream of natural human-computer conversation a practical reality. Through a combination of advanced artificial intelligence research and practical software design, I/NET has taken the complexity out of developing advanced, natural language interfaces. Conversational capabilities like pronoun resolution, anaphora and ellipsis processing, and dialog management that were once available only in the laboratory can now be brought to any application with any speech recognition system using I/NET s conversational engine middleware.

  15. The interaction between the cognitive style of field dependence and visual presentations in color, monochrome, and line drawings

    NASA Astrophysics Data System (ADS)

    Myers, Robert Gardner

    1997-12-01

    The purpose of this study was to determine whether there is a correlation between the cognitive style of field dependence and the type of visual presentation format used in a computer-based tutorial (color; black and white: or line drawings) when subjects are asked to identify human tissue samples. Two hundred-four college students enrolled in human anatomy and physiology classes at Westmoreland County Community College participated. They were first administered the Group Embedded Figures Test (GEFT) and then were divided into three groups: field-independent (score, 15-18), field-neutral (score, 11-14), and field dependent (score, 0-10). Subjects were randomly assigned to one of the three treatment groups. Instruction was delivered by means of a computer-aided tutorial consisting of text and visuals of human tissue samples. The pretest and posttest consisted of 15 tissue samples, five from each treatment, that were imported into the HyperCardsp{TM} stack and were played using QuickTimesp{TM} movie extensions. A two-way analysis of covariance (ANCOVA) using pretest and posttest scores was used to investigate whether there is a relationship between field dependence and each of the three visual presentation formats. No significant interaction was found between individual subject's relative degree of field dependence and any of the different visual presentation formats used in the computer-aided tutorial module, F(4,194) = 1.78, p =.1335. There was a significant difference between the students' levels of field dependence in terms of their ability to identify human tissue samples, F(2,194) = 5.83, p =.0035. Field-independent subjects scored significantly higher (M = 10.59) on the posttest than subjects who were field-dependent (M = 9.04). There was also a significant difference among the various visual presentation formats, F(2,194) = 3.78, p =.0245. Subjects assigned to the group that received the color visual presentation format scored significantly higher (M = 10.38) on the posttest measure than did those assigned to the group that received the line drawing visual presentation format (8.99).

  16. Avionics Collaborative Engineering Technology Delivery Order 0035: Secure Knowledge Management (SKM) Technology Research Roadmap - Technology Trends for Collaborative Information and Knowledge Management Research

    DTIC Science & Technology

    2004-06-01

    such as that represented in the know-how of the master craftsman), and cognitive (know why, perceptions, values, beliefs, and mental models).4... cognitive engineering, educational technology, industrial/organizational psychology, sociology, cultural anthropology, and computational...such as human-human interaction, interface design and evaluation methodology, cognitive models and user models, health and ergonomic studies, empirical

  17. PLANETarium Pilot: visualizing PLANET Earth inside-out on the planetarium's full-dome

    NASA Astrophysics Data System (ADS)

    Ballmer, Maxim; Wiethoff, Tobias

    2016-04-01

    In the past decade, projection systems in most planetariums, traditional sites of outreach and education, have advanced from interfaces that can display the motion of stars as moving beam spots to systems that are able to visualize multicolor, high-resolution, immersive full-dome videos or images. These extraordinary capabilities are ideally suited for visualization of global processes occurring on the surface and within the interior of the Earth, a spherical body just as the full dome. So far, however, our community has largely ignored this wonderful interface for outreach and education, and any previous geo-shows have mostly been limited to cartoon-style animations. Thus, we here propose a framework to convey recent scientific results on the origin and evolution of our PLANET to the >100 million per-year worldwide audience of planetariums, making the traditionally astronomy-focussed interface a true PLANETarium. In order to do this most efficiently, we intend to show "inside-out" visualizations of scientific datasets and models, as if the audience was positioned in the Earth's core. Such visualizations are expected to be renderable to the dome with little or no effort. For example, showing global geophysical datasets (e.g., gravity, air temperature), or horizontal slices of seismic-tomography images and spherical computer models requires no rendering at all. Rendering of 3D Cartesian datasets or models may further be achieved using standard techiques. Here, we show several example pilot animations. These animations rendered for the full dome are projected back to 2D for visualization on the flatscreen. Present-day science visualizations are typically as intuitive as cartoon-style animations, yet more appealing visually, and clearly with a higher level of detail. In addition to e.g. climate change and natural hazards, themes for any future geo-shows may include the coupled evolution of the Earth's interior and life, from the accretion of our planet to the evolution of mantle convection as well as the sustainment of a magnetic field and habitable conditions. We believe that high-quality tax-funded science visualizations should not exclusively be used for communication among scientists, but also recycled to raise the public's awareness and appreciation of the Geosciences.

  18. PLANETarium Pilot: visualizing PLANET Earth inside-out on the planetarium's full-dome

    NASA Astrophysics Data System (ADS)

    Ballmer, M. D.; Wiethoff, T.

    2014-12-01

    In the past decade, projection systems in most planetariums, traditional sites of outreach and education, have advanced from interfaces that can display the motion of stars as moving beam spots to systems that are able to visualize multicolor, high-resolution, immersive full-dome videos or images. These extraordinary capabilities are ideally suited for visualization of global processes occurring on the surface and within the interior of the Earth, a spherical body just as the full dome. So far, however, our community has largely ignored this wonderful interface for outreach and education, and any previous geo-shows have mostly been limited to cartoon-style animations. Thus, we here propose a framework to convey recent scientific results on the origin and evolution of our PLANET to the >100 million per-year worldwide audience of planetariums, making the traditionally astronomy-focussed interface a true PLANETarium. In order to do this most efficiently, we intend to show „inside-out" visualizations of scientific datasets and models, as if the audience was positioned in the Earth's inner core. Such visualizations are expected to be renderable to the dome with little or no effort. For example, showing global geophysical datasets (e.g., gravity, air temperature), or horizontal slices of seismic-tomography images and spherical computer models requires no rendering at all. Rendering of 3D Cartesian datasets or models may further be achieved using standard techiques. Here, we show several example pilot animations. These animations rendered for the full dome are projected back to 2D for visualization on a flatscreen. Present-day science visualizations are typically as intuitive as cartoon-style animations, yet more appealing visually, and clearly with a higher level of detail. In addition to e.g. climate change and natural hazards, themes for any future geo-shows may include the coupled evolution of the Earth's interior and life, from the accretion of our planet to the evolution of mantle convection as well as the sustainment of a magnetic field and habitable conditions. We believe that high-quality tax-funded science visualizations should not exclusively be used for communication among scientists, but also recycled to raise the public's awareness and appreciation of the geosciences.

  19. Disentangling physician sex and physician communication style: their effects on patient satisfaction in a virtual medical visit.

    PubMed

    Schmid Mast, Marianne; Hall, Judith A; Roter, Debra L

    2007-09-01

    The present study aimed to investigate the effect of physician sex and physician communication style on patient satisfaction. In real medical visits, physician sex and physician communication style are confounded variables. By using the virtual medical visit paradigm, we were able to disentangle the two variables and study their separate and/or joint effects on patient satisfaction. In an experimental design, analogue patients (167 students) interacted with a computer-generated virtual physician on a computer screen. The patients' satisfaction during the visit was assessed. Depending on the sex composition of the dyad, physician communication style affected analogue patients' satisfaction differently. For instance, in male-male dyads, physician communication style did not affect the patients' satisfaction, whereas in female-female dyads, analogue patients were more satisfied when the physician adopted a caring as opposed to a non-caring communication style. Sex of the physician and sex of the patient moderate how different physician communication styles affect patient satisfaction. In particular, a female-sex role congruent communication style leads to higher patient satisfaction when women see a female physician. Physician communication training cannot be one size fits all. Rather female and male physicians should obtain different training and they need to be made aware of the fact that female and male patients harbor different expectations toward them.

  20. Learning and Recognition of Clothing Genres From Full-Body Images.

    PubMed

    Hidayati, Shintami C; You, Chuang-Wen; Cheng, Wen-Huang; Hua, Kai-Lung

    2018-05-01

    According to the theory of clothing design, the genres of clothes can be recognized based on a set of visually differentiable style elements, which exhibit salient features of visual appearance and reflect high-level fashion styles for better describing clothing genres. Instead of using less-discriminative low-level features or ambiguous keywords to identify clothing genres, we proposed a novel approach for automatically classifying clothing genres based on the visually differentiable style elements. A set of style elements, that are crucial for recognizing specific visual styles of clothing genres, were identified based on the clothing design theory. In addition, the corresponding salient visual features of each style element were identified and formulated with variables that can be computationally derived with various computer vision algorithms. To evaluate the performance of our algorithm, a dataset containing 3250 full-body shots crawled from popular online stores was built. Recognition results show that our proposed algorithms achieved promising overall precision, recall, and -score of 88.76%, 88.53%, and 88.64% for recognizing upperwear genres, and 88.21%, 88.17%, and 88.19% for recognizing lowerwear genres, respectively. The effectiveness of each style element and its visual features on recognizing clothing genres was demonstrated through a set of experiments involving different sets of style elements or features. In summary, our experimental results demonstrate the effectiveness of the proposed method in clothing genre recognition.

  1. 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.

  2. StrBioLib: a Java library for development of custom computational structural biology applications.

    PubMed

    Chandonia, John-Marc

    2007-08-01

    StrBioLib is a library of Java classes useful for developing software for computational structural biology research. StrBioLib contains classes to represent and manipulate protein structures, biopolymer sequences, sets of biopolymer sequences, and alignments between biopolymers based on either sequence or structure. Interfaces are provided to interact with commonly used bioinformatics applications, including (psi)-blast, modeller, muscle and Primer3, and tools are provided to read and write many file formats used to represent bioinformatic data. The library includes a general-purpose neural network object with multiple training algorithms, the Hooke and Jeeves non-linear optimization algorithm, and tools for efficient C-style string parsing and formatting. StrBioLib is the basis for the Pred2ary secondary structure prediction program, is used to build the astral compendium for sequence and structure analysis, and has been extensively tested through use in many smaller projects. Examples and documentation are available at the site below. StrBioLib may be obtained under the terms of the GNU LGPL license from http://strbio.sourceforge.net/

  3. A prototype system for perinatal knowledge engineering using an artificial intelligence tool.

    PubMed

    Sokol, R J; Chik, L

    1988-01-01

    Though several perinatal expert systems are extant, the use of artificial intelligence has, as yet, had minimal impact in medical computing. In this evaluation of the potential of AI techniques in the development of a computer based "Perinatal Consultant," a "top down" approach to the development of a perinatal knowledge base was taken, using as a source for such a knowledge base a 30-page manuscript of a chapter concerning high risk pregnancy. The UNIX utility "style" was used to parse sentences and obtain key words and phrases, both as part of a natural language interface and to identify key perinatal concepts. Compared with the "gold standard" of sentences containing key facts as chosen by the experts, a semiautomated method using a nonmedical speller to identify key words and phrases in context functioned with a sensitivity of 79%, i.e., approximately 8 in 10 key sentences were detected as the basis for PROLOG, rules and facts for the knowledge base. These encouraging results suggest that functional perinatal expert systems may well be expedited by using programming utilities in conjunction with AI tools and published literature.

  4. Design and implementation of fishery rescue data mart system

    NASA Astrophysics Data System (ADS)

    Pan, Jun; Huang, Haiguang; Liu, Yousong

    A novel data mart based system for fishery rescue field was designed and implemented. The system runs ETL process to deal with original data from various databases and data warehouses, and then reorganized the data into the fishery rescue data mart. Next, online analytical processing (OLAP) are carried out and statistical reports are generated automatically. Particularly, quick configuration schemes are designed to configure query dimensions and OLAP data sets. The configuration file will be transformed into statistic interfaces automatically through a wizard-style process. The system provides various forms of reporting files, including crystal reports, flash graphical reports, and two-dimensional data grids. In addition, a wizard style interface was designed to guide users customizing inquiry processes, making it possible for nontechnical staffs to access customized reports. Characterized by quick configuration, safeness and flexibility, the system has been successfully applied in city fishery rescue department.

  5. Parallel optical information, concept, and response evolver: POINCARE

    NASA Astrophysics Data System (ADS)

    Caulfield, H. John; Caulfield, Kimberly

    1991-08-01

    It is now possible to build a nonlinear adaptive system which will incorporate many of the properties of the human mind, such as true originality in such skills as reasoning by analogy and reasoning by retrodiction, including literally unpredictable thoughts; and development of individual styles, personalities, expertise, etc. Like humans, these optical processors will have a rich `subconscious'' experience. Like humans, they will be clonable, but clones will develop differently as they experience the world differently, make different decisions, develop different habits, etc. In short, powerful optical processors with some of the properties normally associated with human intelligence can be made. This approach can result in a powerful optical processor with those properties. A demonstration chosen for simplicity of implementation is suggested. This could be the first computer of any type which uses quantum indeterminacy in an integral and important way.

  6. The influence of commenting validity, placement, and style on perceptions of computer code trustworthiness: A heuristic-systematic processing approach.

    PubMed

    Alarcon, Gene M; Gamble, Rose F; Ryan, Tyler J; Walter, Charles; Jessup, Sarah A; Wood, David W; Capiola, August

    2018-07-01

    Computer programs are a ubiquitous part of modern society, yet little is known about the psychological processes that underlie reviewing code. We applied the heuristic-systematic model (HSM) to investigate the influence of computer code comments on perceptions of code trustworthiness. The study explored the influence of validity, placement, and style of comments in code on trustworthiness perceptions and time spent on code. Results indicated valid comments led to higher trust assessments and more time spent on the code. Properly placed comments led to lower trust assessments and had a marginal effect on time spent on code; however, the effect was no longer significant after controlling for effects of the source code. Low style comments led to marginally higher trustworthiness assessments, but high style comments led to longer time spent on the code. Several interactions were also found. Our findings suggest the relationship between code comments and perceptions of code trustworthiness is not as straightforward as previously thought. Additionally, the current paper extends the HSM to the programming literature. Copyright © 2018 Elsevier Ltd. All rights reserved.

  7. Using computer-assisted learning to engage diverse learning styles in understanding business management principles.

    PubMed

    Frost, Mary E; Derby, Dustin C; Haan, Andrea G

    2013-01-01

    Objective : Changes in small business and insurance present challenges for newly graduated chiropractors. Technology that reaches identified, diverse learning styles may assist the chiropractic student in business classes to meet course outcomes better. Thus, the purpose of our study is to determine if the use of technology-based instructional aids enhance students' mastery of course learning outcomes. Methods : Using convenience sampling, 86 students completed a survey assessing course learning outcomes, learning style, and the helpfulness of lecture and computer-assisted learning related to content mastery. Quantitative analyses occurred. Results : Although respondents reported not finding the computer-assisted learning as helpful as the lecture, significant relationships were found between pre- and post-assisted learning measures of the learning outcomes 1 and 2 for the visual and kinesthetic groups. Surprisingly, however, all learning style groups exhibited significant pre- and post-assisted learning appraisal relationships with learning outcomes 3 and 4. Conclusion : While evidence exists within the current study of a relationship between students' learning of the course content corollary to the use of technologic instructional aids, the exact nature of the relationship remains unclear.

  8. Using computer-assisted learning to engage diverse learning styles in understanding business management principles.

    PubMed

    Frost, Mary E; Derby, Dustin C; Haan, Andrea G

    2013-06-27

    Objective : Changes in small business and insurance present challenges for newly graduated chiropractors. Technology that reaches identified, diverse learning styles may assist the chiropractic student in business classes to meet course outcomes better. Thus, the purpose of our study is to determine if the use of technology-based instructional aids enhance students' mastery of course learning outcomes. Methods : Using convenience sampling, 86 students completed a survey assessing course learning outcomes, learning style, and the helpfulness of lecture and computer-assisted learning related to content mastery. Quantitative analyses occurred. Results : Although respondents reported not finding the computer-assisted learning as helpful as the lecture, significant relationships were found between pre- and post-assisted learning measures of the learning outcomes 1 and 2 for the visual and kinesthetic groups. Surprisingly, however, all learning style groups exhibited significant pre- and post-assisted learning appraisal relationships with learning outcomes 3 and 4. Conclusion : While evidence exists within the current study of a relationship between students' learning of the course content corollary to the use of technologic instructional aids, the exact nature of the relationship remains unclear.

  9. Integrated Model for E-Learning Acceptance

    NASA Astrophysics Data System (ADS)

    Ramadiani; Rodziah, A.; Hasan, S. M.; Rusli, A.; Noraini, C.

    2016-01-01

    E-learning is not going to work if the system is not used in accordance with user needs. User Interface is very important to encourage using the application. Many theories had discuss about user interface usability evaluation and technology acceptance separately, actually why we do not make it correlation between interface usability evaluation and user acceptance to enhance e-learning process. Therefore, the evaluation model for e-learning interface acceptance is considered important to investigate. The aim of this study is to propose the integrated e-learning user interface acceptance evaluation model. This model was combined some theories of e-learning interface measurement such as, user learning style, usability evaluation, and the user benefit. We formulated in constructive questionnaires which were shared at 125 English Language School (ELS) students. This research statistics used Structural Equation Model using LISREL v8.80 and MANOVA analysis.

  10. Linking Individual Learning Styles to Approach-Avoidance Motivational Traits and Computational Aspects of Reinforcement Learning

    PubMed Central

    Carl Aberg, Kristoffer; Doell, Kimberly C.; Schwartz, Sophie

    2016-01-01

    Learning how to gain rewards (approach learning) and avoid punishments (avoidance learning) is fundamental for everyday life. While individual differences in approach and avoidance learning styles have been related to genetics and aging, the contribution of personality factors, such as traits, remains undetermined. Moreover, little is known about the computational mechanisms mediating differences in learning styles. Here, we used a probabilistic selection task with positive and negative feedbacks, in combination with computational modelling, to show that individuals displaying better approach (vs. avoidance) learning scored higher on measures of approach (vs. avoidance) trait motivation, but, paradoxically, also displayed reduced learning speed following positive (vs. negative) outcomes. These data suggest that learning different types of information depend on associated reward values and internal motivational drives, possibly determined by personality traits. PMID:27851807

  11. Personalized keystroke dynamics for self-powered human--machine interfacing.

    PubMed

    Chen, Jun; Zhu, Guang; Yang, Jin; Jing, Qingshen; Bai, Peng; Yang, Weiqing; Qi, Xuewei; Su, Yuanjie; Wang, Zhong Lin

    2015-01-27

    The computer keyboard is one of the most common, reliable, accessible, and effective tools used for human--machine interfacing and information exchange. Although keyboards have been used for hundreds of years for advancing human civilization, studying human behavior by keystroke dynamics using smart keyboards remains a great challenge. Here we report a self-powered, non-mechanical-punching keyboard enabled by contact electrification between human fingers and keys, which converts mechanical stimuli applied to the keyboard into local electronic signals without applying an external power. The intelligent keyboard (IKB) can not only sensitively trigger a wireless alarm system once gentle finger tapping occurs but also trace and record typed content by detecting both the dynamic time intervals between and during the inputting of letters and the force used for each typing action. Such features hold promise for its use as a smart security system that can realize detection, alert, recording, and identification. Moreover, the IKB is able to identify personal characteristics from different individuals, assisted by the behavioral biometric of keystroke dynamics. Furthermore, the IKB can effectively harness typing motions for electricity to charge commercial electronics at arbitrary typing speeds greater than 100 characters per min. Given the above features, the IKB can be potentially applied not only to self-powered electronics but also to artificial intelligence, cyber security, and computer or network access control.

  12. The coming technological singularity: How to survive in the post-human era

    NASA Technical Reports Server (NTRS)

    Vinge, Vernor

    1993-01-01

    The acceleration of technological progress has been the central feature of this century. I argue in this paper that we are on the edge of change comparable to the rise of human life on Earth. The precise cause of this change is the imminent creation by technology of entities with greater than human intelligence. There are several means by which science may achieve this breakthrough (and this is another reason for having confidence that the event will occur): (1) the development of computers that are 'awake' and superhumanly intelligent (to date, most controversy in the area of AI relates to whether we can create human equivalence in a machine. But if the answer is 'yes, we can', then there is little doubt that beings more intelligent can be constructed shortly thereafter); (2) large computer networks (and their associated users) may 'wake up' as a superhumanly intelligent entity; (3) computer/human interfaces may become so intimate that users may reasonably be considered superhumanly intelligent; and (4) biological science may find ways to improve upon the natural human intellect. The first three possibilities depend in large part on improvements in computer hardware. Progress in computer hardware has followed an amazingly steady curve in the last few decades. Based largely on this trend, I believe that the creation of greater than human intelligence will occur during the next thirty years.

  13. Baseline experiments in teleoperator control

    NASA Technical Reports Server (NTRS)

    Hankins, W. W., III; Mixon, R. W.

    1986-01-01

    Studies have been conducted at the NASA Langley Research Center (LaRC) to establish baseline human teleoperator interface data and to assess the influence of some of the interface parameters on human performance in teleoperation. As baseline data, the results will be used to assess future interface improvements resulting from this research in basic teleoperator human factors. In addition, the data have been used to validate LaRC's basic teleoperator hardware setup and to compare initial teleoperator study results. Four subjects controlled a modified industrial manipulator to perform a simple task involving both high and low precision. Two different schemes for controlling the manipulator were studied along with both direct and indirect viewing of the task. Performance of the task was measured as the length of time required to complete the task along with the number of errors made in the process. Analyses of variance were computed to determine the significance of the influences of each of the independent variables. Comparisons were also made between the LaRC data and data taken earlier by Grumman Aerospace Corp. at their facilities.

  14. AQBE — QBE Style Queries for Archetyped Data

    NASA Astrophysics Data System (ADS)

    Sachdeva, Shelly; Yaginuma, Daigo; Chu, Wanming; Bhalla, Subhash

    Large-scale adoption of electronic healthcare applications requires semantic interoperability. The new proposals propose an advanced (multi-level) DBMS architecture for repository services for health records of patients. These also require query interfaces at multiple levels and at the level of semi-skilled users. In this regard, a high-level user interface for querying the new form of standardized Electronic Health Records system has been examined in this study. It proposes a step-by-step graphical query interface to allow semi-skilled users to write queries. Its aim is to decrease user effort and communication ambiguities, and increase user friendliness.

  15. Rater reliability and concurrent validity of the Keyboard Personal Computer Style instrument (K-PeCS).

    PubMed

    Baker, Nancy A; Cook, James R; Redfern, Mark S

    2009-01-01

    This paper describes the inter-rater and intra-rater reliability, and the concurrent validity of an observational instrument, the Keyboard Personal Computer Style instrument (K-PeCS), which assesses stereotypical postures and movements associated with computer keyboard use. Three trained raters independently rated the video clips of 45 computer keyboard users to ascertain inter-rater reliability, and then re-rated a sub-sample of 15 video clips to ascertain intra-rater reliability. Concurrent validity was assessed by comparing the ratings obtained using the K-PeCS to scores developed from a 3D motion analysis system. The overall K-PeCS had excellent reliability [inter-rater: intra-class correlation coefficients (ICC)=.90; intra-rater: ICC=.92]. Most individual items on the K-PeCS had from good to excellent reliability, although six items fell below ICC=.75. Those K-PeCS items that were assessed for concurrent validity compared favorably to the motion analysis data for all but two items. These results suggest that most items on the K-PeCS can be used to reliably document computer keyboarding style.

  16. Evaluating a Computerized Aid for Conducting a Cognitive Task Analysis

    DTIC Science & Technology

    2000-01-01

    in conducting a cognitive task analysis . The conduct of a cognitive task analysis is costly and labor intensive. As a result, a few computerized aids...evaluation of a computerized aid, specifically CAT-HCI (Cognitive Analysis Tool - Human Computer Interface), for the conduct of a detailed cognitive task analysis . A

  17. The Influence of Individual Differences on Diagrammatic Communication and Problem Representation

    ERIC Educational Resources Information Center

    King, Laurel A.

    2009-01-01

    Understanding the user and customizing the interface to augment cognition and usability are goals of human computer interaction research and design. Yet, little is known about the influence of individual visual-verbal information presentation preferences on visual navigation and screen element usage. If consistent differences in visual navigation…

  18. A Review and Reappraisal of Adaptive Human-Computer Interfaces in Complex Control Systems

    DTIC Science & Technology

    2006-08-01

    maneuverability measures. The cost elements were expressed as fuzzy membership functions. Figure 9 shows the flowchart of the route planner. A fuzzy navigator...and updating of the user model, which contains information about three generic stereotypes ( beginner , intermediate and expert users) plus an

  19. Technology for Consumers: Proceedings of the RESNA International Conference (Toronto, Ontario, Canada, June 6-11, 1992).

    ERIC Educational Resources Information Center

    Presperin, Jessica J., Ed.

    This proceedings document contains approximately 250 papers and posters presented at a conference on the advancement of rehabilitation and assistive technology. Individual sessions focused on the following topics: quantitative functional evaluation, upper limb and therapeutic stimulation, human-computer interface developments, information…

  20. Virtual Reality: A Dream Come True or a Nightmare.

    ERIC Educational Resources Information Center

    Cornell, Richard; Bailey, Dan

    Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…

  1. Helping Disabled People: The Potentials of Biometric Information

    ERIC Educational Resources Information Center

    Ann, Ong Chin; Theng, Lau Bee

    2012-01-01

    Purpose: The purpose of this paper is to investigate an idea of producing an assistive and augmentative communication (AAC) tool that uses natural human computer interfacing to accommodate the disabilities of children with cerebral palsy (CP) and assist them in their daily communication. Design/methodology/approach: The authors developed a…

  2. Region based Brain Computer Interface for a home control application.

    PubMed

    Akman Aydin, Eda; Bay, Omer Faruk; Guler, Inan

    2015-08-01

    Environment control is one of the important challenges for disabled people who suffer from neuromuscular diseases. Brain Computer Interface (BCI) provides a communication channel between the human brain and the environment without requiring any muscular activation. The most important expectation for a home control application is high accuracy and reliable control. Region-based paradigm is a stimulus paradigm based on oddball principle and requires selection of a target at two levels. This paper presents an application of region based paradigm for a smart home control application for people with neuromuscular diseases. In this study, a region based stimulus interface containing 49 commands was designed. Five non-disabled subjects were attended to the experiments. Offline analysis results of the experiments yielded 95% accuracy for five flashes. This result showed that region based paradigm can be used to select commands of a smart home control application with high accuracy in the low number of repetitions successfully. Furthermore, a statistically significant difference was not observed between the level accuracies.

  3. Development traumatic brain injury computer user interface for disaster area in Indonesia supported by emergency broadband access network.

    PubMed

    Sutiono, Agung Budi; Suwa, Hirohiko; Ohta, Toshizumi; Arifin, Muh Zafrullah; Kitamura, Yohei; Yoshida, Kazunari; Merdika, Daduk; Qiantori, Andri; Iskandar

    2012-12-01

    Disasters bring consequences of negative impacts on the environment and human life. One of the common cause of critical condition is traumatic brain injury (TBI), namely, epidural (EDH) and subdural hematoma (SDH), due to downfall hard things during earthquake. We proposed and analyzed the user response, namely neurosurgeon, general doctor/surgeon and nurse when they interacted with TBI computer interface. The communication systems was supported by TBI web based applications using emergency broadband access network with tethered balloon and simulated in the field trial to evaluate the coverage area. The interface consisted of demography data and multi tabs for anamnesis, treatment, follow up and teleconference interfaces. The interface allows neurosurgeon, surgeon/general doctors and nurses to entry the EDH and SDH patient's data during referring them on the emergency simulation and evaluated based on time needs and their understanding. The average time needed was obtained after simulated by Lenovo T500 notebook using mouse; 8-10 min for neurosurgeons, 12-15 min for surgeons/general doctors and 15-19 min for nurses. By using Think Pad X201 Tablet, the time needed for entry data was 5-7 min for neurosurgeon, 7-10 min for surgeons/general doctors and 12-16 min for nurses. We observed that the time difference was depending on the computer type and user literacy qualification as well as their understanding on traumatic brain injury, particularly for the nurses. In conclusion, there are five data classification for simply TBI GUI, namely, 1) demography, 2) specific anamnesis for EDH and SDH, 3) treatment action and medicine of TBI, 4) follow up data display and 5) teleneurosurgery for streaming video consultation. The type of computer, particularly tablet PC was more convenient and faster for entry data, compare to that computer mouse touched pad. Emergency broadband access network using tethered balloon is possible to be employed to cover the communications systems in disaster area.

  4. Do Thinking Styles Matter in the Use of and Attitudes toward Computing and Information Technology among Hong Kong University Students?

    ERIC Educational Resources Information Center

    Zhang, Li-Fang; He, Yunfeng

    2003-01-01

    In the present study, the thinking styles as defined in Sternberg's theory of mental self-government are tested against yet another domain relevant to student learning. This domain is students' knowledge and use of as well as their attitudes toward the use of computing and information technology (CIT) in education. One hundred and ninety-three (75…

  5. 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.

  6. Using the Power of Media to Communicate Science: A Question of Style?

    ERIC Educational Resources Information Center

    Imhof, Heidi

    1991-01-01

    Discusses educational effects of the style, content, and quality inherent in several multimedia and desktop-publishing products available to science teachers, including books, interactive software, videos, and computer simulations. (JJK)

  7. Aerospace Ground Equipment for model 4080 sequence programmer. A standard computer terminal is adapted to provide convenient operator to device interface

    NASA Technical Reports Server (NTRS)

    Nissley, L. E.

    1979-01-01

    The Aerospace Ground Equipment (AGE) provides an interface between a human operator and a complete spaceborne sequence timing device with a memory storage program. The AGE provides a means for composing, editing, syntax checking, and storing timing device programs. The AGE is implemented with a standard Hewlett-Packard 2649A terminal system and a minimum of special hardware. The terminal's dual tape interface is used to store timing device programs and to read in special AGE operating system software. To compose a new program for the timing device the keyboard is used to fill in a form displayed on the screen.

  8. Visualization-by-Sketching: An Artist's Interface for Creating Multivariate Time-Varying Data Visualizations.

    PubMed

    Schroeder, David; Keefe, Daniel F

    2016-01-01

    We present Visualization-by-Sketching, a direct-manipulation user interface for designing new data visualizations. The goals are twofold: First, make the process of creating real, animated, data-driven visualizations of complex information more accessible to artists, graphic designers, and other visual experts with traditional, non-technical training. Second, support and enhance the role of human creativity in visualization design, enabling visual experimentation and workflows similar to what is possible with traditional artistic media. The approach is to conceive of visualization design as a combination of processes that are already closely linked with visual creativity: sketching, digital painting, image editing, and reacting to exemplars. Rather than studying and tweaking low-level algorithms and their parameters, designers create new visualizations by painting directly on top of a digital data canvas, sketching data glyphs, and arranging and blending together multiple layers of animated 2D graphics. This requires new algorithms and techniques to interpret painterly user input relative to data "under" the canvas, balance artistic freedom with the need to produce accurate data visualizations, and interactively explore large (e.g., terabyte-sized) multivariate datasets. Results demonstrate a variety of multivariate data visualization techniques can be rapidly recreated using the interface. More importantly, results and feedback from artists support the potential for interfaces in this style to attract new, creative users to the challenging task of designing more effective data visualizations and to help these users stay "in the creative zone" as they work.

  9. The MEDIGATE graphical user interface for entry of physical findings: design principles and implementation. Medical Examination Direct Iconic and Graphic Augmented Text Entry System.

    PubMed

    Yoder, J W; Schultz, D F; Williams, B T

    1998-10-01

    The solution to many of the problems of the computer-based recording of the medical record has been elusive, largely due to difficulties in the capture of those data elements that comprise the records of the Present Illness and of the Physical Findings. Reliable input of data has proven to be more complex than originally envisioned by early work in the field. This has led to more research and development into better data collection protocols and easy to use human-computer interfaces as support tools. The Medical Examination Direct Iconic and Graphic Augmented Text Entry System (MEDIGATE System) is a computer enhanced interactive graphic and textual record of the findings from physical examinations designed to provide ease of user input and to support organization and processing of the data characterizing these findings. The primary design objective of the MEDIGATE System is to develop and evaluate different interface designs for recording observations from the physical examination in an attempt to overcome some of the deficiencies in this major component of the individual record of health and illness.

  10. An integrated experiment for identification of best decision styles and teamworks with respect to HSE and ergonomics program: The case of a large oil refinery.

    PubMed

    Azadeh, A; Mokhtari, Z; Sharahi, Z Jiryaei; Zarrin, M

    2015-12-01

    Decision making failure is a predominant human error in emergency situations. To demonstrate the subject model, operators of an oil refinery were asked to answer a health, safety and environment HSE-decision styles (DS) questionnaire. In order to achieve this purpose, qualitative indicators in HSE and ergonomics domain have been collected. Decision styles, related to the questions, have been selected based on Driver taxonomy of human decision making approach. Teamwork efficiency has been assessed based on different decision style combinations. The efficiency has been ranked based on HSE performance. Results revealed that efficient decision styles resulted from data envelopment analysis (DEA) optimization model is consistent with the plant's dominant styles. Therefore, improvement in system performance could be achieved using the best operator for critical posts or in team arrangements. This is the first study that identifies the best decision styles with respect to HSE and ergonomics factors. Copyright © 2015 Elsevier Ltd. All rights reserved.

  11. Supervised learning from human performance at the computationally hard problem of optimal traffic signal control on a network of junctions

    PubMed Central

    Box, Simon

    2014-01-01

    Optimal switching of traffic lights on a network of junctions is a computationally intractable problem. In this research, road traffic networks containing signallized junctions are simulated. A computer game interface is used to enable a human ‘player’ to control the traffic light settings on the junctions within the simulation. A supervised learning approach, based on simple neural network classifiers can be used to capture human player's strategies in the game and thus develop a human-trained machine control (HuTMaC) system that approaches human levels of performance. Experiments conducted within the simulation compare the performance of HuTMaC to two well-established traffic-responsive control systems that are widely deployed in the developed world and also to a temporal difference learning-based control method. In all experiments, HuTMaC outperforms the other control methods in terms of average delay and variance over delay. The conclusion is that these results add weight to the suggestion that HuTMaC may be a viable alternative, or supplemental method, to approximate optimization for some practical engineering control problems where the optimal strategy is computationally intractable. PMID:26064570

  12. Supervised learning from human performance at the computationally hard problem of optimal traffic signal control on a network of junctions.

    PubMed

    Box, Simon

    2014-12-01

    Optimal switching of traffic lights on a network of junctions is a computationally intractable problem. In this research, road traffic networks containing signallized junctions are simulated. A computer game interface is used to enable a human 'player' to control the traffic light settings on the junctions within the simulation. A supervised learning approach, based on simple neural network classifiers can be used to capture human player's strategies in the game and thus develop a human-trained machine control (HuTMaC) system that approaches human levels of performance. Experiments conducted within the simulation compare the performance of HuTMaC to two well-established traffic-responsive control systems that are widely deployed in the developed world and also to a temporal difference learning-based control method. In all experiments, HuTMaC outperforms the other control methods in terms of average delay and variance over delay. The conclusion is that these results add weight to the suggestion that HuTMaC may be a viable alternative, or supplemental method, to approximate optimization for some practical engineering control problems where the optimal strategy is computationally intractable.

  13. Pedagogical Utilization and Assessment of the Statistic Online Computational Resource in Introductory Probability and Statistics Courses.

    PubMed

    Dinov, Ivo D; Sanchez, Juana; Christou, Nicolas

    2008-01-01

    Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies. The rapid technological advancement over the past decade has fueled an enormous demand for the integration of modern networking, informational and computational tools with classical pedagogical instruments. Consequently, teaching with technology typically involves utilizing a variety of IT and multimedia resources for online learning, course management, electronic course materials, and novel tools of communication, engagement, experimental, critical thinking and assessment.The NSF-funded Statistics Online Computational Resource (SOCR) provides a number of interactive tools for enhancing instruction in various undergraduate and graduate courses in probability and statistics. These resources include online instructional materials, statistical calculators, interactive graphical user interfaces, computational and simulation applets, tools for data analysis and visualization. The tools provided as part of SOCR include conceptual simulations and statistical computing interfaces, which are designed to bridge between the introductory and the more advanced computational and applied probability and statistics courses. In this manuscript, we describe our designs for utilizing SOCR technology in instruction in a recent study. In addition, present the results of the effectiveness of using SOCR tools at two different course intensity levels on three outcome measures: exam scores, student satisfaction and choice of technology to complete assignments. Learning styles assessment was completed at baseline. We have used three very different designs for three different undergraduate classes. Each course included a treatment group, using the SOCR resources, and a control group, using classical instruction techniques. Our findings include marginal effects of the SOCR treatment per individual classes; however, pooling the results across all courses and sections, SOCR effects on the treatment groups were exceptionally robust and significant. Coupling these findings with a clear decrease in the variance of the quantitative examination measures in the treatment groups indicates that employing technology, like SOCR, in a sound pedagogical and scientific manner enhances overall the students' understanding and suggests better long-term knowledge retention.

  14. Pedagogical Utilization and Assessment of the Statistic Online Computational Resource in Introductory Probability and Statistics Courses

    PubMed Central

    Dinov, Ivo D.; Sanchez, Juana; Christou, Nicolas

    2009-01-01

    Technology-based instruction represents a new recent pedagogical paradigm that is rooted in the realization that new generations are much more comfortable with, and excited about, new technologies. The rapid technological advancement over the past decade has fueled an enormous demand for the integration of modern networking, informational and computational tools with classical pedagogical instruments. Consequently, teaching with technology typically involves utilizing a variety of IT and multimedia resources for online learning, course management, electronic course materials, and novel tools of communication, engagement, experimental, critical thinking and assessment. The NSF-funded Statistics Online Computational Resource (SOCR) provides a number of interactive tools for enhancing instruction in various undergraduate and graduate courses in probability and statistics. These resources include online instructional materials, statistical calculators, interactive graphical user interfaces, computational and simulation applets, tools for data analysis and visualization. The tools provided as part of SOCR include conceptual simulations and statistical computing interfaces, which are designed to bridge between the introductory and the more advanced computational and applied probability and statistics courses. In this manuscript, we describe our designs for utilizing SOCR technology in instruction in a recent study. In addition, present the results of the effectiveness of using SOCR tools at two different course intensity levels on three outcome measures: exam scores, student satisfaction and choice of technology to complete assignments. Learning styles assessment was completed at baseline. We have used three very different designs for three different undergraduate classes. Each course included a treatment group, using the SOCR resources, and a control group, using classical instruction techniques. Our findings include marginal effects of the SOCR treatment per individual classes; however, pooling the results across all courses and sections, SOCR effects on the treatment groups were exceptionally robust and significant. Coupling these findings with a clear decrease in the variance of the quantitative examination measures in the treatment groups indicates that employing technology, like SOCR, in a sound pedagogical and scientific manner enhances overall the students’ understanding and suggests better long-term knowledge retention. PMID:19750185

  15. Potential benefits and hazards of increased reliance on cockpit automation

    NASA Technical Reports Server (NTRS)

    Wiener, Earl L.

    1990-01-01

    A review is presented of the introduction of advanced technology into the modern aircraft cockpit, bringing a new era of cockpit automation, and the opportunity for safe, fuel-efficient, computer-directed flight. It is shown that this advanced technology has also brought a number of problems, not due to equipment failure, but due to problems at the human-automation interface. Consideration is given to the interface, the ATC system, and to company, regulatory, and economic environments, as well as to how they contribute to these new problems.

  16. Hardware enhance of brain computer interfaces

    NASA Astrophysics Data System (ADS)

    Wu, Jerry; Szu, Harold; Chen, Yuechen; Guo, Ran; Gu, Xixi

    2015-05-01

    The history of brain-computer interfaces (BCIs) starts with Hans Berger's discovery of the electrical activity of the human brain and the development of electroencephalography (EEG). Recent years, BCI researches are focused on Invasive, Partially invasive, and Non-invasive BCI. Furthermore, EEG can be also applied to telepathic communication which could provide the basis for brain-based communication using imagined speech. It is possible to use EEG signals to discriminate the vowels and consonants embedded in spoken and in imagined words and apply to military product. In this report, we begin with an example of using high density EEG with high electrode density and analysis the results by using BCIs. The BCIs in this work is enhanced by A field-programmable gate array (FPGA) board with optimized two dimension (2D) image Fast Fourier Transform (FFT) analysis.

  17. Advancements in RNASeqGUI towards a Reproducible Analysis of RNA-Seq Experiments

    PubMed Central

    Russo, Francesco; Righelli, Dario

    2016-01-01

    We present the advancements and novelties recently introduced in RNASeqGUI, a graphical user interface that helps biologists to handle and analyse large data collected in RNA-Seq experiments. This work focuses on the concept of reproducible research and shows how it has been incorporated in RNASeqGUI to provide reproducible (computational) results. The novel version of RNASeqGUI combines graphical interfaces with tools for reproducible research, such as literate statistical programming, human readable report, parallel executions, caching, and interactive and web-explorable tables of results. These features allow the user to analyse big datasets in a fast, efficient, and reproducible way. Moreover, this paper represents a proof of concept, showing a simple way to develop computational tools for Life Science in the spirit of reproducible research. PMID:26977414

  18. Control of a visual keyboard using an electrocorticographic brain-computer interface.

    PubMed

    Krusienski, Dean J; Shih, Jerry J

    2011-05-01

    Brain-computer interfaces (BCIs) are devices that enable severely disabled people to communicate and interact with their environments using their brain waves. Most studies investigating BCI in humans have used scalp EEG as the source of electrical signals and focused on motor control of prostheses or computer cursors on a screen. The authors hypothesize that the use of brain signals obtained directly from the cortical surface will more effectively control a communication/spelling task compared to scalp EEG. A total of 6 patients with medically intractable epilepsy were tested for the ability to control a visual keyboard using electrocorticographic (ECOG) signals. ECOG data collected during a P300 visual task paradigm were preprocessed and used to train a linear classifier to subsequently predict the intended target letters. The classifier was able to predict the intended target character at or near 100% accuracy using fewer than 15 stimulation sequences in 5 of the 6 people tested. ECOG data from electrodes outside the language cortex contributed to the classifier and enabled participants to write words on a visual keyboard. This is a novel finding because previous invasive BCI research in humans used signals exclusively from the motor cortex to control a computer cursor or prosthetic device. These results demonstrate that ECOG signals from electrodes both overlying and outside the language cortex can reliably control a visual keyboard to generate language output without voice or limb movements.

  19. Steering a Tractor by Means of an EMG-Based Human-Machine Interface

    PubMed Central

    Gomez-Gil, Jaime; San-Jose-Gonzalez, Israel; Nicolas-Alonso, Luis Fernando; Alonso-Garcia, Sergio

    2011-01-01

    An electromiographic (EMG)-based human-machine interface (HMI) is a communication pathway between a human and a machine that operates by means of the acquisition and processing of EMG signals. This article explores the use of EMG-based HMIs in the steering of farm tractors. An EPOC, a low-cost human-computer interface (HCI) from the Emotiv Company, was employed. This device, by means of 14 saline sensors, measures and processes EMG and electroencephalographic (EEG) signals from the scalp of the driver. In our tests, the HMI took into account only the detection of four trained muscular events on the driver’s scalp: eyes looking to the right and jaw opened, eyes looking to the right and jaw closed, eyes looking to the left and jaw opened, and eyes looking to the left and jaw closed. The EMG-based HMI guidance was compared with manual guidance and with autonomous GPS guidance. A driver tested these three guidance systems along three different trajectories: a straight line, a step, and a circumference. The accuracy of the EMG-based HMI guidance was lower than the accuracy obtained by manual guidance, which was lower in turn than the accuracy obtained by the autonomous GPS guidance; the computed standard deviations of error to the desired trajectory in the straight line were 16 cm, 9 cm, and 4 cm, respectively. Since the standard deviation between the manual guidance and the EMG-based HMI guidance differed only 7 cm, and this difference is not relevant in agricultural steering, it can be concluded that it is possible to steer a tractor by an EMG-based HMI with almost the same accuracy as with manual steering. PMID:22164006

  20. Steering a tractor by means of an EMG-based human-machine interface.

    PubMed

    Gomez-Gil, Jaime; San-Jose-Gonzalez, Israel; Nicolas-Alonso, Luis Fernando; Alonso-Garcia, Sergio

    2011-01-01

    An electromiographic (EMG)-based human-machine interface (HMI) is a communication pathway between a human and a machine that operates by means of the acquisition and processing of EMG signals. This article explores the use of EMG-based HMIs in the steering of farm tractors. An EPOC, a low-cost human-computer interface (HCI) from the Emotiv Company, was employed. This device, by means of 14 saline sensors, measures and processes EMG and electroencephalographic (EEG) signals from the scalp of the driver. In our tests, the HMI took into account only the detection of four trained muscular events on the driver's scalp: eyes looking to the right and jaw opened, eyes looking to the right and jaw closed, eyes looking to the left and jaw opened, and eyes looking to the left and jaw closed. The EMG-based HMI guidance was compared with manual guidance and with autonomous GPS guidance. A driver tested these three guidance systems along three different trajectories: a straight line, a step, and a circumference. The accuracy of the EMG-based HMI guidance was lower than the accuracy obtained by manual guidance, which was lower in turn than the accuracy obtained by the autonomous GPS guidance; the computed standard deviations of error to the desired trajectory in the straight line were 16 cm, 9 cm, and 4 cm, respectively. Since the standard deviation between the manual guidance and the EMG-based HMI guidance differed only 7 cm, and this difference is not relevant in agricultural steering, it can be concluded that it is possible to steer a tractor by an EMG-based HMI with almost the same accuracy as with manual steering.

  1. Distributed computing system with dual independent communications paths between computers and employing split tokens

    NASA Technical Reports Server (NTRS)

    Rasmussen, Robert D. (Inventor); Manning, Robert M. (Inventor); Lewis, Blair F. (Inventor); Bolotin, Gary S. (Inventor); Ward, Richard S. (Inventor)

    1990-01-01

    This is a distributed computing system providing flexible fault tolerance; ease of software design and concurrency specification; and dynamic balance of the loads. The system comprises a plurality of computers each having a first input/output interface and a second input/output interface for interfacing to communications networks each second input/output interface including a bypass for bypassing the associated computer. A global communications network interconnects the first input/output interfaces for providing each computer the ability to broadcast messages simultaneously to the remainder of the computers. A meshwork communications network interconnects the second input/output interfaces providing each computer with the ability to establish a communications link with another of the computers bypassing the remainder of computers. Each computer is controlled by a resident copy of a common operating system. Communications between respective ones of computers is by means of split tokens each having a moving first portion which is sent from computer to computer and a resident second portion which is disposed in the memory of at least one of computer and wherein the location of the second portion is part of the first portion. The split tokens represent both functions to be executed by the computers and data to be employed in the execution of the functions. The first input/output interfaces each include logic for detecting a collision between messages and for terminating the broadcasting of a message whereby collisions between messages are detected and avoided.

  2. Spelling Correction in User Interfaces.

    DTIC Science & Technology

    1982-12-20

    conventional typescript -oriented command language, where most com- mands consist of a verb followed by a sequence of arguments. Most user terminals are...and explanations. not part of the typescripts . 2 SPFE.LING CORRLC1iON IN USR IN"RFAC’S 2. Design Issues We were prompted to look for a new correction...remaining 73% led us to wonder what other mechanisms might permit further corrections while retaining the typescript -style interface. Most of the other

  3. The Effect of Learning Styles, Critical Thinking Disposition, and Critical Thinking on Clinical Judgment in Senior Baccalaureate Nursing Students during Human Patient Simulation

    ERIC Educational Resources Information Center

    McCormick, Kiyan

    2014-01-01

    Simulated learning experiences using high-fidelity human patient simulators (HPS) are increasingly being integrated into baccalaureate nursing programs. Thus, the purpose of this study was to examine relationships among learning style, critical thinking disposition, critical thinking, and clinical judgment during high-fidelity human patient…

  4. Do Human-Figure Drawings of Children and Adolescents Mirror Their Cognitive Style and Self-Esteem?

    ERIC Educational Resources Information Center

    Dey, Anindita; Ghosh, Paromita

    2016-01-01

    The investigation probed relationships among human-figure drawing, field-dependent-independent cognitive style and self-esteem of 10-15 year olds. It also attempted to predict human-figure drawing scores of participants based on their field-dependence-independence and self-esteem. Area, stratified and multi-stage random sampling were used to…

  5. What Machines Need to Learn to Support Human Problem-Solving

    NASA Technical Reports Server (NTRS)

    Vera, Alonso

    2017-01-01

    In the development of intelligent systems that interact with humans, there is often confusion between how the system functions with respect to the humans it interacts with and how it interfaces with those humans. The former is a much deeper challenge than the latter it requires a system-level understanding of evolving human roles as well as an understanding of what humans need to know (and when) in order to perform their tasks. This talk will focus on some of the challenges in getting this right as well as on the type of research and development that results in successful human-autonomy teaming. Brief Bio: Dr. Alonso Vera is Chief of the Human Systems Integration Division at NASA Ames Research Center. His expertise is in human-computer interaction, information systems, artificial intelligence, and computational human performance modeling. He has led the design, development and deployment of mission software systems across NASA robotic and human space flight missions, including Mars Exploration Rovers, Phoenix Mars Lander, ISS, Constellation, and Exploration Systems. Dr. Vera received a Bachelor of Science with First Class Honors from McGill University in 1985 and a Ph.D. from Cornell University in 1991. He went on to a Post-Doctoral Fellowship in the School of Computer Science at Carnegie Mellon University from 1990-93.

  6. Robotic Billiards: Understanding Humans in Order to Counter Them.

    PubMed

    Nierhoff, Thomas; Leibrandt, Konrad; Lorenz, Tamara; Hirche, Sandra

    2016-08-01

    Ongoing technological advances in the areas of computation, sensing, and mechatronics enable robotic-based systems to interact with humans in the real world. To succeed against a human in a competitive scenario, a robot must anticipate the human behavior and include it in its own planning framework. Then it can predict the next human move and counter it accordingly, thus not only achieving overall better performance but also systematically exploiting the opponent's weak spots. Pool is used as a representative scenario to derive a model-based planning and control framework where not only the physics of the environment but also a model of the opponent is considered. By representing the game of pool as a Markov decision process and incorporating a model of the human decision-making based on studies, an optimized policy is derived. This enables the robot to include the opponent's typical game style into its tactical considerations when planning a stroke. The results are validated in simulations and real-life experiments with an anthropomorphic robot playing pool against a human.

  7. Analysis of hand contact areas and interaction capabilities during manipulation and exploration.

    PubMed

    Gonzalez, Franck; Gosselin, Florian; Bachta, Wael

    2014-01-01

    Manual human-computer interfaces for virtual reality are designed to allow an operator interacting with a computer simulation as naturally as possible. Dexterous haptic interfaces are the best suited for this goal. They give intuitive and efficient control on the environment with haptic and tactile feedback. This paper is aimed at helping in the choice of the interaction areas to be taken into account in the design of such interfaces. The literature dealing with hand interactions is first reviewed in order to point out the contact areas involved in exploration and manipulation tasks. Their frequencies of use are then extracted from existing recordings. The results are gathered in an original graphical interaction map allowing for a simple visualization of the way the hand is used, and compared with a map of mechanoreceptors densities. Then an interaction tree, mapping the relative amount of actions made available through the use of a given contact area, is built and correlated with the losses of hand function induced by amputations. A rating of some existing haptic interfaces and guidelines for their design are finally achieved to illustrate a possible use of the developed graphical tools.

  8. Neuroengineering tools/applications for bidirectional interfaces, brain-computer interfaces, and neuroprosthetic implants - a review of recent progress.

    PubMed

    Rothschild, Ryan Mark

    2010-01-01

    The main focus of this review is to provide a holistic amalgamated overview of the most recent human in vivo techniques for implementing brain-computer interfaces (BCIs), bidirectional interfaces, and neuroprosthetics. Neuroengineering is providing new methods for tackling current difficulties; however neuroprosthetics have been studied for decades. Recent progresses are permitting the design of better systems with higher accuracies, repeatability, and system robustness. Bidirectional interfaces integrate recording and the relaying of information from and to the brain for the development of BCIs. The concepts of non-invasive and invasive recording of brain activity are introduced. This includes classical and innovative techniques like electroencephalography and near-infrared spectroscopy. Then the problem of gliosis and solutions for (semi-) permanent implant biocompatibility such as innovative implant coatings, materials, and shapes are discussed. Implant power and the transmission of their data through implanted pulse generators and wireless telemetry are taken into account. How sensation can be relayed back to the brain to increase integration of the neuroengineered systems with the body by methods such as micro-stimulation and transcranial magnetic stimulation are then addressed. The neuroprosthetic section discusses some of the various types and how they operate. Visual prosthetics are discussed and the three types, dependant on implant location, are examined. Auditory prosthetics, being cochlear or cortical, are then addressed. Replacement hand and limb prosthetics are then considered. These are followed by sections concentrating on the control of wheelchairs, computers and robotics directly from brain activity as recorded by non-invasive and invasive techniques.

  9. Neuroengineering Tools/Applications for Bidirectional Interfaces, Brain–Computer Interfaces, and Neuroprosthetic Implants – A Review of Recent Progress

    PubMed Central

    Rothschild, Ryan Mark

    2010-01-01

    The main focus of this review is to provide a holistic amalgamated overview of the most recent human in vivo techniques for implementing brain–computer interfaces (BCIs), bidirectional interfaces, and neuroprosthetics. Neuroengineering is providing new methods for tackling current difficulties; however neuroprosthetics have been studied for decades. Recent progresses are permitting the design of better systems with higher accuracies, repeatability, and system robustness. Bidirectional interfaces integrate recording and the relaying of information from and to the brain for the development of BCIs. The concepts of non-invasive and invasive recording of brain activity are introduced. This includes classical and innovative techniques like electroencephalography and near-infrared spectroscopy. Then the problem of gliosis and solutions for (semi-) permanent implant biocompatibility such as innovative implant coatings, materials, and shapes are discussed. Implant power and the transmission of their data through implanted pulse generators and wireless telemetry are taken into account. How sensation can be relayed back to the brain to increase integration of the neuroengineered systems with the body by methods such as micro-stimulation and transcranial magnetic stimulation are then addressed. The neuroprosthetic section discusses some of the various types and how they operate. Visual prosthetics are discussed and the three types, dependant on implant location, are examined. Auditory prosthetics, being cochlear or cortical, are then addressed. Replacement hand and limb prosthetics are then considered. These are followed by sections concentrating on the control of wheelchairs, computers and robotics directly from brain activity as recorded by non-invasive and invasive techniques. PMID:21060801

  10. Graphical User Interface Programming in Introductory Computer Science.

    ERIC Educational Resources Information Center

    Skolnick, Michael M.; Spooner, David L.

    Modern computing systems exploit graphical user interfaces for interaction with users; as a result, introductory computer science courses must begin to teach the principles underlying such interfaces. This paper presents an approach to graphical user interface (GUI) implementation that is simple enough for beginning students to understand, yet…

  11. Methods for Improving the User-Computer Interface. Technical Report.

    ERIC Educational Resources Information Center

    McCann, Patrick H.

    This summary of methods for improving the user-computer interface is based on a review of the pertinent literature. Requirements of the personal computer user are identified and contrasted with computer designer perspectives towards the user. The user's psychological needs are described, so that the design of the user-computer interface may be…

  12. Wearable computer technology for dismounted applications

    NASA Astrophysics Data System (ADS)

    Daniels, Reginald

    2010-04-01

    Small computing devices which rival the compact size of traditional personal digital assistants (PDA) have recently established a market niche. These computing devices are small enough to be considered unobtrusive for humans to wear. The computing devices are also powerful enough to run full multi-tasking general purpose operating systems. This paper will explore the wearable computer information system for dismounted applications recently fielded for ground-based US Air Force use. The environments that the information systems are used in will be reviewed, as well as a description of the net-centric, ground-based warrior. The paper will conclude with a discussion regarding the importance of intuitive, usable, and unobtrusive operator interfaces for dismounted operators.

  13. An intelligent control and virtual display system for evolutionary space station workstation design

    NASA Technical Reports Server (NTRS)

    Feng, Xin; Niederjohn, Russell J.; Mcgreevy, Michael W.

    1992-01-01

    Research and development of the Advanced Display and Computer Augmented Control System (ADCACS) for the space station Body-Ported Cupola Virtual Workstation (BP/VCWS) were pursued. The potential applications were explored of body ported virtual display and intelligent control technology for the human-system interfacing applications is space station environment. The new system is designed to enable crew members to control and monitor a variety of space operations with greater flexibility and efficiency than existing fixed consoles. The technologies being studied include helmet mounted virtual displays, voice and special command input devices, and microprocessor based intelligent controllers. Several research topics, such as human factors, decision support expert systems, and wide field of view, color displays are being addressed. The study showed the significant advantages of this uniquely integrated display and control system, and its feasibility for human-system interfacing applications in the space station command and control environment.

  14. Implementing Artificial Intelligence Behaviors in a Virtual World

    NASA Technical Reports Server (NTRS)

    Krisler, Brian; Thome, Michael

    2012-01-01

    In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.

  15. Digital and biological computing in organizations.

    PubMed

    Kampfner, Roberto R

    2002-01-01

    Michael Conrad unveiled many of the fundamental characteristics of biological computing. Underlying the behavioral variability and the adaptability of biological systems are these characteristics, including the ability of biological information processing to exploit quantum features at the atomic level, the powerful 3-D pattern recognition capabilities of macromolecules, the computational efficiency, and the ability to support biological function. Among many other things, Conrad formalized and explicated the underlying principles of biological adaptability, characterized the differences between biological and digital computing in terms of a fundamental tradeoff between adaptability and programmability of information processing, and discussed the challenges of interfacing digital computers and human society. This paper is about the encounter of biological and digital computing. The focus is on the nature of the biological information processing infrastructure of organizations and how it can be extended effectively with digital computing. In order to achieve this goal effectively, however, we need to embed properly digital computing into the information processing aspects of human and social behavior and intelligence, which are fundamentally biological. Conrad's legacy provides a firm, strong, and inspiring foundation for this endeavor.

  16. iTools: a framework for classification, categorization and integration of computational biology resources.

    PubMed

    Dinov, Ivo D; Rubin, Daniel; Lorensen, William; Dugan, Jonathan; Ma, Jeff; Murphy, Shawn; Kirschner, Beth; Bug, William; Sherman, Michael; Floratos, Aris; Kennedy, David; Jagadish, H V; Schmidt, Jeanette; Athey, Brian; Califano, Andrea; Musen, Mark; Altman, Russ; Kikinis, Ron; Kohane, Isaac; Delp, Scott; Parker, D Stott; Toga, Arthur W

    2008-05-28

    The advancement of the computational biology field hinges on progress in three fundamental directions--the development of new computational algorithms, the availability of informatics resource management infrastructures and the capability of tools to interoperate and synergize. There is an explosion in algorithms and tools for computational biology, which makes it difficult for biologists to find, compare and integrate such resources. We describe a new infrastructure, iTools, for managing the query, traversal and comparison of diverse computational biology resources. Specifically, iTools stores information about three types of resources--data, software tools and web-services. The iTools design, implementation and resource meta-data content reflect the broad research, computational, applied and scientific expertise available at the seven National Centers for Biomedical Computing. iTools provides a system for classification, categorization and integration of different computational biology resources across space-and-time scales, biomedical problems, computational infrastructures and mathematical foundations. A large number of resources are already iTools-accessible to the community and this infrastructure is rapidly growing. iTools includes human and machine interfaces to its resource meta-data repository. Investigators or computer programs may utilize these interfaces to search, compare, expand, revise and mine meta-data descriptions of existent computational biology resources. We propose two ways to browse and display the iTools dynamic collection of resources. The first one is based on an ontology of computational biology resources, and the second one is derived from hyperbolic projections of manifolds or complex structures onto planar discs. iTools is an open source project both in terms of the source code development as well as its meta-data content. iTools employs a decentralized, portable, scalable and lightweight framework for long-term resource management. We demonstrate several applications of iTools as a framework for integrated bioinformatics. iTools and the complete details about its specifications, usage and interfaces are available at the iTools web page http://iTools.ccb.ucla.edu.

  17. iTools: A Framework for Classification, Categorization and Integration of Computational Biology Resources

    PubMed Central

    Dinov, Ivo D.; Rubin, Daniel; Lorensen, William; Dugan, Jonathan; Ma, Jeff; Murphy, Shawn; Kirschner, Beth; Bug, William; Sherman, Michael; Floratos, Aris; Kennedy, David; Jagadish, H. V.; Schmidt, Jeanette; Athey, Brian; Califano, Andrea; Musen, Mark; Altman, Russ; Kikinis, Ron; Kohane, Isaac; Delp, Scott; Parker, D. Stott; Toga, Arthur W.

    2008-01-01

    The advancement of the computational biology field hinges on progress in three fundamental directions – the development of new computational algorithms, the availability of informatics resource management infrastructures and the capability of tools to interoperate and synergize. There is an explosion in algorithms and tools for computational biology, which makes it difficult for biologists to find, compare and integrate such resources. We describe a new infrastructure, iTools, for managing the query, traversal and comparison of diverse computational biology resources. Specifically, iTools stores information about three types of resources–data, software tools and web-services. The iTools design, implementation and resource meta - data content reflect the broad research, computational, applied and scientific expertise available at the seven National Centers for Biomedical Computing. iTools provides a system for classification, categorization and integration of different computational biology resources across space-and-time scales, biomedical problems, computational infrastructures and mathematical foundations. A large number of resources are already iTools-accessible to the community and this infrastructure is rapidly growing. iTools includes human and machine interfaces to its resource meta-data repository. Investigators or computer programs may utilize these interfaces to search, compare, expand, revise and mine meta-data descriptions of existent computational biology resources. We propose two ways to browse and display the iTools dynamic collection of resources. The first one is based on an ontology of computational biology resources, and the second one is derived from hyperbolic projections of manifolds or complex structures onto planar discs. iTools is an open source project both in terms of the source code development as well as its meta-data content. iTools employs a decentralized, portable, scalable and lightweight framework for long-term resource management. We demonstrate several applications of iTools as a framework for integrated bioinformatics. iTools and the complete details about its specifications, usage and interfaces are available at the iTools web page http://iTools.ccb.ucla.edu. PMID:18509477

  18. Utilising psychophysical techniques to investigate the effects of age, typeface design, size and display polarity on glance legibility

    PubMed Central

    Dobres, Jonathan; Chahine, Nadine; Reimer, Bryan; Gould, David; Mehler, Bruce; Coughlin, Joseph F.

    2016-01-01

    Abstract Psychophysical research on text legibility has historically investigated factors such as size, colour and contrast, but there has been relatively little direct empirical evaluation of typographic design itself, particularly in the emerging context of glance reading. In the present study, participants performed a lexical decision task controlled by an adaptive staircase method. Two typefaces, a ‘humanist’ and ‘square grotesque’ style, were tested. Study I examined positive and negative polarities, while Study II examined two text sizes. Stimulus duration thresholds were sensitive to differences between typefaces, polarities and sizes. Typeface also interacted significantly with age, particularly for conditions with higher legibility thresholds. These results are consistent with previous research assessing the impact of the same typefaces on interface demand in a simulated driving environment. This simplified methodology of assessing legibility differences can be adapted to investigate a wide array of questions relevant to typographic and interface designs. Practitioner Summary: A method is described for rapidly investigating relative legibility of different typographical features. Results indicate that during glance-like reading induced by the psychophysical technique and under the lighting conditions considered, humanist-style type is significantly more legible than a square grotesque style, and that black-on-white text is significantly more legible than white-on-black. PMID:26727912

  19. Utilising psychophysical techniques to investigate the effects of age, typeface design, size and display polarity on glance legibility.

    PubMed

    Dobres, Jonathan; Chahine, Nadine; Reimer, Bryan; Gould, David; Mehler, Bruce; Coughlin, Joseph F

    2016-10-01

    Psychophysical research on text legibility has historically investigated factors such as size, colour and contrast, but there has been relatively little direct empirical evaluation of typographic design itself, particularly in the emerging context of glance reading. In the present study, participants performed a lexical decision task controlled by an adaptive staircase method. Two typefaces, a 'humanist' and 'square grotesque' style, were tested. Study I examined positive and negative polarities, while Study II examined two text sizes. Stimulus duration thresholds were sensitive to differences between typefaces, polarities and sizes. Typeface also interacted significantly with age, particularly for conditions with higher legibility thresholds. These results are consistent with previous research assessing the impact of the same typefaces on interface demand in a simulated driving environment. This simplified methodology of assessing legibility differences can be adapted to investigate a wide array of questions relevant to typographic and interface designs. Practitioner Summary: A method is described for rapidly investigating relative legibility of different typographical features. Results indicate that during glance-like reading induced by the psychophysical technique and under the lighting conditions considered, humanist-style type is significantly more legible than a square grotesque style, and that black-on-white text is significantly more legible than white-on-black.

  20. A motion capture library for the study of identity, gender, and emotion perception from biological motion.

    PubMed

    Ma, Yingliang; Paterson, Helena M; Pollick, Frank E

    2006-02-01

    We present the methods that were used in capturing a library of human movements for use in computer-animated displays of human movement. The library is an attempt to systematically tap into and represent the wide range of personal properties, such as identity, gender, and emotion, that are available in a person's movements. The movements from a total of 30 nonprofessional actors (15 of them female) were captured while they performed walking, knocking, lifting, and throwing actions, as well as their combination in angry, happy, neutral, and sad affective styles. From the raw motion capture data, a library of 4,080 movements was obtained, using techniques based on Character Studio (plug-ins for 3D Studio MAX, AutoDesk, Inc.), MATLAB The MathWorks, Inc.), or a combination of these two. For the knocking, lifting, and throwing actions, 10 repetitions of the simple action unit were obtained for each affect, and for the other actions, two longer movement recordings were obtained for each affect. We discuss the potential use of the library for computational and behavioral analyses of movement variability, of human character animation, and of how gender, emotion, and identity are encoded and decoded from human movement.

  1. A Comparison of PETSC Library and HPF Implementations of an Archetypal PDE Computation

    NASA Technical Reports Server (NTRS)

    Hayder, M. Ehtesham; Keyes, David E.; Mehrotra, Piyush

    1997-01-01

    Two paradigms for distributed-memory parallel computation that free the application programmer from the details of message passing are compared for an archetypal structured scientific computation a nonlinear, structured-grid partial differential equation boundary value problem using the same algorithm on the same hardware. Both paradigms, parallel libraries represented by Argonne's PETSC, and parallel languages represented by the Portland Group's HPF, are found to be easy to use for this problem class, and both are reasonably effective in exploiting concurrency after a short learning curve. The level of involvement required by the application programmer under either paradigm includes specification of the data partitioning (corresponding to a geometrically simple decomposition of the domain of the PDE). Programming in SPAM style for the PETSC library requires writing the routines that discretize the PDE and its Jacobian, managing subdomain-to-processor mappings (affine global- to-local index mappings), and interfacing to library solver routines. Programming for HPF requires a complete sequential implementation of the same algorithm, introducing concurrency through subdomain blocking (an effort similar to the index mapping), and modest experimentation with rewriting loops to elucidate to the compiler the latent concurrency. Correctness and scalability are cross-validated on up to 32 nodes of an IBM SP2.

  2. Factors Influencing Undergraduate Students' Acceptance of a Haptic Interface for Learning Gross Anatomy

    ERIC Educational Resources Information Center

    Yeom, Soonja; Choi-Lundberg, Derek L.; Fluck, Andrew Edward; Sale, Arthur

    2017-01-01

    Purpose: This study aims to evaluate factors influencing undergraduate students' acceptance of a computer-aided learning resource using the Phantom Omni haptic stylus to enable rotation, touch and kinaesthetic feedback and display of names of three-dimensional (3D) human anatomical structures on a visual display. Design/methodology/approach: The…

  3. Virtual Reality: An Experiential Tool for Clinical Psychology

    ERIC Educational Resources Information Center

    Riva, Giuseppe

    2009-01-01

    Several Virtual Reality (VR) applications for the understanding, assessment and treatment of mental health problems have been developed in the last 15 years. Typically, in VR the patient learns to manipulate problematic situations related to his/her problem. In fact, VR can be described as an advanced form of human-computer interface that is able…

  4. Content-Free Computer Supports for Self-Explaining: Modifiable Typing Interface and Prompting

    ERIC Educational Resources Information Center

    Chou, Chih-Yueh; Liang, Hung-Ta

    2009-01-01

    Self-explaining, which asks students to generate explanations while reading a text, is a self-constructive activity and is helpful for students' learning. Studies have revealed that prompts by a human tutor promote students' self-explanations. However, most studies on self-explaining focus on spoken self-explanations. This study investigates the…

  5. Personal and Interpersonal Development of Humans in High Technology Environments.

    ERIC Educational Resources Information Center

    Morgan, Konrad; Morgan, Madeleine; Hall, John

    This paper discusses psychological effects associated with the latest technology in computer interfaces. Emphasis is given to issues involved with multi-media systems and the development of the self on emotional, intellectual, and social levels. A review of technology attitudes and individual differences is presented in relation to the voluntary…

  6. Issues in Interaction Language Specification and Representation.

    DTIC Science & Technology

    1983-11-01

    of Dialogues for Human-Computer Interfaces," to be submitted for publication (1983). IHEINL75] Heindel, L. and J. Roberto . "LANG-PAK: An Interactive...22043 Bolling Air Force Base Washington, D.C. 20332 Dr. Paul E. Lehner PAR Technology Corp. AFHRL/LRS TDC P.O. Box 2005 Attn: Susan Ewing Reston, VA 22090

  7. Enhancing Image Findability through a Dual-Perspective Navigation Framework

    ERIC Educational Resources Information Center

    Lin, Yi-Ling

    2013-01-01

    This dissertation focuses on investigating whether users will locate desired images more efficiently and effectively when they are provided with information descriptors from both experts and the general public. This study develops a way to support image finding through a human-computer interface by providing subject headings and social tags about…

  8. Towards New Interfaces for Pedagogy

    ERIC Educational Resources Information Center

    Stein, Murphy Martin

    2014-01-01

    Developing technology to help people teach and learn is an important topic in Human Computer Interaction (HCI). In this thesis we present three studies on this topic. In the first study, we demonstrate new games for learning mathematics and discuss the evidence for key design decisions from user studies. In the second study, we develop a real-time…

  9. TheBrain Technologies Corporation: Collapsing the Time to Knowledge.

    ERIC Educational Resources Information Center

    Misek, Marla

    2003-01-01

    TheBrain was created to take advantage of the most powerful information processor in existence - the human mind. Explains products of TheBrain Technologies Corporation,, which has developed computer interfaces to help individual users and corporations organize information in ways that make sense to them in the proper context. Describes a…

  10. Optimizations and Applications in Head-Mounted Video-Based Eye Tracking

    ERIC Educational Resources Information Center

    Li, Feng

    2011-01-01

    Video-based eye tracking techniques have become increasingly attractive in many research fields, such as visual perception and human-computer interface design. The technique primarily relies on the positional difference between the center of the eye's pupil and the first-surface reflection at the cornea, the corneal reflection (CR). This…

  11. Foundations of an Age-Differentiated Adaptation of the Human-Computer Interface

    ERIC Educational Resources Information Center

    Schneider, N.; Schreiber, S.; Wilkes, J.; Grandt, M.; Schlick, C. M.

    2008-01-01

    An important issue of the demographic change in the German population is the maintenance and promotion of the employability of aging workforces. However, there are hardly any suitable concepts or usable tools available to realize this goal. Possible approaches should push the individual strengths of the aging workers to the foreground and…

  12. Top-down methodology for human factors research

    NASA Technical Reports Server (NTRS)

    Sibert, J.

    1983-01-01

    User computer interaction as a conversation is discussed. The design of user interfaces which depends on viewing communications between a user and the computer as a conversion is presented. This conversation includes inputs to the computer (outputs from the user), outputs from the computer (inputs to the user), and the sequencing in both time and space of those outputs and inputs. The conversation is viewed from the user's side of the conversation. Two languages are modeled: the one with which the user communicates with the computer and the language where communication flows from the computer to the user. Both languages exist on three levels; the semantic, syntactic and lexical. It is suggested that natural languages can also be considered in these terms.

  13. Critical Software for Human Spaceflight

    NASA Technical Reports Server (NTRS)

    Preden, Antonio; Kaschner, Jens; Rettig, Felix; Rodriggs, Michael

    2017-01-01

    The NASA Orion vehicle that will fly to the moon in the next years is propelled along its mission by the European Service Module (ESM), developed by ESA and its prime contractor Airbus Defense and Space. This paper describes the development of the Propulsion Drive Electronics (PDE) Software that provides the interface between the propulsion hardware of the European Service Module with the Orion flight computers, and highlights the challenges that have been faced during the development. Particularly, the specific aspects relevant to Human Spaceflight in an international cooperation are presented, as the compliance to both European and US standards and the software criticality classification to the highest category A. An innovative aspect of the PDE SW is its Time- Triggered Ethernet interface with the Orion Flight Computers, which has never been flown so far on any European spacecraft. Finally the verification aspects are presented, applying the most exigent quality requirements defined in the European Cooperation for Space Standardization (ECSS) standards such as the structural coverage analysis of the object code and the recourse to an independent software verification and validation activity carried on in parallel by a different team.

  14. Display integration for ground combat vehicles

    NASA Astrophysics Data System (ADS)

    Busse, David J.

    1998-09-01

    The United States Army's requirement to employ high resolution target acquisition sensors and information warfare to increase its dominance over enemy forces has led to the need to integrate advanced display devices into ground combat vehicle crew stations. The Army's force structure require the integration of advanced displays on both existing and emerging ground combat vehicle systems. The fielding of second generation target acquisition sensors, color digital terrain maps and high volume digital command and control information networks on these platforms define display performance requirements. The greatest challenge facing the system integrator is the development and integration of advanced displays that meet operational, vehicle and human computer interface performance requirements for the ground combat vehicle fleet. The subject of this paper is to address those challenges: operational and vehicle performance, non-soldier centric crew station configurations, display performance limitations related to human computer interfaces and vehicle physical environments, display technology limitations and the Department of Defense (DOD) acquisition reform initiatives. How the ground combat vehicle Program Manager and system integrator are addressing these challenges are discussed through the integration of displays on fielded, current and future close combat vehicle applications.

  15. Controlling a human-computer interface system with a novel classification method that uses electrooculography signals.

    PubMed

    Wu, Shang-Lin; Liao, Lun-De; Lu, Shao-Wei; Jiang, Wei-Ling; Chen, Shi-An; Lin, Chin-Teng

    2013-08-01

    Electrooculography (EOG) signals can be used to control human-computer interface (HCI) systems, if properly classified. The ability to measure and process these signals may help HCI users to overcome many of the physical limitations and inconveniences in daily life. However, there are currently no effective multidirectional classification methods for monitoring eye movements. Here, we describe a classification method used in a wireless EOG-based HCI device for detecting eye movements in eight directions. This device includes wireless EOG signal acquisition components, wet electrodes and an EOG signal classification algorithm. The EOG classification algorithm is based on extracting features from the electrical signals corresponding to eight directions of eye movement (up, down, left, right, up-left, down-left, up-right, and down-right) and blinking. The recognition and processing of these eight different features were achieved in real-life conditions, demonstrating that this device can reliably measure the features of EOG signals. This system and its classification procedure provide an effective method for identifying eye movements. Additionally, it may be applied to study eye functions in real-life conditions in the near future.

  16. Development of the Computer Interface Literacy Measure.

    ERIC Educational Resources Information Center

    Turner, G. Marc; Sweany, Noelle Wall; Husman, Jenefer

    2000-01-01

    Discussion of computer literacy and the rapidly changing face of technology focuses on a study that redefined computer literacy to include competencies for using graphical user interfaces for operating systems, hypermedia applications, and the Internet. Describes the development and testing of the Computer Interface Literacy Measure with…

  17. Bibliography. Computer-Oriented Projects, 1987.

    ERIC Educational Resources Information Center

    Smith, Richard L., Comp.

    1988-01-01

    Provides an annotated list of references on computer-oriented projects. Includes information on computers; hands-on versus simulations; games; instruction; students' attitudes and learning styles; artificial intelligence; tutoring; and application of spreadsheets. (RT)

  18. Versatile, modular 3D microelectrode arrays for neuronal ensemble recordings: from design to fabrication, assembly, and functional validation in non-human primates.

    PubMed

    Barz, F; Livi, A; Lanzilotto, M; Maranesi, M; Bonini, L; Paul, O; Ruther, P

    2017-06-01

    Application-specific designs of electrode arrays offer an improved effectiveness for providing access to targeted brain regions in neuroscientific research and brain machine interfaces. The simultaneous and stable recording of neuronal ensembles is the main goal in the design of advanced neural interfaces. Here, we describe the development and assembly of highly customizable 3D microelectrode arrays and demonstrate their recording performance in chronic applications in non-human primates. System assembly relies on a microfabricated stacking component that is combined with Michigan-style silicon-based electrode arrays interfacing highly flexible polyimide cables. Based on the novel stacking component, the lead time for implementing prototypes with altered electrode pitches is minimal. Once the fabrication and assembly accuracy of the stacked probes have been characterized, their recording performance is assessed during in vivo chronic experiments in awake rhesus macaques (Macaca mulatta) trained to execute reaching-grasping motor tasks. Using a single set of fabrication tools, we implemented three variants of the stacking component for electrode distances of 250, 300 and 350 µm in the stacking direction. We assembled neural probes with up to 96 channels and an electrode density of 98 electrodes mm -2 . Furthermore, we demonstrate that the shank alignment is accurate to a few µm at an angular alignment better than 1°. Three 64-channel probes were chronically implanted in two monkeys providing single-unit activity on more than 60% of all channels and excellent recording stability. Histological tissue sections, obtained 52 d after implantation from one of the monkeys, showed minimal tissue damage, in accordance with the high quality and stability of the recorded neural activity. The versatility of our fabrication and assembly approach should significantly support the development of ideal interface geometries for a broad spectrum of applications. With the demonstrated performance, these probes are suitable for both semi-chronic and chronic applications.

  19. Versatile, modular 3D microelectrode arrays for neuronal ensemble recordings: from design to fabrication, assembly, and functional validation in non-human primates

    NASA Astrophysics Data System (ADS)

    Barz, F.; Livi, A.; Lanzilotto, M.; Maranesi, M.; Bonini, L.; Paul, O.; Ruther, P.

    2017-06-01

    Objective. Application-specific designs of electrode arrays offer an improved effectiveness for providing access to targeted brain regions in neuroscientific research and brain machine interfaces. The simultaneous and stable recording of neuronal ensembles is the main goal in the design of advanced neural interfaces. Here, we describe the development and assembly of highly customizable 3D microelectrode arrays and demonstrate their recording performance in chronic applications in non-human primates. Approach. System assembly relies on a microfabricated stacking component that is combined with Michigan-style silicon-based electrode arrays interfacing highly flexible polyimide cables. Based on the novel stacking component, the lead time for implementing prototypes with altered electrode pitches is minimal. Once the fabrication and assembly accuracy of the stacked probes have been characterized, their recording performance is assessed during in vivo chronic experiments in awake rhesus macaques (Macaca mulatta) trained to execute reaching-grasping motor tasks. Main results. Using a single set of fabrication tools, we implemented three variants of the stacking component for electrode distances of 250, 300 and 350 µm in the stacking direction. We assembled neural probes with up to 96 channels and an electrode density of 98 electrodes mm-2. Furthermore, we demonstrate that the shank alignment is accurate to a few µm at an angular alignment better than 1°. Three 64-channel probes were chronically implanted in two monkeys providing single-unit activity on more than 60% of all channels and excellent recording stability. Histological tissue sections, obtained 52 d after implantation from one of the monkeys, showed minimal tissue damage, in accordance with the high quality and stability of the recorded neural activity. Significance. The versatility of our fabrication and assembly approach should significantly support the development of ideal interface geometries for a broad spectrum of applications. With the demonstrated performance, these probes are suitable for both semi-chronic and chronic applications.

  20. Mind-controlled transgene expression by a wireless-powered optogenetic designer cell implant.

    PubMed

    Folcher, Marc; Oesterle, Sabine; Zwicky, Katharina; Thekkottil, Thushara; Heymoz, Julie; Hohmann, Muriel; Christen, Matthias; Daoud El-Baba, Marie; Buchmann, Peter; Fussenegger, Martin

    2014-11-11

    Synthetic devices for traceless remote control of gene expression may provide new treatment opportunities in future gene- and cell-based therapies. Here we report the design of a synthetic mind-controlled gene switch that enables human brain activities and mental states to wirelessly programme the transgene expression in human cells. An electroencephalography (EEG)-based brain-computer interface (BCI) processing mental state-specific brain waves programs an inductively linked wireless-powered optogenetic implant containing designer cells engineered for near-infrared (NIR) light-adjustable expression of the human glycoprotein SEAP (secreted alkaline phosphatase). The synthetic optogenetic signalling pathway interfacing the BCI with target gene expression consists of an engineered NIR light-activated bacterial diguanylate cyclase (DGCL) producing the orthogonal second messenger cyclic diguanosine monophosphate (c-di-GMP), which triggers the stimulator of interferon genes (STING)-dependent induction of synthetic interferon-β promoters. Humans generating different mental states (biofeedback control, concentration, meditation) can differentially control SEAP production of the designer cells in culture and of subcutaneous wireless-powered optogenetic implants in mice.

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