Sample records for significant user interaction

  1. Identifying User Interaction Patterns in E-Textbooks

    PubMed Central

    Saarinen, Santeri; Turunen, Markku; Mikkilä-Erdmann, Mirjamaija; Erdmann, Norbert; Yrjänäinen, Sari; Keskinen, Tuuli

    2015-01-01

    We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation. PMID:26605377

  2. Identifying User Interaction Patterns in E-Textbooks.

    PubMed

    Saarinen, Santeri; Heimonen, Tomi; Turunen, Markku; Mikkilä-Erdmann, Mirjamaija; Raisamo, Roope; Erdmann, Norbert; Yrjänäinen, Sari; Keskinen, Tuuli

    2015-01-01

    We introduce a new architecture for e-textbooks which contains two navigational aids: an index and a concept map. We report results from an evaluation in a university setting with 99 students. The interaction sequences of the users were captured during the user study. We found several clusters of user interaction types in our data. Three separate user types were identified based on the interaction sequences: passive user, term clicker, and concept map user. We also discovered that with the concept map interface users started to interact with the application significantly sooner than with the index interface. Overall, our findings suggest that analysis of interaction patterns allows deeper insights into the use of e-textbooks than is afforded by summative evaluation.

  3. Perceived usefulness, perceived ease of use, and perceived enjoyment as drivers for the user acceptance of interactive mobile maps

    NASA Astrophysics Data System (ADS)

    Hussain, Azham; Mkpojiogu, Emmanuel O. C.; Yusof, Muhammad Mat

    2016-08-01

    This study examines the user perception of usefulness, ease of use and enjoyment as drivers for the users' complex interaction with map on mobile devices. TAM model was used to evaluate users' intention to use and their acceptance of interactive mobile map using the above three beliefs as antecedents. Quantitative research (survey) methodology was employed and the analysis and findings showed that all the three explanatory variables used in this study, explain the variability in the user acceptance of interactive mobile map technology. Perceived usefulness, perceived ease of use, and perceived enjoyment each have significant positive influence on user acceptance of interactive mobile maps. This study further validates the TAM model.

  4. Functional changes of the reward system underlie blunted response to social gaze in cocaine users

    PubMed Central

    Preller, Katrin H.; Herdener, Marcus; Schilbach, Leonhard; Stämpfli, Philipp; Hulka, Lea M.; Vonmoos, Matthias; Ingold, Nina; Vogeley, Kai; Tobler, Philippe N.; Seifritz, Erich; Quednow, Boris B.

    2014-01-01

    Social interaction deficits in drug users likely impede treatment, increase the burden of the affected families, and consequently contribute to the high costs for society associated with addiction. Despite its significance, the neural basis of altered social interaction in drug users is currently unknown. Therefore, we investigated basal social gaze behavior in cocaine users by applying behavioral, psychophysiological, and functional brain-imaging methods. In study I, 80 regular cocaine users and 63 healthy controls completed an interactive paradigm in which the participants’ gaze was recorded by an eye-tracking device that controlled the gaze of an anthropomorphic virtual character. Valence ratings of different eye-contact conditions revealed that cocaine users show diminished emotional engagement in social interaction, which was also supported by reduced pupil responses. Study II investigated the neural underpinnings of changes in social reward processing observed in study I. Sixteen cocaine users and 16 controls completed a similar interaction paradigm as used in study I while undergoing functional magnetic resonance imaging. In response to social interaction, cocaine users displayed decreased activation of the medial orbitofrontal cortex, a key region of reward processing. Moreover, blunted activation of the medial orbitofrontal cortex was significantly correlated with a decreased social network size, reflecting problems in real-life social behavior because of reduced social reward. In conclusion, basic social interaction deficits in cocaine users as observed here may arise from altered social reward processing. Consequently, these results point to the importance of reinstatement of social reward in the treatment of stimulant addiction. PMID:24449854

  5. Testing the Effectiveness of Interactive Multimedia for Library-User Education

    ERIC Educational Resources Information Center

    Markey, Karen; Armstrong, Annie; De Groote, Sandy; Fosmire, Michael; Fuderer, Laura; Garrett, Kelly; Georgas, Helen; Sharp, Linda; Smith, Cheri; Spaly, Michael; Warner, Joni E.

    2005-01-01

    A test of the effectiveness of interactive multimedia Web sites demonstrates that library users' topic knowledge was significantly greater after visiting the sites than before. Library users want more such sites about library services, their majors, and campus life generally. Librarians describe the roles they want to play on multimedia production…

  6. Enhancing User Experience through Emotional Interaction: Determining Users' Interests in Online Art Collections Using AMARA (Affective Museum of Art Resource Agent)

    ERIC Educational Resources Information Center

    Park, S. Joon

    2013-01-01

    The need for emotional interaction has already influenced various disciplines and industries, and online museums represent a domain where providing emotional interactions could have a significant impact. Today, online museums lack the appropriate affective and hedonic values necessary to engage art enthusiasts on an emotional level. To address…

  7. What Makes Sports Fans Interactive? Identifying Factors Affecting Chat Interactions in Online Sports Viewing

    PubMed Central

    Yeo, Jaeryong; Lee, Juyeong

    2016-01-01

    Sports fans are able to watch games from many locations using TV services while interacting with other fans online. In this paper, we identify the factors that affect sports viewers’ online interactions. Using a large-scale dataset of more than 25 million chat messages from a popular social TV site for baseball, we extract various game-related factors, and investigate the relationships between these factors and fans’ interactions using a series of multiple regression analyses. As a result, we identify several factors that are significantly related to viewer interactions. In addition, we determine that the influence of these factors varies according to the user group; i.e., active vs. less active users, and loyal vs. non-loyal users. PMID:26849568

  8. The closer the relationship, the more the interaction on facebook? Investigating the case of Taiwan users.

    PubMed

    Hsu, Chiung-Wen Julia; Wang, Ching-Chan; Tai, Yi-Ting

    2011-01-01

    This study argues for the necessity of applying offline contexts to social networking site research and the importance of distinguishing the relationship types of users' counterparts when studying Facebook users' behaviors. In an attempt to examine the relationship among users' behaviors, their counterparts' relationship types, and the users' perceived acquaintanceships after using Facebook, this study first investigated users' frequently used tools when interacting with different types of friends. Users tended to use less time- and effort-consuming and less privacy-concerned tools with newly acquired friends. This study further examined users' behaviors in terms of their closeness and intimacy and their perceived acquaintanceships toward four different types of friends. The study found that users gained more perceived acquaintanceships from less close friends with whom users have more frequent interaction but less intimate behaviors. As for closer friends, users tended to use more intimate activities to interact with them. However, these activities did not necessarily occur more frequently than the activities they employed with their less close friends. It was found that perceived acquaintanceships with closer friends were significantly lower than those with less close friends. This implies that Facebook is a mechanism for new friends, rather than close friends, to become more acquainted.

  9. User-Driven Sampling Strategies in Image Exploitation

    DOE PAGES

    Harvey, Neal R.; Porter, Reid B.

    2013-12-23

    Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-drivenmore » sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. We discovered that in user-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. Furthermore, in preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.« less

  10. User-driven sampling strategies in image exploitation

    NASA Astrophysics Data System (ADS)

    Harvey, Neal; Porter, Reid

    2013-12-01

    Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-driven sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. User-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. In preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.

  11. Effective user guidance in online interactive semantic segmentation

    NASA Astrophysics Data System (ADS)

    Petersen, Jens; Bendszus, Martin; Debus, Jürgen; Heiland, Sabine; Maier-Hein, Klaus H.

    2017-03-01

    With the recent success of machine learning based solutions for automatic image parsing, the availability of reference image annotations for algorithm training is one of the major bottlenecks in medical image segmentation. We are interested in interactive semantic segmentation methods that can be used in an online fashion to generate expert segmentations. These can be used to train automated segmentation techniques or, from an application perspective, for quick and accurate tumor progression monitoring. Using simulated user interactions in a MRI glioblastoma segmentation task, we show that if the user possesses knowledge of the correct segmentation it is significantly (p <= 0.009) better to present data and current segmentation to the user in such a manner that they can easily identify falsely classified regions compared to guiding the user to regions where the classifier exhibits high uncertainty, resulting in differences of mean Dice scores between +0.070 (Whole tumor) and +0.136 (Tumor Core) after 20 iterations. The annotation process should cover all classes equally, which results in a significant (p <= 0.002) improvement compared to completely random annotations anywhere in falsely classified regions for small tumor regions such as the necrotic tumor core (mean Dice +0.151 after 20 it.) and non-enhancing abnormalities (mean Dice +0.069 after 20 it.). These findings provide important insights for the development of efficient interactive segmentation systems and user interfaces.

  12. Envisioning the Educational Possibilities of User-Created Virtual Worlds

    ERIC Educational Resources Information Center

    Antonacci, David M.; Modaress, Nellie

    2008-01-01

    Educational games and simulations can engage students in higher-level cognitive thinking, such as interpreting, analyzing, discovering, evaluating, acting, and problem solving. Recent technical advances in multiplayer, user-created virtual worlds have significantly expanded the capabilities of user interaction and development within these…

  13. Posting behaviour patterns in an online smoking cessation social network: implications for intervention design and development.

    PubMed

    Healey, Benjamin; Hoek, Janet; Edwards, Richard

    2014-01-01

    Online Cessation Support Networks (OCSNs) are associated with increased quit success rates, but few studies have examined their use over time. We identified usage patterns in New Zealand's largest OCSN over two years and explored implications for OCSN intervention design and evaluation. We analysed metadata relating to 133,096 OCSN interactions during 2011 and 2012. Metrics covered aggregate network activity, user posting activity and longevity, and between-user commenting. Binary logistic regression models were estimated to investigate the feasibility of predicting low user engagement using early interaction data. Repeating periodic peaks and troughs in aggregate activity related not only to seasonality (e.g., New Year), but also to day of the week. Out of 2,062 unique users, 69 Highly Engaged Users (180+ interactions each) contributed 69% of all OCSN interactions in 2012 compared to 1.3% contributed by 864 Minimally Engaged Users (< = 2 items each). The proportion of Highly Engaged Users increased with network growth between 2011 and 2012 (with marginal significance), but the proportion of Minimally Engaged Users did not decline substantively. First week interaction data enabled identification of Minimally Engaged Users with high specificity and sensitivity (AUROC= 0.94). Results suggest future research should develop and test interventions that promote activity, and hence cessation support, amongst specific user groups or at key time points. For example, early usage information could help identify Minimally Engaged Users for tests of targeted messaging designed to improve their integration into, or re-engagement with, the OCSN. Furthermore, although we observed strong growth over time on varied metrics including posts and comments, this change did not coincide with large gains in first-time user persistence. Researchers assessing intervention effects should therefore examine multiple measures when evaluating changes in network dynamics over time.

  14. Video stereolization: combining motion analysis with user interaction.

    PubMed

    Liao, Miao; Gao, Jizhou; Yang, Ruigang; Gong, Minglun

    2012-07-01

    We present a semiautomatic system that converts conventional videos into stereoscopic videos by combining motion analysis with user interaction, aiming to transfer as much as possible labeling work from the user to the computer. In addition to the widely used structure from motion (SFM) techniques, we develop two new methods that analyze the optical flow to provide additional qualitative depth constraints. They remove the camera movement restriction imposed by SFM so that general motions can be used in scene depth estimation-the central problem in mono-to-stereo conversion. With these algorithms, the user's labeling task is significantly simplified. We further developed a quadratic programming approach to incorporate both quantitative depth and qualitative depth (such as these from user scribbling) to recover dense depth maps for all frames, from which stereoscopic view can be synthesized. In addition to visual results, we present user study results showing that our approach is more intuitive and less labor intensive, while producing 3D effect comparable to that from current state-of-the-art interactive algorithms.

  15. Use of an electronic patient portal among the chronically ill: an observational study.

    PubMed

    Riippa, Iiris; Linna, Miika; Rönkkö, Ilona; Kröger, Virpi

    2014-12-08

    Electronic patient portals may enhance effective interaction between the patient and the health care provider. To grasp the full potential of patient portals, health care providers need more knowledge on which patient groups prefer electronic services and how patients should be served through this channel. The objective of this study was to assess how chronically ill patients' state of health, comorbidities, and previous care are associated with their adoption and use of a patient portal. A total of 222 chronically ill patients, who were offered access to a patient portal with their health records and secure messaging with care professionals, were included in the study. Differences in the characteristics of non-users, viewers, and interactive users of the patient portal were analyzed before access to the portal. Patients' age, gender, diagnoses, levels of the relevant physiological measurements, health care contacts, and received physiological measurements were collected from the care provider's electronic health record. In addition, patient-reported health and patient activation were assessed by a survey. Despite the broad range of measures used to indicate the patients' state of health, the portal user groups differed only in their recorded diagnosis for hypertension, which was most common in the non-user group. However, there were significant differences in the amount of care received during the year before access to the portal. The non-user group had more nurse visits and more measurements of relevant physiological outcomes than viewers and interactive users. They also had fewer referrals to specialized care during the year before access to the portal than the two other groups. The viewers and the interactive users differed from each other significantly in the number of nurse calls received, the interactive users having more calls than the viewers. No significant differences in age, gender, or patient activation were detected between the user groups. Previous care received by the patient is an important predictor for the use of a patient portal. In a group of patients with a similar disease burden, demand for different types of health services and preferences related to the service channel seem to contribute to the choice to use the patient portal. Further research on patient portal functionalities and their potential to meet patient needs by complementing or substituting for traditional health care services is suggested.

  16. Improving Vision-Based Motor Rehabilitation Interactive Systems for Users with Disabilities Using Mirror Feedback

    PubMed Central

    Martínez-Bueso, Pau; Moyà-Alcover, Biel

    2014-01-01

    Observation is recommended in motor rehabilitation. For this reason, the aim of this study was to experimentally test the feasibility and benefit of including mirror feedback in vision-based rehabilitation systems: we projected the user on the screen. We conducted a user study by using a previously evaluated system that improved the balance and postural control of adults with cerebral palsy. We used a within-subjects design with the two defined feedback conditions (mirror and no-mirror) with two different groups of users (8 with disabilities and 32 without disabilities) using usability measures (time-to-start (T s) and time-to-complete (T c)). A two-tailed paired samples t-test confirmed that in case of disabilities the mirror feedback facilitated the interaction in vision-based systems for rehabilitation. The measured times were significantly worse in the absence of the user's own visual feedback (T s = 7.09 (P < 0.001) and T c = 4.48 (P < 0.005)). In vision-based interaction systems, the input device is the user's own body; therefore, it makes sense that feedback should be related to the body of the user. In case of disabilities the mirror feedback mechanisms facilitated the interaction in vision-based systems for rehabilitation. Results recommends developers and researchers use this improvement in vision-based motor rehabilitation interactive systems. PMID:25295310

  17. Associations of Menthol Use with Motivation and Confidence to Quit Smoking

    PubMed Central

    Reitzel, Lorraine R.; Etzel, Carol J.; Cao, Yumei; Okuyemi, Kolawole S.; Ahluwalia, Jasjit S.

    2013-01-01

    Objectives To examine associations of menthol cigarette use with motivation and confidence to quit smoking, and potential moderation by race, among adult current smokers (N = 1067; 85% White, 15% Black). Methods Regression analyses, adjusted for sociodemographics and tobacco dependence, examined associations of menthol use with motivation and confidence to quit smoking with and without an interaction term for race. Results Main effects were not significant; however, there was a significant interaction for confidence to quit smoking (p = .02). Stratified analyses indicated that Black menthol users were more confident about quitting than Black non-menthol users (p = .01). Conclusions Given their relatively lower quit rates as cited in previous literature, Black menthol users appear overly confident about their ability to quit smoking. PMID:23985285

  18. Distress tolerance interacts with circumstances, motivation, and readiness to predict substance abuse treatment retention.

    PubMed

    Ali, Bina; Green, Kerry M; Daughters, Stacey B; Lejuez, C W

    2017-10-01

    Our understanding of the conditions that influence substance abuse treatment retention in urban African American substance users is limited. This study examined the interacting effect of circumstances, motivation, and readiness (CMR) with distress tolerance to predict substance abuse treatment retention in a sample of urban African American treatment-seeking substance users. Data were collected from 81 African American substance users entering residential substance abuse treatment facility in an urban setting. Participants completed self-reported measures on CMR and distress tolerance. In addition, participants were assessed on psychiatric comorbidities, substance use severity, number of previous treatments, and demographic characteristics. Data on substance abuse treatment retention were obtained using administrative records of the treatment center. Logistic regression analysis found that the interaction of CMR and distress tolerance was significant in predicting substance abuse treatment retention. Higher score on CMR was significantly associated with increased likelihood of treatment retention in substance users with higher distress tolerance, but not in substance users with lower distress tolerance. Findings of the study indicate that at higher level of distress tolerance, favorable external circumstances, higher internal motivation, and greater readiness to treatment are important indicators of substance abuse treatment retention. The study highlights the need for assessing CMR and distress tolerance levels among substance users entering treatment, and providing targeted interventions to increase substance abuse treatment retention and subsequent recovery from substance abuse among urban African American substance users. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. A framework supporting the development of a Grid portal for analysis based on ROI.

    PubMed

    Ichikawa, K; Date, S; Kaishima, T; Shimojo, S

    2005-01-01

    In our research on brain function analysis, users require two different simultaneous types of processing: interactive processing to a specific part of data and high-performance batch processing to an entire dataset. The difference between these two types of processing is in whether or not the analysis is for data in the region of interest (ROI). In this study, we propose a Grid portal that has a mechanism to freely assign computing resources to the users on a Grid environment according to the users' two different types of processing requirements. We constructed a Grid portal which integrates interactive processing and batch processing by the following two mechanisms. First, a job steering mechanism controls job execution based on user-tagged priority among organizations with heterogeneous computing resources. Interactive jobs are processed in preference to batch jobs by this mechanism. Second, a priority-based result delivery mechanism that administrates a rank of data significance. The portal ensures a turn-around time of interactive processing by the priority-based job controlling mechanism, and provides the users with quality of services (QoS) for interactive processing. The users can access the analysis results of interactive jobs in preference to the analysis results of batch jobs. The Grid portal has also achieved high-performance computation of MEG analysis with batch processing on the Grid environment. The priority-based job controlling mechanism has been realized to freely assign computing resources to the users' requirements. Furthermore the achievement of high-performance computation contributes greatly to the overall progress of brain science. The portal has thus made it possible for the users to flexibly include the large computational power in what they want to analyze.

  20. Informing the Design of Direct-to-Consumer Interactive Personal Genomics Reports.

    PubMed

    Shaer, Orit; Nov, Oded; Okerlund, Johanna; Balestra, Martina; Stowell, Elizabeth; Ascher, Laura; Bi, Joanna; Schlenker, Claire; Ball, Madeleine

    2015-06-12

    In recent years, people who sought direct-to-consumer genetic testing services have been increasingly confronted with an unprecedented amount of personal genomic information, which influences their decisions, emotional state, and well-being. However, these users of direct-to-consumer genetic services, who vary in their education and interests, frequently have little relevant experience or tools for understanding, reasoning about, and interacting with their personal genomic data. Online interactive techniques can play a central role in making personal genomic data useful for these users. We sought to (1) identify the needs of diverse users as they make sense of their personal genomic data, (2) consequently develop effective interactive visualizations of genomic trait data to address these users' needs, and (3) evaluate the effectiveness of the developed visualizations in facilitating comprehension. The first two user studies, conducted with 63 volunteers in the Personal Genome Project and with 36 personal genomic users who participated in a design workshop, respectively, employed surveys and interviews to identify the needs and expectations of diverse users. Building on the two initial studies, the third study was conducted with 730 Amazon Mechanical Turk users and employed a controlled experimental design to examine the effectiveness of different design interventions on user comprehension. The first two studies identified searching, comparing, sharing, and organizing data as fundamental to users' understanding of personal genomic data. The third study demonstrated that interactive and visual design interventions could improve the understandability of personal genomic reports for consumers. In particular, results showed that a new interactive bubble chart visualization designed for the study resulted in the highest comprehension scores, as well as the highest perceived comprehension scores. These scores were significantly higher than scores received using the industry standard tabular reports currently used for communicating personal genomic information. Drawing on multiple research methods and populations, the findings of the studies reported in this paper offer deep understanding of users' needs and practices, and demonstrate that interactive online design interventions can improve the understandability of personal genomic reports for consumers. We discuss implications for designers and researchers.

  1. SEAPAK user's guide, version 2.0. Volume 2: Descriptions of programs

    NASA Technical Reports Server (NTRS)

    Mcclain, Charles R.; Darzi, Michael; Firestone, James K.; Fu, Gary; Yeh, Eueng-Nan; Endres, Daniel L.

    1991-01-01

    The SEAPAK is a user-interactive satellite data analysis package that was developed for the processing and interpretation of Nimbus-7/Coastal Zone Color Scanner (CZCS) and the NOAA Advanced Very High Resolution Radiometer (AVHRR) data. Significant revisions were made since version 1.0, and the ancillary environmental data analysis module was greatly expanded. The package continues to be user friendly and user interactive. Also, because the scientific goals of the ocean color research being conducted have shifted to large space and time scales, batch processing capabilities for both satellite and ancillary environmental data analyses were enhanced, thus allowing for large quantities of data to be ingested and analyzed.

  2. SEAPAK user's guide, version 2.0. Volume 1: System description

    NASA Technical Reports Server (NTRS)

    Mcclain, Charles R.; Darzi, Michael; Firestone, James K.; Fu, Gary; Yeh, Eueng-Nan; Endres, Daniel L.

    1991-01-01

    The SEAPAK is a user interactive satellite data analysis package that was developed for the processing and interpretation of Nimbus-7/Coastal Zone Color Scanner (CZCS) and the NOAA Advanced Very High Resolution Radiometer (AVHRR) data. Significant revisions were made to version 1.0 of the guide, and the ancillary environmental data analysis module was expanded. The package continues to emphasize user friendliness and user interactive data analyses. Additionally, because the scientific goals of the ocean color research being conducted have shifted to large space and time scales, batch processing capabilities for both satellite and ancillary environmental data analyses were enhanced, thus allowing large quantities of data to be ingested and analyzed in background.

  3. Posting Behaviour Patterns in an Online Smoking Cessation Social Network: Implications for Intervention Design and Development

    PubMed Central

    Healey, Benjamin; Hoek, Janet; Edwards, Richard

    2014-01-01

    Objectives Online Cessation Support Networks (OCSNs) are associated with increased quit success rates, but few studies have examined their use over time. We identified usage patterns in New Zealand's largest OCSN over two years and explored implications for OCSN intervention design and evaluation. Methods We analysed metadata relating to 133,096 OCSN interactions during 2011 and 2012. Metrics covered aggregate network activity, user posting activity and longevity, and between-user commenting. Binary logistic regression models were estimated to investigate the feasibility of predicting low user engagement using early interaction data. Results Repeating periodic peaks and troughs in aggregate activity related not only to seasonality (e.g., New Year), but also to day of the week. Out of 2,062 unique users, 69 Highly Engaged Users (180+ interactions each) contributed 69% of all OCSN interactions in 2012 compared to 1.3% contributed by 864 Minimally Engaged Users (< = 2 items each). The proportion of Highly Engaged Users increased with network growth between 2011 and 2012 (with marginal significance), but the proportion of Minimally Engaged Users did not decline substantively. First week interaction data enabled identification of Minimally Engaged Users with high specificity and sensitivity (AUROC  = 0.94). Implications Results suggest future research should develop and test interventions that promote activity, and hence cessation support, amongst specific user groups or at key time points. For example, early usage information could help identify Minimally Engaged Users for tests of targeted messaging designed to improve their integration into, or re-engagement with, the OCSN. Furthermore, although we observed strong growth over time on varied metrics including posts and comments, this change did not coincide with large gains in first-time user persistence. Researchers assessing intervention effects should therefore examine multiple measures when evaluating changes in network dynamics over time. PMID:25192174

  4. 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.

  5. Use of natural user interfaces in water simulations

    NASA Astrophysics Data System (ADS)

    Donchyts, G.; Baart, F.; van Dam, A.; Jagers, B.

    2013-12-01

    Conventional graphical user interfaces, used to edit input and present results of earth science models, have seen little innovation for the past two decades. In most cases model data is presented and edited using 2D projections even when working with 3D data. The emergence of 3D motion sensing technologies, such as Microsoft Kinect and LEAP Motion, opens new possibilities for user interaction by adding more degrees of freedom compared to a classical way using mouse and keyboard. Here we investigate how interaction with hydrodynamic numerical models can be improved using these new technologies. Our research hypothesis (H1) states that properly designed 3D graphical user interface paired with the 3D motion sensor can significantly reduce the time required to setup and use numerical models. In this work we have used a LEAP motion controller combined with a shallow water flow model engine D-Flow Flexible Mesh. Interacting with numerical model using hands

  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. Anger Is More Influential than Joy: Sentiment Correlation in Weibo

    PubMed Central

    Fan, Rui; Zhao, Jichang; Chen, Yan; Xu, Ke

    2014-01-01

    Recent years have witnessed the tremendous growth of the online social media. In China, Weibo, a Twitter-like service, has attracted more than 500 million users in less than five years. Connected by online social ties, different users might share similar affective states. We find that the correlation of anger among users is significantly higher than that of joy. While the correlation of sadness is surprisingly low. Moreover, there is a stronger sentiment correlation between a pair of users if they share more interactions. And users with larger number of friends possess more significant sentiment correlation with their neighborhoods. Our findings could provide insights for modeling sentiment influence and propagation in online social networks. PMID:25333778

  8. Virtual reality and telerobotics applications of an Address Recalculation Pipeline

    NASA Technical Reports Server (NTRS)

    Regan, Matthew; Pose, Ronald

    1994-01-01

    The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.

  9. Seeing the System through the End Users' Eyes: Shadow Expert Technique for Evaluating the Consistency of a Learning Management System

    NASA Astrophysics Data System (ADS)

    Holzinger, Andreas; Stickel, Christian; Fassold, Markus; Ebner, Martin

    Interface consistency is an important basic concept in web design and has an effect on performance and satisfaction of end users. Consistency also has significant effects on the learning performance of both expert and novice end users. Consequently, the evaluation of consistency within a e-learning system and the ensuing eradication of irritating discrepancies in the user interface redesign is a big issue. In this paper, we report of our experiences with the Shadow Expert Technique (SET) during the evaluation of the consistency of the user interface of a large university learning management system. The main objective of this new usability evaluation method is to understand the interaction processes of end users with a specific system interface. Two teams of usability experts worked independently from each other in order to maximize the objectivity of the results. The outcome of this SET method is a list of recommended changes to improve the user interaction processes, hence to facilitate high consistency.

  10. Interactive Visualization of Dependencies

    ERIC Educational Resources Information Center

    Moreno, Camilo Arango; Bischof, Walter F.; Hoover, H. James

    2012-01-01

    We present an interactive tool for browsing course requisites as a case study of dependency visualization. This tool uses multiple interactive visualizations to allow the user to explore the dependencies between courses. A usability study revealed that the proposed browser provides significant advantages over traditional methods, in terms of…

  11. Comparing Facebook Users and Facebook Non-Users: Relationship between Personality Traits and Mental Health Variables - An Exploratory Study.

    PubMed

    Brailovskaia, Julia; Margraf, Jürgen

    2016-01-01

    Over one billion people use Facebook as a platform for social interaction and self-presentation making it one of the most popular online sites. The aim of the present study was to investigate differences in various personality traits and mental health variables between Facebook users and people who do not use this platform. The data of 945 participants (790 Facebook users, 155 Facebook non-users) were collected. Results indicate that Facebook users score significantly higher on narcissism, self-esteem and extraversion than Facebook non-users. Furthermore, they have significantly higher values of social support, life satisfaction and subjective happiness. Facebook non-users have (marginally) significantly higher values of depression symptoms than Facebook users. In both groups, extraversion, self-esteem, happiness, life satisfaction, resilience and social support, on the one hand, and depression, anxiety and stress symptoms, on the other hand, are negatively correlated. Neuroticism is positively associated with depression, anxiety and stress symptoms. However, significant differences exist between Facebook users and Facebook non-users regarding some associations of personality traits and mental health variables. Compared to Facebook non-users, the present results indicate that Facebook users have higher values of certain personality traits and positive variables protecting mental health. These findings are of particular interest considering the high importance of social online-platforms in the daily life of many people.

  12. Comparing Facebook Users and Facebook Non-Users: Relationship between Personality Traits and Mental Health Variables – An Exploratory Study

    PubMed Central

    2016-01-01

    Over one billion people use Facebook as a platform for social interaction and self-presentation making it one of the most popular online sites. The aim of the present study was to investigate differences in various personality traits and mental health variables between Facebook users and people who do not use this platform. The data of 945 participants (790 Facebook users, 155 Facebook non-users) were collected. Results indicate that Facebook users score significantly higher on narcissism, self-esteem and extraversion than Facebook non-users. Furthermore, they have significantly higher values of social support, life satisfaction and subjective happiness. Facebook non-users have (marginally) significantly higher values of depression symptoms than Facebook users. In both groups, extraversion, self-esteem, happiness, life satisfaction, resilience and social support, on the one hand, and depression, anxiety and stress symptoms, on the other hand, are negatively correlated. Neuroticism is positively associated with depression, anxiety and stress symptoms. However, significant differences exist between Facebook users and Facebook non-users regarding some associations of personality traits and mental health variables. Compared to Facebook non-users, the present results indicate that Facebook users have higher values of certain personality traits and positive variables protecting mental health. These findings are of particular interest considering the high importance of social online-platforms in the daily life of many people. PMID:27907020

  13. 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

  14. IDEA: Interactive Display for Evolutionary Analyses.

    PubMed

    Egan, Amy; Mahurkar, Anup; Crabtree, Jonathan; Badger, Jonathan H; Carlton, Jane M; Silva, Joana C

    2008-12-08

    The availability of complete genomic sequences for hundreds of organisms promises to make obtaining genome-wide estimates of substitution rates, selective constraints and other molecular evolution variables of interest an increasingly important approach to addressing broad evolutionary questions. Two of the programs most widely used for this purpose are codeml and baseml, parts of the PAML (Phylogenetic Analysis by Maximum Likelihood) suite. A significant drawback of these programs is their lack of a graphical user interface, which can limit their user base and considerably reduce their efficiency. We have developed IDEA (Interactive Display for Evolutionary Analyses), an intuitive graphical input and output interface which interacts with PHYLIP for phylogeny reconstruction and with codeml and baseml for molecular evolution analyses. IDEA's graphical input and visualization interfaces eliminate the need to edit and parse text input and output files, reducing the likelihood of errors and improving processing time. Further, its interactive output display gives the user immediate access to results. Finally, IDEA can process data in parallel on a local machine or computing grid, allowing genome-wide analyses to be completed quickly. IDEA provides a graphical user interface that allows the user to follow a codeml or baseml analysis from parameter input through to the exploration of results. Novel options streamline the analysis process, and post-analysis visualization of phylogenies, evolutionary rates and selective constraint along protein sequences simplifies the interpretation of results. The integration of these functions into a single tool eliminates the need for lengthy data handling and parsing, significantly expediting access to global patterns in the data.

  15. IDEA: Interactive Display for Evolutionary Analyses

    PubMed Central

    Egan, Amy; Mahurkar, Anup; Crabtree, Jonathan; Badger, Jonathan H; Carlton, Jane M; Silva, Joana C

    2008-01-01

    Background The availability of complete genomic sequences for hundreds of organisms promises to make obtaining genome-wide estimates of substitution rates, selective constraints and other molecular evolution variables of interest an increasingly important approach to addressing broad evolutionary questions. Two of the programs most widely used for this purpose are codeml and baseml, parts of the PAML (Phylogenetic Analysis by Maximum Likelihood) suite. A significant drawback of these programs is their lack of a graphical user interface, which can limit their user base and considerably reduce their efficiency. Results We have developed IDEA (Interactive Display for Evolutionary Analyses), an intuitive graphical input and output interface which interacts with PHYLIP for phylogeny reconstruction and with codeml and baseml for molecular evolution analyses. IDEA's graphical input and visualization interfaces eliminate the need to edit and parse text input and output files, reducing the likelihood of errors and improving processing time. Further, its interactive output display gives the user immediate access to results. Finally, IDEA can process data in parallel on a local machine or computing grid, allowing genome-wide analyses to be completed quickly. Conclusion IDEA provides a graphical user interface that allows the user to follow a codeml or baseml analysis from parameter input through to the exploration of results. Novel options streamline the analysis process, and post-analysis visualization of phylogenies, evolutionary rates and selective constraint along protein sequences simplifies the interpretation of results. The integration of these functions into a single tool eliminates the need for lengthy data handling and parsing, significantly expediting access to global patterns in the data. PMID:19061522

  16. UTOPIAN: user-driven topic modeling based on interactive nonnegative matrix factorization.

    PubMed

    Choo, Jaegul; Lee, Changhyun; Reddy, Chandan K; Park, Haesun

    2013-12-01

    Topic modeling has been widely used for analyzing text document collections. Recently, there have been significant advancements in various topic modeling techniques, particularly in the form of probabilistic graphical modeling. State-of-the-art techniques such as Latent Dirichlet Allocation (LDA) have been successfully applied in visual text analytics. However, most of the widely-used methods based on probabilistic modeling have drawbacks in terms of consistency from multiple runs and empirical convergence. Furthermore, due to the complicatedness in the formulation and the algorithm, LDA cannot easily incorporate various types of user feedback. To tackle this problem, we propose a reliable and flexible visual analytics system for topic modeling called UTOPIAN (User-driven Topic modeling based on Interactive Nonnegative Matrix Factorization). Centered around its semi-supervised formulation, UTOPIAN enables users to interact with the topic modeling method and steer the result in a user-driven manner. We demonstrate the capability of UTOPIAN via several usage scenarios with real-world document corpuses such as InfoVis/VAST paper data set and product review data sets.

  17. The Relationship between Multiple Substance Use, Perceived Academic Achievements, and Selected Socio-Demographic Factors in a Polish Adolescent Sample.

    PubMed

    Mazur, Joanna; Tabak, Izabela; Dzielska, Anna; Wąż, Krzysztof; Oblacińska, Anna

    2016-12-21

    Predictors of high-risk patterns of substance use are often analysed in relation to demographic and school-related factors. The interaction between these factors and the additional impact of family wealth are still new areas of research. The aim of this study was to find determinants of the most common patterns of psychoactive substance use in mid-adolescence, compared to non-users. A sample of 1202 Polish students (46.1% boys, mean age of 15.6 years) was surveyed in 2013/2014. Four patterns of psychoactive substance use were defined using cluster analysis: non-users-71.9%, mainly tobacco and alcohol users-13.7%, high alcohol and cannabis users-7.2%, poly-users-7.2%. The final model contained the main effects of gender and age, and one three-way (perceived academic achievement × gender × family affluence) interaction. Girls with poor perception of school performance (as compared to girls with better achievements) were at significantly higher risk of being poly-users, in both less and more affluent families (adjusted odds ratio (OR) = 5.55 and OR = 3.60, respectively). The impact of family affluence was revealed only in interaction with other factors. Patterns of substance use in mid-adolescence are strongly related to perceived academic achievements, and these interact with selected socio-demographic factors.

  18. Towards a gestural 3D interaction for tangible and three-dimensional GIS visualizations

    NASA Astrophysics Data System (ADS)

    Partsinevelos, Panagiotis; Agadakos, Ioannis; Pattakos, Nikolas; Maragakis, Michail

    2014-05-01

    The last decade has been characterized by a significant increase of spatially dependent applications that require storage, visualization, analysis and exploration of geographic information. GIS analysis of spatiotemporal geographic data is operated by highly trained personnel under an abundance of software and tools, lacking interoperability and friendly user interaction. Towards this end, new forms of querying and interaction are emerging, including gestural interfaces. Three-dimensional GIS representations refer to either tangible surfaces or projected representations. Making a 3D tangible geographic representation touch-sensitive may be a convenient solution, but such an approach raises the cost significantly and complicates the hardware and processing required to combine touch-sensitive material (for pinpointing points) with deformable material (for displaying elevations). In this study, a novel interaction scheme upon a three dimensional visualization of GIS data is proposed. While gesture user interfaces are not yet fully acceptable due to inconsistencies and complexity, a non-tangible GIS system where 3D visualizations are projected, calls for interactions that are based on three-dimensional, non-contact and gestural procedures. Towards these objectives, we use the Microsoft Kinect II system which includes a time of flight camera, allowing for a robust and real time depth map generation, along with the capturing and translation of a variety of predefined gestures from different simultaneous users. By incorporating these features into our system architecture, we attempt to create a natural way for users to operate on GIS data. Apart from the conventional pan and zoom features, the key functions addressed for the 3-D user interface is the ability to pinpoint particular points, lines and areas of interest, such as destinations, waypoints, landmarks, closed areas, etc. The first results shown, concern a projected GIS representation where the user selects points and regions of interest while the GIS component responds accordingly by changing the scenario in a natural disaster application. Creating a 3D model representation of geospatial data provides a natural way for users to perceive and interact with space. To the best of our knowledge it is the first attempt to use Kinect II for GIS applications and generally virtual environments using novel Human Computer Interaction methods. Under a robust decision support system, the users are able to interact, combine and computationally analyze information in three dimensions using gestures. This study promotes geographic awareness and education and will prove beneficial for a wide range of geoscience applications including natural disaster and emergency management. Acknowledgements: This work is partially supported under the framework of the "Cooperation 2011" project ATLANTAS (11_SYN_6_1937) funded from the Operational Program "Competitiveness and Entrepreneurship" (co-funded by the European Regional Development Fund (ERDF)) and managed by the Greek General Secretariat for Research and Technology.

  19. Knowledge Engineering Aspects of Affective Bi-Modal Educational Applications

    NASA Astrophysics Data System (ADS)

    Alepis, Efthymios; Virvou, Maria; Kabassi, Katerina

    This paper analyses the knowledge and software engineering aspects of educational applications that provide affective bi-modal human-computer interaction. For this purpose, a system that provides affective interaction based on evidence from two different modes has been developed. More specifically, the system's inferences about students' emotions are based on user input evidence from the keyboard and the microphone. Evidence from these two modes is combined by a user modelling component that incorporates user stereotypes as well as a multi criteria decision making theory. The mechanism that integrates the inferences from the two modes has been based on the results of two empirical studies that were conducted in the context of knowledge engineering of the system. The evaluation of the developed system showed significant improvements in the recognition of the emotional states of users.

  20. Virtual Interactive Classroom: A New Technology for Distance Learning Developed

    NASA Technical Reports Server (NTRS)

    York, David W.; Babula, Maria

    1999-01-01

    The Virtual Interactive Classroom (VIC) allows Internet users, specifically students, to remotely control and access data from scientific equipment. This is a significant advantage to school systems that cannot afford experimental equipment, have Internet access, and are seeking to improve science and math scores with current resources. A VIC Development Lab was established at Lewis to demonstrate that scientific equipment can be controlled by remote users over the Internet. Current projects include a wind tunnel, a room camera, a science table, and a microscope.

  1. SABRINA: an interactive solid geometry modeling program for Monte Carlo

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

    West, J.T.

    SABRINA is a fully interactive three-dimensional geometry modeling program for MCNP. In SABRINA, a user interactively constructs either body geometry, or surface geometry models, and interactively debugs spatial descriptions for the resulting objects. This enhanced capability significantly reduces the effort in constructing and debugging complicated three-dimensional geometry models for Monte Carlo Analysis.

  2. VISAGE: Interactive Visual Graph Querying.

    PubMed

    Pienta, Robert; Navathe, Shamkant; Tamersoy, Acar; Tong, Hanghang; Endert, Alex; Chau, Duen Horng

    2016-06-01

    Extracting useful patterns from large network datasets has become a fundamental challenge in many domains. We present VISAGE, an interactive visual graph querying approach that empowers users to construct expressive queries, without writing complex code (e.g., finding money laundering rings of bankers and business owners). Our contributions are as follows: (1) we introduce graph autocomplete , an interactive approach that guides users to construct and refine queries, preventing over-specification; (2) VISAGE guides the construction of graph queries using a data-driven approach, enabling users to specify queries with varying levels of specificity, from concrete and detailed (e.g., query by example), to abstract (e.g., with "wildcard" nodes of any types), to purely structural matching; (3) a twelve-participant, within-subject user study demonstrates VISAGE's ease of use and the ability to construct graph queries significantly faster than using a conventional query language; (4) VISAGE works on real graphs with over 468K edges, achieving sub-second response times for common queries.

  3. VISAGE: Interactive Visual Graph Querying

    PubMed Central

    Pienta, Robert; Navathe, Shamkant; Tamersoy, Acar; Tong, Hanghang; Endert, Alex; Chau, Duen Horng

    2017-01-01

    Extracting useful patterns from large network datasets has become a fundamental challenge in many domains. We present VISAGE, an interactive visual graph querying approach that empowers users to construct expressive queries, without writing complex code (e.g., finding money laundering rings of bankers and business owners). Our contributions are as follows: (1) we introduce graph autocomplete, an interactive approach that guides users to construct and refine queries, preventing over-specification; (2) VISAGE guides the construction of graph queries using a data-driven approach, enabling users to specify queries with varying levels of specificity, from concrete and detailed (e.g., query by example), to abstract (e.g., with “wildcard” nodes of any types), to purely structural matching; (3) a twelve-participant, within-subject user study demonstrates VISAGE’s ease of use and the ability to construct graph queries significantly faster than using a conventional query language; (4) VISAGE works on real graphs with over 468K edges, achieving sub-second response times for common queries. PMID:28553670

  4. MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments.

    PubMed

    Rodríguez-Andrés, David; Juan, M-Carmen; Méndez-López, Magdalena; Pérez-Hernández, Elena; Lluch, Javier

    2016-01-01

    This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children's performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task.

  5. Informing the Design of Direct-to-Consumer Interactive Personal Genomics Reports

    PubMed Central

    Shaer, Orit; Okerlund, Johanna; Balestra, Martina; Stowell, Elizabeth; Ascher, Laura; Bi, Joanna; Schlenker, Claire; Ball, Madeleine

    2015-01-01

    Background In recent years, people who sought direct-to-consumer genetic testing services have been increasingly confronted with an unprecedented amount of personal genomic information, which influences their decisions, emotional state, and well-being. However, these users of direct-to-consumer genetic services, who vary in their education and interests, frequently have little relevant experience or tools for understanding, reasoning about, and interacting with their personal genomic data. Online interactive techniques can play a central role in making personal genomic data useful for these users. Objective We sought to (1) identify the needs of diverse users as they make sense of their personal genomic data, (2) consequently develop effective interactive visualizations of genomic trait data to address these users’ needs, and (3) evaluate the effectiveness of the developed visualizations in facilitating comprehension. Methods The first two user studies, conducted with 63 volunteers in the Personal Genome Project and with 36 personal genomic users who participated in a design workshop, respectively, employed surveys and interviews to identify the needs and expectations of diverse users. Building on the two initial studies, the third study was conducted with 730 Amazon Mechanical Turk users and employed a controlled experimental design to examine the effectiveness of different design interventions on user comprehension. Results The first two studies identified searching, comparing, sharing, and organizing data as fundamental to users’ understanding of personal genomic data. The third study demonstrated that interactive and visual design interventions could improve the understandability of personal genomic reports for consumers. In particular, results showed that a new interactive bubble chart visualization designed for the study resulted in the highest comprehension scores, as well as the highest perceived comprehension scores. These scores were significantly higher than scores received using the industry standard tabular reports currently used for communicating personal genomic information. Conclusions Drawing on multiple research methods and populations, the findings of the studies reported in this paper offer deep understanding of users’ needs and practices, and demonstrate that interactive online design interventions can improve the understandability of personal genomic reports for consumers. We discuss implications for designers and researchers. PMID:26070951

  6. ActiviTree: interactive visual exploration of sequences in event-based data using graph similarity.

    PubMed

    Vrotsou, Katerina; Johansson, Jimmy; Cooper, Matthew

    2009-01-01

    The identification of significant sequences in large and complex event-based temporal data is a challenging problem with applications in many areas of today's information intensive society. Pure visual representations can be used for the analysis, but are constrained to small data sets. Algorithmic search mechanisms used for larger data sets become expensive as the data size increases and typically focus on frequency of occurrence to reduce the computational complexity, often overlooking important infrequent sequences and outliers. In this paper we introduce an interactive visual data mining approach based on an adaptation of techniques developed for web searching, combined with an intuitive visual interface, to facilitate user-centred exploration of the data and identification of sequences significant to that user. The search algorithm used in the exploration executes in negligible time, even for large data, and so no pre-processing of the selected data is required, making this a completely interactive experience for the user. Our particular application area is social science diary data but the technique is applicable across many other disciplines.

  7. Enhancing collaborative filtering by user interest expansion via personalized ranking.

    PubMed

    Liu, Qi; Chen, Enhong; Xiong, Hui; Ding, Chris H Q; Chen, Jian

    2012-02-01

    Recommender systems suggest a few items from many possible choices to the users by understanding their past behaviors. In these systems, the user behaviors are influenced by the hidden interests of the users. Learning to leverage the information about user interests is often critical for making better recommendations. However, existing collaborative-filtering-based recommender systems are usually focused on exploiting the information about the user's interaction with the systems; the information about latent user interests is largely underexplored. To that end, inspired by the topic models, in this paper, we propose a novel collaborative-filtering-based recommender system by user interest expansion via personalized ranking, named iExpand. The goal is to build an item-oriented model-based collaborative-filtering framework. The iExpand method introduces a three-layer, user-interests-item, representation scheme, which leads to more accurate ranking recommendation results with less computation cost and helps the understanding of the interactions among users, items, and user interests. Moreover, iExpand strategically deals with many issues that exist in traditional collaborative-filtering approaches, such as the overspecialization problem and the cold-start problem. Finally, we evaluate iExpand on three benchmark data sets, and experimental results show that iExpand can lead to better ranking performance than state-of-the-art methods with a significant margin.

  8. Online, Interactive Option Grid Patient Decision Aids and their Effect on User Preferences.

    PubMed

    Scalia, Peter; Durand, Marie-Anne; Kremer, Jan; Faber, Marjan; Elwyn, Glyn

    2018-01-01

    Randomized trials have shown that patient decision aids can modify users' preferred healthcare options, but research has yet to identify the attributes embedded in these tools that cause preferences to shift. The aim of this study was to investigate people's preferences as they used decision aids for 5 health decisions and, for each of the following: 1) determine if using the interactive Option Grid led to a pre-post shift in preferences; 2) determine which frequently asked questions (FAQs) led to preference shifts; 3) determine the FAQs that were rated as the most important as users compared options. Interactive Option Grid decision aids enable users to view attributes of available treatment or screening options, rate their importance, and specify their preferred options before and after decision aid use. The McNemar-Bowker paired test was used to compare stated pre-post preferences. Multinomial logistic regressions were conducted to investigate possible associations between covariates and preference shifts. Overall, 626 users completed the 5 most-used tools: 1) Amniocentesis test: yes or no? ( n = 73); 2) Angina: treatment options ( n = 88); 3) Breast cancer: surgical options ( n = 265); 4) Prostate Specific Antigen (PSA) test: yes or no? ( n = 82); 5) Statins for heart disease risk: yes or no? ( n = 118). The breast cancer, PSA, and statins Option Grid decision aids generated significant preference shifts. Generally, users shifted their preference when presented with the description of the available treatment options, and the risk associated with each option. The use of decision aids for some, but not all health decisions, was accompanied by a shift in user preferences. Users typically valued information associated with risks, and chose more risk averse options after completing the interactive tool.

  9. NASA EOSDIS Enabling Science by Improving User Knowledge

    NASA Astrophysics Data System (ADS)

    Lindsay, F. E.; Brennan, J.; Blumenfeld, J.

    2016-12-01

    NASA's Earth Observing System Data and Information System (EOSDIS) has been a central component of the NASA Earth observation program since the 1990's. The data collected by NASA's remote sensing instruments, airborne platforms and field campaigns represent a significant public investment in Earth science research. EOSDIS provides free and open access of these data to a diverse end-user community worldwide. Over time the EOSDIS data user community has grown substantially in both number and in the diversity of their needs. Commensurate with this growth, there also have been substantial changes in internet-based technologies and the expectation of users demanding more sophisticated EOSDIS information products describing, highlighting and providing insight to our vast data collections. To meet these increased expectations and to more fully engage our users, EOSDIS is evolving our use of traditional forms of purely static methods of public engagement such as stand-alone text and imagery toward more immersive and interactive forms of communications. This paper highlights and elucidates the methods and forms used by EOSDIS in this emerging world of dynamic and interactive media. Lessons learned and the impacts of applying these newer methods are explained and include several examples from our current efforts. These examples include interactive, on-line webinars focusing on data discovery and access (including tool usage), informal and informative `data chats' with data experts across our EOSDIS community, and profiles of scientists, researchers, and managers actively using EOSDIS data. Our efforts also include improved conference and meeting interactions with data users through the ability to use EOSDIS data interactively during hyperwall talks and the EOSDIS Worldview data visualization and exploration client. The suite of internet-based, interactive capabilities and technologies has allowed EOSDIS to expand our user community by making the data and applications from numerous Earth science missions more engaging, approachable and meaningful.

  10. Interface Metaphors for Interactive Machine Learning

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

    Jasper, Robert J.; Blaha, Leslie M.

    To promote more interactive and dynamic machine learn- ing, we revisit the notion of user-interface metaphors. User-interface metaphors provide intuitive constructs for supporting user needs through interface design elements. A user-interface metaphor provides a visual or action pattern that leverages a user’s knowledge of another domain. Metaphors suggest both the visual representations that should be used in a display as well as the interactions that should be afforded to the user. We argue that user-interface metaphors can also offer a method of extracting interaction-based user feedback for use in machine learning. Metaphors offer indirect, context-based information that can be usedmore » in addition to explicit user inputs, such as user-provided labels. Implicit information from user interactions with metaphors can augment explicit user input for active learning paradigms. Or it might be leveraged in systems where explicit user inputs are more challenging to obtain. Each interaction with the metaphor provides an opportunity to gather data and learn. We argue this approach is especially important in streaming applications, where we desire machine learning systems that can adapt to dynamic, changing data.« less

  11. A Randomized Trial Comparing Classical Participatory Design to VandAID, an Interactive CrowdSourcing Platform to Facilitate User-centered Design.

    PubMed

    Dufendach, Kevin R; Koch, Sabine; Unertl, Kim M; Lehmann, Christoph U

    2017-10-26

    Early involvement of stakeholders in the design of medical software is particularly important due to the need to incorporate complex knowledge and actions associated with clinical work. Standard user-centered design methods include focus groups and participatory design sessions with individual stakeholders, which generally limit user involvement to a small number of individuals due to the significant time investments from designers and end users. The goal of this project was to reduce the effort for end users to participate in co-design of a software user interface by developing an interactive web-based crowdsourcing platform. In a randomized trial, we compared a new web-based crowdsourcing platform to standard participatory design sessions. We developed an interactive, modular platform that allows responsive remote customization and design feedback on a visual user interface based on user preferences. The responsive canvas is a dynamic HTML template that responds in real time to user preference selections. Upon completion, the design team can view the user's interface creations through an administrator portal and download the structured selections through a REDCap interface. We have created a software platform that allows users to customize a user interface and see the results of that customization in real time, receiving immediate feedback on the impact of their design choices. Neonatal clinicians used the new platform to successfully design and customize a neonatal handoff tool. They received no specific instruction and yet were able to use the software easily and reported high usability. VandAID, a new web-based crowdsourcing platform, can involve multiple users in user-centered design simultaneously and provides means of obtaining design feedback remotely. The software can provide design feedback at any stage in the design process, but it will be of greatest utility for specifying user requirements and evaluating iterative designs with multiple options.

  12. A splicing variant of TERT identified by GWAS interacts with menopausal estrogen therapy in risk of ovarian cancer.

    PubMed

    Lee, Alice W; Bomkamp, Ashley; Bandera, Elisa V; Jensen, Allan; Ramus, Susan J; Goodman, Marc T; Rossing, Mary Anne; Modugno, Francesmary; Moysich, Kirsten B; Chang-Claude, Jenny; Rudolph, Anja; Gentry-Maharaj, Aleksandra; Terry, Kathryn L; Gayther, Simon A; Cramer, Daniel W; Doherty, Jennifer A; Schildkraut, Joellen M; Kjaer, Susanne K; Ness, Roberta B; Menon, Usha; Berchuck, Andrew; Mukherjee, Bhramar; Roman, Lynda; Pharoah, Paul D; Chenevix-Trench, Georgia; Olson, Sara; Hogdall, Estrid; Wu, Anna H; Pike, Malcolm C; Stram, Daniel O; Pearce, Celeste Leigh

    2016-12-15

    Menopausal estrogen-alone therapy (ET) is a well-established risk factor for serous and endometrioid ovarian cancer. Genetics also plays a role in ovarian cancer, which is partly attributable to 18 confirmed ovarian cancer susceptibility loci identified by genome-wide association studies. The interplay among these loci, ET use and ovarian cancer risk has yet to be evaluated. We analyzed data from 1,414 serous cases, 337 endometrioid cases and 4,051 controls across 10 case-control studies participating in the Ovarian Cancer Association Consortium (OCAC). Conditional logistic regression was used to determine the association between the confirmed susceptibility variants and risk of serous and endometrioid ovarian cancer among ET users and non-users separately and to test for statistical interaction. A splicing variant in TERT, rs10069690, showed a statistically significant interaction with ET use for risk of serous ovarian cancer (p int  = 0.013). ET users carrying the T allele had a 51% increased risk of disease (OR = 1.51, 95% CI 1.19-1.91), which was stronger for long-term ET users of 10+ years (OR = 1.85, 95% CI 1.28-2.66, p int  = 0.034). Non-users showed essentially no association (OR = 1.08, 95% CI 0.96-1.21). Two additional genomic regions harboring rs7207826 (C allele) and rs56318008 (T allele) also had significant interactions with ET use for the endometrioid histotype (p int  = 0.021 and p int  = 0.037, respectively). Hence, three confirmed susceptibility variants were identified whose associations with ovarian cancer risk are modified by ET exposure; follow-up is warranted given that these interactions are not adjusted for multiple comparisons. These findings, if validated, may elucidate the mechanism of action of these loci. © 2016 UICC.

  13. Debating restrictions on embryonic stem cell research.

    PubMed

    McClain, Colleen

    2009-09-01

    This study investigates the emotional and behavioral effects of interpersonal online communication, focusing on the controversy surrounding the loosening of restrictions on human embryonic stem cell research. The issue, central to national and statewide elections in 2008, generated heated debate among candidates and voters and evoked strong emotional sentiments among partisans. Using the theory of affective intelligence, this study proposes a predictive model connecting levels of enthusiasm and anxiety with behavioral and information-seeking outcomes. Cognitive appraisal theory is also employed to provide a role for political emotion in accounting for interactive media effects. To investigate the ways that online deliberation may influence discussions surrounding stem cell research, a between-subjects experimental study was conducted that systematically varied the tone of feedback received (reinforcing or challenging) and type of interaction (synchronous or asynchronous) experienced by users. Results indicate that emotional responses play a significant role in predicting behavioral intentions arising from the user-to-user interactive experience.

  14. Impact of Proton Pump Inhibitor Therapy on the Efficacy of Clopidogrel in the CAPRIE and CREDO Trials

    PubMed Central

    Dunn, Steven P.; Steinhubl, Steven R.; Bauer, Deborah; Charnigo, Richard J.; Berger, Peter B.; Topol, Eric J.

    2013-01-01

    Background Proton pump inhibitors (PPIs) may interfere with the metabolic activation of clopidogrel via inhibition of cytochrome P450 2C19, but the clinical implications remain unclear. Methods and Results The impact of PPI use on the 1‐year primary end point (ischemic stroke, myocardial infarction [MI], or vascular death) in the Clopidogrel versus Aspirin in Patients at Risk of Ischemic Events (CAPRIE) trial and the 28‐day (all‐cause death, MI, or urgent target vessel revascularization) and 1‐year (all‐cause death, MI, or stroke) primary end points in the Clopidogrel for Reduction of Events During Observation (CREDO) trial were examined. Clopidogrel appeared to elevate risk for the primary end point in CAPRIE among PPI users (estimated hazard ratio [EHR] 2.66, 95% CI 0.94 to 7.50) while lowering it for non‐PPI users (EHR 0.90, 95% CI 0.83 to 0.99, interaction P=0.047). Moreover, PPI use was associated with worse outcomes in patients receiving clopidogrel (EHR 2.39, 95% CI 1.74 to 3.28) but not aspirin (EHR 1.04, 95% CI 0.70 to 1.57, interaction P=0.001). Clopidogrel did not significantly alter risk for the 1‐year primary end point in CREDO among PPI users (EHR 0.82, 95% CI 0.48 to 1.40) while lowering it for non‐PPI users (EHR 0.71, 95% CI 0.52 to 0.98, interaction P=0.682). Also, PPI use was associated with worse outcomes in both patients receiving clopidogrel (EHR 1.67, 95% CI 1.06 to 2.64) and those receiving placebo (EHR 1.56, 95% CI 1.06 to 2.30, interaction P=0.811). Conclusions In CREDO, the efficacy of clopidogrel was not significantly affected by PPI use. However, in CAPRIE, clopidogrel was beneficial to non‐PPI users while apparently harmful to PPI users. Whether this negative interaction is clinically important for patients receiving clopidogrel without aspirin needs further study. PMID:23525436

  15. Deep Interactive Learning with Sharkzor

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

    None

    Sharkzor is a web application for machine-learning assisted image sort and summary. Deep learning algorithms are leveraged to infer, augment, and automate the user’s mental model. Initially, images uploaded by the user are spread out on a canvas. The user then interacts with the images to impute their mental model into the applications algorithmic underpinnings. Methods of interaction within Sharkzor’s user interface and user experience support three primary user tasks: triage, organize and automate. The user triages the large pile of overlapping images by moving images of interest into proximity. The user then organizes said images into meaningful groups. Aftermore » interacting with the images and groups, deep learning helps to automate the user’s interactions. The loop of interaction, automation, and response by the user allows the system to quickly make sense of large amounts of data.« less

  16. Comparative study on collaborative interaction in non-immersive and immersive systems

    NASA Astrophysics Data System (ADS)

    Shahab, Qonita M.; Kwon, Yong-Moo; Ko, Heedong; Mayangsari, Maria N.; Yamasaki, Shoko; Nishino, Hiroaki

    2007-09-01

    This research studies the Virtual Reality simulation for collaborative interaction so that different people from different places can interact with one object concurrently. Our focus is the real-time handling of inputs from multiple users, where object's behavior is determined by the combination of the multiple inputs. Issues addressed in this research are: 1) The effects of using haptics on a collaborative interaction, 2) The possibilities of collaboration between users from different environments. We conducted user tests on our system in several cases: 1) Comparison between non-haptics and haptics collaborative interaction over LAN, 2) Comparison between non-haptics and haptics collaborative interaction over Internet, and 3) Analysis of collaborative interaction between non-immersive and immersive display environments. The case studies are the interaction of users in two cases: collaborative authoring of a 3D model by two users, and collaborative haptic interaction by multiple users. In Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects. In Virtual Stretcher, multiple users can collaborate on moving a stretcher together while feeling each other's haptic motions.

  17. MOPET: a context-aware and user-adaptive wearable system for fitness training.

    PubMed

    Buttussi, Fabio; Chittaro, Luca

    2008-02-01

    Cardiovascular disease, obesity, and lack of physical fitness are increasingly common and negatively affect people's health, requiring medical assistance and decreasing people's wellness and productivity. In the last years, researchers as well as companies have been increasingly investigating wearable devices for fitness applications with the aim of improving user's health, in terms of cardiovascular benefits, loss of weight or muscle strength. Dedicated GPS devices, accelerometers, step counters and heart rate monitors are already commercially available, but they are usually very limited in terms of user interaction and artificial intelligence capabilities. This significantly limits the training and motivation support provided by current systems, making them poorly suited for untrained people who are more interested in fitness for health rather than competitive purposes. To better train and motivate users, we propose the mobile personal trainer (MOPET) system. MOPET is a wearable system that supervises a physical fitness activity based on alternating jogging and fitness exercises in outdoor environments. By exploiting real-time data coming from sensors, knowledge elicited from a sport physiologist and a professional trainer, and a user model that is built and periodically updated through a guided autotest, MOPET can provide motivation as well as safety and health advice, adapted to the user and the context. To better interact with the user, MOPET also displays a 3D embodied agent that speaks, suggests stretching or strengthening exercises according to user's current condition, and demonstrates how to correctly perform exercises with interactive 3D animations. By describing MOPET, we show how context-aware and user-adaptive techniques can be applied to the fitness domain. In particular, we describe how such techniques can be exploited to train, motivate, and supervise users in a wearable personal training system for outdoor fitness activity.

  18. Privileges, Privacy, and Protection of Youth Bloggers in the Social Studies Classroom

    ERIC Educational Resources Information Center

    Berson, Ilene R.; Berson, Michael J.

    2006-01-01

    Internet users continue to develop new ways of communicating online and disseminating information; one of these methods, the blog, also known as web log, has become a significant cultural phenomenon. Blogs offer an interactive medium for internet users to create and contribute content to the web. In some social studies classrooms, teachers are…

  19. Interpersonal Relationship Styles in Marathon Group Therapy: A Study with Illicit Drug Users.

    ERIC Educational Resources Information Center

    Page, Richard C.; Bridges, Ned

    1983-01-01

    Assessed how illegal drug users (N=12) related to one another during a 16-hour unstructured group marathon. Interaction analysis supported the effectiveness of the marathon group. Members and facilitators were able to relate to each other by confronting significant behaviors and receiving feedback about ways to cope with personal problems. (JAC)

  20. Amino Acid Interaction (INTAA) web server.

    PubMed

    Galgonek, Jakub; Vymetal, Jirí; Jakubec, David; Vondrášek, Jirí

    2017-07-03

    Large biomolecules-proteins and nucleic acids-are composed of building blocks which define their identity, properties and binding capabilities. In order to shed light on the energetic side of interactions of amino acids between themselves and with deoxyribonucleotides, we present the Amino Acid Interaction web server (http://bioinfo.uochb.cas.cz/INTAA/). INTAA offers the calculation of the residue Interaction Energy Matrix for any protein structure (deposited in Protein Data Bank or submitted by the user) and a comprehensive analysis of the interfaces in protein-DNA complexes. The Interaction Energy Matrix web application aims to identify key residues within protein structures which contribute significantly to the stability of the protein. The application provides an interactive user interface enhanced by 3D structure viewer for efficient visualization of pairwise and net interaction energies of individual amino acids, side chains and backbones. The protein-DNA interaction analysis part of the web server allows the user to view the relative abundance of various configurations of amino acid-deoxyribonucleotide pairs found at the protein-DNA interface and the interaction energies corresponding to these configurations calculated using a molecular mechanical force field. The effects of the sugar-phosphate moiety and of the dielectric properties of the solvent on the interaction energies can be studied for the various configurations. © The Author(s) 2017. Published by Oxford University Press on behalf of Nucleic Acids Research.

  1. MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments

    PubMed Central

    Rodríguez-Andrés, David; Méndez-López, Magdalena; Pérez-Hernández, Elena; Lluch, Javier

    2016-01-01

    This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children’s performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task. PMID:27579715

  2. Effects of marijuana use on prefrontal and parietal volumes and cognition in emerging adults.

    PubMed

    Price, Jenessa S; McQueeny, Tim; Shollenbarger, Skyler; Browning, Erin L; Wieser, Jon; Lisdahl, Krista M

    2015-08-01

    Chronic marijuana (MJ) use among adolescents has been associated with structural and functional abnormalities, particularly in developing regions responsible for higher order cognition. This study investigated prefrontal (PFC) and parietal volumes and executive function in emerging adult MJ users and explored potential gender differences. Participants (ages 18-25) were 27 MJ users and 32 controls without neurologic or psychiatric disorders or heavy other drug use. A series of multiple regressions examined whether group status, past year MJ use, and their interactions with gender predicted ROI volumes. Post hoc analyses consisted of brain-behavior correlations between volumes and cognitive variables and Fisher's z tests to assess group differences. MJ users demonstrated significantly smaller medial orbitofrontal (mOFC; p = 0.004, FDR p = 0.024) and inferior parietal volumes (p = 0.04, FDR p = 0.12); follow-up regressions found that increased past year MJ use did not significantly dose-dependently predict smaller mOFC volume in a sub-sample of individuals with at least one past year MJ use. There were no significant gender interactions. There was a significant brain-behavior difference by group, such that smaller mOFC volumes were associated with poorer complex attention for MJ users (p < 0.05). Smaller mOFC volumes among MJ users suggest disruption of typical neurodevelopmental processes associated with regular MJ use for both genders. These results highlight the need for longitudinal, multi-modal imaging studies providing clearer information on timing of neurodevelopmental processes and neurocognitive impacts of youth MJ initiation.

  3. Understanding Active and Passive Users: The Effects of an Active User Using Normal, Hard and Unreliable Technologies on User Assessment of Trust in Technology and Co-User

    PubMed Central

    Montague, Enid; JieXu

    2011-01-01

    The aim of this study was to understand how passive users perceive the trustworthiness of active users and technologies under varying technological conditions. An experimental study was designed to vary the functioning of technologies that active users interacted with, while passive users observed these interactions. Active and passive user ratings of technology and partner were collected. Exploratory data analysis suggests that passive users developed perceptions of technologies based on the functioning of the technology and how the active user interacted with the technologies. Findings from this research have implications for the design of technologies in environments where active and passive users interact with technologies in different ways. Future work in this area should explore interventions that lead to enhanced affective engagement and trust calibration. PMID:22192788

  4. Users' Interaction with World Wide Web Resources: An Exploratory Study Using a Holistic Approach.

    ERIC Educational Resources Information Center

    Wang, Peiling; Hawk, William B.; Tenopir, Carol

    2000-01-01

    Presents results of a study that explores factors of user-Web interaction in finding factual information, develops a conceptual framework for studying user-Web interaction, and applies a process-tracing method for conducting holistic user-Web studies. Describes measurement techniques and proposes a model consisting of the user, interface, and the…

  5. Interaction Junk: User Interaction-Based Evaluation of Visual Analytic Systems

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

    Endert, Alexander; North, Chris

    2012-10-14

    With the growing need for visualization to aid users in understanding large, complex datasets, the ability for users to interact and explore these datasets is critical. As visual analytic systems have advanced to leverage powerful computational models and data analytics capabilities, the modes by which users engage and interact with the information are limited. Often, users are taxed with directly manipulating parameters of these models through traditional GUIs (e.g., using sliders to directly manipulate the value of a parameter). However, the purpose of user interaction in visual analytic systems is to enable visual data exploration – where users can focusmore » on their task, as opposed to the tool or system. As a result, users can engage freely in data exploration and decision-making, for the purpose of gaining insight. In this position paper, we discuss how evaluating visual analytic systems can be approached through user interaction analysis, where the goal is to minimize the cognitive translation between the visual metaphor and the mode of interaction (i.e., reducing the “Interactionjunk”). We motivate this concept through a discussion of traditional GUIs used in visual analytics for direct manipulation of model parameters, and the importance of designing interactions the support visual data exploration.« less

  6. User Interaction Modeling and Profile Extraction in Interactive Systems: A Groupware Application Case Study †

    PubMed Central

    Tîrnăucă, Cristina; Duque, Rafael; Montaña, José L.

    2017-01-01

    A relevant goal in human–computer interaction is to produce applications that are easy to use and well-adjusted to their users’ needs. To address this problem it is important to know how users interact with the system. This work constitutes a methodological contribution capable of identifying the context of use in which users perform interactions with a groupware application (synchronous or asynchronous) and provides, using machine learning techniques, generative models of how users behave. Additionally, these models are transformed into a text that describes in natural language the main characteristics of the interaction of the users with the system. PMID:28726762

  7. Love me Tinder: Body image and psychosocial functioning among men and women.

    PubMed

    Strubel, Jessica; Petrie, Trent A

    2017-06-01

    Based on objectification theory, we examined the main effects of Tinder use, and its interaction with gender, in relation to men's and women's body image concerns, internalization processes, and self-esteem. Tinder users (men=31; women=69) and non-users (men=203; women=844) anonymously completed measures via an online survey. Through a series of ANCOVAs, with BMI and age as covariates, Tinder users, regardless of gender, reported significantly lower levels of satisfaction with face and body and higher levels of internalization, appearance comparisons, and body shame and surveillance than non-users. For self-esteem, male Tinder users scored significantly lower than either male or female non-users. Our results suggest that Tinder represents a contemporary medium for appearance pressures and its use is associated with a variety of negative perceptions about body and self and with increases in individuals' likelihood to internalize appearance ideals and make comparisons to others. Copyright © 2017 Elsevier Ltd. All rights reserved.

  8. The impact of illicit drug use and substance abuse treatment on adherence to HAART

    PubMed Central

    HICKS, P. L.; MULVEY, K. P.; CHANDER, G.; FLEISHMAN, J. A.; JOSEPHS, J. S.; KORTHUIS, P. T.; HELLINGER, J.; GAIST, P.; GEBO, K. A.

    2009-01-01

    High levels of adherence to highly active antiretroviral therapy (HAART) are essential for virologic suppression and longer survival in patients with HIV. We examined the effects of substance abuse treatment, current versus former substance use, and hazardous/binge drinking on adherence to HAART. During 2003, 659 HIV patients on HAART in primary care were interviewed. Adherence was defined as ≥95% adherence to all antiretroviral medications. Current substance users used illicit drugs and/or hazardous/binge drinking within the past six months, while former users had not used substances for at least six months. Logistic regression analyses of adherence to HAART included demographic, clinical and substance abuse variables. Sixty-seven percent of the sample reported 95% adherence or greater. However, current users (60%) were significantly less likely to be adherent than former (68%) or never users (77%). In multivariate analysis, former users in substance abuse treatment were as adherent to HAART as never users (Adjusted Odds Ratio (AOR) 0.82; p>0.5). In contrast, former users who had not received recent substance abuse treatment were significantly less adherent than never users (AOR=0.61; p=0.05). Current substance users were significantly less adherent than never users, regardless of substance abuse treatment (p<0.01). Substance abuse treatment interacts with current versus former drug use status to affect adherence to HAART. Substance abuse treatment may improve HAART adherence for former substance users. PMID:18058397

  9. An Interactive Tool for Discrete Phase Analysis in Two-Phase Flows

    NASA Technical Reports Server (NTRS)

    Dejong, Frederik J.; Thoren, Stephen J.

    1993-01-01

    Under a NASA MSFC SBIR Phase 1 effort an interactive software package has been developed for the analysis of discrete (particulate) phase dynamics in two-phase flows in which the discrete phase does not significantly affect the continuous phase. This package contains a Graphical User Interface (based on the X Window system and the Motif tool kit) coupled to a particle tracing program, which allows the user to interactively set up and run a case for which a continuous phase grid and flow field are available. The software has been applied to a solid rocket motor problem, to demonstrate its ease of use and its suitability for problems of engineering interest, and has been delivered to NASA Marshall Space Flight Center.

  10. Identification of influential spreaders in online social networks using interaction weighted K-core decomposition method

    NASA Astrophysics Data System (ADS)

    Al-garadi, Mohammed Ali; Varathan, Kasturi Dewi; Ravana, Sri Devi

    2017-02-01

    Online social networks (OSNs) have become a vital part of everyday living. OSNs provide researchers and scientists with unique prospects to comprehend individuals on a scale and to analyze human behavioral patterns. Influential spreaders identification is an important subject in understanding the dynamics of information diffusion in OSNs. Targeting these influential spreaders is significant in planning the techniques for accelerating the propagation of information that is useful for various applications, such as viral marketing applications or blocking the diffusion of annoying information (spreading of viruses, rumors, online negative behaviors, and cyberbullying). Existing K-core decomposition methods consider links equally when calculating the influential spreaders for unweighted networks. Alternatively, the proposed link weights are based only on the degree of nodes. Thus, if a node is linked to high-degree nodes, then this node will receive high weight and is treated as an important node. Conversely, the degree of nodes in OSN context does not always provide accurate influence of users. In the present study, we improve the K-core method for OSNs by proposing a novel link-weighting method based on the interaction among users. The proposed method is based on the observation that the interaction of users is a significant factor in quantifying the spreading capability of user in OSNs. The tracking of diffusion links in the real spreading dynamics of information verifies the effectiveness of our proposed method for identifying influential spreaders in OSNs as compared with degree centrality, PageRank, and original K-core.

  11. Lung Segmentation Refinement based on Optimal Surface Finding Utilizing a Hybrid Desktop/Virtual Reality User Interface

    PubMed Central

    Sun, Shanhui; Sonka, Milan; Beichel, Reinhard R.

    2013-01-01

    Recently, the optimal surface finding (OSF) and layered optimal graph image segmentation of multiple objects and surfaces (LOGISMOS) approaches have been reported with applications to medical image segmentation tasks. While providing high levels of performance, these approaches may locally fail in the presence of pathology or other local challenges. Due to the image data variability, finding a suitable cost function that would be applicable to all image locations may not be feasible. This paper presents a new interactive refinement approach for correcting local segmentation errors in the automated OSF-based segmentation. A hybrid desktop/virtual reality user interface was developed for efficient interaction with the segmentations utilizing state-of-the-art stereoscopic visualization technology and advanced interaction techniques. The user interface allows a natural and interactive manipulation on 3-D surfaces. The approach was evaluated on 30 test cases from 18 CT lung datasets, which showed local segmentation errors after employing an automated OSF-based lung segmentation. The performed experiments exhibited significant increase in performance in terms of mean absolute surface distance errors (2.54 ± 0.75 mm prior to refinement vs. 1.11 ± 0.43 mm post-refinement, p ≪ 0.001). Speed of the interactions is one of the most important aspects leading to the acceptance or rejection of the approach by users expecting real-time interaction experience. The average algorithm computing time per refinement iteration was 150 ms, and the average total user interaction time required for reaching complete operator satisfaction per case was about 2 min. This time was mostly spent on human-controlled manipulation of the object to identify whether additional refinement was necessary and to approve the final segmentation result. The reported principle is generally applicable to segmentation problems beyond lung segmentation in CT scans as long as the underlying segmentation utilizes the OSF framework. The two reported segmentation refinement tools were optimized for lung segmentation and might need some adaptation for other application domains. PMID:23415254

  12. An incremental community detection method for social tagging systems using locality-sensitive hashing.

    PubMed

    Wu, Zhenyu; Zou, Ming

    2014-10-01

    An increasing number of users interact, collaborate, and share information through social networks. Unprecedented growth in social networks is generating a significant amount of unstructured social data. From such data, distilling communities where users have common interests and tracking variations of users' interests over time are important research tracks in fields such as opinion mining, trend prediction, and personalized services. However, these tasks are extremely difficult considering the highly dynamic characteristics of the data. Existing community detection methods are time consuming, making it difficult to process data in real time. In this paper, dynamic unstructured data is modeled as a stream. Tag assignments stream clustering (TASC), an incremental scalable community detection method, is proposed based on locality-sensitive hashing. Both tags and latent interactions among users are incorporated in the method. In our experiments, the social dynamic behaviors of users are first analyzed. The proposed TASC method is then compared with state-of-the-art clustering methods such as StreamKmeans and incremental k-clique; results indicate that TASC can detect communities more efficiently and effectively. Copyright © 2014 Elsevier Ltd. All rights reserved.

  13. A Grammar-based Approach for Modeling User Interactions and Generating Suggestions During the Data Exploration Process.

    PubMed

    Dabek, Filip; Caban, Jesus J

    2017-01-01

    Despite the recent popularity of visual analytics focusing on big data, little is known about how to support users that use visualization techniques to explore multi-dimensional datasets and accomplish specific tasks. Our lack of models that can assist end-users during the data exploration process has made it challenging to learn from the user's interactive and analytical process. The ability to model how a user interacts with a specific visualization technique and what difficulties they face are paramount in supporting individuals with discovering new patterns within their complex datasets. This paper introduces the notion of visualization systems understanding and modeling user interactions with the intent of guiding a user through a task thereby enhancing visual data exploration. The challenges faced and the necessary future steps to take are discussed; and to provide a working example, a grammar-based model is presented that can learn from user interactions, determine the common patterns among a number of subjects using a K-Reversible algorithm, build a set of rules, and apply those rules in the form of suggestions to new users with the goal of guiding them along their visual analytic process. A formal evaluation study with 300 subjects was performed showing that our grammar-based model is effective at capturing the interactive process followed by users and that further research in this area has the potential to positively impact how users interact with a visualization system.

  14. Updating of working memory in ecstasy polydrug users: Findings from fNIRS.

    PubMed

    Montgomery, Catharine; Fisk, John E; Roberts, Carl A

    2017-05-01

    Cognitive deficits are now well documented in ecstasy (MDMA) users with type and relative demand of task emerging as important factors. The updating component of executive processes appears to be particularly affected. The study reported here used functional near infrared spectroscopy imaging to investigate changes in cortical haemodynamics during memory updating. Twenty ecstasy users and 20 non-users completed verbal and spatial memory updating tasks and brain blood oxygenation and deoxygenation change was measured using functional near infrared spectroscopy. There was no interaction between group and difficulty on the updating tasks, though there was a significant main effect of difficulty on both tasks. The effects of group approached significance on the verbal updating task. There were significant differences in blood oxygenation and deoxygenation change at optodes centred over the right and left dorsolateral prefrontal cortex, with ecstasy users showing greater blood oxygenation than the other groups. The lack of a behavioural difference on both tasks but presence of blood oxygenation and deoxygenation changes in letter updating provides support for the notion that ecstasy-polydrug users are investing more effort to achieve the same behavioural output. Total lifetime dose was high, and recency of use was significantly related to most changes, suggesting that heavy and recent use may be particularly detrimental. Copyright © 2017 John Wiley & Sons, Ltd.

  15. User productivity as a function of AutoCAD interface design.

    PubMed

    Mitta, D A; Flores, P L

    1995-12-01

    Increased operator productivity is a desired outcome of user-CAD interaction scenarios. Two objectives of this research were to (1) define a measure of operator productivity and (2) empirically investigate the potential effects of CAD interface design on operator productivity, where productivity is defined as the percentage of a drawing session correctly completed per unit time. Here, AutoCAD provides the CAD environment of interest. Productivity with respect to two AutoCAD interface designs (menu, template) and three task types (draw, dimension, display) was investigated. Analysis of user productivity data revealed significantly higher productivity under the menu interface condition than under the template interface condition. A significant effect of task type was also discovered, where user productivity under display tasks was higher than productivity under the draw and dimension tasks. Implications of these results are presented.

  16. Prevalence of statin-drug interactions in older people: a systematic review.

    PubMed

    Thai, Michele; Reeve, Emily; Hilmer, Sarah N; Qi, Katie; Pearson, Sallie-Anne; Gnjidic, Danijela

    2016-05-01

    Statins are among the most frequently prescribed medications internationally. Older people are commonly prescribed multiple medications and are at an increased risk of drug-drug interactions, including statin-drug interactions. The aim of this study was to conduct a systematic review of current evidence on the prevalence of statin-drug interactions in older people. A systematic search of observational studies in Embase, Medline, and PubMed was conducted. Articles were included if they were published in English during the period July 2000-July 2014 and reported on the prevalence of statin-drug interactions in people over 65 years of age. Two reviewers independently assessed the articles for eligibility and extracted the data. The search returned 1556 eligible articles. A total of 19 articles met the inclusion criteria. In studies (n = 7) that focused on statin users only, the prevalence of potential statin-drug interactions assessed using different measures ranged from 0.19 to 33.0 %. In studies that examined drug interactions across a population of both statin users and non-users (n = 12), the prevalence of potential statin-drug interactions ranged from 0.1 to 7.1 % (n = 8), and the prevalence of clinically relevant statin-drug interactions ranged from 1.5 to 4 % (n = 4). Current published evidence suggests substantial variations in the prevalence of statin-drug interactions and their clinical relevance. Further studies are necessary to provide a better understanding of the prevalence of clinically significant statin-drug interactions, the medications most frequently contributing to statin-drug interactions, and impact on relevant clinical outcomes in older people.

  17. Increased self-reported impulsivity in methamphetamine users maintaining drug abstinence.

    PubMed

    Jones, Hannah W; Dean, Andy C; Price, Kimberly A; London, Edythe D

    2016-09-01

    Impulsivity has been proposed as an important factor in the initiation and maintenance of addiction. Indirect evidence suggests that some methamphetamine users report less impulsivity when they are using methamphetamine compared to when abstaining from drug use, but this hypothesis has not been directly tested. In this study, self-reports of impulsivity were obtained from 32 methamphetamine-dependent (DSM-IV) research participants and 41 healthy control subjects, using the Barratt Impulsiveness Scale-11. The methamphetamine users were assessed during an active period of methamphetamine use, as determined through urinalysis, and again after approximately 1 week of confirmed abstinence. Control subjects likewise completed two assessments. A subset of participants also completed serial assessments of the Beck Depression Inventory (Methamphetamine Group, N = 17, Control Group, N = 38) and the Methamphetamine Withdrawal Questionnaire (Methamphetamine Group, N = 12). There was a significant interaction of group with time on impulsivity (p = 0.044), reflecting a significant increase from the first to the second assessment in the methamphetamine users (p = 0.013), but no change among healthy control subjects. In contrast, depressive and withdrawal symptoms significantly decreased between the first and second assessments in the methamphetamine users (ps ≤0.01). Change in impulsivity in methamphetamine users was not significantly correlated with change in withdrawal or depression (ps >0.05). These findings suggest that methamphetamine users report more impulsivity when abstaining from drug use, an effect that is not significantly related to methamphetamine withdrawal. Attenuation of impulsivity may reinforce continued methamphetamine use in these individuals.

  18. Semantic Interaction for Sensemaking: Inferring Analytical Reasoning for Model Steering.

    PubMed

    Endert, A; Fiaux, P; North, C

    2012-12-01

    Visual analytic tools aim to support the cognitively demanding task of sensemaking. Their success often depends on the ability to leverage capabilities of mathematical models, visualization, and human intuition through flexible, usable, and expressive interactions. Spatially clustering data is one effective metaphor for users to explore similarity and relationships between information, adjusting the weighting of dimensions or characteristics of the dataset to observe the change in the spatial layout. Semantic interaction is an approach to user interaction in such spatializations that couples these parametric modifications of the clustering model with users' analytic operations on the data (e.g., direct document movement in the spatialization, highlighting text, search, etc.). In this paper, we present results of a user study exploring the ability of semantic interaction in a visual analytic prototype, ForceSPIRE, to support sensemaking. We found that semantic interaction captures the analytical reasoning of the user through keyword weighting, and aids the user in co-creating a spatialization based on the user's reasoning and intuition.

  19. 'Is it the crime of the century?': factors for psychiatrists and service users that influence the long-term prescription of hypnosedatives.

    PubMed

    MacDonald, Joanna; Garvie, Christopher; Gordon, Sarah; Huthwaite, Mark; Mathieson, Fiona; Wood, Amber-Jane; Romans, Sarah

    2015-07-01

    Given the longstanding controversy about hypnosedative use, we aimed to investigate the attitudes of prescribing psychiatrists and service users towards long-term use of hypnosedative medication, and their perceptions of barriers to evidence-based nonmedication alternatives. Qualitative data from focus groups in Aotearoa/NZ were analysed thematically. A novel research design involved a service user researcher contributing throughout the research design and process. Service users and psychiatrists met to discuss each other's views, initially separately, and subsequently together. Analysis of the data identified four key themes: the challenge, for both parties, of sleep disturbance among service users with mental health problems; the conceptual and ethical conflicts for service users and psychiatrists in managing this challenge; the significant barriers to service users accessing evidence-based nonmedication alternatives; and the initial sense of disempowerment, shared by both service users and psychiatrists, which was transformed during the research process. Our results raise questions about the relevance of the existing guidelines for this group of service users, highlight the resource and time pressures that discourage participants from embarking on withdrawal regimes and education programmes on alternatives, highlight the lack of knowledge about alternatives and reflect the complex interaction between sleep and mental health problems, which poses a significant dilemma for service users and psychiatrists.

  20. Cognitive Functioning of Adolescent and Young Adult Cannabis Users in the Philadelphia Neurodevelopmental Cohort

    PubMed Central

    Scott, J. Cobb; Wolf, Daniel H.; Calkins, Monica E.; Bach, Emily C.; Weidner, Jennifer; Ruparel, Kosha; Moore, Tyler M.; Jones, Jason D.; Jackson, Chad T.; Gur, Raquel E.; Gur, Ruben C.

    2017-01-01

    Cannabis use in youth is rising and has been linked to deficits in cognitive functioning. However, cognitive findings have primarily been based on small samples of users seeking treatment, and few studies have evaluated cognition in occasional cannabis users. Here, we examined 4,568 adolescents and young adults (ages 14–21) drawn from the Philadelphia Neurodevelopmental Cohort, a prospective, population-based study. Participants were classified as cannabis Non-Users (n=3,401), Occasional Users (twice per week or less; n=940), or Frequent Users (>3 times per week; n=227). Mixed-model analyses examined main effects of cannabis use and interactions between age and cannabis use on cognitive functioning. There was a significant interaction between cannabis group and age, such that adolescent (but not young adult) Frequent Users performed worse than Non-Users on measures of executive control (p=0.002). Earlier age of cannabis use was associated with worse performance in executive control in Occasional Users (p=0.04). Unexpectedly, Occasional Users exhibited better executive control, memory, and social cognition than Non-Users (ps<.05). Although mild executive control deficits in adolescent frequent users and a relation between early cannabis initiation and cognitive performance are partially consistent with prior research, cognitive deficits were not found in other hypothesized domains in this community-based sample. Moreover, occasional cannabis users displayed equivalent or even slightly better executive control, social cognitive, and memory abilities compared to non-users, suggesting complex relationships between cannabis use and cognition in youth. Longitudinal studies with community samples are needed to identify variables affecting risk and resilience to cognitive deficits associated with cannabis. PMID:28414475

  1. Ecodriving in hybrid electric vehicles--Exploring challenges for user-energy interaction.

    PubMed

    Franke, Thomas; Arend, Matthias Georg; McIlroy, Rich C; Stanton, Neville A

    2016-07-01

    Hybrid electric vehicles (HEVs) can help to reduce transport emissions; however, user behaviour has a significant effect on the energy savings actually achieved in everyday usage. The present research aimed to advance understanding of HEV drivers' ecodriving strategies, and the challenges for optimal user-energy interaction. We conducted interviews with 39 HEV drivers who achieved above-average fuel efficiencies. Regression analyses showed that technical system knowledge and ecodriving motivation were both important predictors for ecodriving efficiency. Qualitative data analyses showed that drivers used a plethora of ecodriving strategies and had diverse conceptualisations of HEV energy efficiency regarding aspects such as the efficiency of actively utilizing electric energy or the efficiency of different acceleration strategies. Drivers also reported several false beliefs regarding HEV energy efficiency that could impair ecodriving efforts. Results indicate that ecodriving support systems should facilitate anticipatory driving and help users locate and maintain drivetrain states of maximum efficiency. Copyright © 2016 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  2. Exploring the requirements for multimodal interaction for mobile devices in an end-to-end journey context.

    PubMed

    Krehl, Claudia; Sharples, Sarah

    2012-01-01

    The paper investigates the requirements for multimodal interaction on mobile devices in an end-to-end journey context. Traditional interfaces are deemed cumbersome and inefficient for exchanging information with the user. Multimodal interaction provides a different user-centred approach allowing for more natural and intuitive interaction between humans and computers. It is especially suitable for mobile interaction as it can overcome additional constraints including small screens, awkward keypads, and continuously changing settings - an inherent property of mobility. This paper is based on end-to-end journeys where users encounter several contexts during their journeys. Interviews and focus groups explore the requirements for multimodal interaction design for mobile devices by examining journey stages and identifying the users' information needs and sources. Findings suggest that multimodal communication is crucial when users multitask. Choosing suitable modalities depend on user context, characteristics and tasks.

  3. Wireless device connection problems and design solutions

    NASA Astrophysics Data System (ADS)

    Song, Ji-Won; Norman, Donald; Nam, Tek-Jin; Qin, Shengfeng

    2016-09-01

    Users, especially the non-expert users, commonly experience problems when connecting multiple devices with interoperability. While studies on multiple device connections are mostly concentrated on spontaneous device association techniques with a focus on security aspects, the research on user interaction for device connection is still limited. More research into understanding people is needed for designers to devise usable techniques. This research applies the Research-through-Design method and studies the non-expert users' interactions in establishing wireless connections between devices. The "Learning from Examples" concept is adopted to develop a study focus line by learning from the expert users' interaction with devices. This focus line is then used for guiding researchers to explore the non-expert users' difficulties at each stage of the focus line. Finally, the Research-through-Design approach is used to understand the users' difficulties, gain insights to design problems and suggest usable solutions. When connecting a device, the user is required to manage not only the device's functionality but also the interaction between devices. Based on learning from failures, an important insight is found that the existing design approach to improve single-device interaction issues, such as improvements to graphical user interfaces or computer guidance, cannot help users to handle problems between multiple devices. This study finally proposes a desirable user-device interaction in which images of two devices function together with a system image to provide the user with feedback on the status of the connection, which allows them to infer any required actions.

  4. Bilinear modeling of EMG signals to extract user-independent features for multiuser myoelectric interface.

    PubMed

    Matsubara, Takamitsu; Morimoto, Jun

    2013-08-01

    In this study, we propose a multiuser myoelectric interface that can easily adapt to novel users. When a user performs different motions (e.g., grasping and pinching), different electromyography (EMG) signals are measured. When different users perform the same motion (e.g., grasping), different EMG signals are also measured. Therefore, designing a myoelectric interface that can be used by multiple users to perform multiple motions is difficult. To cope with this problem, we propose for EMG signals a bilinear model that is composed of two linear factors: 1) user dependent and 2) motion dependent. By decomposing the EMG signals into these two factors, the extracted motion-dependent factors can be used as user-independent features. We can construct a motion classifier on the extracted feature space to develop the multiuser interface. For novel users, the proposed adaptation method estimates the user-dependent factor through only a few interactions. The bilinear EMG model with the estimated user-dependent factor can extract the user-independent features from the novel user data. We applied our proposed method to a recognition task of five hand gestures for robotic hand control using four-channel EMG signals measured from subject forearms. Our method resulted in 73% accuracy, which was statistically significantly different from the accuracy of standard nonmultiuser interfaces, as the result of a two-sample t -test at a significance level of 1%.

  5. Young macaques (Macaca fascicularis) preferentially bias attention towards closer, older, and better tool users.

    PubMed

    Tan, Amanda W Y; Hemelrijk, Charlotte K; Malaivijitnond, Suchinda; Gumert, Michael D

    2018-05-12

    Examining how animals direct social learning during skill acquisition under natural conditions, generates data for examining hypotheses regarding how transmission biases influence cultural change in animal populations. We studied a population of macaques on Koram Island, Thailand, and examined model-based biases during interactions by unskilled individuals with tool-using group members. We first compared the prevalence of interactions (watching, obtaining food, object exploration) and proximity to tool users during interactions, in developing individuals (infants, juveniles) versus mature non-learners (adolescents, adults), to provide evidence that developing individuals are actively seeking information about tool use from social partners. All infants and juveniles, but only 49% of mature individuals carried out interacted with tool users. Macaques predominantly obtained food by scrounging or stealing, suggesting maximizing scrounging opportunities motivates interactions with tool users. However, while interactions by adults was limited to obtaining food, young macaques and particularly infants also watched tool users and explored objects, indicating additional interest in tool use itself. We then ran matrix correlations to identify interaction biases, and what attributes of tool users influenced these. Biases correlated with social affiliation, but macaques also preferentially targeted tool users that potentially increase scrounging and learning opportunities. Results suggest that social structure may constrain social learning, but the motivation to bias interactions towards tool users to maximize feeding opportunities may also socially modulate learning by facilitating close proximity to better tool users, and further interest in tool-use actions and materials, especially during development.

  6. Jointly They Edit: Examining the Impact of Community Identification on Political Interaction in Wikipedia

    PubMed Central

    Neff, Jessica J.; Laniado, David; Kappler, Karolin E.; Volkovich, Yana; Aragón, Pablo; Kaltenbrunner, Andreas

    2013-01-01

    Background In their 2005 study, Adamic and Glance coined the memorable phrase ‘divided they blog’, referring to a trend of cyberbalkanization in the political blogosphere, with liberal and conservative blogs tending to link to other blogs with a similar political slant, and not to one another. As political discussion and activity increasingly moves online, the power of framing political discourses is shifting from mass media to social media. Methodology/Principal Findings Continued examination of political interactions online is critical, and we extend this line of research by examining the activities of political users within the Wikipedia community. First, we examined how users in Wikipedia choose to display their political affiliation. Next, we analyzed the patterns of cross-party interaction and community participation among those users proclaiming a political affiliation. In contrast to previous analyses of other social media, we did not find strong trends indicating a preference to interact with members of the same political party within the Wikipedia community. Conclusions/Significance Our results indicate that users who proclaim their political affiliation within the community tend to proclaim their identity as a ‘Wikipedian’ even more loudly. It seems that the shared identity of ‘being Wikipedian’ may be strong enough to triumph over other potentially divisive facets of personal identity, such as political affiliation. PMID:23573269

  7. Mourning and Grief on Facebook: An Examination of Motivations for Interacting With the Deceased.

    PubMed

    Willis, Erin; Ferrucci, Patrick

    2017-12-01

    Facebook not only changed the way we communicate but also the way we mourn and express grief. The social networking site allows users to interact with deceased users' walls after death. This study utilized textual analysis to categorize Facebook posts ( N = 122) on 30 deceased users' walls according to uses and gratifications theory. Most posts were found to be motivated by entertainment, followed by integration and social interaction. Facebook users posted memories, condolences, and interacted with friends and family members in the deceased user's network. Implications and potential future research are discussed.

  8. Electrophysiological evidence of atypical processing underlying mental set shifting in ecstasy polydrug and polydrug users.

    PubMed

    Roberts, Carl A; Fairclough, Stephen H; McGlone, Francis P; Fisk, John E; Montgomery, Catharine

    2013-12-01

    Executive functioning deficits are reported in ecstasy users. However research into mental set switching has been equivocal, with behavioral studies suggesting the function is preserved. The current study sought to address the issue of switching deficits in ecstasy users by combining behavioral performance with electrophysiological correlates (electroencephalography; EEG). Twenty ecstasy polydrug users, 20 nonecstasy polydrug users, and 20 drug naive controls were recruited. Participants completed questionnaires about their drug use, sleep quality, fluid intelligence, and current mood state. Each participant completed a mental set switching task (the number-letter task) while EEG measures were recorded. Analysis of variance (ANOVA) revealed no between-group differences on performance of the task; however a regression suggested that ecstasy use was a significant predictor for performance, after controlling for cannabis use. Mixed ANOVA revealed a significant effect of group on the P3, with significant differences between both drug groups and naives. There was also an interaction between electrode and group on the P2 component, with ecstasy users differing from both other groups. On the P3 component the results suggest a reduction in positivity at parieto-occipital electrodes for drug users compared to controls. Furthermore a significant increase in negativity in ecstasy users compared to control groups could be observed in several occipito-parietal electrodes at an N2 component as well as observable atypicalities in early processing (P2) displayed by ecstasy users and polydrug controls. The present study provides evidence of atypical processing of attentional shifting in ecstasy and polydrug users. Deficits in this executive function could reflect cognitive inflexibility and paucity of rapid behavioral adjustment, which may be problematic in real world situations.

  9. Application of Bayesian configural frequency analysis (BCFA) to determine characteristics user and non-user motor X

    NASA Astrophysics Data System (ADS)

    Mawardi, Muhamad Iqbal; Padmadisastra, Septiadi; Tantular, Bertho

    2018-03-01

    Configural Frequency Analysis is a method for cell-wise testing in contingency tables for exploratory search type and antitype, that can see the existence of discrepancy on the model by existence of a significant difference between the frequency of observation and frequency of expectation. This analysis focuses on whether or not the interaction among categories from different variables, and not the interaction among variables. One of the extensions of CFA method is Bayesian CFA, this alternative method pursue the same goal as frequentist version of CFA with the advantage that adjustment of the experiment-wise significance level α is not necessary and test whether groups of types and antitypes form composite types or composite antitypes. Hence, this research will present the concept of the Bayesian CFA and how it works for the real data. The data on this paper is based on case studies in a company about decrease Brand Awareness & Image motor X on Top Of Mind Unit indicator in Cirebon City for user 30.8% and non user 9.8%. From the result of B-CFA have four characteristics from deviation, one of the four characteristics above that is the configuration 2212 need more attention by company to determine promotion strategy to maintain and improve Top Of Mind Unit in Cirebon City.

  10. Association Between Young Australian's Drinking Behaviours and Their Interactions With Alcohol Brands on Facebook: Results of an Online Survey.

    PubMed

    Jones, Sandra C; Robinson, Laura; Barrie, Lance; Francis, Kate; Lee, Jeong Kyu

    2016-07-01

    To examine the association of alcohol-brand social networking pages and Facebook users' drinking attitudes and behaviours. Cross-sectional, self-report data were obtained from a convenience sample of 283 Australian Facebook users aged 16-24 years via an online survey. More than half of the respondents reported using Facebook for more than an hour daily. While only 20% had actively interacted with an alcohol brand on Facebook, we found a significant association between this active interaction and alcohol consumption, and a strong association between engagement with alcohol brands on Facebook and problematic drinking. The findings of this study demonstrate the need for further research into the complex interaction between social networking and alcohol consumption, and add support to calls for effective regulation of alcohol marketing on social network platforms. © The Author 2015. Medical Council on Alcohol and Oxford University Press. All rights reserved.

  11. Finding Waldo: Learning about Users from their Interactions.

    PubMed

    Brown, Eli T; Ottley, Alvitta; Zhao, Helen; Quan Lin; Souvenir, Richard; Endert, Alex; Chang, Remco

    2014-12-01

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.

  12. Mood, cognition and serotonin transporter availability in current and former ecstasy (MDMA) users: the longitudinal perspective.

    PubMed

    Thomasius, R; Zapletalova, P; Petersen, K; Buchert, R; Andresen, B; Wartberg, L; Nebeling, B; Schmoldt, A

    2006-03-01

    Although 3,4-methylenedioxymethamphetamine (MDMA, ecstasy) is a known serotonergic neurotoxin in different animal species, there is to date no conclusive evidence of its neurotoxicity in humans. MDMA use was associated with impairments of psychological well-being, verbal memory and altered serotonergic functioning in a number of cross-sectional studies. Due to inherent methodological limitations, such as the notorious polydrug use of ecstasy users and lack of control of possible pre-existing differences between ecstasy users and control participants, researchers have called for well-controlled, prospective longitudinal studies to shed more light on the issue of MDMA neurotoxicity to the human brain. This longitudinal study investigated whether mood, cognition and central serotonin transporters (SERT) would deteriorate with continued MDMA use and whether or not they would recover over increasing periods of MDMA abstinence. In a repeated-measures design, 11 current and ten ex-ecstasy users, and 11 polydrug (but not MDMA) and 15 drug-naive controls participated three times within approximately two years. Both ecstasy user groups reported a polydrug use pattern besides heavy ecstasy use. Subjective reports of ecstasy use or abstinence were verified by toxicological analyses. On each trial, the participants underwent a cognitive test battery and filled in the Symptom Check List. The availability of central SERT was assessed with positron emission tomography using the McN5652 ligand for all groups at t1, and only for the ecstasy user groups on follow-ups. The factor Group yielded significant results in the SCL-90 scales Global Severity Index, Anxiety, Obsessive/compulsive and Interpersonal sensitivity, with the ex-ecstasy users reporting the highest symptom scores. There were significant Group effects in all measures of verbal memory, with the lowest performance in the group of ex-ecstasy users. The repeated-measures analyses yielded no significant Group x Time interactions in any SCL-90 scales or measures of memory performance, with the exception of AVLT 1 immediate recall. Thus the ex-ecstasy users' psychopathological symptoms and memory performance failed to improve, and the current ecstasy users' failed to deteriorate, over time relative to the other groups. While there was a significant effect of Group in all brain regions examined (except the control region white matter), the current users' SERT availability seems to have recovered in the mesencephalon, as indicated by a significant Group x Time interaction. Reduced SERT availability might be a transient effect of heavy ecstasy use, since it partially recovered as the current users reduced their MDMA use. However, this measure may not necessarily be a valid indicator of the number or integrity of serotonergic neurons. Ex-ecstasy users' verbal memory showed no sign of improvement even after over 2.5 years of abstinence and thus may represent persistent functional consequences of MDMA neurotoxicity. However, alternative causes such as pre-existing group differences cannot be completely ruled out in spite of the longitudinal design.

  13. Exploring the Relationship Between Online Social Network Site Usage and the Impact on Quality of Life for Older and Younger Users: An Interaction Analysis

    PubMed Central

    Chen, Liming; Mulvenna, Maurice D; Bond, Raymond

    2016-01-01

    Background Analyzing content generated by users of social network sites has been shown to be beneficial across a number of disciplines. Such analysis has revealed the precise behavior of users that details their distinct patterns of engagement. An issue is evident whereby without direct engagement with end users, the reasoning for anomalies can only be the subject of conjecture. Furthermore, the impact of engaging in social network sites on quality of life is an area which has received little attention. Of particular interest is the impact of online social networking on older users, which is a demographic that is specifically vulnerable to social isolation. A review of the literature reveals a lack of knowledge concerning the impact of these technologies on such users and even less is known regarding how this impact varies across different demographics. Objective The objective of our study was to analyze user interactions and to survey the attitudes of social network users directly, capturing data in four key areas: (1) functional usage, (2) behavioral patterns, (3) technology, and (4) quality of life. Methods An online survey was constructed, comprising 32 questions. Each question directly related to a research question. Respondents were recruited through a variety of methods including email campaigns, Facebook advertisements, and promotion from related organizations. Results In total, data was collected from 919 users containing 446 younger and 473 older users. In comparison to younger users, a greater proportion of older users (289/473, 61.1% older vs 218/446, 48.9% younger) (P<.001) stated that Facebook had either a positive or huge impact on their quality of life. Furthermore, a greater percentage of older users strongly agreed that Facebook strengthened their relationship with other people (64/473, 13.5% older vs 40/446, 9.0%younger) (P=.02). In comparison to younger users, a greater proportion of older users had more positive emotions—classified as slightly better or very good—during their engagement with Facebook (186/473, 39.3% older vs 120/446, 26.9% younger) (P<.001). Conclusions The results reveal that despite engaging at considerably lower rates with significantly fewer connections, older users gain a greater quality-of-life benefit. Results disclose how both cohorts vary in their use, interactions, and rationale for engaging with Facebook. PMID:27687745

  14. Exploring the Relationship Between Online Social Network Site Usage and the Impact on Quality of Life for Older and Younger Users: An Interaction Analysis.

    PubMed

    Quinn, Darren; Chen, Liming; Mulvenna, Maurice D; Bond, Raymond

    2016-09-29

    Analyzing content generated by users of social network sites has been shown to be beneficial across a number of disciplines. Such analysis has revealed the precise behavior of users that details their distinct patterns of engagement. An issue is evident whereby without direct engagement with end users, the reasoning for anomalies can only be the subject of conjecture. Furthermore, the impact of engaging in social network sites on quality of life is an area which has received little attention. Of particular interest is the impact of online social networking on older users, which is a demographic that is specifically vulnerable to social isolation. A review of the literature reveals a lack of knowledge concerning the impact of these technologies on such users and even less is known regarding how this impact varies across different demographics. The objective of our study was to analyze user interactions and to survey the attitudes of social network users directly, capturing data in four key areas: (1) functional usage, (2) behavioral patterns, (3) technology, and (4) quality of life. An online survey was constructed, comprising 32 questions. Each question directly related to a research question. Respondents were recruited through a variety of methods including email campaigns, Facebook advertisements, and promotion from related organizations. In total, data was collected from 919 users containing 446 younger and 473 older users. In comparison to younger users, a greater proportion of older users (289/473, 61.1% older vs 218/446, 48.9% younger) (P<.001) stated that Facebook had either a positive or huge impact on their quality of life. Furthermore, a greater percentage of older users strongly agreed that Facebook strengthened their relationship with other people (64/473, 13.5% older vs 40/446, 9.0%younger) (P=.02). In comparison to younger users, a greater proportion of older users had more positive emotions-classified as slightly better or very good-during their engagement with Facebook (186/473, 39.3% older vs 120/446, 26.9% younger) (P<.001). The results reveal that despite engaging at considerably lower rates with significantly fewer connections, older users gain a greater quality-of-life benefit. Results disclose how both cohorts vary in their use, interactions, and rationale for engaging with Facebook.

  15. User-Centric Secure Cross-Site Interaction Framework for Online Social Networking Services

    ERIC Educational Resources Information Center

    Ko, Moo Nam

    2011-01-01

    Social networking service is one of major technological phenomena on Web 2.0. Hundreds of millions of users are posting message, photos, and videos on their profiles and interacting with other users, but the sharing and interaction are limited within the same social networking site. Although users can share some content on a social networking site…

  16. Getting the point across: exploring the effects of dynamic virtual humans in an interactive museum exhibit on user perceptions.

    PubMed

    Rivera-Gutierrez, Diego; Ferdig, Rick; Li, Jian; Lok, Benjamin

    2014-04-01

    We have created “You, M.D.”, an interactive museum exhibit in which users learn about topics in public health literacy while interacting with virtual humans. You, M.D. is equipped with a weight sensor, a height sensor and a Microsoft Kinect that gather basic user information. Conceptually, You, M.D. could use this user information to dynamically select the appearance of the virtual humans in the interaction attempting to improve learning outcomes and user perception for each particular user. For this concept to be possible, a better understanding of how different elements of the visual appearance of a virtual human affects user perceptions is required. In this paper, we present the results of an initial user study with a large sample size (n =333) ran using You, M.D. The study measured users’ reactions based on the user’s gender and body-mass index (BMI) when facing virtual humans with BMI either concordant or discordant from the user’s BMI. The results of the study indicate that concordance between the users’ BMI and the virtual human’s BMI affects male and female users differently. The results also show that female users rate virtual humans as more knowledgeable than male users rate the same virtual humans.

  17. Early prediction of student goals and affect in narrative-centered learning environments

    NASA Astrophysics Data System (ADS)

    Lee, Sunyoung

    Recent years have seen a growing recognition of the role of goal and affect recognition in intelligent tutoring systems. Goal recognition is the task of inferring users' goals from a sequence of observations of their actions. Because of the uncertainty inherent in every facet of human computer interaction, goal recognition is challenging, particularly in contexts in which users can perform many actions in any order, as is the case with intelligent tutoring systems. Affect recognition is the task of identifying the emotional state of a user from a variety of physical cues, which are produced in response to affective changes in the individual. Accurately recognizing student goals and affect states could contribute to more effective and motivating interactions in intelligent tutoring systems. By exploiting knowledge of student goals and affect states, intelligent tutoring systems can dynamically modify their behavior to better support individual students. To create effective interactions in intelligent tutoring systems, goal and affect recognition models should satisfy two key requirements. First, because incorrectly predicted goals and affect states could significantly diminish the effectiveness of interactive systems, goal and affect recognition models should provide accurate predictions of user goals and affect states. When observations of users' activities become available, recognizers should make accurate early" predictions. Second, goal and affect recognition models should be highly efficient so they can operate in real time. To address key issues, we present an inductive approach to recognizing student goals and affect states in intelligent tutoring systems by learning goals and affect recognition models. Our work focuses on goal and affect recognition in an important new class of intelligent tutoring systems, narrative-centered learning environments. We report the results of empirical studies of induced recognition models from observations of students' interactions in narrative-centered learning environments. Experimental results suggest that induced models can make accurate early predictions of student goals and affect states, and they are sufficiently efficient to meet the real-time performance requirements of interactive learning environments.

  18. Computer-assisted visual interactive recognition and its prospects of implementation over the Internet

    NASA Astrophysics Data System (ADS)

    Zou, Jie; Gattani, Abhishek

    2005-01-01

    When completely automated systems don't yield acceptable accuracy, many practical pattern recognition systems involve the human either at the beginning (pre-processing) or towards the end (handling rejects). We believe that it may be more useful to involve the human throughout the recognition process rather than just at the beginning or end. We describe a methodology of interactive visual recognition for human-centered low-throughput applications, Computer Assisted Visual InterActive Recognition (CAVIAR), and discuss the prospects of implementing CAVIAR over the Internet. The novelty of CAVIAR is image-based interaction through a domain-specific parameterized geometrical model, which reduces the semantic gap between humans and computers. The user may interact with the computer anytime that she considers its response unsatisfactory. The interaction improves the accuracy of the classification features by improving the fit of the computer-proposed model. The computer makes subsequent use of the parameters of the improved model to refine not only its own statistical model-fitting process, but also its internal classifier. The CAVIAR methodology was applied to implement a flower recognition system. The principal conclusions from the evaluation of the system include: 1) the average recognition time of the CAVIAR system is significantly shorter than that of the unaided human; 2) its accuracy is significantly higher than that of the unaided machine; 3) it can be initialized with as few as one training sample per class and still achieve high accuracy; and 4) it demonstrates a self-learning ability. We have also implemented a Mobile CAVIAR system, where a pocket PC, as a client, connects to a server through wireless communication. The motivation behind a mobile platform for CAVIAR is to apply the methodology in a human-centered pervasive environment, where the user can seamlessly interact with the system for classifying field-data. Deploying CAVIAR to a networked mobile platform poses the challenge of classifying field images and programming under constraints of display size, network bandwidth, processor speed, and memory size. Editing of the computer-proposed model is performed on the handheld while statistical model fitting and classification take place on the server. The possibility that the user can easily take several photos of the object poses an interesting information fusion problem. The advantage of the Internet is that the patterns identified by different users can be pooled together to benefit all peer users. When users identify patterns with CAVIAR in a networked setting, they also collect training samples and provide opportunities for machine learning from their intervention. CAVIAR implemented over the Internet provides a perfect test bed for, and extends, the concept of Open Mind Initiative proposed by David Stork. Our experimental evaluation focuses on human time, machine and human accuracy, and machine learning. We devoted much effort to evaluating the use of our image-based user interface and on developing principles for the evaluation of interactive pattern recognition system. The Internet architecture and Mobile CAVIAR methodology have many applications. We are exploring in the directions of teledermatology, face recognition, and education.

  19. How to Develop a User Interface That Your Real Users Will Love

    ERIC Educational Resources Information Center

    Phillips, Donald

    2012-01-01

    A "user interface" is the part of an interactive system that bridges the user and the underlying functionality of the system. But people sometimes forget that the best interfaces will provide a platform to optimize the users' interactions so that they support and extend the users' activities in effective, useful, and usable ways. To look at it…

  20. Online educational tools developed by Heart improve the knowledge and skills of hospital doctors in cardiology

    PubMed Central

    Walsh, Kieran; Rafiq, Isma; Hall, Roger

    2007-01-01

    We conducted this study to find out if online learning packages in cardiology enabled users to increase their knowledge and skills. We also looked at how acceptable users found these packages. The journal Heart in association with BMJ Learning produced a series of modules on common cardiology problems. The modules involved a pre‐test, a number of interactive cases and a post‐test. A total of 1786 users completed these modules. Doing the modules enabled users to improve their score from the pre‐test to the post‐test by a significant amount (p<0.001). Feedback to the modules was very positive. PMID:17621623

  1. Is talking to an automated teller machine natural and fun?

    PubMed

    Chan, F Y; Khalid, H M

    Usability and affective issues of using automatic speech recognition technology to interact with an automated teller machine (ATM) are investigated in two experiments. The first uncovered dialogue patterns of ATM users for the purpose of designing the user interface for a simulated speech ATM system. Applying the Wizard-of-Oz methodology, multiple mapping and word spotting techniques, the speech driven ATM accommodates bilingual users of Bahasa Melayu and English. The second experiment evaluates the usability of a hybrid speech ATM, comparing it with a simulated manual ATM. The aim is to investigate how natural and fun can talking to a speech ATM be for these first-time users. Subjects performed the withdrawal and balance enquiry tasks. The ANOVA was performed on the usability and affective data. The results showed significant differences between systems in the ability to complete the tasks as well as in transaction errors. Performance was measured on the time taken by subjects to complete the task and the number of speech recognition errors that occurred. On the basis of user emotions, it can be said that the hybrid speech system enabled pleasurable interaction. Despite the limitations of speech recognition technology, users are set to talk to the ATM when it becomes available for public use.

  2. Unobtrusive monitoring of computer interactions to detect cognitive status in elders.

    PubMed

    Jimison, Holly; Pavel, Misha; McKanna, James; Pavel, Jesse

    2004-09-01

    The U.S. has experienced a rapid growth in the use of computers by elders. E-mail, Web browsing, and computer games are among the most common routine activities for this group of users. In this paper, we describe techniques for unobtrusively monitoring naturally occurring computer interactions to detect sustained changes in cognitive performance. Researchers have demonstrated the importance of the early detection of cognitive decline. Users over the age of 75 are at risk for medically related cognitive problems and confusion, and early detection allows for more effective clinical intervention. In this paper, we present algorithms for inferring a user's cognitive performance using monitoring data from computer games and psychomotor measurements associated with keyboard entry and mouse movement. The inferences are then used to classify significant performance changes, and additionally, to adapt computer interfaces with tailored hints and assistance when needed. These methods were tested in a group of elders in a residential facility.

  3. Who commits virtual identity suicide? Differences in privacy concerns, Internet addiction, and personality between Facebook users and quitters.

    PubMed

    Stieger, Stefan; Burger, Christoph; Bohn, Manuel; Voracek, Martin

    2013-09-01

    Social networking sites such as Facebook attract millions of users by offering highly interactive social communications. Recently, a counter movement of users has formed, deciding to leave social networks by quitting their accounts (i.e., virtual identity suicide). To investigate whether Facebook quitters (n=310) differ from Facebook users (n=321), we examined privacy concerns, Internet addiction scores, and personality. We found Facebook quitters to be significantly more cautious about their privacy, having higher Internet addiction scores, and being more conscientious than Facebook users. The main self-stated reason for committing virtual identity suicide was privacy concerns (48 percent). Although the adequacy of privacy in online communication has been questioned, privacy is still an important issue in online social communications.

  4. Interactive Inverse Groundwater Modeling - Addressing User Fatigue

    NASA Astrophysics Data System (ADS)

    Singh, A.; Minsker, B. S.

    2006-12-01

    This paper builds on ongoing research on developing an interactive and multi-objective framework to solve the groundwater inverse problem. In this work we solve the classic groundwater inverse problem of estimating a spatially continuous conductivity field, given field measurements of hydraulic heads. The proposed framework is based on an interactive multi-objective genetic algorithm (IMOGA) that not only considers quantitative measures such as calibration error and degree of regularization, but also takes into account expert knowledge about the structure of the underlying conductivity field expressed as subjective rankings of potential conductivity fields by the expert. The IMOGA converges to the optimal Pareto front representing the best trade- off among the qualitative as well as quantitative objectives. However, since the IMOGA is a population-based iterative search it requires the user to evaluate hundreds of solutions. This leads to the problem of 'user fatigue'. We propose a two step methodology to combat user fatigue in such interactive systems. The first step is choosing only a few highly representative solutions to be shown to the expert for ranking. Spatial clustering is used to group the search space based on the similarity of the conductivity fields. Sampling is then carried out from different clusters to improve the diversity of solutions shown to the user. Once the expert has ranked representative solutions from each cluster a machine learning model is used to 'learn user preference' and extrapolate these for the solutions not ranked by the expert. We investigate different machine learning models such as Decision Trees, Bayesian learning model, and instance based weighting to model user preference. In addition, we also investigate ways to improve the performance of these models by providing information about the spatial structure of the conductivity fields (which is what the expert bases his or her rank on). Results are shown for each of these machine learning models and the advantages and disadvantages for each approach are discussed. These results indicate that using the proposed two-step methodology leads to significant reduction in user-fatigue without deteriorating the solution quality of the IMOGA.

  5. Intelligent control of a smart walker and its performance evaluation.

    PubMed

    Grondin, Simon L; Li, Qingguo

    2013-06-01

    Recent technological advances have allowed the development of force-dependent, intelligently controlled smart walkers that are able to provide users with enhanced mobility, support and gait assistance. The purpose of this study was to develop an intelligent rule-based controller for a smart walker to achieve a smooth interaction between the user and the walker. This study developed a rule-based mapping between the interaction force, measured by a load cell attached to the walker handle, and the acceleration of the walker. Ten young, healthy subjects were used to evaluate the performance of the proposed controller compared to a well-known admittance-based control system. There were no significant differences between the two control systems concerning their user experience, velocity profiles or average cost of transportation. However, the admittance-based control system required a 1.2N lower average interaction force to maintain the 1m/s target speed (p = 0.002). Metabolic data also indicated that smart walker-assisted gait could considerably reduce the metabolic demand of walking with a four-legged walker.

  6. Energy recapture through deceleration - regenerative braking in electric vehicles from a user perspective.

    PubMed

    Cocron, Peter; Bühler, Franziska; Franke, Thomas; Neumann, Isabel; Dielmann, Benno; Krems, Josef F

    2013-01-01

    We report results from a 1-year field study (N = 80) on user interactions with regenerative braking in electric vehicles. Designed to recapture energy in vehicles with electric powertrains, regenerative braking has an important influence on both the task of driving and energy consumption. Results from user assessments and data from onboard data loggers indicate that most drivers quickly learned to interact with the system, which was triggered via accelerator. Further, conventional braking manoeuvres decreased significantly as the majority of deceleration episodes could only be executed through regenerative braking. Still, some drivers reported difficulties when adapting to the system. These difficulties could be addressed by offering different levels of regeneration so that the intensity of the deceleration could be individually modified. In general, the system is trusted and regarded as a valuable tool for prolonging range. Regenerative braking in electric vehicles has direct implications for the driving task. We found that drivers quickly learn to use and accept a system, which is triggered via accelerator. For those reporting difficulties in the interaction, it appears reasonable to integrate options to customise or switch off the system.

  7. Analysis of user characteristics related to drop-off detection with long cane

    PubMed Central

    Kim, Dae Shik; Emerson, Robert Wall; Curtis, Amy

    2010-01-01

    This study examined how user characteristics affect drop-off detection with the long cane. A mixed-measures design with block randomization was used for the study, in which 32 visually impaired adults attempted to detect the drop-offs using different cane techniques. Younger cane users detected drop-offs significantly more reliably (mean +/− standard deviation = 74.2% +/− 11.2% of the time) than older cane users (60.9% +/− 10.8%), p = 0.009. The drop-off detection threshold of the younger participants (5.2 +/− 2.1 cm) was also statistically significantly smaller than that of the older participants (7.9 +/− 2.2 cm), p = 0.007. Those with early-onset visual impairment (78.0% +/− 9.0%) also detected drop-offs significantly more reliably than those with later-onset visual impairment (67.3% +/− 12.4%), p = 0.01. No interaction occurred between examined user characteristics (age and age at onset of visual impairment) and the type of cane technique used in drop-off detection. The findings of the study may help orientation and mobility specialists select appropriate cane techniques in accordance with the cane user’s age and onset of visual impairment. PMID:20665349

  8. TIGER: A graphically interactive grid system for turbomachinery applications

    NASA Technical Reports Server (NTRS)

    Shih, Ming-Hsin; Soni, Bharat K.

    1992-01-01

    Numerical grid generation algorithm associated with the flow field about turbomachinery geometries is presented. Graphical user interface is developed with FORMS Library to create an interactive, user-friendly working environment. This customized algorithm reduces the man-hours required to generate a grid associated with turbomachinery geometry, as compared to the use of general-purpose grid generation softwares. Bezier curves are utilized both interactively and automatically to accomplish grid line smoothness and orthogonality. Graphical User Interactions are provided in the algorithm, allowing the user to design and manipulate the grid lines with a mouse.

  9. Call Me Guru: User Categories and Large-Scale Behavior in YouTube

    NASA Astrophysics Data System (ADS)

    Biel, Joan-Isaac; Gatica-Perez, Daniel

    While existing studies on YouTube's massive user-generated video content have mostly focused on the analysis of videos, their characteristics, and network properties, little attention has been paid to the analysis of users' long-term behavior as it relates to the roles they self-define and (explicitly or not) play in the site. In this chapter, we present a statistical analysis of aggregated user behavior in YouTube from the perspective of user categories, a feature that allows people to ascribe to popular roles and to potentially reach certain communities. Using a sample of 270,000 users, we found that a high level of interaction and participation is concentrated on a relatively small, yet significant, group of users, following recognizable patterns of personal and social involvement. Based on our analysis, we also show that by using simple behavioral features from user profiles, people can be automatically classified according to their category with accuracy rates of up to 73%.

  10. Preliminary ISIS users manual

    NASA Technical Reports Server (NTRS)

    Grantham, C.

    1979-01-01

    The Interactive Software Invocation (ISIS), an interactive data management system, was developed to act as a buffer between the user and host computer system. The user is provided by ISIS with a powerful system for developing software or systems in the interactive environment. The user is protected from the idiosyncracies of the host computer system by providing such a complete range of capabilities that the user should have no need for direct access to the host computer. These capabilities are divided into four areas: desk top calculator, data editor, file manager, and tool invoker.

  11. Video Discs in Libraries.

    ERIC Educational Resources Information Center

    Barker, Philip

    1986-01-01

    Discussion of developments in information storage technology likely to have significant impact upon library utilization focuses on hardware (videodisc technology) and software developments (knowledge databases; computer networks; database management systems; interactive video, computer, and multimedia user interfaces). Three generic computer-based…

  12. Lung segmentation refinement based on optimal surface finding utilizing a hybrid desktop/virtual reality user interface.

    PubMed

    Sun, Shanhui; Sonka, Milan; Beichel, Reinhard R

    2013-01-01

    Recently, the optimal surface finding (OSF) and layered optimal graph image segmentation of multiple objects and surfaces (LOGISMOS) approaches have been reported with applications to medical image segmentation tasks. While providing high levels of performance, these approaches may locally fail in the presence of pathology or other local challenges. Due to the image data variability, finding a suitable cost function that would be applicable to all image locations may not be feasible. This paper presents a new interactive refinement approach for correcting local segmentation errors in the automated OSF-based segmentation. A hybrid desktop/virtual reality user interface was developed for efficient interaction with the segmentations utilizing state-of-the-art stereoscopic visualization technology and advanced interaction techniques. The user interface allows a natural and interactive manipulation of 3-D surfaces. The approach was evaluated on 30 test cases from 18 CT lung datasets, which showed local segmentation errors after employing an automated OSF-based lung segmentation. The performed experiments exhibited significant increase in performance in terms of mean absolute surface distance errors (2.54±0.75 mm prior to refinement vs. 1.11±0.43 mm post-refinement, p≪0.001). Speed of the interactions is one of the most important aspects leading to the acceptance or rejection of the approach by users expecting real-time interaction experience. The average algorithm computing time per refinement iteration was 150 ms, and the average total user interaction time required for reaching complete operator satisfaction was about 2 min per case. This time was mostly spent on human-controlled manipulation of the object to identify whether additional refinement was necessary and to approve the final segmentation result. The reported principle is generally applicable to segmentation problems beyond lung segmentation in CT scans as long as the underlying segmentation utilizes the OSF framework. The two reported segmentation refinement tools were optimized for lung segmentation and might need some adaptation for other application domains. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. Evaluating display fidelity and interaction fidelity in a virtual reality game.

    PubMed

    McMahan, Ryan P; Bowman, Doug A; Zielinski, David J; Brady, Rachael B

    2012-04-01

    In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).

  14. Statistical modeling for visualization evaluation through data fusion.

    PubMed

    Chen, Xiaoyu; Jin, Ran

    2017-11-01

    There is a high demand of data visualization providing insights to users in various applications. However, a consistent, online visualization evaluation method to quantify mental workload or user preference is lacking, which leads to an inefficient visualization and user interface design process. Recently, the advancement of interactive and sensing technologies makes the electroencephalogram (EEG) signals, eye movements as well as visualization logs available in user-centered evaluation. This paper proposes a data fusion model and the application procedure for quantitative and online visualization evaluation. 15 participants joined the study based on three different visualization designs. The results provide a regularized regression model which can accurately predict the user's evaluation of task complexity, and indicate the significance of all three types of sensing data sets for visualization evaluation. This model can be widely applied to data visualization evaluation, and other user-centered designs evaluation and data analysis in human factors and ergonomics. Copyright © 2016 Elsevier Ltd. All rights reserved.

  15. Towards interactive narrative medicine.

    PubMed

    Cavazza, Marc; Charles, Fred

    2013-01-01

    Interactive Storytelling technologies have attracted significant interest in the field of simulation and serious gaming for their potential to provide a principled approach to improve user engagement in training scenarios. In this paper, we explore the use of Interactive Storytelling to support Narrative Medicine as a reflective practice. We describe a workflow for the generation of virtual narratives from high-level descriptions of patients' experiences as perceived by physicians, which can help to objectivize such perceptions and support various forms of analysis.

  16. Hiding the system from the user: Moving from complex mental models to elegant metaphors

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

    Curtis W. Nielsen; David J. Bruemmer

    2007-08-01

    In previous work, increased complexity of robot behaviors and the accompanying interface design often led to operator confusion and/or a fight for control between the robot and operator. We believe the reason for the conflict was that the design of the interface and interactions presented too much of the underlying robot design model to the operator. Since the design model includes the implementation of sensors, behaviors, and sophisticated algorithms, the result was that the operator’s cognitive efforts were focused on understanding the design of the robot system as opposed to focusing on the task at hand. This paper illustrates howmore » this very problem emerged at the INL and how the implementation of new metaphors for interaction has allowed us to hide the design model from the user and allow the user to focus more on the task at hand. Supporting the user’s focus on the task rather than on the design model allows increased use of the system and significant performance improvement in a search task with novice users.« less

  17. Visualization of Differences in Data Measuring Mathematical Skills

    ERIC Educational Resources Information Center

    Zoubek, Lukas; Burda, Michal

    2009-01-01

    Identification of significant differences in sets of data is a common task of data mining. This paper describes a novel visualization technique that allows the user to interactively explore and analyze differences in mean values of analyzed attributes. Statistical tests of hypotheses are used to identify the significant differences and the results…

  18. How Information Visualization Systems Change Users' Understandings of Complex Data

    ERIC Educational Resources Information Center

    Allendoerfer, Kenneth Robert

    2009-01-01

    User-centered evaluations of information systems often focus on the usability of the system rather its usefulness. This study examined how a using an interactive knowledge-domain visualization (KDV) system affected users' understanding of a domain. Interactive KDVs allow users to create graphical representations of domains that depict important…

  19. Use of biological based therapy in patients with cardiovascular diseases in a university-hospital in New York City

    PubMed Central

    Chagan, Larisa; Bernstein, Diane; Cheng, Judy WM; Kirschenbaum, Harold L; Rozenfeld, Vitalina; Caliendo, Gina C; Meyer, Joanne; Mehl, Bernard

    2005-01-01

    Background The use of complementary and alternative products including Biological Based Therapy (BBT) has increased among patients with various medical illnesses and conditions. The studies assessing the prevalence of BBT use among patients with cardiovascular diseases are limited. Therefore, an evaluation of BBT in this patient population would be beneficial. This was a survey designed to determine the effects of demographics on the use of Biological Based Therapy (BBT) in patients with cardiovascular diseases. The objective of this study was to determine the effect of the education level on the use of BBT in cardiovascular patients. This survey also assessed the perceptions of users regarding the safety/efficacy of BBT, types of BBT used and potential BBT-drug interactions. Method The survey instrument was designed to assess the findings. Patients were interviewed from February 2001 to December 2002. 198 inpatients with cardiovascular diseases (94 BBT users and 104 non-users) in a university hospital were included in the study. Results Users had a significantly higher level of education than non-users (college graduate: 28 [30%] versus 12 [12%], p = 0.003). Top 10 BBT products used were vitamin E [41(43.6%)], vitamin C [30(31.9%)], multivitamins [24(25.5%)], calcium [19(20.2%)], vitamin B complex [17(18.1%)], fish oil [12(12.8%)], coenzyme Q10 [11(11.7%)], glucosamine [10(10.6%)], magnesium [8(8.5%)] and vitamin D [6(6.4%)]. Sixty percent of users' physicians knew of the BBT use. Compared to non-users, users believed BBT to be safer (p < 0.001) and more effective (p < 0.001) than prescription drugs. Forty-two potential drug-BBT interactions were identified. Conclusion Incidence of use of BBT in cardiovascular patients is high (47.5%), as is the risk of potential drug interaction. Health care providers need to monitor BBT use in patients with cardiovascular diseases. PMID:15745441

  20. Indicators of satisfaction in clickers-aided EFL class.

    PubMed

    Yu, Zhonggen

    2015-01-01

    How to identify whether students are satisfied with clickers-aided EFL class might be largely a mystery for most researchers since satisfaction is deeply hidden in human psychology which is subtle and intangible. This study, by using bivariate correlation analysis and structural equation modeling, survey scales claimed both valid and internally consistent, and data collected from randomly selected 227 participants, explored the indicators of satisfaction in clickers-aided EFL class, together with gender differences in the indicators. It was concluded that satisfaction was positively correlated with interaction, self-efficacy and self-regulation in clickers-aided EFL class without statistically significant gender differences. Furthermore, interaction, self-efficacy and self-regulation were mutually and significantly correlated. Although indicators of satisfaction might not be limited to these three factors, the findings should be helpful to future researchers who desire to determine whether users are satisfied with the polling technology. Then teachers could decide what teaching style and contents should be adopted. In order to satisfy users of clickers, future lecturing might be designed to promote peer interaction, self-efficacy and self-regulation.

  1. Indicators of satisfaction in clickers-aided EFL class

    PubMed Central

    Yu, Zhonggen

    2015-01-01

    How to identify whether students are satisfied with clickers-aided EFL class might be largely a mystery for most researchers since satisfaction is deeply hidden in human psychology which is subtle and intangible. This study, by using bivariate correlation analysis and structural equation modeling, survey scales claimed both valid and internally consistent, and data collected from randomly selected 227 participants, explored the indicators of satisfaction in clickers-aided EFL class, together with gender differences in the indicators. It was concluded that satisfaction was positively correlated with interaction, self-efficacy and self-regulation in clickers-aided EFL class without statistically significant gender differences. Furthermore, interaction, self-efficacy and self-regulation were mutually and significantly correlated. Although indicators of satisfaction might not be limited to these three factors, the findings should be helpful to future researchers who desire to determine whether users are satisfied with the polling technology. Then teachers could decide what teaching style and contents should be adopted. In order to satisfy users of clickers, future lecturing might be designed to promote peer interaction, self-efficacy and self-regulation. PMID:25999898

  2. Analyzing and Predicting User Participations in Online Health Communities: A Social Support Perspective.

    PubMed

    Wang, Xi; Zhao, Kang; Street, Nick

    2017-04-24

    Online health communities (OHCs) have become a major source of social support for people with health problems. Members of OHCs interact online with similar peers to seek, receive, and provide different types of social support, such as informational support, emotional support, and companionship. As active participations in an OHC are beneficial to both the OHC and its users, it is important to understand factors related to users' participations and predict user churn for user retention efforts. This study aimed to analyze OHC users' Web-based interactions, reveal which types of social support activities are related to users' participation, and predict whether and when a user will churn from the OHC. We collected a large-scale dataset from a popular OHC for cancer survivors. We used text mining techniques to decide what kinds of social support each post contained. We illustrated how we built text classifiers for 5 different social support categories: seeking informational support (SIS), providing informational support (PIS), seeking emotional support (SES), providing emotional support (PES), and companionship (COM). We conducted survival analysis to identify types of social support related to users' continued participation. Using supervised machine learning methods, we developed a predictive model for user churn. Users' behaviors to PIS, SES, and COM had hazard ratios significantly lower than 1 (0.948, 0.972, and 0.919, respectively) and were indicative of continued participations in the OHC. The churn prediction model based on social support activities offers accurate predictions on whether and when a user will leave the OHC. Detecting different types of social support activities via text mining contributes to better understanding and prediction of users' participations in an OHC. The outcome of this study can help the management and design of a sustainable OHC via more proactive and effective user retention strategies. ©Xi Wang, Kang Zhao, Nick Street. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 24.04.2017.

  3. Usability engineering for augmented reality: employing user-based studies to inform design.

    PubMed

    Gabbard, Joseph L; Swan, J Edward

    2008-01-01

    A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.

  4. A methodology for the design and evaluation of user interfaces for interactive information systems. Ph.D. Thesis Final Report, 1 Jul. 1985 - 31 Dec. 1987

    NASA Technical Reports Server (NTRS)

    Dominick, Wayne D. (Editor); Farooq, Mohammad U.

    1986-01-01

    The definition of proposed research addressing the development and validation of a methodology for the design and evaluation of user interfaces for interactive information systems is given. The major objectives of this research are: the development of a comprehensive, objective, and generalizable methodology for the design and evaluation of user interfaces for information systems; the development of equations and/or analytical models to characterize user behavior and the performance of a designed interface; the design of a prototype system for the development and administration of user interfaces; and the design and use of controlled experiments to support the research and test/validate the proposed methodology. The proposed design methodology views the user interface as a virtual machine composed of three layers: an interactive layer, a dialogue manager layer, and an application interface layer. A command language model of user system interactions is presented because of its inherent simplicity and structured approach based on interaction events. All interaction events have a common structure based on common generic elements necessary for a successful dialogue. It is shown that, using this model, various types of interfaces could be designed and implemented to accommodate various categories of users. The implementation methodology is discussed in terms of how to store and organize the information.

  5. 5-HTTLPR Genotype Moderates the Effects of Past Ecstasy Use on Verbal Memory Performance in Adolescent and Emerging Adults: A Pilot Study.

    PubMed

    Wright, Natasha E; Strong, Judith A; Gilbart, Erika R; Shollenbarger, Skyler G; Lisdahl, Krista M

    2015-01-01

    Ecstasy use is associated with memory deficits. Serotonin transporter gene (5-HTTLPR) polymorphisms have been linked with memory function in healthy samples. The present pilot study investigated the influence of 5-HTTLPR polymorphisms on memory performance in ecstasy users, marijuana-using controls, and non-drug-using controls, after a minimum of 7 days of abstinence. Data were collected from 116 young adults (18-25 years-old), including 45 controls, 42 marijuana users, and 29 ecstasy users, and were balanced for 5-HTTLPR genotype. Participants were abstinent seven days prior to completing memory testing. Three MANCOVAs and one ANCOVA were run to examine whether drug group, 5-HTTLPR genotype, and their interactions predicted verbal and visual memory after controlling for gender, past year alcohol use, other drug use, and nicotine cotinine levels. MANCOVA and ANCOVA analysis revealed a significant interaction between drug group and genotype (p = .03) such that ecstasy users with the L/L genotype performed significantly worse on CVLT-2 total recall (p = .05), short (p = .008) and long delay free recall (p = .01), and recognition (p = .006), with the reverse pattern found in controls. Ecstasy did not significantly predict visual memory. 5-HTTLPR genotype significantly predicted memory for faces (p = .02); short allele carriers performed better than those with L/L genotype. 5-HTTLPR genotype moderated the effects of ecstasy on verbal memory, with L/L carriers performing worse compared to controls. Future research should continue to examine individual differences in ecstasy's impact on neurocognitive performance as well as relationships with neuronal structure. Additional screening and prevention efforts focused on adolescents and emerging adults are necessary to prevent ecstasy consumption.

  6. 5-HTTLPR Genotype Moderates the Effects of Past Ecstasy Use on Verbal Memory Performance in Adolescent and Emerging Adults: A Pilot Study

    PubMed Central

    Wright, Natasha E.; Strong, Judith A.; Gilbart, Erika R.; Shollenbarger, Skyler G.; Lisdahl, Krista M.

    2015-01-01

    Objective Ecstasy use is associated with memory deficits. Serotonin transporter gene (5-HTTLPR) polymorphisms have been linked with memory function in healthy samples. The present pilot study investigated the influence of 5-HTTLPR polymorphisms on memory performance in ecstasy users, marijuana-using controls, and non-drug-using controls, after a minimum of 7 days of abstinence. Method Data were collected from 116 young adults (18–25 years-old), including 45 controls, 42 marijuana users, and 29 ecstasy users, and were balanced for 5-HTTLPR genotype. Participants were abstinent seven days prior to completing memory testing. Three MANCOVAs and one ANCOVA were run to examine whether drug group, 5-HTTLPR genotype, and their interactions predicted verbal and visual memory after controlling for gender, past year alcohol use, other drug use, and nicotine cotinine levels. Results MANCOVA and ANCOVA analysis revealed a significant interaction between drug group and genotype (p = .03) such that ecstasy users with the L/L genotype performed significantly worse on CVLT-2 total recall (p = .05), short (p = .008) and long delay free recall (p = .01), and recognition (p = .006), with the reverse pattern found in controls. Ecstasy did not significantly predict visual memory. 5-HTTLPR genotype significantly predicted memory for faces (p = .02); short allele carriers performed better than those with L/L genotype. Conclusions 5-HTTLPR genotype moderated the effects of ecstasy on verbal memory, with L/L carriers performing worse compared to controls. Future research should continue to examine individual differences in ecstasy’s impact on neurocognitive performance as well as relationships with neuronal structure. Additional screening and prevention efforts focused on adolescents and emerging adults are necessary to prevent ecstasy consumption. PMID:26231032

  7. Sculpting proteins interactively: continual energy minimization embedded in a graphical modeling system.

    PubMed

    Surles, M C; Richardson, J S; Richardson, D C; Brooks, F P

    1994-02-01

    We describe a new paradigm for modeling proteins in interactive computer graphics systems--continual maintenance of a physically valid representation, combined with direct user control and visualization. This is achieved by a fast algorithm for energy minimization, capable of real-time performance on all atoms of a small protein, plus graphically specified user tugs. The modeling system, called Sculpt, rigidly constrains bond lengths, bond angles, and planar groups (similar to existing interactive modeling programs), while it applies elastic restraints to minimize the potential energy due to torsions, hydrogen bonds, and van der Waals and electrostatic interactions (similar to existing batch minimization programs), and user-specified springs. The graphical interface can show bad and/or favorable contacts, and individual energy terms can be turned on or off to determine their effects and interactions. Sculpt finds a local minimum of the total energy that satisfies all the constraints using an augmented Lagrange-multiplier method; calculation time increases only linearly with the number of atoms because the matrix of constraint gradients is sparse and banded. On a 100-MHz MIPS R4000 processor (Silicon Graphics Indigo), Sculpt achieves 11 updates per second on a 20-residue fragment and 2 updates per second on an 80-residue protein, using all atoms except non-H-bonding hydrogens, and without electrostatic interactions. Applications of Sculpt are described: to reverse the direction of bundle packing in a designed 4-helix bundle protein, to fold up a 2-stranded beta-ribbon into an approximate beta-barrel, and to design the sequence and conformation of a 30-residue peptide that mimics one partner of a protein subunit interaction. Computer models that are both interactive and physically realistic (within the limitations of a given force field) have 2 significant advantages: (1) they make feasible the modeling of very large changes (such as needed for de novo design), and (2) they help the user understand how different energy terms interact to stabilize a given conformation. The Sculpt paradigm combines many of the best features of interactive graphical modeling, energy minimization, and actual physical models, and we propose it as an especially productive way to use current and future increases in computer speed.

  8. Instant Gratification: Striking a Balance Between Rich Interactive Visualization and Ease of Use for Casual Web Surfers

    NASA Astrophysics Data System (ADS)

    Russell, R. M.; Johnson, R. M.; Gardiner, E. S.; Bergman, J. J.; Genyuk, J.; Henderson, S.

    2004-12-01

    Interactive visualizations can be powerful tools for helping students, teachers, and the general public comprehend significant features in rich datasets and complex systems. Successful use of such visualizations requires viewers to have, or to acquire, adequate expertise in use of the relevant visualization tools. In many cases, the learning curve associated with competent use of such tools is too steep for casual users, such as members of the lay public browsing science outreach web sites or K-12 students and teachers trying to integrate such tools into their learning about geosciences. "Windows to the Universe" (http://www.windows.ucar.edu) is a large (roughly 6,000 web pages), well-established (first posted online in 1995), and popular (over 5 million visitor sessions and 40 million pages viewed per year) science education web site that covers a very broad range of Earth science and space science topics. The primary audience of the site consists of K-12 students and teachers and the general public. We have developed several interactive visualizations for use on the site in conjunction with text and still image reference materials. One major emphasis in the design of these interactives has been to ensure that casual users can quickly learn how to use the interactive features without becoming frustrated and departing before they were able to appreciate the visualizations displayed. We will demonstrate several of these "user-friendly" interactive visualizations and comment on the design philosophy we have employed in developing them.

  9. Designing Interaction as a Learning Process: Supporting Users' Domain Knowledge Development in Interaction

    ERIC Educational Resources Information Center

    Choi, Jung-Min

    2010-01-01

    The primary concern in current interaction design is focused on how to help users solve problems and achieve goals more easily and efficiently. While users' sufficient knowledge acquisition of operating a product or system is considered important, their acquisition of problem-solving knowledge in the task domain has largely been disregarded. As a…

  10. Pilot Inventory Complex Adaptive System (PICAS): An Artificial Life Approach to Managing Pilot Retention.

    DTIC Science & Technology

    1999-03-01

    mates) and base their behaviors on this interactive information. This alone defines the nature of a complex adaptive system and it is based on this...world policy initiatives. 2.3.4. User Interaction Building the model with extensive user interaction gives the entire system a more appealing feel...complex behavior that hopefully mimics trends observed in reality . User interaction also allows for easier justification of assumptions used within

  11. Effective Levels of Adaptation to Different Types of Users in Interactive Museum Systems.

    ERIC Educational Resources Information Center

    Paterno, F.; Mancini, C.

    2000-01-01

    Discusses user interaction with museum application interfaces and emphasizes the importance of adaptable and adaptive interfaces to meet differing user needs. Considers levels of support that can be given to different users during navigation of museum hypermedia information, using examples from the Web site for the Marble Museum (Italy).…

  12. Temporal dynamics and impact of event interactions in cyber-social populations

    NASA Astrophysics Data System (ADS)

    Zhang, Yi-Qing; Li, Xiang

    2013-03-01

    The advance of information technologies provides powerful measures to digitize social interactions and facilitate quantitative investigations. To explore large-scale indoor interactions of a social population, we analyze 18 715 users' Wi-Fi access logs recorded in a Chinese university campus during 3 months, and define event interaction (EI) to characterize the concurrent interactions of multiple users inferred by their geographic coincidences—co-locating in the same small region at the same time. We propose three rules to construct a transmission graph, which depicts the topological and temporal features of event interactions. The vertex dynamics of transmission graph tells that the active durations of EIs fall into the truncated power-law distributions, which is independent on the number of involved individuals. The edge dynamics of transmission graph reports that the transmission durations present a truncated power-law pattern independent on the daily and weekly periodicities. Besides, in the aggregated transmission graph, low-degree vertices previously neglected in the aggregated static networks may participate in the large-degree EIs, which is verified by three data sets covering different sizes of social populations with various rendezvouses. This work highlights the temporal significance of event interactions in cyber-social populations.

  13. A Human Reliability Based Usability Evaluation Method for Safety-Critical Software

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

    Phillippe Palanque; Regina Bernhaupt; Ronald Boring

    2006-04-01

    Recent years have seen an increasing use of sophisticated interaction techniques including in the field of safety critical interactive software [8]. The use of such techniques has been required in order to increase the bandwidth between the users and systems and thus to help them deal efficiently with increasingly complex systems. These techniques come from research and innovation done in the field of humancomputer interaction (HCI). A significant effort is currently being undertaken by the HCI community in order to apply and extend current usability evaluation techniques to these new kinds of interaction techniques. However, very little has been donemore » to improve the reliability of software offering these kinds of interaction techniques. Even testing basic graphical user interfaces remains a challenge that has rarely been addressed in the field of software engineering [9]. However, the non reliability of interactive software can jeopardize usability evaluation by showing unexpected or undesired behaviors. The aim of this SIG is to provide a forum for both researchers and practitioners interested in testing interactive software. Our goal is to define a roadmap of activities to cross fertilize usability and reliability testing of these kinds of systems to minimize duplicate efforts in both communities.« less

  14. Research on dynamic performance design of mobile phone application based on context awareness

    NASA Astrophysics Data System (ADS)

    Bo, Zhang

    2018-05-01

    It aims to explore the dynamic performance of different mobile phone applications and the user's cognitive differences, reduce the cognitive burden, and enhance the sense of experience. By analyzing the dynamic design performance in four different interactive contexts, and constructing the framework of information service process in the interactive context perception and the two perception principles of the cognitive consensus between designer and user, and the two kinds of knowledge in accordance with the perception principles. The analysis of the context will help users sense the dynamic performance more intuitively, so that the details of interaction will be performed more vividly and smoothly, thus enhance user's experience in the interactive process. The common perception experience enables designers and users to produce emotional resonance in different interactive contexts, and help them achieve rapid understanding of interactive content and perceive the logic and hierarchy of the content and the structure, therefore the effectiveness of mobile applications will be improved.

  15. COMPARE/Radiology, an interactive Web-based radiology teaching program evaluation of user response.

    PubMed

    Wagner, Matthias; Heckemann, Rolf A; Nömayr, Anton; Greess, Holger; Bautz, Werner A; Grunewald, Markus

    2005-06-01

    The aim of this study is to assess user benefits of COMPARE/Radiology, a highly interactive World Wide Web-based training program for radiology, as perceived by its users. COMPARE/Radiology (http://www.idr.med.uni-erlangen.de/compare.htm), an interactive training program based on 244 teaching cases, was created by the authors and made publicly available on the Internet. An anonymous survey was conducted among users to investigate the composition of the program's user base and assess the acceptance of the training program. In parallel, Web access data were collected and analyzed using descriptive statistics. The group of responding users (n = 1370) consisted of 201 preclinical medical students (14.7%), 314 clinical medical students (22.9%), 359 residents in radiology (26.2%), and 205 users of other professions (14.9%). A majority of respondents (1230; 89%) rated the interactivity of COMPARE/Radiology as good or excellent. Many respondents use COMPARE/Radiology for self-study (971; 70%) and for teaching others (600; 43%). Web access statistics show an increase in number of site visits from 1248 in December 2002 to 4651 in April 2004. Users appreciate the benefits of COMPARE/Radiology. The interactive instructional design was rated positively by responding users. The popularity of the site is growing, evidenced by the number of network accesses during the observation period.

  16. 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.

  17. Assessing empathy and managing emotions through interactions with an affective avatar.

    PubMed

    Johnson, Esperanza; Hervás, Ramón; Gutiérrez López de la Franca, Carlos; Mondéjar, Tania; Ochoa, Sergio F; Favela, Jesús

    2018-06-01

    Assistive technologies can improve the quality of life of people diagnosed with different forms of social communication disorders. We report on the design and evaluation of an affective avatar aimed at engaging the user in a social interaction with the purpose of assisting in communication therapies. A human-avatar taxonomy is proposed to assist the design of affective avatars aimed at addressing social communication disorder. The avatar was evaluated with 30 subjects to assess how effectively it conveys the desired emotion and elicits empathy from the user. Results provide evidence that users become used to the avatar after a number of interactions, and they perceive the defined behavior as being logical. The users' interactions with the avatar entail affective reactions, including the mimic emotions that users felt, and establish a preliminary ground truth about prototypic empathic interactions with avatars that is being used to train learning algorithms to support social communication disorder evaluation.

  18. Effects of organizational scheme and labeling on task performance in product-centered and user-centered retail Web sites.

    PubMed

    Resnick, Marc L; Sanchez, Julian

    2004-01-01

    As companies increase the quantity of information they provide through their Web sites, it is critical that content is structured with an appropriate architecture. However, resource constraints often limit the ability of companies to apply all Web design principles completely. This study quantifies the effects of two major information architecture principles in a controlled study that isolates the incremental effects of organizational scheme and labeling on user performance and satisfaction. Sixty participants with a wide range of Internet and on-line shopping experience were recruited to complete a series of shopping tasks on a prototype retail shopping Web site. User-centered labels provided a significant benefit in performance and satisfaction over labels obtained through company-centered methods. User-centered organization did not result in improved performance except when the label quality was poor. Significant interactions suggest specific guidelines for allocating resources in Web site design. Applications of this research include the design of Web sites for any commercial application, particularly E-commerce.

  19. NASA Interactive Forms Type Interface - NIFTI

    NASA Technical Reports Server (NTRS)

    Jain, Bobby; Morris, Bill

    2005-01-01

    A flexible database query, update, modify, and delete tool was developed that provides an easy interface to Oracle forms. This tool - the NASA interactive forms type interface, or NIFTI - features on-the- fly forms creation, forms sharing among users, the capability to query the database from user-entered criteria on forms, traversal of query results, an ability to generate tab-delimited reports, viewing and downloading of reports to the user s workstation, and a hypertext-based help system. NIFTI is a very powerful ad hoc query tool that was developed using C++, X-Windows by a Motif application framework. A unique tool, NIFTI s capabilities appear in no other known commercial-off-the- shelf (COTS) tool, because NIFTI, which can be launched from the user s desktop, is a simple yet very powerful tool with a highly intuitive, easy-to-use graphical user interface (GUI) that will expedite the creation of database query/update forms. NIFTI, therefore, can be used in NASA s International Space Station (ISS) as well as within government and industry - indeed by all users of the widely disseminated Oracle base. And it will provide significant cost savings in the areas of user training and scalability while advancing the art over current COTS browsers. No COTS browser performs all the functions NIFTI does, and NIFTI is easier to use. NIFTI s cost savings are very significant considering the very large database with which it is used and the large user community with varying data requirements it will support. Its ease of use means that personnel unfamiliar with databases (e.g., managers, supervisors, clerks, and others) can develop their own personal reports. For NASA, a tool such as NIFTI was needed to query, update, modify, and make deletions within the ISS vehicle master database (VMDB), a repository of engineering data that includes an indentured parts list and associated resource data (power, thermal, volume, weight, and the like). Since the VMDB is used both as a collection point for data and as a common repository for engineering, integration, and operations teams, a tool such as NIFTI had to be designed that could expedite the creation of database query/update forms which could then be shared among users.

  20. Information Retention and Overload in First-Time Hearing Aid Users: An Interactive Multimedia Educational Solution.

    PubMed

    Ferguson, Melanie; Brandreth, Marian; Brassington, William; Wharrad, Heather

    2015-09-01

    An educational intervention to improve knowledge of hearing aids and communication in first-time hearing aid users was assessed. This intervention was based on the concept of reusable learning objects (RLOs). A randomized controlled trial was conducted. One group received the educational intervention, and the other acted as a control group. RLOs were delivered online and through DVD for television and personal computer. Knowledge of both practical and psychosocial aspects of hearing aids and communication was assessed using a free-recall method 6 weeks postfitting. Knowledge of both practical and psychosocial issues was significantly higher in the group that received the RLOs than in the control group. Moderate to large effect sizes indicated that these differences were clinically significant. An educational intervention that supplements clinical practice results in improved knowledge in first-time hearing aid users.

  1. 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

  2. Accessibility of Mobile Devices for Visually Impaired Users: An Evaluation of the Screen-Reader VoiceOver.

    PubMed

    Smaradottir, Berglind; Håland, Jarle; Martinez, Santiago

    2017-01-01

    A mobile device's touchscreen allows users to use a choreography of hand gestures to interact with the user interface. A screen reader on a mobile device is designed to support the interaction of visually disabled users while using gestures. This paper presents an evaluation of VoiceOver, a screen reader in Apple Inc. products. The evaluation was a part of the research project "Visually impaired users touching the screen - a user evaluation of assistive technology".

  3. Prenatal exposure to testosterone interacts with lifetime physical abuse to predict anger rumination and cognitive flexibility among incarcerated methamphetamine users.

    PubMed

    Herschl, Laura C; Highland, Krista B; McChargue, Dennis E

    2012-01-01

    The present pilot study hypothesized that degree of exposure to prenatal testosterone interacts with a history of lifetime physical abuse (LPA) to predict the cognitive (anger rumination) and behavioral (intimate partner and interpersonal violence) components of aggression within incarcerated methamphetamine (MA) users. In addition, we hypothesized that the degree of exposure to prenatal testosterone interacts with LPA to predict cognitive flexibility (Stroop Color-Word performance). Male inmate MA users (N = 60) completed neuropsychological and paper/pencil tests. Hand photocopies were also obtained to index prenatal testosterone exposure. Five covariate-adjusted moderation models were tested using anger rumination, intimate partner violence (IPV) perpetration, interpersonal violence perpetration (before and while incarcerated), and Stroop Color-Word T-score as the criteria, prenatal testosterone exposure as the predictor, and LPA as the moderator. Results indicated that, in individuals with a history of LPA, exposure to higher levels of prenatal testosterone exposure predicted greater anger rumination, lower Stroop Color-Word test T-scores, and lower frequencies of IPV perpetration. Findings were not significant in individuals without a history of LPA. This research suggests that biochemical and psychosocial vulnerabilities influence anger rumination and cognitive flexibility, which may render incarcerated MA users at greater risk to relapse or recidivate upon release from prison. Copyright © American Academy of Addiction Psychiatry.

  4. BigDebug: Debugging Primitives for Interactive Big Data Processing in Spark.

    PubMed

    Gulzar, Muhammad Ali; Interlandi, Matteo; Yoo, Seunghyun; Tetali, Sai Deep; Condie, Tyson; Millstein, Todd; Kim, Miryung

    2016-05-01

    Developers use cloud computing platforms to process a large quantity of data in parallel when developing big data analytics. Debugging the massive parallel computations that run in today's data-centers is time consuming and error-prone. To address this challenge, we design a set of interactive, real-time debugging primitives for big data processing in Apache Spark, the next generation data-intensive scalable cloud computing platform. This requires re-thinking the notion of step-through debugging in a traditional debugger such as gdb, because pausing the entire computation across distributed worker nodes causes significant delay and naively inspecting millions of records using a watchpoint is too time consuming for an end user. First, BIGDEBUG's simulated breakpoints and on-demand watchpoints allow users to selectively examine distributed, intermediate data on the cloud with little overhead. Second, a user can also pinpoint a crash-inducing record and selectively resume relevant sub-computations after a quick fix. Third, a user can determine the root causes of errors (or delays) at the level of individual records through a fine-grained data provenance capability. Our evaluation shows that BIGDEBUG scales to terabytes and its record-level tracing incurs less than 25% overhead on average. It determines crash culprits orders of magnitude more accurately and provides up to 100% time saving compared to the baseline replay debugger. The results show that BIGDEBUG supports debugging at interactive speeds with minimal performance impact.

  5. Semantics of directly manipulating spatializations.

    PubMed

    Hu, Xinran; Bradel, Lauren; Maiti, Dipayan; House, Leanna; North, Chris; Leman, Scotland

    2013-12-01

    When high-dimensional data is visualized in a 2D plane by using parametric projection algorithms, users may wish to manipulate the layout of the data points to better reflect their domain knowledge or to explore alternative structures. However, few users are well-versed in the algorithms behind the visualizations, making parameter tweaking more of a guessing game than a series of decisive interactions. Translating user interactions into algorithmic input is a key component of Visual to Parametric Interaction (V2PI) [13]. Instead of adjusting parameters, users directly move data points on the screen, which then updates the underlying statistical model. However, we have found that some data points that are not moved by the user are just as important in the interactions as the data points that are moved. Users frequently move some data points with respect to some other 'unmoved' data points that they consider as spatially contextual. However, in current V2PI interactions, these points are not explicitly identified when directly manipulating the moved points. We design a richer set of interactions that makes this context more explicit, and a new algorithm and sophisticated weighting scheme that incorporates the importance of these unmoved data points into V2PI.

  6. System and method for controlling power consumption in a computer system based on user satisfaction

    DOEpatents

    Yang, Lei; Dick, Robert P; Chen, Xi; Memik, Gokhan; Dinda, Peter A; Shy, Alex; Ozisikyilmaz, Berkin; Mallik, Arindam; Choudhary, Alok

    2014-04-22

    Systems and methods for controlling power consumption in a computer system. For each of a plurality of interactive applications, the method changes a frequency at which a processor of the computer system runs, receives an indication of user satisfaction, determines a relationship between the changed frequency and the user satisfaction of the interactive application, and stores the determined relationship information. The determined relationship can distinguish between different users and different interactive applications. A frequency may be selected from the discrete frequencies at which the processor of the computer system runs based on the determined relationship information for a particular user and a particular interactive application running on the processor of the computer system. The processor may be adapted to run at the selected frequency.

  7. Light-Field Correction for Spatial Calibration of Optical See-Through Head-Mounted Displays.

    PubMed

    Itoh, Yuta; Klinker, Gudrun

    2015-04-01

    A critical requirement for AR applications with Optical See-Through Head-Mounted Displays (OST-HMD) is to project 3D information correctly into the current viewpoint of the user - more particularly, according to the user's eye position. Recently-proposed interaction-free calibration methods [16], [17] automatically estimate this projection by tracking the user's eye position, thereby freeing users from tedious manual calibrations. However, the method is still prone to contain systematic calibration errors. Such errors stem from eye-/HMD-related factors and are not represented in the conventional eye-HMD model used for HMD calibration. This paper investigates one of these factors - the fact that optical elements of OST-HMDs distort incoming world-light rays before they reach the eye, just as corrective glasses do. Any OST-HMD requires an optical element to display a virtual screen. Each such optical element has different distortions. Since users see a distorted world through the element, ignoring this distortion degenerates the projection quality. We propose a light-field correction method, based on a machine learning technique, which compensates the world-scene distortion caused by OST-HMD optics. We demonstrate that our method reduces the systematic error and significantly increases the calibration accuracy of the interaction-free calibration.

  8. An Exploratory Study of User Searching of the World Wide Web: A Holistic Approach.

    ERIC Educational Resources Information Center

    Wang, Peiling; Tenopir, Carol; Laymman, Elizabeth; Penniman, David; Collins, Shawn

    1998-01-01

    Examines Web users' behaviors and needs and tests a methodology for studying users' interaction with the Web. A process-tracing technique, together with tests of cognitive style, anxiety levels, and self-report computer experience, provided data on how users interact with the Web in the process of finding factual information. (Author/AEF)

  9. [The contribution of different cochlear insertion region to Mandarin speech perception in users of cochlear implant].

    PubMed

    Qi, Beier; Liu, Bo; Liu, Sha; Liu, Haihong; Dong, Ruijuan; Zhang, Ning; Gong, Shusheng

    2011-05-01

    To study the effect of cochlear electrode coverage and different insertion region on speech recognition, especially tone perception of cochlear implant users whose native language is Mandarin Chinese. Setting seven test conditions by fitting software. All conditions were created by switching on/off respective channels in order to simulate different insertion position. Then Mandarin CI users received 4 Speech tests, including Vowel Identification test, Consonant Identification test, Tone Identification test-male speaker, Mandarin HINT test (SRS) in quiet and noise. To all test conditions: the average score of vowel identification was significantly different, from 56% to 91% (Rank sum test, P < 0.05). The average score of consonant identification was significantly different, from 72% to 85% (ANOVNA, P < 0.05). The average score of Tone identification was not significantly different (ANOVNA, P > 0.05). However the more channels activated, the higher scores obtained, from 68% to 81%. This study shows that there is a correlation between insertion depth and speech recognition. Because all parts of the basement membrane can help CI users to improve their speech recognition ability, it is very important to enhance verbal communication ability and social interaction ability of CI users by increasing insertion depth and actively stimulating the top region of cochlear.

  10. Affective processes in human-automation interactions.

    PubMed

    Merritt, Stephanie M

    2011-08-01

    This study contributes to the literature on automation reliance by illuminating the influences of user moods and emotions on reliance on automated systems. Past work has focused predominantly on cognitive and attitudinal variables, such as perceived machine reliability and trust. However, recent work on human decision making suggests that affective variables (i.e., moods and emotions) are also important. Drawing from the affect infusion model, significant effects of affect are hypothesized. Furthermore, a new affectively laden attitude termed liking is introduced. Participants watched video clips selected to induce positive or negative moods, then interacted with a fictitious automated system on an X-ray screening task At five time points, important variables were assessed including trust, liking, perceived machine accuracy, user self-perceived accuracy, and reliance.These variables, along with propensity to trust machines and state affect, were integrated in a structural equation model. Happiness significantly increased trust and liking for the system throughout the task. Liking was the only variable that significantly predicted reliance early in the task. Trust predicted reliance later in the task, whereas perceived machine accuracy and user self-perceived accuracy had no significant direct effects on reliance at any time. Affective influences on automation reliance are demonstrated, suggesting that this decision-making process may be less rational and more emotional than previously acknowledged. Liking for a new system may be key to appropriate reliance, particularly early in the task. Positive affect can be easily induced and may be a lever for increasing liking.

  11. Association of parents' alcohol use and family interaction with the initiation of alcohol use by sixth graders: A preliminary study in Taiwan

    PubMed Central

    Hung, Chao-Chia; Yen, Lee-Lan; Wu, Wen-Chi

    2009-01-01

    Background The family is the main environment where children are socialized and learn individual behavior. Although previous studies have examined predictors of preadolescent first alcohol use, few studies have analyzed factors associated with alcohol use in children in a country with low alcohol consumption. The aim of this study was to investigate the initiation of alcohol use by sixth graders and determine family factors associated with first alcohol use. Methods Data used in this study was collected as part of the Child and Adolescent Behaviors in Long-term Evolution (CABLE) project in 2002 (when study participants were in grade 5 and aged 10–11 years) and 2003 (when study participants were in grade 6 and aged 11–12 years). Data from a total of 1,183 participants was analyzed. Main study variables included children's alcohol use: (1) never user (never user in 2002 and 2003), or (2) first-time user (never user in 2002 but ever user in 2003); parents' alcohol use: (1) both parents ever users, (2) mother ever user and father never user, (3) father ever user and mother never user, (4) both parents never users; parental support; and family conflict. Correlates of first alcohol use were identified using logistic regression. Results There were 183 students (15.5%) who became first-time users of alcohol in the sixth grade. Having parents who both used alcohol, less parental support, and more family conflict were significant predictors of sixth graders' first alcohol use. Family interaction and parents' drinking were equally important predictors of preteen's first use of alcohol. Conclusion Family factors influence children's initiation of alcohol use. It is important to educate parents about the effects of alcohol on children and to emphasize the importance of prevention. PMID:19497107

  12. Debunking in a world of tribes

    PubMed Central

    Bessi, Alessandro; Del Vicario, Michela; Scala, Antonio; Caldarelli, Guido; Shekhtman, Louis; Havlin, Shlomo; Quattrociocchi, Walter

    2017-01-01

    Social media aggregate people around common interests eliciting collective framing of narratives and worldviews. However, in such a disintermediated environment misinformation is pervasive and attempts to debunk are often undertaken to contrast this trend. In this work, we examine the effectiveness of debunking on Facebook through a quantitative analysis of 54 million users over a time span of five years (Jan 2010, Dec 2014). In particular, we compare how users usually consuming proven (scientific) and unsubstantiated (conspiracy-like) information on Facebook US interact with specific debunking posts. Our findings confirm the existence of echo chambers where users interact primarily with either conspiracy-like or scientific pages. However, both groups interact similarly with the information within their echo chamber. Then, we measure how users from both echo chambers interacted with 50,220 debunking posts accounting for both users consumption patterns and the sentiment expressed in their comments. Sentiment analysis reveals a dominant negativity in the comments to debunking posts. Furthermore, such posts remain mainly confined to the scientific echo chamber. Only few conspiracy users engage with corrections and their liking and commenting rates on conspiracy posts increases after the interaction. PMID:28742163

  13. 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.

  14. Design and usability evaluation of user-centered and visual-based aids for dietary food measurement on mobile devices in a randomized controlled trial.

    PubMed

    Liu, Ying-Chieh; Chen, Chien-Hung; Lee, Chien-Wei; Lin, Yu-Sheng; Chen, Hsin-Yun; Yeh, Jou-Yin; Chiu, Sherry Yueh-Hsia

    2016-12-01

    We designed and developed two interactive apps interfaces for dietary food measurements on mobile devices. The user-centered designs of both the IPI (interactive photo interface) and the SBI (sketching-based interface) were evaluated. Four types of outcomes were assessed to evaluate the usability of mobile devices for dietary measurements, including accuracy, absolute weight differences, and the response time to determine the efficacy of food measurements. The IPI presented users with images of pre-determined portion sizes of a specific food and allowed users to scan and then select the most representative image matching the food that they were measuring. The SBI required users to relate the food shape to a readily available comparator (e.g., credit card) and scribble to shade in the appropriate area. A randomized controlled trial was conducted to evaluate their usability. A total of 108 participants were randomly assigned into the following three groups: the IPI (n=36) and SBI (n=38) experimental groups and the traditional life-size photo (TLP) group as the control. A total of 18 types of food items with 3-4 different weights were randomly selected for assessment by each type. The independent Chi-square test and t-test were performed for the dichotomous and continuous variable analyses, respectively. The total accuracy rates were 66.98%, 44.15%, and 72.06% for the IPI, SBI, and TLP, respectively. No significant difference was observed between the IPI and TLP, regardless of the accuracy proportion or weight differences. The SBI accuracy rates were significantly lower than the IPI and TLP accuracy rates, especially for several spooned, square cube, and sliced pie food items. The time needed to complete the operation assessment by the user was significantly lower for the IPI than for the SBI. Our study corroborates that the user-centered visual-based design of the IPI on a mobile device is comparable the TLP in terms of the usability for dietary food measurements. However, improvements are needed because both the IPI and TLP accuracies associated with some food shapes were lower than 60%. The SBI is not yet a viable aid. This innovative alternative required further improvements to the user interface. Copyright © 2016 Elsevier Inc. All rights reserved.

  15. Spatial issues in user interface design from a graphic design perspective

    NASA Technical Reports Server (NTRS)

    Marcus, Aaron

    1989-01-01

    The user interface of a computer system is a visual display that provides information about the status of operations on data within the computer and control options to the user that enable adjustments to these operations. From the very beginning of computer technology the user interface was a spatial display, although its spatial features were not necessarily complex or explicitly recognized by the users. All text and nonverbal signs appeared in a virtual space generally thought of as a single flat plane of symbols. Current technology of high performance workstations permits any element of the display to appear as dynamic, multicolor, 3-D signs in a virtual 3-D space. The complexity of appearance and the user's interaction with the display provide significant challenges to the graphic designer of current and future user interfaces. In particular, spatial depiction provides many opportunities for effective communication of objects, structures, processes, navigation, selection, and manipulation. Issues are presented that are relevant to the graphic designer seeking to optimize the user interface's spatial attributes for effective visual communication.

  16. SABRINA: an interactive three-dimensional geometry-mnodeling program for MCNP

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

    West, J.T. III

    SABRINA is a fully interactive three-dimensional geometry-modeling program for MCNP, a Los Alamos Monte Carlo code for neutron and photon transport. In SABRINA, a user constructs either body geometry or surface geometry models and debugs spatial descriptions for the resulting objects. This enhanced capability significantly reduces effort in constructing and debugging complicated three-dimensional geometry models for Monte Carlo analysis. 2 refs., 33 figs.

  17. Image Representation and Interactivity: An Exploration of Utility Values, Information-Needs and Image Interactivity

    ERIC Educational Resources Information Center

    Lewis, Elise C.

    2011-01-01

    This study was designed to explore the relationships between users and interactive images. Three factors were identified and provided different perspectives on how users interact with images: image utility, information-need, and images with varying levels of interactivity. The study used a mixed methodology to gain a more comprehensive…

  18. Network Control Center User Planning System (NCC UPS)

    NASA Astrophysics Data System (ADS)

    Dealy, Brian

    1991-09-01

    NCC UPS is presented in the form of the viewgraphs. The following subject areas are covered: UPS overview; NCC UPS role; major NCC UPS functional requirements; interactive user access levels; UPS interfaces; interactive user subsystem; interface navigation; scheduling screen hierarchy; interactive scheduling input panels; autogenerated schedule request panel; schedule data tabular display panel; schedule data graphic display panel; graphic scheduling aid design; and schedule data graphic display.

  19. Network Control Center User Planning System (NCC UPS)

    NASA Technical Reports Server (NTRS)

    Dealy, Brian

    1991-01-01

    NCC UPS is presented in the form of the viewgraphs. The following subject areas are covered: UPS overview; NCC UPS role; major NCC UPS functional requirements; interactive user access levels; UPS interfaces; interactive user subsystem; interface navigation; scheduling screen hierarchy; interactive scheduling input panels; autogenerated schedule request panel; schedule data tabular display panel; schedule data graphic display panel; graphic scheduling aid design; and schedule data graphic display.

  20. Embedded Process Modeling, Analogy-Based Option Generation and Analytical Graphic Interaction for Enhanced User-Computer Interaction: An Interactive Storyboard of Next Generation User-Computer Interface Technology. Phase 1

    DTIC Science & Technology

    1988-03-01

    structure of the interface is a mapping from the physical world [for example, the use of icons, which S have inherent meaning to users but represent...design alternatives. Mechanisms for linking the user to the computer include physical devices (keyboards), actions taken with the devices (keystrokes...VALUATION AIDES TEMLATEI IITCOM1I LATOR IACTICAL KNOWLEDGE ACGIUISITION MICNnII t 1 Fig. 9. INTACVAL. * OtJiCTs ARE PHYSICAL ENTITIES OR CONCEPTUAL EN

  1. Is Accessibility an Issue in the Knowledge Society? Modern Web Applications in the Light of Accessibility

    NASA Astrophysics Data System (ADS)

    Bártek, Luděk; Ošlejšek, Radek; Pitner, Tomáš

    Recent development in Web shows a significant trend towards more user participation, massive use of new devices including portables, and high interactivity. The user participation goes hand in hand with inclusion of all potential user groups - also with special needs. However, we claim that albeit all the effort towards accessibility, it has not yet found an appopriate reflection among stakeholders of the "Top Web Applications" nor their users. This leads to undesired causes - the business-driven Web without all user participation is not a really democratic medium and, actually, does not comply with the original characteristics of Web 2.0. The paper tries to identify perspectives of further development including standardization processes and technical obstacles behind. It also shows ways and techniques to cope with the challenge based on our own research and development in accessible graphics and dialog-based systems.

  2. WIFIP: a web-based user interface for automated synchrotron beamlines.

    PubMed

    Sallaz-Damaz, Yoann; Ferrer, Jean Luc

    2017-09-01

    The beamline control software, through the associated graphical user interface (GUI), is the user access point to the experiment, interacting with synchrotron beamline components and providing automated routines. FIP, the French beamline for the Investigation of Proteins, is a highly automatized macromolecular crystallography (MX) beamline at the European Synchrotron Radiation Facility. On such a beamline, a significant number of users choose to control their experiment remotely. This is often performed with a limited bandwidth and from a large choice of computers and operating systems. Furthermore, this has to be possible in a rapidly evolving experimental environment, where new developments have to be easily integrated. To face these challenges, a light, platform-independent, control software and associated GUI are required. Here, WIFIP, a web-based user interface developed at FIP, is described. Further than being the present FIP control interface, WIFIP is also a proof of concept for future MX control software.

  3. Gestures in an Intelligent User Interface

    NASA Astrophysics Data System (ADS)

    Fikkert, Wim; van der Vet, Paul; Nijholt, Anton

    In this chapter we investigated which hand gestures are intuitive to control a large display multimedia interface from a user's perspective. Over the course of two sequential user evaluations, we defined a simple gesture set that allows users to fully control a large display multimedia interface, intuitively. First, we evaluated numerous gesture possibilities for a set of commands that can be issued to the interface. These gestures were selected from literature, science fiction movies, and a previous exploratory study. Second, we implemented a working prototype with which the users could interact with both hands and the preferred hand gestures with 2D and 3D visualizations of biochemical structures. We found that the gestures are influenced to significant extent by the fast paced developments in multimedia interfaces such as the Apple iPhone and the Nintendo Wii and to no lesser degree by decades of experience with the more traditional WIMP-based interfaces.

  4. HRI usability evaluation of interaction modes for a teleoperated agricultural robotic sprayer.

    PubMed

    Adamides, George; Katsanos, Christos; Parmet, Yisrael; Christou, Georgios; Xenos, Michalis; Hadzilacos, Thanasis; Edan, Yael

    2017-07-01

    Teleoperation of an agricultural robotic system requires effective and efficient human-robot interaction. This paper investigates the usability of different interaction modes for agricultural robot teleoperation. Specifically, we examined the overall influence of two types of output devices (PC screen, head mounted display), two types of peripheral vision support mechanisms (single view, multiple views), and two types of control input devices (PC keyboard, PS3 gamepad) on observed and perceived usability of a teleoperated agricultural sprayer. A modular user interface for teleoperating an agricultural robot sprayer was constructed and field-tested. Evaluation included eight interaction modes: the different combinations of the 3 factors. Thirty representative participants used each interaction mode to navigate the robot along a vineyard and spray grape clusters based on a 2 × 2 × 2 repeated measures experimental design. Objective metrics of the effectiveness and efficiency of the human-robot collaboration were collected. Participants also completed questionnaires related to their user experience with the system in each interaction mode. Results show that the most important factor for human-robot interface usability is the number and placement of views. The type of robot control input device was also a significant factor in certain dependents, whereas the effect of the screen output type was only significant on the participants' perceived workload index. Specific recommendations for mobile field robot teleoperation to improve HRI awareness for the agricultural spraying task are presented. Copyright © 2017 Elsevier Ltd. All rights reserved.

  5. Standards for the user interface - Developing a user consensus. [for Space Station Information System

    NASA Technical Reports Server (NTRS)

    Moe, Karen L.; Perkins, Dorothy C.; Szczur, Martha R.

    1987-01-01

    The user support environment (USE) which is a set of software tools for a flexible standard interactive user interface to the Space Station systems, platforms, and payloads is described in detail. Included in the USE concept are a user interface language, a run time environment and user interface management system, support tools, and standards for human interaction methods. The goals and challenges of the USE are discussed as well as a methodology based on prototype demonstrations for involving users in the process of validating the USE concepts. By prototyping the key concepts and salient features of the proposed user interface standards, the user's ability to respond is greatly enhanced.

  6. Stable self-serving personality traits in recreational and dependent cocaine users

    PubMed Central

    Quednow, Boris B.; Hulka, Lea M.; Preller, Katrin H.; Baumgartner, Markus R.; Eisenegger, Christoph; Vonmoos, Matthias

    2017-01-01

    Chronic cocaine use has been associated with impairments in social cognition, self-serving and antisocial behavior, and socially relevant personality disorders (PD). Despite the apparent relationship between Machiavellianism and stimulant use, no study has explicitly examined this personality concept in cocaine users so far. In the frame of the longitudinal Zurich Cocaine Cognition Study, the Machiavellianism Questionnaire (MACH-IV) was assessed in 68 recreational and 30 dependent cocaine users as well as in 68 psychostimulant-naïve controls at baseline. Additionally, three closely related personality dimensions from the Temperament and Character Inventory (TCI)–cooperativeness, (social) reward dependence, and self-directedness–and the screening questionnaire of the Structured Clinical Interview for DSM-IV Axis II Personality Disorders (SCID-II) were acquired. At the one-year follow-up, 57 cocaine users and 48 controls were reassessed with the MACH-IV. Finally, MACH-IV scores were correlated with measures of social cognition and interaction (cognitive/emotional empathy, Theory-of-Mind, prosocial behavior) and with SCID-II PD scores assessed at baseline. Both recreational and dependent cocaine users showed significantly higher Machiavellianism than controls, while dependent cocaine users additionally displayed significantly lower levels of TCI cooperativeness and self-directedness. During the one-year interval, MACH-IV scores showed high test-retest reliability and also the significant gap between cocaine users and controls remained. Moreover, in cocaine users, higher Machiavellianism correlated significantly with lower levels of cooperativeness and self-directedness, with less prosocial behavior, and with higher cluster B PD scores. However, Machiavellianism was not correlated with measures of cocaine use severity (r<-.15). Both recreational and dependent cocaine users display pronounced and stable Machiavellian personality traits. The lack of correlations with severity of cocaine use and its temporal stability indicates that a Machiavellian personality trait might represent a predisposition for cocaine use that potentially serves as a predictor for stimulant addiction. PMID:28253291

  7. An Empirical Study of User Experience on Touch Mice

    ERIC Educational Resources Information Center

    Chou, Jyh Rong

    2016-01-01

    The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…

  8. Virtual goods recommendations in virtual worlds.

    PubMed

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.

  9. 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.

  10. Virtual Goods Recommendations in Virtual Worlds

    PubMed Central

    Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren

    2015-01-01

    Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837

  11. Does the Type of Event Influence How User Interactions Evolve on Twitter?

    PubMed Central

    del Val, Elena; Rebollo, Miguel; Botti, Vicente

    2015-01-01

    The number of people using on-line social networks as a new way of communication is continually increasing. The messages that a user writes in these networks and his/her interactions with other users leave a digital trace that is recorded. Thanks to this fact and the use of network theory, the analysis of messages, user interactions, and the complex structures that emerge is greatly facilitated. In addition, information generated in on-line social networks is labeled temporarily, which makes it possible to go a step further analyzing the dynamics of the interaction patterns. In this article, we present an analysis of the evolution of user interactions that take place in television, socio-political, conference, and keynote events on Twitter. Interactions have been modeled as networks that are annotated with the time markers. We study changes in the structural properties at both the network level and the node level. As a result of this analysis, we have detected patterns of network evolution and common structural features as well as differences among the events. PMID:25961305

  12. Self- and Social Motivation to Interact with a Brand on Facebook: The Moderating Roles of Self-Expression and Brand Engagement in a Student Sample.

    PubMed

    Kim, Taemin; Kim, Okhyun

    2016-05-01

    This study investigated the roles of self- and social motivation in interacting with a brand on Facebook. An online survey was conducted using 11 familiar global brands randomly selected from Interbrand's 100 Best Global Brands. The result demonstrated that congruence between actual/ideal self and personality of a brand (i.e., self-motivation) positively influenced users' interaction with a brand on Facebook. In this relationship, self-expressive motivation and brand engagement emerged as moderators. Additionally, social identity as a social motivation positively affected users' interaction with a brand. Although not all components of social motivation influenced users' interaction with a brand, this study showed that two exclusive motivations, self and social, positively influenced users' interaction with a brand on Facebook. Managerial and practical implications were also proposed for marketing a brand on Facebook.

  13. Statistical properties of the personal social network in the Facebook

    NASA Astrophysics Data System (ADS)

    Guo, Q.; Shao, F.; Hu, Z. L.; Liu, J. G.

    2013-10-01

    The statistical properties of the user interaction behaviors in a city have great significance for developing the network marketing strategy, promoting personalized service and so on. In this paper, we investigate the interaction property of the users from New Orleans network in the Facebook, and find that one's out-degree and in-degree are approximately the same. In addition, when the number of a user friends is less than 65, the number of their posts would linearly grow with the slope 4.2, but when one user's friends are more than 65, their posts would grow with the slope 2.1. Further, the average link weight is relatively flat when the out-degree ranges from 28 to 65, and before or after the section it is on the rise or in decline, respectively, from which we can conclude that one could not maintain stable and meaningful relationships with more than 65 people in a single city. We present a null model to reshuffle the network to guarantee that the empirical results are not obtained by accident. The result obtained after reshuffling suggests that there exists a limit that restricts people's social activities.

  14. Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments

    NASA Astrophysics Data System (ADS)

    Pretto, N.; Poiesi, F.

    2017-11-01

    We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.

  15. User Localization During Human-Robot Interaction

    PubMed Central

    Alonso-Martín, F.; Gorostiza, Javi F.; Malfaz, María; Salichs, Miguel A.

    2012-01-01

    This paper presents a user localization system based on the fusion of visual information and sound source localization, implemented on a social robot called Maggie. One of the main requisites to obtain a natural interaction between human-human and human-robot is an adequate spatial situation between the interlocutors, that is, to be orientated and situated at the right distance during the conversation in order to have a satisfactory communicative process. Our social robot uses a complete multimodal dialog system which manages the user-robot interaction during the communicative process. One of its main components is the presented user localization system. To determine the most suitable allocation of the robot in relation to the user, a proxemic study of the human-robot interaction is required, which is described in this paper. The study has been made with two groups of users: children, aged between 8 and 17, and adults. Finally, at the end of the paper, experimental results with the proposed multimodal dialog system are presented. PMID:23012577

  16. User localization during human-robot interaction.

    PubMed

    Alonso-Martín, F; Gorostiza, Javi F; Malfaz, María; Salichs, Miguel A

    2012-01-01

    This paper presents a user localization system based on the fusion of visual information and sound source localization, implemented on a social robot called Maggie. One of the main requisites to obtain a natural interaction between human-human and human-robot is an adequate spatial situation between the interlocutors, that is, to be orientated and situated at the right distance during the conversation in order to have a satisfactory communicative process. Our social robot uses a complete multimodal dialog system which manages the user-robot interaction during the communicative process. One of its main components is the presented user localization system. To determine the most suitable allocation of the robot in relation to the user, a proxemic study of the human-robot interaction is required, which is described in this paper. The study has been made with two groups of users: children, aged between 8 and 17, and adults. Finally, at the end of the paper, experimental results with the proposed multimodal dialog system are presented.

  17. Interactive personalized newspaper on the WWW

    NASA Astrophysics Data System (ADS)

    Kamba, Tomonari; Bharat, Krishna

    1996-03-01

    This paper discusses the personalization of online newspapers based on our experience with the Krakatoa Chronicle, an interactive, personalized, newspaper on the World Wide Web. The personalization of newspapers involves both social and technical issues. In social terms, it is important that users can control the extent of personalization, because newspapers are not only a means to get personally interesting articles but also a way to get information you are not explicitly looking for. In technical terms, the manner in which the user's interest is measured, and the strategy used to personalize the presentation are important. The Krakatoa Chronicle's approach to solving these problems is by sending over an interaction agent (in Java) from the web server side to the web-client, to manage the layout, interactions with the user, and provide feedback about user actions. In our system, the newspaper has a similar appearance to everyday printed ones, with multiple columns. The user has various interaction techniques to read articles, and has easy control over layout parameters including how personal the contents should be. The system can get the user's interest without requiring the user to do anything other than just read articles. The Krakatoa Chronicle will serve as a good testbed to learn how people would like to have their newspapers personalized.

  18. Interactive Television: The Influence of User Control and Interactive Structure.

    ERIC Educational Resources Information Center

    Gagnon, Diana; And Others

    A series of studies underway at the Audience Research Facility at MIT (the Massachusetts Institute of Technology) are examining the influence of interactive video on learning and entertainment television viewing. The first study compared the learning of spatial content from interactive (user controlled video games) versus observational…

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

    ERIC Educational Resources Information Center

    Price, Kathleen J.

    2011-01-01

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

  20. A collaborative virtual reality environment for neurosurgical planning and training.

    PubMed

    Kockro, Ralf A; Stadie, Axel; Schwandt, Eike; Reisch, Robert; Charalampaki, Cleopatra; Ng, Ivan; Yeo, Tseng Tsai; Hwang, Peter; Serra, Luis; Perneczky, Axel

    2007-11-01

    We have developed a highly interactive virtual environment that enables collaborative examination of stereoscopic three-dimensional (3-D) medical imaging data for planning, discussing, or teaching neurosurgical approaches and strategies. The system consists of an interactive console with which the user manipulates 3-D data using hand-held and tracked devices within a 3-D virtual workspace and a stereoscopic projection system. The projection system displays the 3-D data on a large screen while the user is working with it. This setup allows users to interact intuitively with complex 3-D data while sharing this information with a larger audience. We have been using this system on a routine clinical basis and during neurosurgical training courses to collaboratively plan and discuss neurosurgical procedures with 3-D reconstructions of patient-specific magnetic resonance and computed tomographic imaging data or with a virtual model of the temporal bone. Working collaboratively with the 3-D information of a large, interactive, stereoscopic projection provides an unambiguous way to analyze and understand the anatomic spatial relationships of different surgical corridors. In our experience, the system creates a unique forum for open and precise discussion of neurosurgical approaches. We believe the system provides a highly effective way to work with 3-D data in a group, and it significantly enhances teaching of neurosurgical anatomy and operative strategies.

  1. Exploring User Learnability and Learning Performance in an App for Depression: Usability Study

    PubMed Central

    Montague, Enid; Lattie, Emily G; Schueller, Stephen M; Kwasny, Mary J; Mohr, David C

    2017-01-01

    Background Mental health apps tend to be narrow in their functioning, with their focus mostly being on tracking, management, or psychoeducation. It is unclear what capability such apps have to facilitate a change in users, particularly in terms of learning key constructs relating to behavioral interventions. Thought Challenger (CBITs, Chicago) is a skill-building app that engages users in cognitive restructuring, a core component of cognitive therapy (CT) for depression. Objective The purpose of this study was to evaluate the learnability and learning performance of users following initial use of Thought Challenger. Methods Twenty adults completed in-lab usability testing of Thought Challenger, which comprised two interactions with the app. Learnability was measured via completion times, error rates, and psychologist ratings of user entries in the app; learning performance was measured via a test of CT knowledge and skills. Nonparametric tests were conducted to evaluate the difference between individuals with no or mild depression to those with moderate to severe depression, as well as differences in completion times and pre- and posttests. Results Across the two interactions, the majority of completion times were found to be acceptable (5 min or less), with minimal errors (1.2%, 10/840) and successful completion of CT thought records. Furthermore, CT knowledge and skills significantly improved after the initial use of Thought Challenger (P=.009). Conclusions The learning objectives for Thought Challenger during initial uses were successfully met in an evaluation with likely end users. The findings therefore suggest that apps are capable of providing users with opportunities for learning of intervention skills. PMID:28801301

  2. Processing dynamic facial affect in frequent cannabis-users: evidence of deficits in the speed of identifying emotional expressions.

    PubMed

    Platt, Bradley; Kamboj, Sunjeev; Morgan, Celia J A; Curran, H Valerie

    2010-11-01

    While heavy cannabis-users seem to show various cognitive impairments, it remains unclear whether they also experience significant deficits in affective functioning. Evidence of such deficits may contribute to our understanding of the interpersonal difficulties in cannabis-users, and the link between cannabis-use and psychological disorders (Moore et al., 2007). Emotion recognition performance of heavy cannabis-users and non-using controls was compared. A measure of emotion recognition was used in which participants identified facial expressions as they changed from neutral (open-mouth) to gradually more intense expressions of sadness, neutral, anger or happiness (open or closed mouth). Reaction times and accuracy were recorded as the facial expressions changed. Participants also completed measures of 'theory of mind,' depression and impulsivity. Cannabis-users were significantly slower than controls at identifying all three emotional expressions. There was no difference between groups in identifying facial expressions changing from open-mouth neutral expressions to closed-mouth neutral expressions suggesting that differences in emotion recognition were not due to a general slowing of reaction times. Cannabis-users were also significantly more liberal in their response criterion for recognising sadness. Heavy cannabis-use may be associated with affect recognition deficits. In particular, a greater intensity of emotion expression was required before identification of positive and negative emotions. This was found using stimuli which simulated dynamic changes in emotion expression, and in turn, suggests that cannabis-users may experience generalised problems in decoding basic emotions during social interactions. The implications of these findings are discussed for vulnerability to psychological and interpersonal difficulties in cannabis-users. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  3. 'Tagger' - a Mac OS X Interactive Graphical Application for Data Inference and Analysis of N-Dimensional Datasets in the Natural Physical Sciences.

    NASA Astrophysics Data System (ADS)

    Morse, P. E.; Reading, A. M.; Lueg, C.

    2014-12-01

    Pattern-recognition in scientific data is not only a computational problem but a human-observer problem as well. Human observation of - and interaction with - data visualization software can augment, select, interrupt and modify computational routines and facilitate processes of pattern and significant feature recognition for subsequent human analysis, machine learning, expert and artificial intelligence systems.'Tagger' is a Mac OS X interactive data visualisation tool that facilitates Human-Computer interaction for the recognition of patterns and significant structures. It is a graphical application developed using the Quartz Composer framework. 'Tagger' follows a Model-View-Controller (MVC) software architecture: the application problem domain (the model) is to facilitate novel ways of abstractly representing data to a human interlocutor, presenting these via different viewer modalities (e.g. chart representations, particle systems, parametric geometry) to the user (View) and enabling interaction with the data (Controller) via a variety of Human Interface Devices (HID). The software enables the user to create an arbitrary array of tags that may be appended to the visualised data, which are then saved into output files as forms of semantic metadata. Three fundamental problems that are not strongly supported by conventional scientific visualisation software are addressed:1] How to visually animate data over time, 2] How to rapidly deploy unconventional parametrically driven data visualisations, 3] How to construct and explore novel interaction models that capture the activity of the end-user as semantic metadata that can be used to computationally enhance subsequent interrogation. Saved tagged data files may be loaded into Tagger, so that tags may be tagged, if desired. Recursion opens up the possibility of refining or overlapping different types of tags, tagging a variety of different POIs or types of events, and of capturing different types of specialist observations of important or noticeable events. Other visualisations and modes of interaction will also be demonstrated, with the aim of discovering knowledge in large datasets in the natural, physical sciences. Fig.1 Wave height data from an oceanographic Wave Rider Buoy. Colors/radii are driven by wave height data.

  4. User interfaces in space science instrumentation

    NASA Astrophysics Data System (ADS)

    McCalden, Alec John

    This thesis examines user interaction with instrumentation in the specific context of space science. It gathers together existing practice in machine interfaces with a look at potential future usage and recommends a new approach to space science projects with the intention of maximising their science return. It first takes a historical perspective on user interfaces and ways of defining and measuring the science return of a space instrument. Choices of research methodology are considered. Implementation details such as the concepts of usability, mental models, affordance and presentation of information are described, and examples of existing interfaces in space science are given. A set of parameters for use in analysing and synthesizing a user interface is derived by using a set of case studies of diverse failures and from previous work. A general space science user analysis is made by looking at typical practice, and an interview plus persona technique is used to group users with interface designs. An examination is made of designs in the field of astronomical instrumentation interfaces, showing the evolution of current concepts and including ideas capable of sustaining progress in the future. The parameters developed earlier are then tested against several established interfaces in the space science context to give a degree of confidence in their use. The concept of a simulator that is used to guide the development of an instrument over the whole lifecycle is described, and the idea is proposed that better instrumentation would result from more efficient use of the resources available. The previous ideas in this thesis are then brought together to describe a proposed new approach to a typical development programme, with an emphasis on user interaction. The conclusion shows that there is significant room for improvement in the science return from space instrumentation by attention to the user interface.

  5. Collective iteration behavior for online social networks

    NASA Astrophysics Data System (ADS)

    Liu, Jian-Guo; Li, Ren-De; Guo, Qiang; Zhang, Yi-Cheng

    2018-06-01

    Understanding the patterns of collective behavior in online social network (OSNs) is critical to expanding the knowledge of human behavior and tie relationship. In this paper, we investigate a specific pattern called social signature in Facebook and Wiki users' online communication behaviors, capturing the distribution of frequency of interactions between different alters over time in the ego network. The empirical results show that there are robust social signatures of interactions no matter how friends change over time, which indicates that a stable commutation pattern exists in online communication. By comparing a random null model, we find the that commutation pattern is heterogeneous between ego and alters. Furthermore, in order to regenerate the pattern of the social signature, we present a preferential interaction model, which assumes that new users intend to look for the old users with strong ties while old users have tendency to interact with new friends. The experimental results show that the presented model can reproduce the heterogeneity of social signature by adjusting 2 parameters, the number of communicating targets m and the max number of interactions n, for Facebook users, m = n = 5, for Wiki users, m = 2 and n = 8. This work helps in deeply understanding the regularity of social signature.

  6. From Paper to PDA: Design and Evaluation of a Clinical Ward Instruction on a Mobile Device

    NASA Astrophysics Data System (ADS)

    Kanstrup, Anne Marie; Stage, Jan

    Mobile devices with small screens and minimal facilities for interaction are increasingly being used in complex human activities for accessing and processing information, while the user is moving. This paper presents a case study of the design and evaluation of a mobile system, which involved transformation of complex text and tables to digital format on a PDA. The application domain was an emergency medical ward, and the user group was junior registrars. We designed a PDA-based system for accessing information, focusing on the ward instruction, implemented a prototype and evaluated it for usability and utility. The evaluation results indicate significant problems in the interaction with the system as well as the extent to which the system is useful for junior registrars in their daily work.

  7. Exaggerated Claims for Interactive Stories

    NASA Astrophysics Data System (ADS)

    Thue, David; Bulitko, Vadim; Spetch, Marcia; Webb, Michael

    As advertising becomes more crucial to video games' success, developers risk promoting their products beyond the features that they can actually include. For features of interactive storytelling, the effects of making such exaggerations are not well known, as reports from industry have been anecdotal at best. In this paper, we explore the effects of making exaggerated claims for interactive stories, in the context of the theory of advertising. Results from a human user study show that female players find linear and branching stories to be significantly less enjoyable when they are advertised with exaggerated claims.

  8. Infant feeding: the interfaces between interaction design and cognitive ergonomics in user-centered design.

    PubMed

    Lima, Flavia; Araújo, Lilian Kely

    2012-01-01

    This text presents a discussion on the process of developing interactive products focused on infant behavior, which result was an interactive game for encouraging infant feeding. For that, it describes the use of cognitive psychology concepts added to interaction design methodology. Through this project, this article sustains how the cooperative use of these concepts provides adherent solutions to users' needs, whichever they are. Besides that, it verifies the closeness of those methodologies to boundary areas of knowledge, such as design focused on user and ergonomics.

  9. Feasibility and effectiveness of a combined individual and psychoeducational group intervention in psychiatric residential facilities: A controlled, non-randomized study.

    PubMed

    Magliano, Lorenza; Puviani, Marta; Rega, Sonia; Marchesini, Nadia; Rossetti, Marisa; Starace, Fabrizio

    2016-01-30

    This controlled, non-randomized study explored the feasibility of introducing a Combined Individual and Group Intervention (CIGI) for users with mental disorders in residential facilities, and tested whether users who received the CIGI had better functioning than users who received the Treatment-As-Usual (TAU), at two-year follow up. In the CIGI, a structured cognitivebehavioral approach called VADO (in English, Skills Assessment and Definition of Goals) was used to set specific goals with each user, while Falloon's psychoeducational treatment was applied with the users as a group. Thirty-one professionals attended a training course in CIGI, open to users' voluntary participation, and applied it for two years with all users living in 8 residential facilities of the Mental Health Department of Modena, Italy. In the same department, 5 other residential facilities providing TAU were used as controls. ANOVA for repeated measures showed a significant interaction effect between users' functioning at baseline and follow up assessments, and the intervention. In particular, change in global functioning was higher in the 55 CIGI users than in the 44 TAU users. These results suggest that CIGI can be successfully introduced in residential facilities and may be useful to improve functioning in users with severe mental disorders. Copyright © 2016. Published by Elsevier Ireland Ltd.

  10. BioTextQuest: a web-based biomedical text mining suite for concept discovery.

    PubMed

    Papanikolaou, Nikolas; Pafilis, Evangelos; Nikolaou, Stavros; Ouzounis, Christos A; Iliopoulos, Ioannis; Promponas, Vasilis J

    2011-12-01

    BioTextQuest combines automated discovery of significant terms in article clusters with structured knowledge annotation, via Named Entity Recognition services, offering interactive user-friendly visualization. A tag-cloud-based illustration of terms labeling each document cluster are semantically annotated according to the biological entity, and a list of document titles enable users to simultaneously compare terms and documents of each cluster, facilitating concept association and hypothesis generation. BioTextQuest allows customization of analysis parameters, e.g. clustering/stemming algorithms, exclusion of documents/significant terms, to better match the biological question addressed. http://biotextquest.biol.ucy.ac.cy vprobon@ucy.ac.cy; iliopj@med.uoc.gr Supplementary data are available at Bioinformatics online.

  11. User Interface Models for Multidisciplinary Bibliographic Information Dissemination Centers.

    ERIC Educational Resources Information Center

    Zipperer, W. C.

    Two information dissemination centers at University of California at Los Angeles and University of Georgia studied the interactions between computer based search facilities and their users. The study, largely descriptive in nature, investigated the interaction processes between data base users and profile analysis or information specialists in…

  12. Enabling Accessibility Through Model-Based User Interface Development.

    PubMed

    Ziegler, Daniel; Peissner, Matthias

    2017-01-01

    Adaptive user interfaces (AUIs) can increase the accessibility of interactive systems. They provide personalized display and interaction modes to fit individual user needs. Most AUI approaches rely on model-based development, which is considered relatively demanding. This paper explores strategies to make model-based development more attractive for mainstream developers.

  13. Aesthetics, Usefulness and Performance in User--Search-Engine Interaction

    ERIC Educational Resources Information Center

    Katz, Adi

    2010-01-01

    Issues of visual appeal have become an integral part of designing interactive systems. Interface aesthetics may form users' attitudes towards computer applications and information technology. Aesthetics can affect user satisfaction, and influence their willingness to buy or adopt a system. This study follows previous studies that found that users…

  14. ReVeaLD: a user-driven domain-specific interactive search platform for biomedical research.

    PubMed

    Kamdar, Maulik R; Zeginis, Dimitris; Hasnain, Ali; Decker, Stefan; Deus, Helena F

    2014-02-01

    Bioinformatics research relies heavily on the ability to discover and correlate data from various sources. The specialization of life sciences over the past decade, coupled with an increasing number of biomedical datasets available through standardized interfaces, has created opportunities towards new methods in biomedical discovery. Despite the popularity of semantic web technologies in tackling the integrative bioinformatics challenge, there are many obstacles towards its usage by non-technical research audiences. In particular, the ability to fully exploit integrated information needs using improved interactive methods intuitive to the biomedical experts. In this report we present ReVeaLD (a Real-time Visual Explorer and Aggregator of Linked Data), a user-centered visual analytics platform devised to increase intuitive interaction with data from distributed sources. ReVeaLD facilitates query formulation using a domain-specific language (DSL) identified by biomedical experts and mapped to a self-updated catalogue of elements from external sources. ReVeaLD was implemented in a cancer research setting; queries included retrieving data from in silico experiments, protein modeling and gene expression. ReVeaLD was developed using Scalable Vector Graphics and JavaScript and a demo with explanatory video is available at http://www.srvgal78.deri.ie:8080/explorer. A set of user-defined graphic rules controls the display of information through media-rich user interfaces. Evaluation of ReVeaLD was carried out as a game: biomedical researchers were asked to assemble a set of 5 challenge questions and time and interactions with the platform were recorded. Preliminary results indicate that complex queries could be formulated under less than two minutes by unskilled researchers. The results also indicate that supporting the identification of the elements of a DSL significantly increased intuitiveness of the platform and usability of semantic web technologies by domain users. Copyright © 2013 The Authors. Published by Elsevier Inc. All rights reserved.

  15. Interactive Effectiveness of Angiotensin-Converting Enzyme Inhibitors and Angiotensin Receptor Blockers or Their Combination on Survival of Hemodialysis Patients

    PubMed Central

    Kido, Ryo; Akizawa, Tadao; Fukagawa, Masafumi; Onishi, Yoshihiro; Yamaguchi, Takuhiro; Fukuhara, Shunichi

    2018-01-01

    Background Does the use of angiotensin-converting enzyme inhibitors and angiotensin receptor blockers individually or as a combination confer a survival benefit in hemodialysis patients? The answer to this question is yet unclear. Methods We performed a case-cohort study using data from the Mineral and Bone Disorder Outcomes Study for Japanese CKD stage 5D patients (MBD-5D), a 3-year multicenter prospective case-cohort study, including 8,229 hemodialysis patients registered from 86 facilities in Japan. All patients had secondary hyperparathyroidism, a condition defined as a parathyroid hormone level ≥180 pg/mL and/or receiving vitamin D receptor activators. We compared all-cause mortality rates between those receiving ACEI, ARB, and their combination and non-users with interaction testing. We used marginal structural Poisson regression (causal model) to estimate the causal effect and interaction adjusted for possible time-dependent confounding. Cardiovascular mortality was also evaluated. Results Among 3,762 randomly sampled subcohort patients, those taking ACEI, ARB, and their combination at baseline accounted for 4.0, 31.6, and 3.8%, respectively. Over 3 years, 1,226 all-cause and 462 cardiovascular deaths occurred. Compared to non-users, ARB-alone users had a lower all-cause mortality rate (adjusted incident rate ratio [aIRR] 0.62, 95% CI 0.50–0.76), whereas ACEI-alone users showed a statistically similar rate (aIRR 1.01, 95% CI 0.57–1.77). On the contrary, combination users had a greater mortality rate (aIRR 2.56, 95% CI 1.22–5.37), showing significant interaction (p = 0.03). Analysis for cardiovascular mortality showed similar results. Conclusion Among hemodialysis patients with secondary hyperparathyroidism, unlike ACEI use, ARB use was associated with greater survival than non-use. Conversely, combination use was associated with greater mortality. Controlled trials are warranted to verify the causality factors of these associations. PMID:29161689

  16. The Motivational Appeal of Interactive Storytelling: Towards a Dimensional Model of the User Experience

    NASA Astrophysics Data System (ADS)

    Roth, Christian; Vorderer, Peter; Klimmt, Christoph

    A conceptual account to the quality of the user experience that interactive storytelling intends to facilitate is introduced. Building on socialscientific research from 'old' entertainment media, the experiential qualities of curiosity, suspense, aesthetic pleasantness, self-enhancement, and optimal task engagement ("flow") are proposed as key elements of a theory of user experience in interactive storytelling. Perspectives for the evolution of the model, research and application are briefly discussed.

  17. A Predictive Study of Learner Attitudes Toward Open Learning in a Robotics Class

    NASA Astrophysics Data System (ADS)

    Avsec, Stanislav; Rihtarsic, David; Kocijancic, Slavko

    2014-10-01

    Open learning (OL) strives to transform teaching and learning by applying learning science and emerging technologies to increase student success, improve learning productivity, and lower barriers to access. OL of robotics has a significant growth rate in secondary and/or high schools, but failures exist. Little is known about why many users stop their OL after their initial experience. Previous research done under different task environments has suggested a variety of factors affecting user satisfaction with different types of OL. In this study, we tested a regression model for student satisfaction involving students' attitudes toward OL usage. A survey was conducted to investigate the critical factors affecting students' achievements and satisfaction in OL of robotics with use of own developed direct manipulation learning environment as learning context. A multiple regression analyses were carried out to investigate how different facets of students' expectations and experiences are related to perceived learning achievements and course satisfaction. Descriptive statistics and analysis of variance was performed to determine the effect of predictor variables to student satisfaction. The results demonstrate that students have significantly positive perceptions toward using OL of robotics as a learning-assisted tool. Furthermore, behavioral intention to use OL is influenced by perceived usefulness and self-efficacy. The following five major categories of satisfaction factors with OL course were revealed during analysis of the studies (effect sizes in parentheses): organization (0.69); implementation (0.61); professional content (0.53); interaction (0.43); self-efficacy (0.14). All these effect sizes were judged to be significant and large. The results also showed that learner-mentor/instructor interaction, learner-professional content interaction, and online and offline self-efficacy were good predictors of student satisfaction and course quality. Peer interactions and self-regulated learning have to be considered carefully. A learner-mentor/instructor and learner-professional content interaction are indicated as most significant interactions.

  18. A Hypermedia Representation of a Taxonomy of Usability Characteristics in Virtual Environments

    DTIC Science & Technology

    2003-03-01

    user, organization, and social workflow; needs analysis; and user modeling. A user task analysis generates critical information used throughout all...exist specific to VE user interaction [Gabbard and others, 1999]. Typically more than one person performs guidelines-based evaluations, since it’s...unlikely that any one person could identify all if not most of an interaction design’s usability problems. Nielsen [1994] recommends three to five

  19. ABSENTEE COMPUTATIONS IN A MULTIPLE-ACCESS COMPUTER SYSTEM.

    DTIC Science & Technology

    require user interaction, and the user may therefore want to run these computations ’ absentee ’ (or, user not present). A mechanism is presented which...provides for the handling of absentee computations in a multiple-access computer system. The design is intended to be implementation-independent...Some novel features of the system’s design are: a user can switch computations from interactive to absentee (and vice versa), the system can

  20. BigDebug: Debugging Primitives for Interactive Big Data Processing in Spark

    PubMed Central

    Gulzar, Muhammad Ali; Interlandi, Matteo; Yoo, Seunghyun; Tetali, Sai Deep; Condie, Tyson; Millstein, Todd; Kim, Miryung

    2016-01-01

    Developers use cloud computing platforms to process a large quantity of data in parallel when developing big data analytics. Debugging the massive parallel computations that run in today’s data-centers is time consuming and error-prone. To address this challenge, we design a set of interactive, real-time debugging primitives for big data processing in Apache Spark, the next generation data-intensive scalable cloud computing platform. This requires re-thinking the notion of step-through debugging in a traditional debugger such as gdb, because pausing the entire computation across distributed worker nodes causes significant delay and naively inspecting millions of records using a watchpoint is too time consuming for an end user. First, BIGDEBUG’s simulated breakpoints and on-demand watchpoints allow users to selectively examine distributed, intermediate data on the cloud with little overhead. Second, a user can also pinpoint a crash-inducing record and selectively resume relevant sub-computations after a quick fix. Third, a user can determine the root causes of errors (or delays) at the level of individual records through a fine-grained data provenance capability. Our evaluation shows that BIGDEBUG scales to terabytes and its record-level tracing incurs less than 25% overhead on average. It determines crash culprits orders of magnitude more accurately and provides up to 100% time saving compared to the baseline replay debugger. The results show that BIGDEBUG supports debugging at interactive speeds with minimal performance impact. PMID:27390389

  1. Evaluation of drug interaction microcomputer software: Dambro's Drug Interactions.

    PubMed

    Poirier, T I; Giudici, R A

    1990-01-01

    Dambro's Drug Interactions was evaluated using general and specific criteria. The installation process, ease of learning and use were rated excellent. The user documentation and quality of the technical support were good. The scope of coverage, clinical documentation, frequency of updates, and overall clinical performance were fair. The primary advantages of the program are the quick searching and detection of drug interactions, and the attempt to provide useful interaction data, i.e., significance and reference. The disadvantages are the lack of current drug interaction information, outdated references, lack of evaluative drug interaction information, and the inability to save or print patient profiles. The program is not a good value for the pharmacist but has limited use as a quick screening tool.

  2. Loyalty in Online Communities.

    PubMed

    Hamilton, William L; Zhang, Justine; Danescu-Niculescu-Mizil, Cristian; Jurafsky, Dan; Leskovec, Jure

    2017-05-01

    Loyalty is an essential component of multi-community engagement. When users have the choice to engage with a variety of different communities, they often become loyal to just one, focusing on that community at the expense of others. However, it is unclear how loyalty is manifested in user behavior, or whether certain community characteristics encourage loyalty. In this paper we operationalize loyalty as a user-community relation: users loyal to a community consistently prefer it over all others; loyal communities retain their loyal users over time. By exploring a large set of Reddit communities, we reveal that loyalty is manifested in remarkably consistent behaviors. Loyal users employ language that signals collective identity and engage with more esoteric, less popular content, indicating that they may play a curational role in surfacing new material. Loyal communities have denser user-user interaction networks and lower rates of triadic closure, suggesting that community-level loyalty is associated with more cohesive interactions and less fragmentation into subgroups. We exploit these general patterns to predict future rates of loyalty. Our results show that a user's propensity to become loyal is apparent from their initial interactions with a community, suggesting that some users are intrinsically loyal from the very beginning.

  3. Incorporating a Human-Computer Interaction Course into Software Development Curriculums

    ERIC Educational Resources Information Center

    Janicki, Thomas N.; Cummings, Jeffrey; Healy, R. Joseph

    2015-01-01

    Individuals have increasing options on retrieving information related to hardware and software. Specific hardware devices include desktops, tablets and smart devices. Also, the number of software applications has significantly increased the user's capability to access data. Software applications include the traditional web site, smart device…

  4. Online People Tagging: Social (Mobile) Network(ing) Services and Work-Based Learning

    ERIC Educational Resources Information Center

    Cook, John; Pachler, Norbert

    2012-01-01

    Social and mobile technologies offer users unprecedented opportunities for communicating, interacting, sharing, meaning-making, content and context generation. And, these affordances are in constant flux driven by a powerful interplay between technological innovation and emerging cultural practices. Significantly, also, they are starting to…

  5. Interactive pediatric emergency checklists to the palm of your hand - How the Pedi Crisis App traveled around the world.

    PubMed

    Gálvez, Jorge A; Lockman, Justin L; Schleelein, Laura E; Simpao, Allan F; Ahumada, Luis M; Wolf, Bryan A; Shah, Maully J; Heitmiller, Eugenie; Rehman, Mohamed

    2017-08-01

    Cognitive aids help clinicians manage critical events and have been shown to improve outcomes by providing critical information at the point of care. Critical event guidelines, such as the Society of Pediatric Anesthesia's Critical Events Checklists described in this article, can be distributed globally via interactive smartphone apps. From October 1, 2013 to January 1, 2014, we performed an observational study to determine the global distribution and utilization patterns of the Pedi Crisis cognitive aid app that the Society for Pediatric Anesthesia developed. We analyzed distribution and utilization metrics of individuals using Pedi Crisis on iOS (Apple Inc., Cupertino, CA) devices worldwide. We used Google Analytics software (Google Inc., Mountain View, CA) to monitor users' app activity (eg, screen views, user sessions). The primary outcome measurement was the number of user-sessions and geographic locations of Pedi Crisis user sessions. Each user was defined by the use of a unique Apple ID on an iOS device. Google Analytics correlates session activity with geographic location based on local Internet service provider logs. Pedi Crisis had 1 252 active users (both new and returning) and 4 140 sessions across 108 countries during the 3-month study period. Returning users used the app longer and viewed significantly more screens that new users (mean screen views: new users 1.3 [standard deviation +/-1.09, 95% confidence interval 1.22-1.55]; returning users 7.6 [standard deviation +/-4.19, 95% confidence interval 6.73-8.39]P<.01) CONCLUSIONS: Pedi Crisis was used worldwide within days of its release and sustained utilization beyond initial publication. The proliferation of handheld electronic devices provides a unique opportunity for professional societies to improve the worldwide dissemination of guidelines and evidence-based cognitive aids. © 2017 John Wiley & Sons Ltd.

  6. The Selimiye Mosque of Edirne, Turkey - AN Immersive and Interactive Virtual Reality Experience Using Htc Vive

    NASA Astrophysics Data System (ADS)

    Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.

    2017-05-01

    Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.

  7. Procedural and declarative memory performance, and the memory consolidation function of sleep, in recent and abstinent Ecstasy/MDMA users

    PubMed Central

    Blagrove, Mark; Seddon, Jennifer; George, Sophie; Parrott, Andrew C.; Stickgold, Robert; Walker, Matthew; Jones, Katy; Morgan, Michael J.

    2013-01-01

    This study assessed the effects of ecstasy/MDMA on declarative memory (Rivermead Behavioral Memory task - RBMT), on procedural learning (Finger Tapping Task - FTT), and on the memory consolidation function of sleep for these two tasks. Testing occurred in 2 afternoon testing sessions, 24 hours apart so that a full period of sleep was allowed between them. Groups were: Non-drug taking Controls (n=24); Recent Ecstasy/MDMA users, who had taken ecstasy and/or MDMA 2–3 days before the first testing session (n=25), and Abstinent Ecstasy/MDMA users, who had not taken ecstasy/MDMA for at least 8 days before the first session (n=17). The recent ecstasy/MDMA users performed significantly worse than controls on the RBMT (mean recall 76.1% of control group recall), but did not differ from controls on FTT performance. Correspondingly there was a significant regression between the continuous variable of recency of ecstasy/MDMA use and RBMT performance. However, there was an interaction between ecstasy/MDMA use and subsequent other drug use. Controls had similar RBMT scores to recent ecstasy/MDMA users who did not take other drugs 48 – 24 hours before testing, but scored significantly better than recent ecstasy/MDMA users who took various other drugs (mainly cannabis) 48 – 24 hours before testing. For both tasks the control, recent ecstasy/MDMA and abstinent ecstasy/MDMA users did not differ in their change of performance across 24 hours; there was thus no evidence that ecstasy/MDMA impairs the memory consolidation function of sleep for either declarative or procedural memory. For participants in the two ecstasy/MDMA groups greater lifetime consumption of ecstasy tablets was associated with significantly more deficits in procedural memory. Furthermore, greater lifetime consumption of ecstasy tablets and of cocaine, were also associated with significantly more deficits in declarative memory. PMID:20615932

  8. BMRF-Net: a software tool for identification of protein interaction subnetworks by a bagging Markov random field-based method.

    PubMed

    Shi, Xu; Barnes, Robert O; Chen, Li; Shajahan-Haq, Ayesha N; Hilakivi-Clarke, Leena; Clarke, Robert; Wang, Yue; Xuan, Jianhua

    2015-07-15

    Identification of protein interaction subnetworks is an important step to help us understand complex molecular mechanisms in cancer. In this paper, we develop a BMRF-Net package, implemented in Java and C++, to identify protein interaction subnetworks based on a bagging Markov random field (BMRF) framework. By integrating gene expression data and protein-protein interaction data, this software tool can be used to identify biologically meaningful subnetworks. A user friendly graphic user interface is developed as a Cytoscape plugin for the BMRF-Net software to deal with the input/output interface. The detailed structure of the identified networks can be visualized in Cytoscape conveniently. The BMRF-Net package has been applied to breast cancer data to identify significant subnetworks related to breast cancer recurrence. The BMRF-Net package is available at http://sourceforge.net/projects/bmrfcjava/. The package is tested under Ubuntu 12.04 (64-bit), Java 7, glibc 2.15 and Cytoscape 3.1.0. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  9. Warfarin - Fluoroquinolones, Sulfonamides, or Azole Antifungals Interactions and the Risk of Hospitalization for Gastrointestinal Bleeding

    PubMed Central

    Schelleman, Hedi; Bilker, Warren B.; Brensinger, Colleen M.; Han, Xiaoyan; Kimmel, Stephen E.; Hennessy, Sean

    2008-01-01

    Objective To determine whether a potential pharmacokinetic interaction between warfarin and orally administered anti-infectives increases the risk of hospitalization for gastrointestinal (GI) bleeding in warfarin users. Methods We conducted a nested case-control and case-crossover study in US Medicaid data. Logistic regression was used to determine the association between GI bleeding and prior use of ciprofloxacin, levofloxacin, gatifloxacin, cotrimoxazole, or fluconazole, all versus no exposure and versus cephalexin, which would not be expected to interact with warfarin. Results All anti-infectives examined exhibited an elevated odds ratio (OR) vs. no exposure. Using cephalexin as the reference category, ORs for cotrimoxazole (OR:1.68 [95% CI:1.21–2.33] in the prior 6–10 days) and fluconazole (OR:2.09 [95% CI:1.34–3.26] in the prior 11–15 days) were significantly elevated. Conclusions Warfarin users who had received an anti-infective agent showed a substantially increased risk of GI bleeding. Nonetheless, a drug-drug interaction with warfarin was evident only for cotrimoxazole and fluconazole. PMID:18685566

  10. Collaborative filtering for brain-computer interaction using transfer learning and active class selection.

    PubMed

    Wu, Dongrui; Lance, Brent J; Parsons, Thomas D

    2013-01-01

    Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both k nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing.

  11. Embedded Web Technology: Internet Technology Applied to Real-Time System Control

    NASA Technical Reports Server (NTRS)

    Daniele, Carl J.

    1998-01-01

    The NASA Lewis Research Center is developing software tools to bridge the gap between the traditionally non-real-time Internet technology and the real-time, embedded-controls environment for space applications. Internet technology has been expanding at a phenomenal rate. The simple World Wide Web browsers (such as earlier versions of Netscape, Mosaic, and Internet Explorer) that resided on personal computers just a few years ago only enabled users to log into and view a remote computer site. With current browsers, users not only view but also interact with remote sites. In addition, the technology now supports numerous computer platforms (PC's, MAC's, and Unix platforms), thereby providing platform independence.In contrast, the development of software to interact with a microprocessor (embedded controller) that is used to monitor and control a space experiment has generally been a unique development effort. For each experiment, a specific graphical user interface (GUI) has been developed. This procedure works well for a single-user environment. However, the interface for the International Space Station (ISS) Fluids and Combustion Facility will have to enable scientists throughout the world and astronauts onboard the ISS, using different computer platforms, to interact with their experiments in the Fluids and Combustion Facility. Developing a specific GUI for all these users would be cost prohibitive. An innovative solution to this requirement, developed at Lewis, is to use Internet technology, where the general problem of platform independence has already been partially solved, and to leverage this expanding technology as new products are developed. This approach led to the development of the Embedded Web Technology (EWT) program at Lewis, which has the potential to significantly reduce software development costs for both flight and ground software.

  12. Collaborative Filtering for Brain-Computer Interaction Using Transfer Learning and Active Class Selection

    PubMed Central

    Wu, Dongrui; Lance, Brent J.; Parsons, Thomas D.

    2013-01-01

    Brain-computer interaction (BCI) and physiological computing are terms that refer to using processed neural or physiological signals to influence human interaction with computers, environment, and each other. A major challenge in developing these systems arises from the large individual differences typically seen in the neural/physiological responses. As a result, many researchers use individually-trained recognition algorithms to process this data. In order to minimize time, cost, and barriers to use, there is a need to minimize the amount of individual training data required, or equivalently, to increase the recognition accuracy without increasing the number of user-specific training samples. One promising method for achieving this is collaborative filtering, which combines training data from the individual subject with additional training data from other, similar subjects. This paper describes a successful application of a collaborative filtering approach intended for a BCI system. This approach is based on transfer learning (TL), active class selection (ACS), and a mean squared difference user-similarity heuristic. The resulting BCI system uses neural and physiological signals for automatic task difficulty recognition. TL improves the learning performance by combining a small number of user-specific training samples with a large number of auxiliary training samples from other similar subjects. ACS optimally selects the classes to generate user-specific training samples. Experimental results on 18 subjects, using both nearest neighbors and support vector machine classifiers, demonstrate that the proposed approach can significantly reduce the number of user-specific training data samples. This collaborative filtering approach will also be generalizable to handling individual differences in many other applications that involve human neural or physiological data, such as affective computing. PMID:23437188

  13. cisPath: an R/Bioconductor package for cloud users for visualization and management of functional protein interaction networks.

    PubMed

    Wang, Likun; Yang, Luhe; Peng, Zuohan; Lu, Dan; Jin, Yan; McNutt, Michael; Yin, Yuxin

    2015-01-01

    With the burgeoning development of cloud technology and services, there are an increasing number of users who prefer cloud to run their applications. All software and associated data are hosted on the cloud, allowing users to access them via a web browser from any computer, anywhere. This paper presents cisPath, an R/Bioconductor package deployed on cloud servers for client users to visualize, manage, and share functional protein interaction networks. With this R package, users can easily integrate downloaded protein-protein interaction information from different online databases with private data to construct new and personalized interaction networks. Additional functions allow users to generate specific networks based on private databases. Since the results produced with the use of this package are in the form of web pages, cloud users can easily view and edit the network graphs via the browser, using a mouse or touch screen, without the need to download them to a local computer. This package can also be installed and run on a local desktop computer. Depending on user preference, results can be publicized or shared by uploading to a web server or cloud driver, allowing other users to directly access results via a web browser. This package can be installed and run on a variety of platforms. Since all network views are shown in web pages, such package is particularly useful for cloud users. The easy installation and operation is an attractive quality for R beginners and users with no previous experience with cloud services.

  14. cisPath: an R/Bioconductor package for cloud users for visualization and management of functional protein interaction networks

    PubMed Central

    2015-01-01

    Background With the burgeoning development of cloud technology and services, there are an increasing number of users who prefer cloud to run their applications. All software and associated data are hosted on the cloud, allowing users to access them via a web browser from any computer, anywhere. This paper presents cisPath, an R/Bioconductor package deployed on cloud servers for client users to visualize, manage, and share functional protein interaction networks. Results With this R package, users can easily integrate downloaded protein-protein interaction information from different online databases with private data to construct new and personalized interaction networks. Additional functions allow users to generate specific networks based on private databases. Since the results produced with the use of this package are in the form of web pages, cloud users can easily view and edit the network graphs via the browser, using a mouse or touch screen, without the need to download them to a local computer. This package can also be installed and run on a local desktop computer. Depending on user preference, results can be publicized or shared by uploading to a web server or cloud driver, allowing other users to directly access results via a web browser. Conclusions This package can be installed and run on a variety of platforms. Since all network views are shown in web pages, such package is particularly useful for cloud users. The easy installation and operation is an attractive quality for R beginners and users with no previous experience with cloud services. PMID:25708840

  15. Affective loop experiences: designing for interactional embodiment.

    PubMed

    Höök, Kristina

    2009-12-12

    Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves-the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for 'open' surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a 'unity' of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced inseparable from all other aspects of everyday life. Emotion processes are part of our social ways of being in the world; they dye our dreams, hopes and bodily experiences of the world. If we aim to design for affective interaction experiences, we need to place them into this larger picture.

  16. Affective loop experiences: designing for interactional embodiment

    PubMed Central

    Höök, Kristina

    2009-01-01

    Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves—the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for ‘open’ surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a ‘unity’ of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced inseparable from all other aspects of everyday life. Emotion processes are part of our social ways of being in the world; they dye our dreams, hopes and bodily experiences of the world. If we aim to design for affective interaction experiences, we need to place them into this larger picture. PMID:19884153

  17. Effects of body height, notebook computer size, and workstation height on recommended adjustments for proper work posture when operating a notebook computer.

    PubMed

    Nanthavanij, Suebsak; Jalil, Sakib; Ammarapala, Veeris

    2008-12-01

    Factors which are likely to affect recommended workstation and notebook computer (NBC) adjustments to obtain ergonomic work posture during NBC operation are investigated. They are: (1) body height, (2) NBC size, and (3) workstation height (i.e., seat and work surface heights). Six recommended adjustments which are evaluated include: (1) footrest height, (2) seat support height, (3) NBC base support height, (4) distance between the user's body and NBC (or user-NBC distance), (5) tilt angle of NBC base, and (6) screen angle. It is found that body height has a significant effect on footrest height and user-NBC distance while NBC size has a significant effect on user-NBC distance, tilt angle of NBC base, and screen angle. Workstation height, on the other hand, does not show any effect on the six recommended adjustments. However, the results suggest that there are interactions between body height and NBC size, and between body height and workstation height when evaluating their effects on footrest height, tilt angle of NBC base, and screen angle.

  18. Identification of influential users by neighbors in online social networks

    NASA Astrophysics Data System (ADS)

    Sheikhahmadi, Amir; Nematbakhsh, Mohammad Ali; Zareie, Ahmad

    2017-11-01

    Identification and ranking of influential users in social networks for the sake of news spreading and advertising has recently become an attractive field of research. Given the large number of users in social networks and also the various relations that exist among them, providing an effective method to identify influential users has been gradually considered as an essential factor. In most of the already-provided methods, those users who are located in an appropriate structural position of the network are regarded as influential users. These methods do not usually pay attention to the interactions among users, and also consider those relations as being binary in nature. This paper, therefore, proposes a new method to identify influential users in a social network by considering those interactions that exist among the users. Since users tend to act within the frame of communities, the network is initially divided into different communities. Then the amount of interaction among users is used as a parameter to set the weight of relations existing within the network. Afterward, by determining the neighbors' role for each user, a two-level method is proposed for both detecting users' influence and also ranking them. Simulation and experimental results on twitter data shows that those users who are selected by the proposed method, comparing to other existing ones, are distributed in a more appropriate distance. Moreover, the proposed method outperforms the other ones in terms of both the influential speed and capacity of the users it selects.

  19. Functional Behavioral Assessment: An Interactive Training Module. User's Manual & Facilitator's Guide. Second Edition.

    ERIC Educational Resources Information Center

    Liaupsin, Carl J.; Scott, Terry M.; Nelson, C. Michael

    This user's manual and facilitator's guide is intended for use with an accompanying interactive CD-ROM to provide a complete training program in conducting functional behavioral assessments (FBAs) as required under the 1997 reauthorization of the Individuals with Disabilities Education Act. Chapter 1 provides general information for users, such as…

  20. Using a User-Interactive QA System for Personalized E-Learning

    ERIC Educational Resources Information Center

    Hu, Dawei; Chen, Wei; Zeng, Qingtian; Hao, Tianyong; Min, Feng; Wenyin, Liu

    2008-01-01

    A personalized e-learning framework based on a user-interactive question-answering (QA) system is proposed, in which a user-modeling approach is used to capture personal information of students and a personalized answer extraction algorithm is proposed for personalized automatic answering. In our approach, a topic ontology (or concept hierarchy)…

  1. Sex differences in impulsivity and brain morphometry in methamphetamine users

    PubMed Central

    Kogachi, Shannon; Chang, Linda; Alicata, Daniel; Cunningham, Eric; Ernst, Thomas

    2016-01-01

    Methamphetamine (METH) is an addictive stimulant, and METH users have abnormal brain structures and function. The aims of this study were to investigate the relationships between impulsivity, brain structures, and possible sex-specific differences between METH users and non-drug using Controls. Structural MRI and the Barratt Impulsiveness Scale (BIS) questionnaire were completed in 124 subjects: 62 METH (ages 41.2 ± 1.4 years, 34 males) and 62 Controls (ages 43.3 ± 2.3 years, 36 males). Independent and interactive effects of METH use status and sex were evaluated. Relationships between METH usage characteristics, brain morphometry, and impulsivity scores were examined. METH users had higher impulsivity scores, on both the Cognitive and Behavioral Factors from the BIS (p < 0.0001–0.0001). Compared with same-sex Controls, male METH users had larger, while female METH users had smaller, right superior frontal cortex (interaction-p = 0.0005). The male METH users with larger frontal volumes and female METH users with smaller or thinner frontal cortices had greater Cognitive impulsivity (interaction-p ≤ 0.05). Only female METH users showed relatively larger nucleus accumbens (interaction-p = 0.03). Greater impulsivity and thinner frontal cortices in METH users are validated. Larger superior frontal cortex in male METH users with greater cognitive impulsivity suggest decreased dendritic pruning during adolescence might have contributed to their impulsive and drug use behaviors. In the female METH users, smaller frontal cortices and the associated greater impulsivity suggest greater neurotoxicity to these brain regions, while their relatively larger nucleus accumbens suggest an estrogen-mediated neuroprotective glial response. Men and women may be affected differently by METH use. PMID:27095357

  2. Sex differences in impulsivity and brain morphometry in methamphetamine users.

    PubMed

    Kogachi, Shannon; Chang, Linda; Alicata, Daniel; Cunningham, Eric; Ernst, Thomas

    2017-01-01

    Methamphetamine (METH) is an addictive stimulant, and METH users have abnormal brain structures and function. The aims of this study were to investigate the relationships between impulsivity, brain structures, and possible sex-specific differences between METH users and non-drug using Controls. Structural MRI and the Barratt Impulsiveness Scale (BIS) questionnaire were completed in 124 subjects: 62 METH (ages 41.2 ± 1.4 years, 34 males) and 62 Controls (ages 43.3 ± 2.3 years, 36 males). Independent and interactive effects of METH use status and sex were evaluated. Relationships between METH usage characteristics, brain morphometry, and impulsivity scores were examined. METH users had higher impulsivity scores, on both the Cognitive and Behavioral Factors from the BIS (p < 0.0001-0.0001). Compared with same-sex Controls, male METH users had larger, while female METH users had smaller, right superior frontal cortex (interaction-p = 0.0005). The male METH users with larger frontal volumes and female METH users with smaller or thinner frontal cortices had greater Cognitive impulsivity (interaction-p ≤ 0.05). Only female METH users showed relatively larger nucleus accumbens (interaction-p = 0.03). Greater impulsivity and thinner frontal cortices in METH users are validated. Larger superior frontal cortex in male METH users with greater cognitive impulsivity suggest decreased dendritic pruning during adolescence might have contributed to their impulsive and drug use behaviors. In the female METH users, smaller frontal cortices and the associated greater impulsivity suggest greater neurotoxicity to these brain regions, while their relatively larger nucleus accumbens suggest an estrogen-mediated neuroprotective glial response. Men and women may be affected differently by METH use.

  3. Multi-agents and learning: Implications for Webusage mining.

    PubMed

    Lotfy, Hewayda M S; Khamis, Soheir M S; Aboghazalah, Maie M

    2016-03-01

    Characterization of user activities is an important issue in the design and maintenance of websites. Server weblog files have abundant information about the user's current interests. This information can be mined and analyzed therefore the administrators may be able to guide the users in their browsing activity so they may obtain relevant information in a shorter span of time to obtain user satisfaction. Web-based technology facilitates the creation of personally meaningful and socially useful knowledge through supportive interactions, communication and collaboration among educators, learners and information. This paper suggests a new methodology based on learning techniques for a Web-based Multiagent-based application to discover the hidden patterns in the user's visited links. It presents a new approach that involves unsupervised, reinforcement learning, and cooperation between agents. It is utilized to discover patterns that represent the user's profiles in a sample website into specific categories of materials using significance percentages. These profiles are used to make recommendations of interesting links and categories to the user. The experimental results of the approach showed successful user pattern recognition, and cooperative learning among agents to obtain user profiles. It indicates that combining different learning algorithms is capable of improving user satisfaction indicated by the percentage of precision, recall, the progressive category weight and F 1-measure.

  4. DGIdb 3.0: a redesign and expansion of the drug-gene interaction database.

    PubMed

    Cotto, Kelsy C; Wagner, Alex H; Feng, Yang-Yang; Kiwala, Susanna; Coffman, Adam C; Spies, Gregory; Wollam, Alex; Spies, Nicholas C; Griffith, Obi L; Griffith, Malachi

    2018-01-04

    The drug-gene interaction database (DGIdb, www.dgidb.org) consolidates, organizes and presents drug-gene interactions and gene druggability information from papers, databases and web resources. DGIdb normalizes content from 30 disparate sources and allows for user-friendly advanced browsing, searching and filtering for ease of access through an intuitive web user interface, application programming interface (API) and public cloud-based server image. DGIdb v3.0 represents a major update of the database. Nine of the previously included 24 sources were updated. Six new resources were added, bringing the total number of sources to 30. These updates and additions of sources have cumulatively resulted in 56 309 interaction claims. This has also substantially expanded the comprehensive catalogue of druggable genes and anti-neoplastic drug-gene interactions included in the DGIdb. Along with these content updates, v3.0 has received a major overhaul of its codebase, including an updated user interface, preset interaction search filters, consolidation of interaction information into interaction groups, greatly improved search response times and upgrading the underlying web application framework. In addition, the expanded API features new endpoints which allow users to extract more detailed information about queried drugs, genes and drug-gene interactions, including listings of PubMed IDs, interaction type and other interaction metadata.

  5. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems.

    PubMed

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A; Duro, Richard

    2016-07-07

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location.

  6. Shared decision-making for psychiatric medication: A mixed-methods evaluation of a UK training programme for service users and clinicians.

    PubMed

    Ramon, Shulamit; Morant, Nicola; Stead, Ute; Perry, Ben

    2017-12-01

    Shared decision making (SDM) is recognised as a promising strategy to enhance good collaboration between clinicians and service users, yet it is not practised regularly in mental health. Develop and evaluate a novel training programme to enhance SDM in psychiatric medication management for service users, psychiatrists and care co-ordinators. The training programme design was informed by existing literature and local stakeholders consultations. Parallel group-based training programmes on SDM process were delivered to community mental health service users and providers. Evaluation consisted of quantitative measures at baseline and 12-month follow-up, post-programme participant feedback and qualitative interviews. Training was provided to 47 service users, 35 care-coordinators and 12 psychiatrists. Participant feedback was generally positive. Statistically significant changes in service users' decisional conflict and perceptions of practitioners' interactional style in promoting SDM occurred at the follow-up. Qualitative data suggested positive impacts on service users' and care co-ordinators confidence to explore medication experience, and group-based training was valued. The programme was generally acceptable to service users and practitioners. This indicates the value of conducting a larger study and exploring application for non-medical decisions.

  7. The interacting effect of depressive symptoms, gender, and distress tolerance on substance use problems among residential treatment-seeking substance users.

    PubMed

    Ali, Bina; Seitz-Brown, C J; Daughters, Stacey B

    2015-03-01

    Depression is associated with substance use problems; however, the specific individual characteristics influencing this association are not well identified. Empirical evidence and theory suggest that gender and distress tolerance-defined behaviorally as an individual's ability to persist in goal-directed behavior while experiencing negative affective states-are important underlying factors in this relationship. Hence, the purpose of the current study was to examine whether gender and distress tolerance moderate the relationship between depressive symptoms and substance use problems. Participants included 189 substance users recruited from a residential substance abuse treatment center. The Short Inventory of Problems-Alcohol and Drugs scale was used to measure self-reported substance use problems. The Beck Depression Inventory was used to assess self-reported depressive symptoms. Gender was self-reported, and distress tolerance was behaviorally indexed by the Computerized Paced Auditory Serial Addition Task. Hierarchical linear regression analysis indicated a significant three-way interaction of depressive symptoms, gender, and distress tolerance on substance use problems, adjusting for relevant demographic variables, anxiety symptoms, impulsivity, as well as DSM-IV psychiatric disorders. Probing of this three-way interaction demonstrated a significant positive association between depressive symptoms and substance use problems among females with low distress tolerance. Findings indicate that female treatment-seeking substance users with high levels of depressive symptoms exhibit greater substance use problems if they also evidence low distress tolerance. Study implications are discussed, including the development of prevention and intervention programs that target distress tolerance skills. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  8. User Interaction Design for a Home-Based Telecare System

    NASA Astrophysics Data System (ADS)

    Raptis, Spyros; Tsiakoulis, Pirros; Chalamandaris, Aimilios; Karabetsos, Sotiris

    This paper presents the design of the user-interaction component of a home-based telecare system for congestive heart failure patients. It provides a short overview of the overall system and offers details on the different interaction types supported by the system. Interacting with the user occurs either as part of a scheduled procedure or as a consequence of identifying or predicting a potentially hazardous deterioration of the patients' health state. The overall logic of the interaction is structured around event-scenario associations, where a scenario consists of concrete actions to be performed, some of which may involve the patient. A key objective in this type of interaction that it is very simple, intuitive and short, involving common everyday objects and familiar media such as speech.

  9. Attentional Bias For Prescription Opioid Cues Among Opioid Dependent Chronic Pain Patients

    PubMed Central

    Garland, Eric L.; Froeliger, Brett; Passik, Steven D.; Howard, Matthew O.

    2012-01-01

    Recurrent use of prescription opioid analgesics by chronic pain patients may result in opioid dependence, which involves implicit neurocognitive operations that organize and impel craving states and compulsive drug taking behavior. Prior studies have identified an attentional bias (AB) towards heroin among heroin dependent individuals. The aim of this study was to determine whether opioid-dependent chronic pain patients exhibit an AB towards prescription opioidrelated cues. Opioid-dependent chronic pain patients (n = 32) and a comparison group of non-dependent opioid users with chronic pain (n = 33) completed a dot probe task designed to measure opioid AB. Participants also rated their opioid craving and self-reported arousal associated with opioid-related and neutral images, pain severity, and relief from pain treatments. Repeated-measures ANOVA revealed a significant group (opioid-dependent vs. non-dependent opioid user) × presentation duration (200 ms. vs. 2000 ms.) interaction, such that opioid-dependent individuals evidenced a significant AB towards opioid cues presented for 200 ms but not for cues presented for 2000 ms, whereas non-dependent opioid users did not exhibit a significant mean AB at either stimulus duration. Among opioid-dependent individuals, 200 ms opioid AB was significantly associated with opioid craving, while among non-dependent opioid users, 200 ms opioid AB was significantly associated with relief from pain treatments. Furthermore, dependent and non-dependent opioid users experienced opioid cues as significantly more arousing than neutral cues. Opioid dependence among chronic pain patients appears to involve an automatic AB towards opioid-related cues. When coupled with chronic pain, attentional fixation on opioid cues may promote compulsive drug use and addictive behavior. PMID:22968666

  10. Attentional bias for prescription opioid cues among opioid dependent chronic pain patients.

    PubMed

    Garland, Eric L; Froeliger, Brett E; Passik, Steven D; Howard, Matthew O

    2013-12-01

    Recurrent use of prescription opioid analgesics by chronic pain patients may result in opioid dependence, which involves implicit neurocognitive operations that organize and impel craving states and compulsive drug taking behavior. Prior studies have identified an attentional bias (AB) towards heroin among heroin dependent individuals. The aim of this study was to determine whether opioid-dependent chronic pain patients exhibit an AB towards prescription opioid-related cues. Opioid-dependent chronic pain patients (n = 32) and a comparison group of non-dependent opioid users with chronic pain (n = 33) completed a dot probe task designed to measure opioid AB. Participants also rated their opioid craving and self-reported arousal associated with opioid-related and neutral images, pain severity, and relief from pain treatments. Repeated-measures ANOVA revealed a significant group (opioid-dependent vs. non-dependent opioid user) × presentation duration (200. vs. 2,000 ms.) interaction, such that opioid-dependent individuals evidenced a significant AB towards opioid cues presented for 200 ms but not for cues presented for 2,000 ms, whereas non-dependent opioid users did not exhibit a significant mean AB at either stimulus duration. Among opioid-dependent individuals, 200 ms opioid AB was significantly associated with opioid craving, while among non-dependent opioid users, 200 ms opioid AB was significantly associated with relief from pain treatments. Furthermore, dependent and non-dependent opioid users experienced opioid cues as significantly more arousing than neutral cues. Opioid dependence among chronic pain patients appears to involve an automatic AB towards opioid-related cues. When coupled with chronic pain, attentional fixation on opioid cues may promote compulsive drug use and addictive behavior.

  11. Prevalence and factors of addictive Internet use among adolescents in Wuhan, China: interactions of parental relationship with age and hyperactivity-impulsivity.

    PubMed

    Wu, Xianhua; Chen, Xinguang; Han, Juan; Meng, Heng; Luo, Jianghong; Nydegger, Liesl; Wu, Hanrong

    2013-01-01

    This study examined the prevalence of addictive Internet use and analyzed the role of parental relationship in affecting this behavior among a random sample of adolescents in Wuhan, China. Students (n = 1,101) were randomly selected from four schools, including 638 boys and 463 girls with a mean age of 13.8 (standard deviation = 1.2) years. Addictive Internet use, parental relationship, hyperactivity-impulsivity were measured by validated instruments. Prevalence rate, ANOVA and multiple linear regression method were used to analyze the level of Internet addiction and its association with parental relationship, hyperactivity-impulsivity, as well as the interaction of parental relationship with chronological age and hyperactivity-impulsivity. The prevalence rate of Internet addiction was 13.5% (16.5% for boys and 9.5% for girls, p<0.01). Compared to non-addictive users, addictive Internet users were scored significantly lower on parental relationships and significantly higher on hyperactivity-impulsivity. Interaction analysis indicated that better parental relationship was associated with more reductions in risk of addictive Internet use for younger students than for older students, and with more risk of Internet addiction among higher than among lower hyperactivity-impulsivity students. Findings of this study indicate that adolescent addictive Internet use is a significant public health threat in China. Prevention interventions targeting parental relationship must consider adolescent's age and hyperactivity-impulsivity tendency.

  12. Reduction of User Interaction by Autonomy

    NASA Technical Reports Server (NTRS)

    Morfopoulos, Arin; McHenry, Michael; Matthies, Larry

    2006-01-01

    This paper describes experiments that quantify the improvement that autonomous behaviors enable in the amount of user interaction required to navigate a robot in urban environments. Many papers have discussed various ways to measure the absolute level of autonomy of a system; we measured the relative improvement of autonomous behaviors over teleoperation across multiple traverses of the same course. We performed four runs each on an 'easy' course and a 'hard' course, where half the runs were teleoperated and half used more autonomous behaviors. Statistics show 40-70% reductions in the amount of time the user interacts with the control station; however, with the behaviors tested, user attention remained on the control station even when he was not interacting. Reducing the need for attention will require better obstacle detection and avoidance and better absolute position estimation.

  13. Impact of large-scale distribution and subsequent use of free nicotine patches on primary care physician interaction.

    PubMed

    Kushnir, Vladyslav; Sproule, Beth A; Cunningham, John A

    2017-07-11

    Large-scale distribution efforts of free nicotine replacement therapy (NRT) have been documented to be cost-effective interventions for increasing smoking quit rates. However, despite nearly a dozen studies evaluating their effectiveness, none have examined whether free NRT provision promotes further primary care help-seeking and the impact that it may have on cessation efforts. In the context of a randomized controlled trial, a secondary analysis was conducted on 1000 adult regular smokers randomized to be mailed a 5-week supply of nicotine patches or to a no intervention control group. Recipients and users of free nicotine patches at an 8 week follow-up were successfully case matched to controls based on age, gender, baseline level of nicotine dependence and intent to quit (n = 201 per group). Differences in physician interaction between the two groups were evaluated at both 8 week and 6 month follow-ups. The impact of physician interaction on self-reported smoking abstinence at each follow-up was also examined. Although no differences in physician interaction were noted between groups at the 8 week follow-up, at the 6 month follow-up, nicotine patch users reported greater frequency of discussing smoking with their physician (43.9%), as compared to the control group (30.3%) (p = 0.011). Across both groups, over 90% of those that discussed smoking with a physician were encouraged to quit and approximately 70% were provided with additional support. Separate ANOVAs revealed no significant impact of physician interaction on cessation (p > 0.05), regardless of group or follow-up period, however, at the 6 month follow-up, nicotine patch users who discussed cessation with a physician had made serious quit attempts at significantly greater rates (72.6%), compared to controls (49.1%) (p = 0.007). Irrespective of group, the majority of smokers in the present study did not discuss cessation with their physician. Recipients and users of nicotine patches however, were more likely to discuss smoking with their physician, suggesting that the provision of free NRT particularly to those who are likely to use it may facilitate opportunities for benefits beyond the direct pharmacological effects of the medication. clinicaltrials.gov , NCT01429129 . Registered: 2 September 2011.

  14. Pattern mining of user interaction logs for a post-deployment usability evaluation of a radiology PACS client.

    PubMed

    Jorritsma, Wiard; Cnossen, Fokie; Dierckx, Rudi A; Oudkerk, Matthijs; van Ooijen, Peter M A

    2016-01-01

    To perform a post-deployment usability evaluation of a radiology Picture Archiving and Communication System (PACS) client based on pattern mining of user interaction log data, and to assess the usefulness of this approach compared to a field study. All user actions performed on the PACS client were logged for four months. A data mining technique called closed sequential pattern mining was used to automatically extract frequently occurring interaction patterns from the log data. These patterns were used to identify usability issues with the PACS. The results of this evaluation were compared to the results of a field study based usability evaluation of the same PACS client. The interaction patterns revealed four usability issues: (1) the display protocols do not function properly, (2) the line measurement tool stays active until another tool is selected, rather than being deactivated after one use, (3) the PACS's built-in 3D functionality does not allow users to effectively perform certain 3D-related tasks, (4) users underuse the PACS's customization possibilities. All usability issues identified based on the log data were also found in the field study, which identified 48 issues in total. Post-deployment usability evaluation based on pattern mining of user interaction log data provides useful insights into the way users interact with the radiology PACS client. However, it reveals few usability issues compared to a field study and should therefore not be used as the sole method of usability evaluation. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  15. Tenofovir exposure alters associations of serum bicarbonate with chronic kidney disease risk in HIV-infected veterans.

    PubMed

    Kim, Julie E; Scherzer, Rebecca; Estrella, Michelle M; Ix, Joachim H; Shlipak, Michael G

    2016-04-24

    Among HIV-infected persons, tenofovir disoproxil fumarate (TDF) use is associated with higher risk of developing chronic kidney disease (CKD). Because lower serum bicarbonate concentrations may precede CKD onset, this study investigated the associations between TDF use and bicarbonate concentrations, and between bicarbonate with CKD risk among TDF users and nonusers. Retrospective cohort study of 16,070 HIV-infected US veterans who initiated antiretroviral therapy between 1997-2011. The association between TDF use with longitudinal bicarbonate concentrations and associations between bicarbonate with incident CKD stratified by TDF use (never, initial, and later user) were evaluated. Compared with TDF users, never users had faster declines in bicarbonate concentrations: change in bicarbonate -0.11 mmol/l per year (95% confidence interval -0.16, -0.05), compared with -0.04 mmol/l per year (-0.06, 0.05) in initial users and -0.02 mmol/l per year (-0.05, 0.01) in later users. Low baseline bicarbonate (<22 mmol/l) was significantly associated with CKD risk among TDF never users (1.80; 1.21, 2.68), but not among TDF users (0.98; 0.69, 1.38). Similarly, declining bicarbonate concentrations were associated with higher CKD risk among never users (hazard ratio 1.67 per mmol/l; 1.34, 2.08), but not among TDF users (1.09; 0.98, 1.22). Interactions were highly significant for both analyses (P value = 0.001). Despite associations with nephrotoxicity, TDF use was associated with higher serum bicarbonate concentrations longitudinally. Additionally, TDF use obscured the strong associations of bicarbonate with CKD risk in HIV-infected persons. Therefore, the role of bicarbonate concentrations as a tool to monitor kidney health in HIV-infected persons may be limited in the setting of TDF use.

  16. Predicting Language Proficiency Based on the Use of Multimedia Interfaces for Transcription Tasks.

    ERIC Educational Resources Information Center

    Crosby, Martha E.; And Others

    1996-01-01

    Describes a controlled experiment conducted to determine the differences between native and nonnative speakers' strategies for transcribing dialogs, from the simple to the complex. Results confirmed that there were significant differences among three categories of the users' interactions with a computerized transcription system. (seven references)…

  17. Interactive Visual Analysis within Dynamic Ocean Models

    NASA Astrophysics Data System (ADS)

    Butkiewicz, T.

    2012-12-01

    The many observation and simulation based ocean models available today can provide crucial insights for all fields of marine research and can serve as valuable references when planning data collection missions. However, the increasing size and complexity of these models makes leveraging their contents difficult for end users. Through a combination of data visualization techniques, interactive analysis tools, and new hardware technologies, the data within these models can be made more accessible to domain scientists. We present an interactive system that supports exploratory visual analysis within large-scale ocean flow models. The currents and eddies within the models are illustrated using effective, particle-based flow visualization techniques. Stereoscopic displays and rendering methods are employed to ensure that the user can correctly perceive the complex 3D structures of depth-dependent flow patterns. Interactive analysis tools are provided which allow the user to experiment through the introduction of their customizable virtual dye particles into the models to explore regions of interest. A multi-touch interface provides natural, efficient interaction, with custom multi-touch gestures simplifying the otherwise challenging tasks of navigating and positioning tools within a 3D environment. We demonstrate the potential applications of our visual analysis environment with two examples of real-world significance: Firstly, an example of using customized particles with physics-based behaviors to simulate pollutant release scenarios, including predicting the oil plume path for the 2010 Deepwater Horizon oil spill disaster. Secondly, an interactive tool for plotting and revising proposed autonomous underwater vehicle mission pathlines with respect to the surrounding flow patterns predicted by the model; as these survey vessels have extremely limited energy budgets, designing more efficient paths allows for greater survey areas.

  18. Teaching infant car seat installation via interactive visual presence: An experimental trial.

    PubMed

    Schwebel, David C; Johnston, Anna; Rouse, Jenni

    2017-02-17

    A large portion of child restraint systems (car seats) are installed incorrectly, especially when first-time parents install infant car seats. Expert instruction greatly improves the accuracy of car seat installation but is labor intensive and difficult to obtain for many parents. This study was designed to evaluate the efficacy of 3 ways of communicating instructions for proper car seat installation: phone conversation; HelpLightning, a mobile application (app) that offers virtual interactive presence permitting both verbal and interactive (telestration) visual communication; and the manufacturer's user manual. A sample of 39 young adults of child-bearing age who had no previous experience installing car seats were recruited and randomly assigned to install an infant car seat using guidance from one of those 3 communication sources. Both the phone and interactive app were more effective means to facilitate accurate car seat installation compared to the user manual. There was a trend for the app to offer superior communication compared to the phone, but that difference was not significant in most assessments. The phone and app groups also installed the car seat more efficiently and perceived the communication to be more effective and their installation to be more accurate than those in the user manual group. Interactive communication may help parents install car seats more accurately than using the manufacturer's manual alone. This was an initial study with a modestly sized sample; if results are replicated in future research, there may be reason to consider centralized "call centers" that provide verbal and/or interactive visual instruction from remote locations to parents installing car seats, paralleling the model of centralized Poison Control centers in the United States.

  19. Modelling Safe Interface Interactions in Web Applications

    NASA Astrophysics Data System (ADS)

    Brambilla, Marco; Cabot, Jordi; Grossniklaus, Michael

    Current Web applications embed sophisticated user interfaces and business logic. The original interaction paradigm of the Web based on static content pages that are browsed by hyperlinks is, therefore, not valid anymore. In this paper, we advocate a paradigm shift for browsers and Web applications, that improves the management of user interaction and browsing history. Pages are replaced by States as basic navigation nodes, and Back/Forward navigation along the browsing history is replaced by a full-fledged interactive application paradigm, supporting transactions at the interface level and featuring Undo/Redo capabilities. This new paradigm offers a safer and more precise interaction model, protecting the user from unexpected behaviours of the applications and the browser.

  20. Inferring tie strength from online directed behavior.

    PubMed

    Jones, Jason J; Settle, Jaime E; Bond, Robert M; Fariss, Christopher J; Marlow, Cameron; Fowler, James H

    2013-01-01

    Some social connections are stronger than others. People have not only friends, but also best friends. Social scientists have long recognized this characteristic of social connections and researchers frequently use the term tie strength to refer to this concept. We used online interaction data (specifically, Facebook interactions) to successfully identify real-world strong ties. Ground truth was established by asking users themselves to name their closest friends in real life. We found the frequency of online interaction was diagnostic of strong ties, and interaction frequency was much more useful diagnostically than were attributes of the user or the user's friends. More private communications (messages) were not necessarily more informative than public communications (comments, wall posts, and other interactions).

  1. Loyalty in Online Communities

    PubMed Central

    Hamilton, William L.; Zhang, Justine; Danescu-Niculescu-Mizil, Cristian; Jurafsky, Dan; Leskovec, Jure

    2018-01-01

    Loyalty is an essential component of multi-community engagement. When users have the choice to engage with a variety of different communities, they often become loyal to just one, focusing on that community at the expense of others. However, it is unclear how loyalty is manifested in user behavior, or whether certain community characteristics encourage loyalty. In this paper we operationalize loyalty as a user-community relation: users loyal to a community consistently prefer it over all others; loyal communities retain their loyal users over time. By exploring a large set of Reddit communities, we reveal that loyalty is manifested in remarkably consistent behaviors. Loyal users employ language that signals collective identity and engage with more esoteric, less popular content, indicating that they may play a curational role in surfacing new material. Loyal communities have denser user-user interaction networks and lower rates of triadic closure, suggesting that community-level loyalty is associated with more cohesive interactions and less fragmentation into subgroups. We exploit these general patterns to predict future rates of loyalty. Our results show that a user’s propensity to become loyal is apparent from their initial interactions with a community, suggesting that some users are intrinsically loyal from the very beginning. PMID:29354326

  2. A review of game-theoretic models of road user behaviour.

    PubMed

    Elvik, Rune

    2014-01-01

    This paper reviews game-theoretic models that have been developed to explain road user behaviour in situations where road users interact with each other. The paper includes the following game-theoretic models: 1.A general model of the interaction between road users and their possible reaction to measures improving safety (behavioural adaptation).2.Choice of vehicle size as a Prisoners’ dilemma game.3.Speed choice as a co-ordination game.4.Speed compliance as a game between drivers and the police.5.Merging into traffic from an acceleration lane as a mixed-strategy game.6.Choice of level of attention in following situations as an evolutionary game.7.Choice of departure time to avoid congestion as variant of a Prisoners’ dilemma game.8.Interaction between cyclists crossing the road and car drivers.9.Dipping headlights at night well ahead of the point when glare becomes noticeable.10.Choice of evasive action in a situation when cars are on collision course. The models reviewed are different in many respects, but a common feature of the models is that they can explain how informal norms of behaviour can develop among road users and be sustained even if these informal norms violate the formal regulations of the traffic code. Game-theoretic models are not applicable to every conceivable interaction between road users or to situations in which road users choose behaviour without interacting with other road users. Nevertheless, it is likely that game-theoretic models can be applied more widely than they have been until now. Copyright © 2013 Elsevier Ltd. All rights reserved.

  3. Development of a simulated smart pump interface.

    PubMed

    Elias, Beth L; Moss, Jacqueline A; Shih, Alan; Dillavou, Marcus

    2014-01-01

    Medical device user interfaces are increasingly complex, resulting in a need for evaluation in clinicallyaccurate settings. Simulation of these interfaces can allow for evaluation, training, and use for research without the risk of harming patients and with a significant cost reduction over using the actual medical devices. This pilot project was phase 1 of a study to define and evaluate a methodology for development of simulated medical device interface technology to be used for education, device development, and research. Digital video and audio recordings of interface interactions were analyzed to develop a model of a smart intravenous medication infusion pump user interface. This model was used to program a high-fidelity simulated smart intravenous medication infusion pump user interface on an inexpensive netbook platform.

  4. EPOS Seismology services and their users

    NASA Astrophysics Data System (ADS)

    Haslinger, Florian; Dupont, Aurelien; Michelini, Alberto; Rietbrock, Andreas; Sleeman, Reinoud; Wiemer, Stefan; Basili, Roberto; Bossu, Rémy; Cakti, Eser; Cotton, Fabrice; Crawford, Wayne; Crowley, Helen; Danciu, Laurentiu; Diaz, Jordi; Garth, Tom; Locati, Mario; Luzi, Lucia; Pitilakis, Kyriazis; Roumelioti, Zafeiria; Strollo, Angelo

    2017-04-01

    The construction of seismological community services for the European Plate Observing System Research Infrastructure (EPOS) is by now well under way. A significant number of services are already operational, largely based on those existing at established institutions or collaborations like ORFEUS, EMSC, AHEAD and EFEHR, and more are being added to be ready for internal validation by late 2017. In this presentation we focus on a number of issues related to the interaction of the community of users with the services provided by the seismological part of the EPOS research infrastructure. How users interact with a service (and how satisfied they are with this interaction) is viewed as one important component of the validation of a service within EPOS, and certainly is key to the uptake of a service and from that also it's attributed value. Within EPOS Seismology, the following aspects of user interaction have already surfaced: - user identification (and potential tracking) versus ease-of-access and openness Requesting users to identify themselves when accessing a service provides various advantages to providers and users (e.g. quantifying & qualifying the service use, customization of services and interfaces, handling access rights and quotas), but may impact the ease of access and also shy away users who don't wish to be identified for whatever reason. - service availability versus cost There is a clear and prominent connection between the availability of a service, both regarding uptime and capacity, and its operational cost (IT systems and personnel), and it is often not clear where to draw the line (and based on which considerations). In connection to that, how to best utilize third-party IT infrastructures (either commercial or public), and what the long-term cost implications of that might be, is equally open. - licensing and attribution The issue of intellectual property and associated licensing policies for data, products and services is only recently gaining more attention in the community. Whether at all, and if yes then how to license, is still diversely discussed, while on national level more and more legislative requirements create boundary conditions that need to be respected. Attribution (of service use and of data/product origin) is only one related aspect, but of high importance the scientific world. In EPOS Seismology we attempt to find common approaches to address the above issues, also closely coordinated to the developments across the other EPOS domains. In this presentation we discuss the current strategies, potential solutions identified, and remaining open questions.

  5. A Longitudinal Study of Self-Reported Psychopathology in Beginning Ecstasy and Amphetamine Users: A Third Follow-up Evaluation.

    PubMed

    Wagner, Daniel; Sauder, Torsten; Koester, Philip; Gouzoulis-Mayfrank, Euphrosyne; Daumann, Joerg

    2017-10-15

    It is still unknown whether psychopathological symptoms found in ecstasy and amphetamine users were apparent before the first use or developed subsequent to its use. The present study presents the third follow-up evaluation of a longitudinal study to assess the nature of the relationship between ecstasy, amphetamine (AMPH) and psychopathology. In this sample, 69 beginning ecstasy and AMPH users were followed over a period of 4 years. To explore different psychopathological dimensions, the Symptom Checklist-90-Revised was applied. Use of ecstasy, AMPH, cannabis and was gathered by structured interviews and use of cigarettes by a questionnaire. First, linear mixed models for repeated measures (unstructured covariance matrix) on the nine primary symptoms of the SCL-90-R with a separate model for each symptom category were performed. Second, linear regression analyses with the nine primary symptom categories of the baseline assessment (T 0 ) as predictors and with ecstasy and AMPH use as dependent variables were fitted. No significant associations between ecstasy, AMPH, and psychopathology were evident. However, a significant two-way interaction between ecstasy and cigarette use at the baseline assessment, as well as a three-way interaction effect between ecstasy, cigarette use, and time on obsessive-compulsive symptoms, were found. This study suggests that nicotine may moderate the effect of ecstasy on obsessive-compulsive symptoms. However, no associations between ecstasy, AMPH, and psychopathology have been found. This is one of the few studies, which highlights the role of nicotine in the study of psychopathology in beginning ecstasy and AMPH users.

  6. The Efficacy of Short-term Gated Audiovisual Speech Training for Improving Auditory Sentence Identification in Noise in Elderly Hearing Aid Users.

    PubMed

    Moradi, Shahram; Wahlin, Anna; Hällgren, Mathias; Rönnberg, Jerker; Lidestam, Björn

    2017-01-01

    This study aimed to examine the efficacy and maintenance of short-term (one-session) gated audiovisual speech training for improving auditory sentence identification in noise in experienced elderly hearing-aid users. Twenty-five hearing aid users (16 men and 9 women), with an average age of 70.8 years, were randomly divided into an experimental (audiovisual training, n = 14) and a control (auditory training, n = 11) group. Participants underwent gated speech identification tasks comprising Swedish consonants and words presented at 65 dB sound pressure level with a 0 dB signal-to-noise ratio (steady-state broadband noise), in audiovisual or auditory-only training conditions. The Hearing-in-Noise Test was employed to measure participants' auditory sentence identification in noise before the training (pre-test), promptly after training (post-test), and 1 month after training (one-month follow-up). The results showed that audiovisual training improved auditory sentence identification in noise promptly after the training (post-test vs. pre-test scores); furthermore, this improvement was maintained 1 month after the training (one-month follow-up vs. pre-test scores). Such improvement was not observed in the control group, neither promptly after the training nor at the one-month follow-up. However, no significant between-groups difference nor an interaction between groups and session was observed. Audiovisual training may be considered in aural rehabilitation of hearing aid users to improve listening capabilities in noisy conditions. However, the lack of a significant between-groups effect (audiovisual vs. auditory) or an interaction between group and session calls for further research.

  7. Clickstream data yields high-resolution maps of science.

    PubMed

    Bollen, Johan; Van de Sompel, Herbert; Hagberg, Aric; Bettencourt, Luis; Chute, Ryan; Rodriguez, Marko A; Balakireva, Lyudmila

    2009-01-01

    Intricate maps of science have been created from citation data to visualize the structure of scientific activity. However, most scientific publications are now accessed online. Scholarly web portals record detailed log data at a scale that exceeds the number of all existing citations combined. Such log data is recorded immediately upon publication and keeps track of the sequences of user requests (clickstreams) that are issued by a variety of users across many different domains. Given these advantages of log datasets over citation data, we investigate whether they can produce high-resolution, more current maps of science. Over the course of 2007 and 2008, we collected nearly 1 billion user interactions recorded by the scholarly web portals of some of the most significant publishers, aggregators and institutional consortia. The resulting reference data set covers a significant part of world-wide use of scholarly web portals in 2006, and provides a balanced coverage of the humanities, social sciences, and natural sciences. A journal clickstream model, i.e. a first-order Markov chain, was extracted from the sequences of user interactions in the logs. The clickstream model was validated by comparing it to the Getty Research Institute's Architecture and Art Thesaurus. The resulting model was visualized as a journal network that outlines the relationships between various scientific domains and clarifies the connection of the social sciences and humanities to the natural sciences. Maps of science resulting from large-scale clickstream data provide a detailed, contemporary view of scientific activity and correct the underrepresentation of the social sciences and humanities that is commonly found in citation data.

  8. Clickstream Data Yields High-Resolution Maps of Science

    PubMed Central

    Bollen, Johan; Van de Sompel, Herbert; Rodriguez, Marko A.; Balakireva, Lyudmila

    2009-01-01

    Background Intricate maps of science have been created from citation data to visualize the structure of scientific activity. However, most scientific publications are now accessed online. Scholarly web portals record detailed log data at a scale that exceeds the number of all existing citations combined. Such log data is recorded immediately upon publication and keeps track of the sequences of user requests (clickstreams) that are issued by a variety of users across many different domains. Given these advantages of log datasets over citation data, we investigate whether they can produce high-resolution, more current maps of science. Methodology Over the course of 2007 and 2008, we collected nearly 1 billion user interactions recorded by the scholarly web portals of some of the most significant publishers, aggregators and institutional consortia. The resulting reference data set covers a significant part of world-wide use of scholarly web portals in 2006, and provides a balanced coverage of the humanities, social sciences, and natural sciences. A journal clickstream model, i.e. a first-order Markov chain, was extracted from the sequences of user interactions in the logs. The clickstream model was validated by comparing it to the Getty Research Institute's Architecture and Art Thesaurus. The resulting model was visualized as a journal network that outlines the relationships between various scientific domains and clarifies the connection of the social sciences and humanities to the natural sciences. Conclusions Maps of science resulting from large-scale clickstream data provide a detailed, contemporary view of scientific activity and correct the underrepresentation of the social sciences and humanities that is commonly found in citation data. PMID:19277205

  9. The Design of an Interactive Data Retrieval System for Casual Users.

    ERIC Educational Resources Information Center

    Radhakrishnan, T.; And Others

    1982-01-01

    Describes an interactive data retrieval system which was designed and implemented for casual users and which incorporates a user-friendly interface, aids to train beginners in use of the system, versatility in output, and error recovery protocols. A 14-item reference list and two figures illustrating system operation and output are included. (JL)

  10. Recognizing User Identity by Touch on Tabletop Displays: An Interactive Authentication Method

    ERIC Educational Resources Information Center

    Torres Peralta, Raquel

    2012-01-01

    Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard…

  11. Four principles for user interface design of computerised clinical decision support systems.

    PubMed

    Kanstrup, Anne Marie; Christiansen, Marion Berg; Nøhr, Christian

    2011-01-01

    The paper presents results from a design research project of a user interface (UI) for a Computerised Clinical Decision Support System (CDSS). The ambition has been to design Human-Computer Interaction (HCI) that can minimise medication errors. Through an iterative design process a digital prototype for prescription of medicine has been developed. This paper presents results from the formative evaluation of the prototype conducted in a simulation laboratory with ten participating physicians. Data from the simulation is analysed by use of theory on how users perceive information. The conclusion is a model, which sum up four principles of interaction for design of CDSS. The four principles for design of user interfaces for CDSS are summarised as four A's: All in one, At a glance, At hand and Attention. The model emphasises integration of all four interaction principles in the design of user interfaces for CDSS, i.e. the model is an integrated model which we suggest as a guide for interaction design when working with preventing medication errors.

  12. Social Cognition and Interaction in Chronic Users of 3,4-Methylenedioxymethamphetamine (MDMA, “Ecstasy”)

    PubMed Central

    Wunderli, Michael D; Vonmoos, Matthias; Treichler, Lorena; Zeller, Carmen; Dziobek, Isabel; Kraemer, Thomas; Baumgartner, Markus R; Seifritz, Erich; Quednow, Boris B

    2018-01-01

    Abstract Background The empathogen 3,4-methylenedioxymethamphetamine (MDMA) is the prototypical prosocial club drug inducing emotional openness to others. It has recently been shown that acutely applied 3,4-MDMA in fact enhances emotional empathy and prosocial behavior, while it simultaneously decreases cognitive empathy. However, the long-term effects of 3,4-MDMA use on socio-cognitive functions and social interactions have not been investigated yet. Therefore, we examined emotional and cognitive empathy, social decision-making, and oxytocin plasma levels in chronic 3,4-MDMA users. Methods We tested 38 regular but recently abstinent 3,4-MDMA users and 56 3,4-MDMA-naïve controls with the Movie for the Assessment of Social Cognition, the Multifaceted Empathy Test, and the Distribution Game and the Dictator Game. Drug use was objectively quantified by 6-month hair analyses. Furthermore, oxytocin plasma levels were determined in smaller subgroups (24 3,4-MDMA users, 9 controls). Results 3,4-MDMA users showed superior cognitive empathy compared with controls in the Multifaceted Empathy Test (Cohen’s d=.39) and in the Movie for the Assessment of Social Cognition (d=.50), but they did not differ from controls in emotional empathy. Moreover, 3,4-MDMA users acted less self-serving in the Distribution Game. However, within 3,4-MDMA users, multiple regression analyses showed that higher 3,4-MDMA concentrations in hair were associated with lower cognitive empathy (βMDMA=-.34, t=-2.12, P<.05). Oxytocin plasma concentrations did not significantly differ between both groups. Conclusions We conclude that people with high cognitive empathy abilities and pronounced social motivations might be more prone to 3,4-MDMA consumption. In contrast, long-term 3,4-MDMA use might nevertheless have a detrimental effect on cognitive empathy capacity. PMID:29087534

  13. Social Cognition and Interaction in Chronic Users of 3,4-Methylenedioxymethamphetamine (MDMA, "Ecstasy").

    PubMed

    Wunderli, Michael D; Vonmoos, Matthias; Treichler, Lorena; Zeller, Carmen; Dziobek, Isabel; Kraemer, Thomas; Baumgartner, Markus R; Seifritz, Erich; Quednow, Boris B

    2018-04-01

    The empathogen 3,4-methylenedioxymethamphetamine (MDMA) is the prototypical prosocial club drug inducing emotional openness to others. It has recently been shown that acutely applied 3,4-MDMA in fact enhances emotional empathy and prosocial behavior, while it simultaneously decreases cognitive empathy. However, the long-term effects of 3,4-MDMA use on socio-cognitive functions and social interactions have not been investigated yet. Therefore, we examined emotional and cognitive empathy, social decision-making, and oxytocin plasma levels in chronic 3,4-MDMA users. We tested 38 regular but recently abstinent 3,4-MDMA users and 56 3,4-MDMA-naïve controls with the Movie for the Assessment of Social Cognition, the Multifaceted Empathy Test, and the Distribution Game and the Dictator Game. Drug use was objectively quantified by 6-month hair analyses. Furthermore, oxytocin plasma levels were determined in smaller subgroups (24 3,4-MDMA users, 9 controls). 3,4-MDMA users showed superior cognitive empathy compared with controls in the Multifaceted Empathy Test (Cohen's d=.39) and in the Movie for the Assessment of Social Cognition (d=.50), but they did not differ from controls in emotional empathy. Moreover, 3,4-MDMA users acted less self-serving in the Distribution Game. However, within 3,4-MDMA users, multiple regression analyses showed that higher 3,4-MDMA concentrations in hair were associated with lower cognitive empathy (βMDMA=-.34, t=-2.12, P<.05). Oxytocin plasma concentrations did not significantly differ between both groups. We conclude that people with high cognitive empathy abilities and pronounced social motivations might be more prone to 3,4-MDMA consumption. In contrast, long-term 3,4-MDMA use might nevertheless have a detrimental effect on cognitive empathy capacity.

  14. Emotion scents: a method of representing user emotions on GUI widgets

    NASA Astrophysics Data System (ADS)

    Cernea, Daniel; Weber, Christopher; Ebert, Achim; Kerren, Andreas

    2013-01-01

    The world of desktop interfaces has been dominated for years by the concept of windows and standardized user interface (UI) components. Still, while supporting the interaction and information exchange between the users and the computer system, graphical user interface (GUI) widgets are rather one-sided, neglecting to capture the subjective facets of the user experience. In this paper, we propose a set of design guidelines for visualizing user emotions on standard GUI widgets (e.g., buttons, check boxes, etc.) in order to enrich the interface with a new dimension of subjective information by adding support for emotion awareness as well as post-task analysis and decision making. We highlight the use of an EEG headset for recording the various emotional states of the user while he/she is interacting with the widgets of the interface. We propose a visualization approach, called emotion scents, that allows users to view emotional reactions corresponding to di erent GUI widgets without in uencing the layout or changing the positioning of these widgets. Our approach does not focus on highlighting the emotional experience during the interaction with an entire system, but on representing the emotional perceptions and reactions generated by the interaction with a particular UI component. Our research is motivated by enabling emotional self-awareness and subjectivity analysis through the proposed emotionenhanced UI components for desktop interfaces. These assumptions are further supported by an evaluation of emotion scents.

  15. Fast-responder: Rapid mobile-phone access to recent remote sensing imagery for first responders

    NASA Astrophysics Data System (ADS)

    Talbot, L. M.; Talbot, B. G.

    We introduce Fast-Responder, a novel prototype data-dissemination application and architecture concept to rapidly deliver remote sensing imagery to smartphones to enable situational awareness. The architecture implements a Fast-Earth image caching system on the phone and interacts with a Fast-Earth server. Prototype evaluation successfully demonstrated that National Guard users could select a location, download multiple remote sensing images, and flicker between images, all in less than a minute on a 3G mobile commercial link. The Fast-Responder architecture is a significant advance that is designed to meet the needs of mobile users, such as National Guard response units, to rapidly access information during a crisis, such as a natural or man-made disaster. This paper focuses on the architecture design and advanced user interface concepts for small-screens for highly active mobile users. Novel Fast-Responder concepts can also enable rapid dissemination and evaluation of imagery on the desktop, opening new technology horizons for both desktop and mobile users.

  16. SCAMP and the ASP

    NASA Astrophysics Data System (ADS)

    Idehara, H.; Carbon, D. F.

    2004-12-01

    We present two new, publicly available tools to support the examination and interpretation of spectra. SCAMP is a specialized graphical user interface for MATLAB. It allows researchers to rapidly intercompare sets of observational, theoretical, and/or laboratory spectra. Users have extensive control over the colors and placement of individual spectra, and over spectrum normalization from one spectral region to another. Spectra can be interactively assigned to user-defined groups and the groupings recalled at a later time. The user can measure/record positions and intensities of spectral features, interactively spline-fit spectra, and normalize spectra by fitted splines. User-defined wavelengths can be automatically highlighted in SCAMP plots. The user can save/print annotated graphical output suitable for a scientific notebook depicting the work at any point. The ASP is a WWW portal that provides interactive access to two spectrum data sets: a library of synthetic stellar spectra and a library of laboratory PAH spectra. The synthetic stellar spectra in the ASP are appropriate to the giant branch with an assortment of compositions. Each spectrum spans the full range from 2 to 600 microns at a variety of resolutions. The ASP is designed to allow users to quickly identify individual features at any resolution that arise from any of the included isotopic species. The user may also retrieve the depth of formation of individual features at any resolution. PAH spectra accessible through the ASP are drawn from the extensive library of spectra measured by the NASA Ames Astrochemistry Laboratory. The user may interactively choose any subset of PAHs in the data set, combine them with user-defined weights and temperatures, and view/download the resultant spectrum at any user-defined resolution. This work was funded by the NASA Advanced Supercomputing Division, NASA Ames Research Center.

  17. Results-Based Interaction Design

    ERIC Educational Resources Information Center

    Weiss, Meredith

    2008-01-01

    Interaction design is a user-centered approach to development in which users and their goals are the driving force behind a project's design. Interaction design principles are fundamental to the design and implementation of effective websites, but they are not sufficient. This article argues that, to reach its full potential, a website should also…

  18. Designing Creative User Interactions for Learning

    ERIC Educational Resources Information Center

    Hong, Yi-Chun; Clinton, Gregory; Rieber, Lloyd P.

    2014-01-01

    Profitable creative ideas can emerge from within virtually any phase of the instructional design and development process. However, the design of user interactions is perhaps where learners can most directly experience the benefits of such ideas. In this article, the authors discuss principles of learner interaction as found in the instructional…

  19. Design element alternatives for stress-management intervention websites.

    PubMed

    Williams, Reg A; Gatien, Gary; Hagerty, Bonnie

    2011-01-01

    Typical public and military-sponsored websites on stress and depression tend to be prescriptive. Some require users to complete lengthy questionnaires. Others reproduce printed flyers, papers, or educational materials not adapted for online use. Some websites require users to follow a prescribed path through the material. Stress Gym was developed as a first-level, evidence-based, website intervention to help U.S. military members learn how to manage mild to moderate stress and depressive symptoms using a self-help intervention with progress tracking and 24/7 availablility. It was designed using web-based, health-management intervention design elements that have been proven effective and users reported they prefer. These included interactivity, self-pacing, and pleasing aesthetics. Users learned how to manage stress by accessing modules they choose, and by practicing proven stress management strategies interactively immediately after login. Test results of Stress Gym with Navy members demonstrated that it was effective, with significant decreases in reported perceived stress levels from baseline to follow-up assessment. Stress Gym used design elements that may serve as a model for future websites to emulate and improve upon, and as a template against which to compare and contrast the design and functionality of future online, health-intervention websites. Copyright © 2011 Elsevier Inc. All rights reserved.

  20. Comparing two anesthesia information management system user interfaces: a usability evaluation.

    PubMed

    Wanderer, Jonathan P; Rao, Anoop V; Rothwell, Sarah H; Ehrenfeld, Jesse M

    2012-11-01

    Anesthesia information management systems (AIMS) have been developed by multiple vendors and are deployed in thousands of operating rooms around the world, yet not much is known about measuring and improving AIMS usability. We developed a methodology for evaluating AIMS usability in a low-fidelity simulated clinical environment and used it to compare an existing user interface with a revised version. We hypothesized that the revised user interface would be more useable. In a low-fidelity simulated clinical environment, twenty anesthesia providers documented essential anesthetic information for the start of the case using both an existing and a revised user interface. Participants had not used the revised user interface previously and completed a brief training exercise prior to the study task. All participants completed a workload assessment and a satisfaction survey. All sessions were recorded. Multiple usability metrics were measured. The primary outcome was documentation accuracy. Secondary outcomes were perceived workload, number of documentation steps, number of user interactions, and documentation time. The interfaces were compared and design problems were identified by analyzing recorded sessions and survey results. Use of the revised user interface was shown to improve documentation accuracy from 85.1% to 92.4%, a difference of 7.3% (95% confidence interval [CI] for the difference 1.8 to 12.7). The revised user interface decreased the number of user interactions by 6.5 for intravenous documentation (95% CI 2.9 to 10.1) and by 16.1 for airway documentation (95% CI 11.1 to 21.1). The revised user interface required 3.8 fewer documentation steps (95% CI 2.3 to 5.4). Airway documentation time was reduced by 30.5 seconds with the revised workflow (95% CI 8.5 to 52.4). There were no significant time differences noted in intravenous documentation or in total task time. No difference in perceived workload was found between the user interfaces. Two user interface design problems were identified in the revised user interface. The usability of anesthesia information management systems can be evaluated using a low-fidelity simulated clinical environment. User testing of the revised user interface showed improvement in some usability metrics and highlighted areas for further revision. Vendors of AIMS and those who use them should consider adopting methods to evaluate and improve AIMS usability.

  1. Guided exploration in virtual environments

    NASA Astrophysics Data System (ADS)

    Beckhaus, Steffi; Eckel, Gerhard; Strothotte, Thomas

    2001-06-01

    We describe an application supporting alternating interaction and animation for the purpose of exploration in a surround- screen projection-based virtual reality system. The exploration of an environment is a highly interactive and dynamic process in which the presentation of objects of interest can give the user guidance while exploring the scene. Previous systems for automatic presentation of models or scenes need either cinematographic rules, direct human interaction, framesets or precalculation (e.g. precalculation of paths to a predefined goal). We report on the development of a system that can deal with rapidly changing user interest in objects of a scene or model as well as with dynamic models and changes of the camera position introduced interactively by the user. It is implemented as a potential-field based camera data generating system. In this paper we describe the implementation of our approach in a virtual art museum on the CyberStage, our surround-screen projection-based stereoscopic display. The paradigm of guided exploration is introduced describing the freedom of the user to explore the museum autonomously. At the same time, if requested by the user, guided exploration provides just-in-time navigational support. The user controls this support by specifying the current field of interest in high-level search criteria. We also present an informal user study evaluating this approach.

  2. Designing visual displays and system models for safe reactor operations based on the user`s perspective of the system

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

    Brown-VanHoozer, S.A.

    Most designers are not schooled in the area of human-interaction psychology and therefore tend to rely on the traditional ergonomic aspects of human factors when designing complex human-interactive workstations related to reactor operations. They do not take into account the differences in user information processing behavior and how these behaviors may affect individual and team performance when accessing visual displays or utilizing system models in process and control room areas. Unfortunately, by ignoring the importance of the integration of the user interface at the information process level, the result can be sub-optimization and inherently error- and failure-prone systems. Therefore, tomore » minimize or eliminate failures in human-interactive systems, it is essential that the designers understand how each user`s processing characteristics affects how the user gathers information, and how the user communicates the information to the designer and other users. A different type of approach in achieving this understanding is Neuro Linguistic Programming (NLP). The material presented in this paper is based on two studies involving the design of visual displays, NLP, and the user`s perspective model of a reactor system. The studies involve the methodology known as NLP, and its use in expanding design choices from the user`s ``model of the world,`` in the areas of virtual reality, workstation design, team structure, decision and learning style patterns, safety operations, pattern recognition, and much, much more.« less

  3. Mental health, stress correlates and psychotropic drug use or non-use among aged caregivers to elders with dementia.

    PubMed

    Pérodeau, G; Lauzon, S; Lévesque, L; Lachance, L

    2001-08-01

    The goal of the study was to compare caregivers who used psychotropic drugs with caregivers who were non-users in order to pinpoint differences in coping styles between the two groups. We performed a secondary analysis of a study on the stress and psychological well-being of persons caring for relatives with dementia. We compared elderly caregivers, as either psychotropic drug users (n = 61) or non-users (n = 133), over various psychosocial characteristics relating to the care-giving context. Results reveal that users, as compared to non-users were: (a) more disturbed (appraised a greater stress) by the relative's dysfunctional behaviours, after controlling for the frequency of the behaviours; and (b) experienced more conflict during interpersonal interactions, although their appraisal of self-satisfaction with formal and informal support to their care-giving activities did not differ significantly. Strikingly, users combined and called on a greater number of problem-focused and emotion-reducing coping strategies than did non-users. They more frequently used affective regulation and information seeking coping styles. Stress-related measures (especially stress appraisal and conflict) contributed more to the variation in mental distress of users than of non-users. Results provide a theoretical and empirical rationale for therapeutic interventions such as the cognitive behavioural approach.

  4. MycoCosm, an Integrated Fungal Genomics Resource

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

    Shabalov, Igor; Grigoriev, Igor

    2012-03-16

    MycoCosm is a web-based interactive fungal genomics resource, which was first released in March 2010, in response to an urgent call from the fungal community for integration of all fungal genomes and analytical tools in one place (Pan-fungal data resources meeting, Feb 21-22, 2010, Alexandria, VA). MycoCosm integrates genomics data and analysis tools to navigate through over 100 fungal genomes sequenced at JGI and elsewhere. This resource allows users to explore fungal genomes in the context of both genome-centric analysis and comparative genomics, and promotes user community participation in data submission, annotation and analysis. MycoCosm has over 4500 unique visitors/monthmore » or 35000+ visitors/year as well as hundreds of registered users contributing their data and expertise to this resource. Its scalable architecture allows significant expansion of the data expected from JGI Fungal Genomics Program, its users, and integration with external resources used by fungal community.« less

  5. Location and Modality Effects in Online Dating: Rich Modality Profile and Location-Based Information Cues Increase Social Presence, While Moderating the Impact of Uncertainty Reduction Strategy.

    PubMed

    Jung, Soyoung; Roh, Soojin; Yang, Hyun; Biocca, Frank

    2017-09-01

    This study investigates how different interface modality features of online dating sites, such as location awareness cues and modality of profiles, affect the sense of social presence of a prospective date. We also examined how various user behaviors aimed at reducing uncertainty about online interactions affect social presence perceptions and are affected by the user interface features. Male users felt a greater sense of social presence when exposed to both location and accessibility cues (geographical proximity) and a richer medium (video profiles). Viewing a richer medium significantly increased the sense of social presence among female participants whereas location-based information sharing features did not directly affect their social presence perception. Augmented social presence, as a mediator, contributed to users' greater intention to meet potential dating partners in a face-to-face setting and to buy paid memberships on online dating sites.

  6. Analgesic effects of branding in treatment of headaches.

    PubMed

    Branthwaite, A; Cooper, P

    1981-05-16

    The effect of branding--that is, the labelling and marketing--of a well-known proprietary analgesic used to treat headaches was studied in a sample of women given a branded or unbranded form with either an inert or an active formulation. The sample was also divided according to whether the subjects were regular users of the brand or users of other brands. The findings showed that branded tablets were overall significantly more effective than unbranded tablets in relieving headaches. Differential effects were observed: the effects of branding were more noticeable one hour after the tablets were taken compared with 30 minutes; in the women given the placebo; and in the users of the brand compared with the users of other brands. It is hypothesised that these effects are due to increased confidence in obtaining relief with a well-known brand, and that branding has an analgesic effect that interacts with the analgesic effects of placebos and active ingredients.

  7. Possible applications of the LEAP motion controller for more interactive simulated experiments in augmented or virtual reality

    NASA Astrophysics Data System (ADS)

    Wozniak, Peter; Vauderwange, Oliver; Mandal, Avikarsha; Javahiraly, Nicolas; Curticapean, Dan

    2016-09-01

    Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen. The LEAP Motion controller is a small inexpensive device that allows for the tracking of the user's hands and fingers in three dimensions. It is conceivable to allow the user to interact with the simulation's virtual elements by the user's very hand position, movement and gesture. In this paper we evaluate possible applications of the LEAP Motion controller for simulated experiments in augmented and virtual reality. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios.

  8. Interactive Design and the Mythical "Intuitive User Interface."

    ERIC Educational Resources Information Center

    Bielenberg, Daniel R.

    1993-01-01

    Discusses the design of graphical user interfaces. Highlights include conceptual models, including user needs, content, and what multimedia can do; and tools for building the users' mental models, including metaphor, natural mappings, prompts, feedback, and user testing. (LRW)

  9. Combining multivariate statistics and the think-aloud protocol to assess Human-Computer Interaction barriers in symptom checkers.

    PubMed

    Marco-Ruiz, Luis; Bønes, Erlend; de la Asunción, Estela; Gabarron, Elia; Aviles-Solis, Juan Carlos; Lee, Eunji; Traver, Vicente; Sato, Keiichi; Bellika, Johan G

    2017-10-01

    Symptom checkers are software tools that allow users to submit a set of symptoms and receive advice related to them in the form of a diagnosis list, health information or triage. The heterogeneity of their potential users and the number of different components in their user interfaces can make testing with end-users unaffordable. We designed and executed a two-phase method to test the respiratory diseases module of the symptom checker Erdusyk. Phase I consisted of an online test with a large sample of users (n=53). In Phase I, users evaluated the system remotely and completed a questionnaire based on the Technology Acceptance Model. Principal Component Analysis was used to correlate each section of the interface with the questionnaire responses, thus identifying which areas of the user interface presented significant contributions to the technology acceptance. In the second phase, the think-aloud procedure was executed with a small number of samples (n=15), focusing on the areas with significant contributions to analyze the reasons for such contributions. Our method was used effectively to optimize the testing of symptom checker user interfaces. The method allowed kept the cost of testing at reasonable levels by restricting the use of the think-aloud procedure while still assuring a high amount of coverage. The main barriers detected in Erdusyk were related to problems understanding time repetition patterns, the selection of levels in scales to record intensities, navigation, the quantification of some symptom attributes, and the characteristics of the symptoms. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Finding Waldo: Learning about Users from their Interactions

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

    Brown, Eli T.; Ottley, Alvitta; Zhao, Helen

    Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user’s interactions with a system reflect a large amount of the user’s reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user’s task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, wemore » conduct an experiment in which participants perform a visual search task and we apply well-known machine learning algorithms to three encodings of the users interaction data. We achieve, depending on algorithm and encoding, between 62% and 96% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user’s personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time, in some cases, 82% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed- initiative visual analytics systems.« less

  11. The use of community pharmacies in North West England: an observational study.

    PubMed

    Mackridge, Adam J; Stokes, Elizabeth C; Gray, Nicola J

    2017-04-01

    There are few studies of community pharmacy footfall and activity in the existing literature, especially by direct observation. To describe the characteristics of counter interactions between pharmacy staff and customers. Structured observation of all interactions between pharmacy staff and customers across the weekly opening hours of five pharmacies diverse in location and ownership. Three-quarters (76%) of observed interactions were associated with prescriptions, but a significant minority accessed cognitive services. Dispensing was the primary activity across the diverse range of pharmacies. Reasons for visits are diversifying into advice and services, particularly among younger users. © 2016 Royal Pharmaceutical Society.

  12. A taxonomy for user-healthcare robot interaction.

    PubMed

    Bzura, Conrad; Im, Hosung; Liu, Tammy; Malehorn, Kevin; Padir, Taskin; Tulu, Bengisu

    2012-01-01

    This paper evaluates existing taxonomies aimed at characterizing the interaction between robots and their users and modifies them for health care applications. The modifications are based on existing robot technologies and user acceptance of robotics. Characterization of the user, or in this case the patient, is a primary focus of the paper, as they present a unique new role as robot users. While therapeutic and monitoring-related applications for robots are still relatively uncommon, we believe they will begin to grow and thus it is important that the spurring relationship between robot and patient is well understood.

  13. The impact of recreational MDMA 'ecstasy' use on global form processing.

    PubMed

    White, Claire; Edwards, Mark; Brown, John; Bell, Jason

    2014-11-01

    The ability to integrate local orientation information into a global form percept was investigated in long-term ecstasy users. Evidence suggests that ecstasy disrupts the serotonin system, with the visual areas of the brain being particularly susceptible. Previous research has found altered orientation processing in the primary visual area (V1) of users, thought to be due to disrupted serotonin-mediated lateral inhibition. The current study aimed to investigate whether orientation deficits extend to higher visual areas involved in global form processing. Forty-five participants completed a psychophysical (Glass pattern) study allowing an investigation into the mechanisms underlying global form processing and sensitivity to changes in the offset of the stimuli (jitter). A subgroup of polydrug-ecstasy users (n=6) with high ecstasy use had significantly higher thresholds for the detection of Glass patterns than controls (n=21, p=0.039) after Bonferroni correction. There was also a significant interaction between jitter level and drug-group, with polydrug-ecstasy users showing reduced sensitivity to alterations in jitter level (p=0.003). These results extend previous research, suggesting disrupted global form processing and reduced sensitivity to orientation jitter with ecstasy use. Further research is needed to investigate this finding in a larger sample of heavy ecstasy users and to differentiate the effects of other drugs. © The Author(s) 2014.

  14. AOIPS data base management systems support for GARP data sets

    NASA Technical Reports Server (NTRS)

    Gary, J. P.

    1977-01-01

    A data base management system is identified, developed to provide flexible access to data sets produced by GARP during its data systems tests. The content and coverage of the data base are defined and a computer-aided, interactive information storage and retrieval system, implemented to facilitate access to user specified data subsets, is described. The computer programs developed to provide the capability were implemented on the highly interactive, minicomputer-based AOIPS and are referred to as the data retrieval system (DRS). Implemented as a user interactive but menu guided system, the DRS permits users to inventory the data tape library and create duplicate or subset data sets based on a user selected window defined by time and latitude/longitude boundaries. The DRS permits users to select, display, or produce formatted hard copy of individual data items contained within the data records.

  15. Analytic War Plans: Adaptive Force-Employment Logic in the RAND Strategy Assessment System (RSAS)

    DTIC Science & Technology

    1990-07-01

    Agents already mentioned, there is a Control Agent, which can act for the RSAS user in doing things the user would otherwise do interactively with the...single or series of connected operations to be carried out simultaneously or in succession . It is usually based upon stated assumptions and is the...which can act for the RSAS user in doing things the user would otherwise do interactively with the computer. 5 Control Agent has three modes of

  16. PERIGRAMMA--A System for the Support of People with Cognitive or Movement Impairments Working in Secretarial Positions.

    ERIC Educational Resources Information Center

    Destounis, Panagiotis; Garofalakis, John; Kondilis, Theodore; Mavritsakis, George; Rigou, Maria; Sirmakessis, Spiros; Tzimas, John

    In spite of the growing interest in interaction design, there remains a large user population that needs special interest: users with special needs. These users can dramatically benefit from software that better responds to their interaction needs, not to mention the fact that designing software that takes into account the special needs of such…

  17. Motor imagery-induced EEG patterns in individuals with spinal cord injury and their impact on brain-computer interface accuracy

    NASA Astrophysics Data System (ADS)

    Müller-Putz, G. R.; Daly, I.; Kaiser, V.

    2014-06-01

    Objective. Assimilating the diagnosis complete spinal cord injury (SCI) takes time and is not easy, as patients know that there is no ‘cure' at the present time. Brain-computer interfaces (BCIs) can facilitate daily living. However, inter-subject variability demands measurements with potential user groups and an understanding of how they differ to healthy users BCIs are more commonly tested with. Thus, a three-class motor imagery (MI) screening (left hand, right hand, feet) was performed with a group of 10 able-bodied and 16 complete spinal-cord-injured people (paraplegics, tetraplegics) with the objective of determining what differences were present between the user groups and how they would impact upon the ability of these user groups to interact with a BCI. Approach. Electrophysiological differences between patient groups and healthy users are measured in terms of sensorimotor rhythm deflections from baseline during MI, electroencephalogram microstate scalp maps and strengths of inter-channel phase synchronization. Additionally, using a common spatial pattern algorithm and a linear discriminant analysis classifier, the classification accuracy was calculated and compared between groups. Main results. It is seen that both patient groups (tetraplegic and paraplegic) have some significant differences in event-related desynchronization strengths, exhibit significant increases in synchronization and reach significantly lower accuracies (mean (M) = 66.1%) than the group of healthy subjects (M = 85.1%). Significance. The results demonstrate significant differences in electrophysiological correlates of motor control between healthy individuals and those individuals who stand to benefit most from BCI technology (individuals with SCI). They highlight the difficulty in directly translating results from healthy subjects to participants with SCI and the challenges that, therefore, arise in providing BCIs to such individuals.

  18. apART: system for the acquisition, processing, archiving, and retrieval of digital images in an open, distributed imaging environment

    NASA Astrophysics Data System (ADS)

    Schneider, Uwe; Strack, Ruediger

    1992-04-01

    apART reflects the structure of an open, distributed environment. According to the general trend in the area of imaging, network-capable, general purpose workstations with capabilities of open system image communication and image input are used. Several heterogeneous components like CCD cameras, slide scanners, and image archives can be accessed. The system is driven by an object-oriented user interface where devices (image sources and destinations), operators (derived from a commercial image processing library), and images (of different data types) are managed and presented uniformly to the user. Browsing mechanisms are used to traverse devices, operators, and images. An audit trail mechanism is offered to record interactive operations on low-resolution image derivatives. These operations are processed off-line on the original image. Thus, the processing of extremely high-resolution raster images is possible, and the performance of resolution dependent operations is enhanced significantly during interaction. An object-oriented database system (APRIL), which can be browsed, is integrated into the system. Attribute retrieval is supported by the user interface. Other essential features of the system include: implementation on top of the X Window System (X11R4) and the OSF/Motif widget set; a SUN4 general purpose workstation, inclusive ethernet, magneto optical disc, etc., as the hardware platform for the user interface; complete graphical-interactive parametrization of all operators; support of different image interchange formats (GIF, TIFF, IIF, etc.); consideration of current IPI standard activities within ISO/IEC for further refinement and extensions.

  19. HAWQS Beta Flyer

    EPA Pesticide Factsheets

    HAWQS is a web-based interactive water quantity and quality modeling system that provides users with interactive web interfaces and maps; pre-loaded input data; outputs that include tables, charts, graphs and raw output data; and a user guide.

  20. Interactive Office user's manual

    NASA Technical Reports Server (NTRS)

    Montgomery, Edward E.; Lowers, Benjamin; Nabors, Terri L.

    1990-01-01

    Given here is a user's manual for Interactive Office (IO), an executive office tool for organization and planning, written specifically for Macintosh. IO is a paperless management tool to automate a related group of individuals into one productive system.

  1. HAWQS beta flyer

    EPA Pesticide Factsheets

    HAWQS is a web-based interactive water quantity and quality modeling system that provides users with interactive web interfaces and maps; pre-loaded input data; outputs that include tables, charts, graphs and raw output data; and a user guide.

  2. The effect of user's perceived presence and promotion focus on usability for interacting in virtual environments.

    PubMed

    Sun, Huey-Min; Li, Shang-Phone; Zhu, Yu-Qian; Hsiao, Bo

    2015-09-01

    Technological advance in human-computer interaction has attracted increasing research attention, especially in the field of virtual reality (VR). Prior research has focused on examining the effects of VR on various outcomes, for example, learning and health. However, which factors affect the final outcomes? That is, what kind of VR system design will achieve higher usability? This question remains largely. Furthermore, when we look at VR system deployment from a human-computer interaction (HCI) lens, does user's attitude play a role in achieving the final outcome? This study aims to understand the effect of immersion and involvement, as well as users' regulatory focus on usability for a somatosensory VR learning system. This study hypothesized that regulatory focus and presence can effectively enhance user's perceived usability. Survey data from 78 students in Taiwan indicated that promotion focus is positively related to user's perceived efficiency, whereas involvement and promotion focus are positively related to user's perceived effectiveness. Promotion focus also predicts user satisfaction and overall usability perception. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  3. Human-directed local autonomy for motion guidance and coordination in an intelligent manufacturing system

    NASA Astrophysics Data System (ADS)

    Alford, W. A.; Kawamura, Kazuhiko; Wilkes, Don M.

    1997-12-01

    This paper discusses the problem of integrating human intelligence and skills into an intelligent manufacturing system. Our center has jointed the Holonic Manufacturing Systems (HMS) Project, an international consortium dedicated to developing holonic systems technologies. One of our contributions to this effort is in Work Package 6: flexible human integration. This paper focuses on one activity, namely, human integration into motion guidance and coordination. Much research on intelligent systems focuses on creating totally autonomous agents. At the Center for Intelligent Systems (CIS), we design robots that interact directly with a human user. We focus on using the natural intelligence of the user to simplify the design of a robotic system. The problem is finding ways for the user to interact with the robot that are efficient and comfortable for the user. Manufacturing applications impose the additional constraint that the manufacturing process should not be disturbed; that is, frequent interacting with the user could degrade real-time performance. Our research in human-robot interaction is based on a concept called human directed local autonomy (HuDL). Under this paradigm, the intelligent agent selects and executes a behavior or skill, based upon directions from a human user. The user interacts with the robot via speech, gestures, or other media. Our control software is based on the intelligent machine architecture (IMA), an object-oriented architecture which facilitates cooperation and communication among intelligent agents. In this paper we describe our research testbed, a dual-arm humanoid robot and human user, and the use of this testbed for a human directed sorting task. We also discuss some proposed experiments for evaluating the integration of the human into the robot system. At the time of this writing, the experiments have not been completed.

  4. Applying graphics user interface ot group technology classification and coding at the Boeing aerospace company

    NASA Astrophysics Data System (ADS)

    Ness, P. H.; Jacobson, H.

    1984-10-01

    The thrust of 'group technology' is toward the exploitation of similarities in component design and manufacturing process plans to achieve assembly line flow cost efficiencies for small batch production. The systematic method devised for the identification of similarities in component geometry and processing steps is a coding and classification scheme implemented by interactive CAD/CAM systems. This coding and classification scheme has led to significant increases in computer processing power, allowing rapid searches and retrievals on the basis of a 30-digit code together with user-friendly computer graphics.

  5. Different time trends of caloric and fat intake between statin users and nonusers among US adults: gluttony in the time of statins?

    PubMed

    Sugiyama, Takehiro; Tsugawa, Yusuke; Tseng, Chi-Hong; Kobayashi, Yasuki; Shapiro, Martin F

    2014-07-01

    Both dietary modification and use of statins can lower blood cholesterol. The increase in caloric intake among the general population is reported to have plateaued in the last decade, but no study has examined the relationship between the time trends of caloric intake and statin use. To examine the difference in the temporal trends of caloric and fat intake between statin users and nonusers among US adults. A repeated cross-sectional study in a nationally representative sample of 27,886 US adults, 20 years or older, from the National Health and Nutrition Examination Survey, 1999 through 2010. Statin use. Caloric and fat intake measured through 24-hour dietary recall. Generalized linear models with interaction term between survey cycle and statin use were constructed to investigate the time trends of dietary intake for statin users and nonusers after adjustment for possible confounders. We calculated model-adjusted caloric and fat intake using these models and examined if the time trends differed by statin use. Body mass index (BMI) changes were also compared between statin users and nonusers. In the 1999-2000 period, the caloric intake was significantly less for statin users compared with nonusers (2000 vs 2179 kcal/d; P = .007). The difference between the groups became smaller as time went by, and there was no statistical difference after the 2005-2006 period. Among statin users, caloric intake in the 2009-2010 period was 9.6% higher (95% CI, 1.8-18.1; P = .02) than that in the 1999-2000 period. In contrast, no significant change was observed among nonusers during the same study period. Statin users also consumed significantly less fat in the 1999-2000 period (71.7 vs 81.2 g/d; P = .003). Fat intake increased 14.4% among statin users (95% CI, 3.8-26.1; P = .007) while not changing significantly among nonusers. Also, BMI increased more among statin users (+1.3) than among nonusers (+0.4) in the adjusted model (P = .02). Caloric and fat intake have increased among statin users over time, which was not true for nonusers. The increase in BMI was faster for statin users than for nonusers. Efforts aimed at dietary control among statin users may be becoming less intensive. The importance of dietary composition may need to be reemphasized for statin users.

  6. Digital Divides and Social Network Sites: Which Students Participate in Social Media?

    ERIC Educational Resources Information Center

    Ahn, June

    2011-01-01

    Social network sites (SNSs) like Myspace and Facebook are now popular online communities with large teenage user populations. Teens use these technologies to interact, play, explore, and learn in significant ways. As scholars become interested in studying these new online communities, I contribute to the emerging conversation by re-examining…

  7. An Investigation of Bioecological Influences Associated with First Use of Methamphetamine in a Rural State

    ERIC Educational Resources Information Center

    Bowen, Anne; Moring, John; Williams, Mark; Hopper, Glenna; Daniel, Candice

    2012-01-01

    Purpose: Methamphetamine (MA) addiction is a significant problem in rural areas of the United States. Yet, little theoretically driven formative research has been conducted on the interactions of factors influencing initiation. The study was guided by Bronfenbrenner's bioecological model. Methods: Eighty-three MA users participated in an…

  8. Cell Phone Roulette and "Consumer Interactive" Quality

    ERIC Educational Resources Information Center

    Navarro, Peter

    2005-01-01

    Under current policies, cell phone consumers face a lower probability of finding the best carrier for their usage patterns than winning at roulette. Corroborating survey data consistently show significant dissatisfaction among cell phone users, network performance is a major issue, and customer "churn" is high. This problem may be traced to a new…

  9. A Framework for the Development of Context-Adaptable User Interfaces for Ubiquitous Computing Systems

    PubMed Central

    Varela, Gervasio; Paz-Lopez, Alejandro; Becerra, Jose A.; Duro, Richard

    2016-01-01

    This paper addresses the problem of developing user interfaces for Ubiquitous Computing (UC) and Ambient Intelligence (AmI) systems. These kind of systems are expected to provide a natural user experience, considering interaction modalities adapted to the user abilities and preferences and using whatever interaction devices are present in the environment. These interaction devices are not necessarily known at design time. The task is quite complicated due to the variety of devices and technologies, and the diversity of scenarios, and it usually burdens the developer with the need to create many different UIs in order to consider the foreseeable user-environment combinations. Here, we propose an UI abstraction framework for UC and AmI systems that effectively improves the portability of those systems between different environments and for different users. It allows developers to design and implement a single UI capable of being deployed with different devices and modalities regardless the physical location. PMID:27399711

  10. An evaluation-guided approach for effective data visualization on tablets

    NASA Astrophysics Data System (ADS)

    Games, Peter S.; Joshi, Alark

    2015-01-01

    There is a rising trend of data analysis and visualization tasks being performed on a tablet device. Apps with interactive data visualization capabilities are available for a wide variety of domains. We investigate whether users grasp how to effectively interpret and interact with visualizations. We conducted a detailed user evaluation to study the abilities of individuals with respect to analyzing data on a tablet through an interactive visualization app. Based upon the results of the user evaluation, we find that most subjects performed well at understanding and interacting with simple visualizations, specifically tables and line charts. A majority of the subjects struggled with identifying interactive widgets, recognizing interactive widgets with overloaded functionality, and understanding visualizations which do not display data for sorted attributes. Based on our study, we identify guidelines for designers and developers of mobile data visualization apps that include recommendations for effective data representation and interaction.

  11. The Euler’s Graphical User Interface Spreadsheet Calculator for Solving Ordinary Differential Equations by Visual Basic for Application Programming

    NASA Astrophysics Data System (ADS)

    Gaik Tay, Kim; Cheong, Tau Han; Foong Lee, Ming; Kek, Sie Long; Abdul-Kahar, Rosmila

    2017-08-01

    In the previous work on Euler’s spreadsheet calculator for solving an ordinary differential equation, the Visual Basic for Application (VBA) programming was used, however, a graphical user interface was not developed to capture users input. This weakness may make users confuse on the input and output since those input and output are displayed in the same worksheet. Besides, the existing Euler’s spreadsheet calculator is not interactive as there is no prompt message if there is a mistake in inputting the parameters. On top of that, there are no users’ instructions to guide users to input the derivative function. Hence, in this paper, we improved previous limitations by developing a user-friendly and interactive graphical user interface. This improvement is aimed to capture users’ input with users’ instructions and interactive prompt error messages by using VBA programming. This Euler’s graphical user interface spreadsheet calculator is not acted as a black box as users can click on any cells in the worksheet to see the formula used to implement the numerical scheme. In this way, it could enhance self-learning and life-long learning in implementing the numerical scheme in a spreadsheet and later in any programming language.

  12. Utilization of smoking cessation informational, interactive, and online community resources as predictors of abstinence: cohort study.

    PubMed

    An, Lawrence C; Schillo, Barbara A; Saul, Jessie E; Wendling, Ann H; Klatt, Colleen M; Berg, Carla J; Ahulwalia, Jasjit S; Kavanaugh, Annette M; Christenson, Matthew; Luxenberg, Michael G

    2008-12-20

    The association between greater utilization of Web-assisted tobacco interventions and increased abstinence rates is well recognized. However, there is little information on how utilization of specific website features influences quitting. To determine the association between utilization of informational, interactive, and online community resources (eg. bulletin boards) and abstinence rates, with the broader objective to identify potential strategies for improving outcomes for Web-assisted tobacco interventions. In Spring 2004, a cohort of 607 quitplan.com users consented to participate in an evaluation of quitplan.com, a Minnesota branded version of QuitNet.com. We developed utilization measures for different site features: general information, interactive diagnostic tools and quit planning tools, online expert counseling, passive (ie, reading of bulletin boards) and active (ie, public posting) online community engagement, and one-to-one messaging with other virtual community members. Using bivariate, multivariate, and path analyses, we examined the relationship between utilization of specific site features and 30-day abstinence at 6 months. The most commonly used resources were the interactive quit planning tools (used by 77% of site users). Other informational resources (ie, quitting guides) were used more commonly (60% of users) than passive (38%) or active (24%) community features. Online community engagement through one-to-one messaging was low (11%) as was use of online counseling (5%). The 30-day abstinence rate among study participants at 6 months was 9.7% (95% Confidence Interval [CI] 7.3% - 12.1%). In the logistic regression model, neither the demographic data (eg, age, gender, education level, employment, or insurance status) nor the smoking-related data (eg, cigarettes per day, time to first morning cigarette, baseline readiness to quit) nor use of smoking cessation medications entered the model as significant predictors of abstinence. Individuals who used the interactive quit planning tools once, two to three times, or four or more times had an odds of abstinence of 0.65 (95% Confidence Interval [CI] 0.22 - 1.94), 1.87 (95% CI 0.77 - 4.56), and 2.35 (95% CI 1.0 - 5.58), respectively. The use of one-to-one messages (reference = none vs 1 or more) entered the final model as potential predictor for abstinence, though the significance of this measure was marginal (OR = 1.91, 95% CI 0.92 - 3.97, P = .083). In the path analysis, an apparent association between active online community engagement and abstinence was accounted for in large part by increased use of interactive quitting tools and one-to-one messaging. Use of interactive quitting tools, and perhaps one-to-one messaging with other members of the online community, was associated with increased abstinence rates among quitplan.com users. Designs that facilitate use of these features should be considered.

  13. Examining a knowledge domain: Interactive visualization of the Geographic Information Science and Technology Body of Knowledge 1

    NASA Astrophysics Data System (ADS)

    Stowell, Marilyn Ruth

    This research compared the effectiveness and performance of interactive visualizations of the GIS&T Body of Knowledge 1. The visualizations were created using Processing, and display the structure and content of the Body of Knowledge using various spatial layout methods: the Indented List, Tree Graph, treemap and Similarity Graph. The first three methods utilize the existing hierarchical structure of the BoK text, while the fourth method (Similarity Graph) serves as a jumping off point for exploring content-based visualizations of the BoK. The following questions have guided the framework of this research: (1) Which of the spatial layouts is most effective for completing tasks related to the GIS&T; BoK overall? How do they compare to each other in terms of performance? (2) Is one spatial layout significantly more or less effective than others for completing a particular cognitive task? (3) Is the user able to utilize the BoK as a basemap or reference system and make inferences based on BoK scorecard overlays? (4) Which design aspects of the interface assist in carrying out the survey objectives? Which design aspects of the application detract from fulfilling the objectives? To answer these questions, human subjects were recruited to participate in a survey, during which they were assigned a random spatial layout and were asked questions about the BoK based on their interaction with the visualization tool. 75 users were tested, 25 for each spatial layout. Statistical analysis revealed that there were no statistically significant differences between means for overall accuracy when comparing the three visualizations. In looking at individual questions, Tree Graph and Indented List yielded statistically significant higher scores for questions regarding the structure of the Body of Knowledge, as compared to the treemap. There was a significant strong positive correlation between the time taken to complete the survey and the final survey score. This correlation was particularly strong with treemap, possibly confirming the steeper learning curve with the more complex layout. Users were asked for feedback on the perceived "ease" of using the interface, and though few users said the interface was easy to use, there was a positive correlation between perceived "ease" and overall score. Qualitative feedback revealed that the external controls on the interface were not inviting to use, and the interface overall was not intuitive. Additional human subjects were recruited from the professional GIS community to participate in testing remotely. These results weren't significant due to small sample size, but helped to verify the feedback and results from the controlled testing.

  14. Effects of cannabis use on body mass, fasting glucose and lipids during the first 12 months of treatment in schizophrenia spectrum disorders.

    PubMed

    Scheffler, F; Kilian, S; Chiliza, B; Asmal, L; Phahladira, L; du Plessis, S; Kidd, M; Murray, R M; Di Forti, M; Seedat, S; Emsley, R

    2018-03-06

    While acute cannabis use stimulates appetite, general population studies suggest that chronic use is associated with reduced risk of obesity and other cardiometabolic risk factors. In this study we investigated changes in body mass index (BMI), fasting blood glucose and lipids, and rates of metabolic syndrome risk factors in cannabis users vs. non-users in 109 minimally treated patients with first-episode schizophrenia, schizophreniform or schizo-affective disorder who were treated according to a standardized treatment regime with depot antipsychotic medication over 12 months. Participants underwent repeated urine toxicology tests for cannabis and those testing positive at any time during the study (n = 40), were compared with those who tested negative at all time points (n = 69). There was a significant group*time interaction effect (p = 0.002) with the cannabis negative group showing a greater increase in BMI than the cannabis positive group, after adjusting for age, sex, methamphetamine use and modal dose of antipsychotic. There were no group*time interaction effects for fasting blood glucose or lipids. Post hoc tests indicated significant increases in fasting blood glucose and triglycerides and a decrease in high-density lipoprotein cholesterol for the cannabis negative group, with no significant changes in the cannabis positive group. Rates of metabolic syndrome did not differ significantly between groups, although more cannabis negative patients had elevated waist-circumference at endpoint (p = 0.003). It may be that chronic cannabis use directly suppresses appetite, thereby preventing weight gain in users. However, other indirect effects such as dietary neglect and smoking may be contributory and could explain our findings. Copyright © 2018 Elsevier B.V. All rights reserved.

  15. An interactive VR system based on full-body tracking and gesture recognition

    NASA Astrophysics Data System (ADS)

    Zeng, Xia; Sang, Xinzhu; Chen, Duo; Wang, Peng; Guo, Nan; Yan, Binbin; Wang, Kuiru

    2016-10-01

    Most current virtual reality (VR) interactions are realized with the hand-held input device which leads to a low degree of presence. There is other solutions using sensors like Leap Motion to recognize the gestures of users in order to interact in a more natural way, but the navigation in these systems is still a problem, because they fail to map the actual walking to virtual walking only with a partial body of the user represented in the synthetic environment. Therefore, we propose a system in which users can walk around in the virtual environment as a humanoid model, selecting menu items and manipulating with the virtual objects using natural hand gestures. With a Kinect depth camera, the system tracks the joints of the user, mapping them to a full virtual body which follows the move of the tracked user. The movements of the feet can be detected to determine whether the user is in walking state, so that the walking of model in the virtual world can be activated and stopped by means of animation control in Unity engine. This method frees the hands of users comparing to traditional navigation way using hand-held device. We use the point cloud data getting from Kinect depth camera to recognize the gestures of users, such as swiping, pressing and manipulating virtual objects. Combining the full body tracking and gestures recognition using Kinect, we achieve our interactive VR system in Unity engine with a high degree of presence.

  16. User interaction with the LUCIFER control software

    NASA Astrophysics Data System (ADS)

    Knierim, Volker; Jütte, Marcus; Polsterer, Kai; Schimmelmann, Jan

    2006-06-01

    We present the concept and design of the interaction between users and the LUCIFER Control Software Package. The necessary functionality that must be provided to a user depends on and differs greatly for the different user types (i.e., engineers and observers). While engineers want total control over every service provided by the software system, observers are typically only interested in a fault tolerant and efficient user interface that helps them to carry out their observations in the best possible way during the night. To provide the functionality engineers need, direct access to a service is necessary. This may harbor a possible threat to the instrument in the case of a faulty operation by the engineer, but is the only way to test every unit during integration and commissioning of the instrument, and for service time later on. The observer on the other hand should only have indirect access to the instrument, controlled by an instrument manager service that ensures the necessary safety checks so that no harm can be done to the instrument. Our design of the user interaction provides such an approach on a level that is transparent to any interaction component regardless of interface type (i.e., textual or graphical). Using the interface and inheritance concepts of the Java Programming Language and its tools to create graphical user interfaces, it is possible to provide the necessary level of flexibility for the different user types on one side, while ensuring maximum reusability of code on the other side.

  17. Randomized Comparison of Mobile and Web-Tools to Provide Dementia Risk Reduction Education: Use, Engagement and Participant Satisfaction

    PubMed Central

    O'Connor, Elodie; Hatherly, Chris

    2014-01-01

    Background Encouraging middle-aged adults to maintain their physical and cognitive health may have a significant impact on reducing the prevalence of dementia in the future. Mobile phone apps and interactive websites may be one effective way to target this age group. However, to date there has been little research investigating the user experience of dementia risk reduction tools delivered in this way. Objective The aim of this study was to explore participant engagement and evaluations of three different targeted smartphone and Web-based dementia risk reduction tools following a four-week intervention. Methods Participants completed a Web-based screening questionnaire to collect eligibility information. Eligible participants were asked to complete a Web-based baseline questionnaire and were then randomly assigned to use one of the three dementia risk reduction tools for a period of four weeks: (1) a mobile phone application; (2) an information-based website; and (3) an interactive website. User evaluations were obtained via a Web-based follow-up questionnaire after completion of the intervention. Results Of 415 eligible participants, 370 (89.16%) completed the baseline questionnaire and were assigned to an intervention group; 200 (54.05%) completed the post-intervention questionnaire. The average age of participants was 52 years, and 149 (75%) were female. Findings indicated that participants from all three intervention groups reported a generally positive impression of the tools across a range of domains. Participants using the information-based website reported higher ratings of their overall impression of the tool, F2,191=4.12, P=.02; how interesting the information was, F2,189=3.53, P=.03; how helpful the information was, F2,192=4.15, P=.02; and how much they learned, F2,188=3.86, P=.02. Group differences were significant between the mobile phone app and information-based website users, but not between the interactive website users and the other two groups. Additionally, participants using the information-based website reported significantly higher scores on their ratings of the ease of navigation, F2,190=4.20, P=.02, than those using the mobile phone app and the interactive website. There were no significant differences between groups on ratings of ease of understanding the information, F2,188=0.27, P=.76. Most participants from each of the three intervention groups indicated that they intended to keep using the dementia risk reduction eHealth tool. Conclusions Overall, results indicated that while participants across all three intervention groups reported a generally positive experience with the targeted dementia risk reduction tools, participants using the information-based website provided a more favorable evaluation across a range of areas than participants using the mobile phone app. Further research is required to investigate whether targeted dementia risk reduction tools, in the form of interactive websites and mobile apps, can be improved to provide benefits above those gained by providing static information alone. PMID:26543904

  18. Randomized Comparison of Mobile and Web-Tools to Provide Dementia Risk Reduction Education: Use, Engagement and Participant Satisfaction.

    PubMed

    O'Connor, Elodie; Farrow, Maree; Hatherly, Chris

    2014-01-01

    Encouraging middle-aged adults to maintain their physical and cognitive health may have a significant impact on reducing the prevalence of dementia in the future. Mobile phone apps and interactive websites may be one effective way to target this age group. However, to date there has been little research investigating the user experience of dementia risk reduction tools delivered in this way. The aim of this study was to explore participant engagement and evaluations of three different targeted smartphone and Web-based dementia risk reduction tools following a four-week intervention. Participants completed a Web-based screening questionnaire to collect eligibility information. Eligible participants were asked to complete a Web-based baseline questionnaire and were then randomly assigned to use one of the three dementia risk reduction tools for a period of four weeks: (1) a mobile phone application; (2) an information-based website; and (3) an interactive website. User evaluations were obtained via a Web-based follow-up questionnaire after completion of the intervention. Of 415 eligible participants, 370 (89.16%) completed the baseline questionnaire and were assigned to an intervention group; 200 (54.05%) completed the post-intervention questionnaire. The average age of participants was 52 years, and 149 (75%) were female. Findings indicated that participants from all three intervention groups reported a generally positive impression of the tools across a range of domains. Participants using the information-based website reported higher ratings of their overall impression of the tool, F2,191=4.12, P=.02; how interesting the information was, F2,189=3.53, P=.03; how helpful the information was, F2,192=4.15, P=.02; and how much they learned, F2,188=3.86, P=.02. Group differences were significant between the mobile phone app and information-based website users, but not between the interactive website users and the other two groups. Additionally, participants using the information-based website reported significantly higher scores on their ratings of the ease of navigation, F2,190=4.20, P=.02, than those using the mobile phone app and the interactive website. There were no significant differences between groups on ratings of ease of understanding the information, F2,188=0.27, P=.76. Most participants from each of the three intervention groups indicated that they intended to keep using the dementia risk reduction eHealth tool. Overall, results indicated that while participants across all three intervention groups reported a generally positive experience with the targeted dementia risk reduction tools, participants using the information-based website provided a more favorable evaluation across a range of areas than participants using the mobile phone app. Further research is required to investigate whether targeted dementia risk reduction tools, in the form of interactive websites and mobile apps, can be improved to provide benefits above those gained by providing static information alone.

  19. TIGER: A user-friendly interactive grid generation system for complicated turbomachinery and axis-symmetric configurations

    NASA Technical Reports Server (NTRS)

    Shih, Ming H.; Soni, Bharat K.

    1993-01-01

    The issue of time efficiency in grid generation is addressed by developing a user friendly graphical interface for interactive/automatic construction of structured grids around complex turbomachinery/axis-symmetric configurations. The accuracy of geometry modeling and its fidelity is accomplished by adapting the nonuniform rational b-spline (NURBS) representation. A customized interactive grid generation code, TIGER, has been developed to facilitate the grid generation process for complicated internal, external, and internal-external turbomachinery fields simulations. The FORMS Library is utilized to build user-friendly graphical interface. The algorithm allows a user to redistribute grid points interactively on curves/surfaces using NURBS formulation with accurate geometric definition. TIGER's features include multiblock, multiduct/shroud, multiblade row, uneven blade count, and patched/overlapping block interfaces. It has been applied to generate grids for various complicated turbomachinery geometries, as well as rocket and missile configurations.

  20. Transportable Applications Environment (TAE) Tenth Users' Conference

    NASA Technical Reports Server (NTRS)

    Rouff, Chris (Editor); Harris, Elfrieda (Editor); Yeager, Arleen (Editor)

    1993-01-01

    Conference proceedings are represented in graphic visual-aid form. Presentation and panel discussion topics include user experiences with C++ and Ada; the design and interaction of the user interface; the history and goals of TAE; commercialization and testing of TAE Plus; Computer-Human Interaction Models (CHIMES); data driven objects; item-to-item connections and object dependencies; and integration with other software. There follows a list of conference attendees.

  1. Image Understanding and Intelligent Parallel Systems

    DTIC Science & Technology

    1991-05-09

    a common user interface for the interactive , graphical manipulation of those histories, and...Circuits and Systems, August 1987. Yap, S.-K. and M.L. Scott, "PenGuin: A language for reactive graphical user interface programming," to appear, INTERACT 󈨞, Cambridge, United Kingdom, 1990. 74 ...of up to a factor of 100 over single-workstation implementations. User interfaces to large multiprocessor computers are a difficult issue addressed

  2. Prospective Memory Deficits in Ecstasy Users: Effects of Longer Ongoing Task Delay Interval

    PubMed Central

    WEINBORN, MICHAEL; WOODS, STEVEN PAUL; NULSEN, CLAIRE; PARK, KATHERINE

    2011-01-01

    Ecstasy use has been associated with neurotoxicity and neurocognitive impairment in a variety of domains, including prospective memory (ProM), which involves the delayed execution of a previously encoded intention in response to a specific cue. The present study adopted the multiprocess theory of ProM to evaluate the hypothesis that ecstasy users would evidence differentially impaired ProM on longer versus shorter ongoing task delays. Ecstasy (n = 31) users, high-risk alcohol users (n = 21) and healthy nonusers (n = 31) completed the short (2-min) and long (15-min) delay ProM scales of the Memory for Intentions Screening Test. Results showed a significant group by ProM delay interaction, such that ecstasy users performed comparably to the comparison groups on short-delay trials, but were impaired on long-delay ProM, particularly for time-based cues. Among the ecstasy users, long-delay ProM was positively associated with risky decision-making, but not with retrospective memory or other aspects of executive functions. These findings suggest that ecstasy users may be particularly susceptible to deficits in strategic target monitoring and maintenance of cue-intention pairings over longer ProM delays. Findings are discussed in the context of their potential everyday functioning (e.g., academic, vocational) and treatment implications for ecstasy users. PMID:22047194

  3. User evaluation of a GUI for controlling an autonomous persistent surveillance team

    NASA Astrophysics Data System (ADS)

    Scerri, Paul; Owens, Sean; Sycara, Katia; Lewis, Michael

    2010-04-01

    In future military missions, there will be many sensor assets collecting much important information about the environment. User control over surveillance assets is important to ensure that the specific data collected is appropriate for the current mission. Unfortunately, previous work has shown that individual users cannot effectively control more than about four assets, even if the assets have significant autonomy. In the ACCAST project, we hypothesized that by including autonomous teamwork between the assets and allowing users to interact by describing what the team as a whole and specific sub-teams should do, we could dramatically scale up the number of assets an individual user could effectively control. In this paper, we present the results of an experiment where users controlled up to 30 autonomous assets performing a complex mission. The assets autonomously worked together using sophisticated teamwork and the user could tell sub-teams to execute team oriented plans which described the steps required to achieve a team objective without describing exactly which asset performed which role and without having to specify how the team should handle routine information sharing, communications and failure circumstances. The users, soldiers from Fort Benning, were surprisingly good at managing the assets and were all able to complete the complex mission with extremely low friendly and civilian casualties.

  4. Voice emotion perception and production in cochlear implant users.

    PubMed

    Jiam, N T; Caldwell, M; Deroche, M L; Chatterjee, M; Limb, C J

    2017-09-01

    Voice emotion is a fundamental component of human social interaction and social development. Unfortunately, cochlear implant users are often forced to interface with highly degraded prosodic cues as a result of device constraints in extraction, processing, and transmission. As such, individuals with cochlear implants frequently demonstrate significant difficulty in recognizing voice emotions in comparison to their normal hearing counterparts. Cochlear implant-mediated perception and production of voice emotion is an important but relatively understudied area of research. However, a rich understanding of the voice emotion auditory processing offers opportunities to improve upon CI biomedical design and to develop training programs benefiting CI performance. In this review, we will address the issues, current literature, and future directions for improved voice emotion processing in cochlear implant users. Copyright © 2017 Elsevier B.V. All rights reserved.

  5. gRINN: a tool for calculation of residue interaction energies and protein energy network analysis of molecular dynamics simulations.

    PubMed

    Serçinoglu, Onur; Ozbek, Pemra

    2018-05-25

    Atomistic molecular dynamics (MD) simulations generate a wealth of information related to the dynamics of proteins. If properly analyzed, this information can lead to new insights regarding protein function and assist wet-lab experiments. Aiming to identify interactions between individual amino acid residues and the role played by each in the context of MD simulations, we present a stand-alone software called gRINN (get Residue Interaction eNergies and Networks). gRINN features graphical user interfaces (GUIs) and a command-line interface for generating and analyzing pairwise residue interaction energies and energy correlations from protein MD simulation trajectories. gRINN utilizes the features of NAMD or GROMACS MD simulation packages and automatizes the steps necessary to extract residue-residue interaction energies from user-supplied simulation trajectories, greatly simplifying the analysis for the end-user. A GUI, including an embedded molecular viewer, is provided for visualization of interaction energy time-series, distributions, an interaction energy matrix, interaction energy correlations and a residue correlation matrix. gRINN additionally offers construction and analysis of Protein Energy Networks, providing residue-based metrics such as degrees, betweenness-centralities, closeness centralities as well as shortest path analysis. gRINN is free and open to all users without login requirement at http://grinn.readthedocs.io.

  6. Spatial Working Memory Performance and fMRI Activation Interactions in Abstinent Adolescent Marijuana Users

    PubMed Central

    Padula, Claudia B.; Schweinsburg, Alecia D.; Tapert, Susan F.

    2008-01-01

    Previous studies have suggested neural disruption and reorganization in adult marijuana users. However, it remains unclear whether these effects persist in adolescents after 28 days of abstinence and, if they do, what Performance × Brain Response interactions occur. Adolescent marijuana users (n = 17) and controls (n = 17) aged 16–18 years were recruited from local schools. Functional magnetic resonance imaging data were collected after 28 days’ monitored abstinence as participants performed a spatial working memory task. Marijuana users show Performance × Brain Response interactions in the bilateral temporal lobes, left anterior cingulate, left parahippocampal gyrus, and right thalamus (clusters ≥ 1358 μl; p <.05), although groups do not differ on behavioral measures of task performance. Marijuana users show differences in brain response to a spatial working memory task despite adequate performance, suggesting a different approach to the task via altered neural pathways. PMID:18072830

  7. An optical tracking system for virtual reality

    NASA Astrophysics Data System (ADS)

    Hrimech, Hamid; Merienne, Frederic

    2009-03-01

    In this paper we present a low-cost 3D tracking system which we have developed and tested in order to move away from traditional 2D interaction techniques (keyboard and mouse) in an attempt to improve user's experience while using a CVE. Such a tracking system is used to implement 3D interaction techniques that augment user experience, promote user's sense of transportation in the virtual world as well as user's awareness of their partners. The tracking system is a passive optical tracking system using stereoscopy a technique allowing the reconstruction of three-dimensional information from a couple of images. We have currently deployed our 3D tracking system on a collaborative research platform for investigating 3D interaction techniques in CVEs.

  8. The Role of the Interplay between Stimulus Type and Timing in Explaining BCI-Illiteracy for Visual P300-Based Brain-Computer Interfaces

    PubMed Central

    Carabalona, Roberta

    2017-01-01

    Visual P300-based Brain-Computer Interface (BCI) spellers enable communication or interaction with the environment by flashing elements in a matrix and exploiting consequent changes in end-user's brain activity. Despite research efforts, performance variability and BCI-illiteracy still are critical issues for real world applications. Moreover, there is a quite unaddressed kind of BCI-illiteracy, which becomes apparent when the same end-user operates BCI-spellers intended for different applications: our aim is to understand why some well performers can become BCI-illiterate depending on speller type. We manipulated stimulus type (factor STIM: either characters or icons), color (factor COLOR: white, green) and timing (factor SPEED: fast, slow). Each BCI session consisted of training (without feedback) and performance phase (with feedback), both in copy-spelling. For fast flashing spellers, we observed a performance worsening for white icon-speller. Our findings are consistent with existing results reported on end-users using identical white×fast spellers, indicating independence of worsening trend from users' group. The use of slow stimulation timing shed a new light on the perceptual and cognitive phenomena related to the use of a BCI-speller during both the training and the performance phase. We found a significant STIM main effect for the N1 component on Pz and PO7 during the training phase and on PO8 during the performance phase, whereas in both phases neither the STIM×COLOR interaction nor the COLOR main effect was statistically significant. After collapsing data for factor COLOR, it emerged a statistically significant modulation of N1 amplitude depending to the phase of BCI session: N1 was more negative for icons than for characters both on Pz and PO7 (training), whereas the opposite modulation was observed for PO8 (performance). Results indicate that both feedback and expertise with respect to the stimulus type can modulate the N1 component and that icons require more perceptual analysis. Therefore, fast flashing is likely to be more detrimental for end-users' performance in case of icon-spellers. In conclusion, the interplay between stimulus type and timing seems relevant for a satisfactory and efficient end-user's BCI-experience. PMID:28713233

  9. The Role of the Interplay between Stimulus Type and Timing in Explaining BCI-Illiteracy for Visual P300-Based Brain-Computer Interfaces.

    PubMed

    Carabalona, Roberta

    2017-01-01

    Visual P300-based Brain-Computer Interface (BCI) spellers enable communication or interaction with the environment by flashing elements in a matrix and exploiting consequent changes in end-user's brain activity. Despite research efforts, performance variability and BCI-illiteracy still are critical issues for real world applications. Moreover, there is a quite unaddressed kind of BCI-illiteracy, which becomes apparent when the same end-user operates BCI-spellers intended for different applications: our aim is to understand why some well performers can become BCI-illiterate depending on speller type. We manipulated stimulus type (factor STIM: either characters or icons), color (factor COLOR: white, green) and timing (factor SPEED: fast, slow). Each BCI session consisted of training (without feedback) and performance phase (with feedback), both in copy-spelling. For fast flashing spellers, we observed a performance worsening for white icon-speller. Our findings are consistent with existing results reported on end-users using identical white×fast spellers, indicating independence of worsening trend from users' group. The use of slow stimulation timing shed a new light on the perceptual and cognitive phenomena related to the use of a BCI-speller during both the training and the performance phase. We found a significant STIM main effect for the N1 component on P z and PO 7 during the training phase and on PO 8 during the performance phase, whereas in both phases neither the STIM×COLOR interaction nor the COLOR main effect was statistically significant. After collapsing data for factor COLOR, it emerged a statistically significant modulation of N1 amplitude depending to the phase of BCI session: N1 was more negative for icons than for characters both on P z and PO 7 (training), whereas the opposite modulation was observed for PO 8 (performance). Results indicate that both feedback and expertise with respect to the stimulus type can modulate the N1 component and that icons require more perceptual analysis. Therefore, fast flashing is likely to be more detrimental for end-users' performance in case of icon-spellers. In conclusion, the interplay between stimulus type and timing seems relevant for a satisfactory and efficient end-user's BCI-experience.

  10. A genome-wide interaction analysis of tri/tetracyclic antidepressants and RR and QT intervals: a pharmacogenomics study from the Cohorts for Heart and Aging Research in Genomic Epidemiology (CHARGE) consortium

    PubMed Central

    Noordam, Raymond; Sitlani, Colleen M; Avery, Christy L; Stewart, James D; Gogarten, Stephanie M; Wiggins, Kerri L; Trompet, Stella; Warren, Helen R; Sun, Fangui; Evans, Daniel S; Li, Xiaohui; Li, Jin; Smith, Albert V; Bis, Joshua C; Brody, Jennifer A; Busch, Evan L; Caulfield, Mark J; Chen, Yii-Der I; Cummings, Steven R; Cupples, L Adrienne; Duan, Qing; Franco, Oscar H; Méndez-Giráldez, Rául; Harris, Tamara B; Heckbert, Susan R; van Heemst, Diana; Hofman, Albert; Floyd, James S; Kors, Jan A; Launer, Lenore J; Li, Yun; Li-Gao, Ruifang; Lange, Leslie A; Lin, Henry J; de Mutsert, Renée; Napier, Melanie D; Newton-Cheh, Christopher; Poulter, Neil; Reiner, Alexander P; Rice, Kenneth M; Roach, Jeffrey; Rodriguez, Carlos J; Rosendaal, Frits R; Sattar, Naveed; Sever, Peter; Seyerle, Amanda A; Slagboom, P Eline; Soliman, Elsayed Z; Sotoodehnia, Nona; Stott, David J; Stürmer, Til; Taylor, Kent D; Thornton, Timothy A; Uitterlinden, André G; Wilhelmsen, Kirk C; Wilson, James G; Gudnason, Vilmundur; Jukema, J Wouter; Laurie, Cathy C; Liu, Yongmei; Mook-Kanamori, Dennis O; Munroe, Patricia B; Rotter, Jerome I; Vasan, Ramachandran S; Psaty, Bruce M; Stricker, Bruno H; Whitsel, Eric A

    2017-01-01

    Background Increased heart rate and a prolonged QT interval are important risk factors for cardiovascular morbidity and mortality, and can be influenced by the use of various medications, including tri/tetracyclic antidepressants (TCAs). We aim to identify genetic loci that modify the association between TCA use and RR and QT intervals. Methods and Results We conducted race/ethnic-specific genome-wide interaction analyses (with HapMap Phase II imputed reference panel imputation) of TCAs and resting RR and QT intervals in cohorts of European (n=45,706; n=1,417 TCA users), African (n=10,235; n=296 TCA users) and Hispanic/Latino (n=13,808; n=147 TCA users) ancestry, adjusted for clinical covariates. Among the populations of European ancestry, two genome-wide significant loci were identified for RR interval: rs6737205 in BRE (β = 56.3, Pinteraction = 3.9e−9) and rs9830388 in UBE2E2 (β = 25.2, Pinteraction = 1.7e−8). In Hispanic/Latino cohorts, rs2291477 in TGFBR3 significantly modified the association between TCAs and QT intervals (β = 9.3, Pinteraction = 2.55e−8). In the meta-analyses of the other ethnicities, these loci either were excluded from the meta-analyses (as part of quality control), or their effects did not reach the level of nominal statistical significance (Pinteraction > 0.05). No new variants were identified in these ethnicities. No additional loci were identified after inverse-variance-weighted meta-analysis of the three ancestries. Conclusion Among Europeans, TCA interactions with variants in BRE and UBE2E2, were identified in relation to RR intervals. Among Hispanic/Latinos, variants in TGFBR3 modified the relation between TCAs and QT intervals. Future studies are required to confirm our results. PMID:28039329

  11. Interactive Plasma Physics Education Using Data from Fusion Experiments

    NASA Astrophysics Data System (ADS)

    Calderon, Brisa; Davis, Bill; Zwicker, Andrew

    2010-11-01

    The Internet Plasma Physics Education Experience (IPPEX) website was created in 1996 to give users access to data from plasma and fusion experiments. Interactive material on electricity, magnetism, matter, and energy was presented to generate interest and prepare users to understand data from a fusion experiment. Initially, users were allowed to analyze real-time and archival data from the Tokamak Fusion Test Reactor (TFTR) experiment. IPPEX won numerous awards for its novel approach of allowing users to participate in ongoing research. However, the latest revisions of IPPEX were in 2001 and the interactive material is no longer functional on modern browsers. Also, access to real-time data was lost when TFTR was shut down. The interactive material on IPPEX is being rewritten in ActionScript3.0, and real-time and archival data from the National Spherical Tokamak Experiment (NSTX) will be made available to users. New tools like EFIT animations, fast cameras, and plots of important plasma parameters will be included along with an existing Java-based ``virtual tokamak.'' Screenshots from the upgraded website and future directions will be presented.

  12. Ergonomic evaluation of ten single-channel pipettes.

    PubMed

    Lichty, Monica G; Janowitz, Ira L; Rempel, David M

    2011-01-01

    Repetitive pipetting is a task that is associated with work-related musculoskeletal disorders of the hand and arm. The purpose of this study was to evaluate the usability and ergonomic performance of commercially available pipettes as determined by user ratings and objective measurements. Participants were laboratory technicians and scientists at the Lawrence Berkeley National Laboratory with experience performing pipetting tasks. Twenty-one experienced pipette users completed a standardized pipetting task with 5 manual and 5 electronic pipettes. After using each pipette, the user rated it for attributes of comfort and usability. Although no single pipette was rated significantly better than all of the others for every attribute tested, some significant differences were found between pipettes. The Rainin Pipet-Lite received the highest overall quality score among manual pipettes, while the Thermo Scientific Finnpipette Novus was the top-ranked electronic pipette. Features correlated with greater hand and arm comfort were lower tip ejection force, lower blowout force, and pipette balance in the hand. The findings, when considered with participant comments, provide insights into desirable pipette features and emphasize the value of user testing and the importance of the interactions between task, workplace layout, and pipette design. © 2011 - IOS Press and the authors. All rights reserved

  13. Analyzing and Predicting User Participations in Online Health Communities: A Social Support Perspective

    PubMed Central

    Wang, Xi; Street, Nick

    2017-01-01

    Background Online health communities (OHCs) have become a major source of social support for people with health problems. Members of OHCs interact online with similar peers to seek, receive, and provide different types of social support, such as informational support, emotional support, and companionship. As active participations in an OHC are beneficial to both the OHC and its users, it is important to understand factors related to users’ participations and predict user churn for user retention efforts. Objective This study aimed to analyze OHC users’ Web-based interactions, reveal which types of social support activities are related to users’ participation, and predict whether and when a user will churn from the OHC. Methods We collected a large-scale dataset from a popular OHC for cancer survivors. We used text mining techniques to decide what kinds of social support each post contained. We illustrated how we built text classifiers for 5 different social support categories: seeking informational support (SIS), providing informational support (PIS), seeking emotional support (SES), providing emotional support (PES), and companionship (COM). We conducted survival analysis to identify types of social support related to users’ continued participation. Using supervised machine learning methods, we developed a predictive model for user churn. Results Users’ behaviors to PIS, SES, and COM had hazard ratios significantly lower than 1 (0.948, 0.972, and 0.919, respectively) and were indicative of continued participations in the OHC. The churn prediction model based on social support activities offers accurate predictions on whether and when a user will leave the OHC. Conclusions Detecting different types of social support activities via text mining contributes to better understanding and prediction of users’ participations in an OHC. The outcome of this study can help the management and design of a sustainable OHC via more proactive and effective user retention strategies. PMID:28438725

  14. ROBIN, a Telepresence Robot to Support Older Users Monitoring and Social Inclusion: Development and Evaluation.

    PubMed

    Cortellessa, Gabriella; Fracasso, Francesca; Sorrentino, Alessandra; Orlandini, Andrea; Bernardi, Giulio; Coraci, Luca; De Benedictis, Riccardo; Cesta, Amedeo

    2018-02-01

    This article describes an enhanced telepresence robot named ROBIN, part of a telecare system derived from the GIRAFFPLUS project for supporting and monitoring older adults at home. ROBIN is integrated in a sensor-rich environment that aims to continuously monitor physical and psychological wellbeing of older persons living alone. The caregivers (formal/informal) can communicate through it with their assisted persons. Long-term trials in real houses highlighted several user requirements that inspired improvements on the robotic platform. The enhanced telepresence robot was assessed by users to test its suitability to support social interaction and provide motivational feedback on health-related aspects. Twenty-five users (n = 25) assessed the new multimodal interaction capabilities and new communication services. A psychophysiological approach was adopted to investigate aspects like engagement, usability, and affective impact, as well as the possible role of individual differences on the quality of human-robot interaction. ROBIN was overall judged usable, the interaction with/through it resulted pleasant and the required workload was limited, thus supporting the idea of using it as a central component for remote assistance and social participation. Open-minded users tended to have a more positive interaction with it. This work describes an enabling technology for remote assistance and social communication. It highlights the importance of being compliant with users' needs to develop solutions easy to use and able to foster their social connections. The role of personality appeared to be relevant for the interaction, underscoring a clear role of the service personalization.

  15. Geo-Sandbox: An Interactive Geoscience Training Tool with Analytics to Better Understand Student Problem Solving Approaches

    NASA Astrophysics Data System (ADS)

    Butt, N.; Pidlisecky, A.; Ganshorn, H.; Cockett, R.

    2015-12-01

    The software company 3 Point Science has developed three interactive learning programs designed to teach, test and practice visualization skills and geoscience concepts. A study was conducted with 21 geoscience students at the University of Calgary who participated in 2 hour sessions of software interaction and written pre and post-tests. Computer and SMART touch table interfaces were used to analyze user interaction, problem solving methods and visualization skills. By understanding and pinpointing user problem solving methods it is possible to reconstruct viewpoints and thought processes. This could allow us to give personalized feedback in real time, informing the user of problem solving tips and possible misconceptions.

  16. NASA EOSDIS: Enabling Science by Improving User Knowledge

    NASA Technical Reports Server (NTRS)

    Lindsay, Francis; Brennan, Jennifer; Blumenfeld, Joshua

    2016-01-01

    Lessons learned and impacts of applying these newer methods are explained and include several examples from our current efforts such as the interactive, on-line webinars focusing on data discovery and access including tool usage, informal and informative data chats with data experts across our EOSDIS community, data user profile interviews with scientists actively using EOSDIS data in their research, and improved conference and meeting interactions via EOSDIS data interactively used during hyper-wall talks and Worldview application. The suite of internet-based, interactive capabilities and technologies has allowed our project to expand our user community by making the data and applications from numerous Earth science missions more engaging, approachable and meaningful.

  17. Development of 3D browsing and interactive web system

    NASA Astrophysics Data System (ADS)

    Shi, Xiaonan; Fu, Jian; Jin, Chaolin

    2017-09-01

    In the current market, users need to download specific software or plug-ins to browse the 3D model, and browsing the system may be unstable, and it cannot be 3D model interaction issues In order to solve this problem, this paper presents a solution to the interactive browsing of the model in the server-side parsing model, and when the system is applied, the user only needs to input the system URL and upload the 3D model file to operate the browsing The server real-time parsing 3D model, the interactive response speed, these completely follows the user to walk the minimalist idea, and solves the current market block 3D content development question.

  18. Tenofovir exposure alters associations of serum bicarbonate with chronic kidney disease risk in HIV-infected Veterans

    PubMed Central

    KIM, Julie; SCHERZER, Rebecca; ESTRELLA, Michelle; IX, Joachim; SHLIPAK, Michael G.

    2016-01-01

    Objective Among HIV-infected persons, tenofovir disoproxil fumarate (TDF) use is associated with higher risk of developing chronic kidney disease (CKD). Because lower serum bicarbonate concentrations may precede CKD onset, this study investigated the associations between TDF use and bicarbonate concentrations, and between bicarbonate with CKD risk among TDF users and non-users. Methods Retrospective cohort study of 16,070 HIV-infected US veterans who initiated antiretroviral therapy between 1997–2011. The association between TDF use with longitudinal bicarbonate concentrations and associations between bicarbonate with incident CKD stratified by TDF use (never, initial, and later user) were evaluated. Results Compared to TDF users, never users had faster declines in bicarbonate concentrations: change in bicarbonate −0.11 mmol/L/year (95% CI −0.16, −0.05), compared with −0.04 mmol/L/year (−0.06, 0.05) in initial users and −0.02 mmol/L/year (−0.05, 0.01) in later users. Low baseline bicarbonate (<22 mmol/L) was significantly associated with CKD risk among TDF never users (1.80; 1.21, 2.68), but not among TDF users (0.98; 0.69, 1.38). Similarly, declining bicarbonate concentrations were associated with higher CKD risk among never users(HR 1.67 per mmol/L; 1.34, 2.08), but not among TDF users (1.09; 0.98, 1.22). Interactions were highly significant for both analyses (p-value = 0.001). Conclusions Despite associations with nephrotoxicity, TDF use was associated with higher serum bicarbonate concentrations longitudinally. Additionally, TDF use obscured the strong associations of bicarbonate with CKD risk in HIV-infected persons. Therefore, the role of bicarbonate concentrations as a tool to monitor kidney health in HIV-infected persons may be limited in the setting of TDF use. PMID:26760455

  19. Interactive SIGHT: textual access to simple bar charts

    NASA Astrophysics Data System (ADS)

    Demir, Seniz; Oliver, David; Schwartz, Edward; Elzer, Stephanie; Carberry, Sandra; Mccoy, Kathleen F.; Chester, Daniel

    2010-12-01

    Information graphics, such as bar charts and line graphs, are an important component of many articles from popular media. The majority of such graphics have an intention (a high-level message) to communicate to the graph viewer. Since the intended message of a graphic is often not repeated in the accompanying text, graphics together with the textual segments contribute to the overall purpose of an article and cannot be ignored. Unfortunately, these visual displays are provided in a format which is not readily accessible to everyone. For example, individuals with sight impairments who use screen readers to listen to documents have limited access to the graphics. This article presents a new accessibility tool, the Interactive SIGHT (Summarizing Information GrapHics Textually) system, that is intended to enable visually impaired users to access the knowledge that one would gain from viewing information graphics found on the web. The current system, which is implemented as a browser extension that works on simple bar charts, can be invoked by a user via a keystroke combination while navigating the web. Once launched, Interactive SIGHT first provides a brief summary that conveys the underlying intention of a bar chart along with the chart's most significant and salient features, and then produces history-aware follow-up responses to provide further information about the chart upon request from the user. We present two user studies that were conducted with sighted and visually impaired users to determine how effective the initial summary and follow-up responses are in conveying the informational content of bar charts, and to evaluate how easy it is to use the system interface. The evaluation results are promising and indicate that the system responses are well-structured and enable visually impaired users to answer key questions about bar charts in an easy-to-use manner. Post-experimental interviews revealed that visually impaired participants were very satisfied with the system offering different options to access the content of a chart to meet their specific needs and that they would use Interactive SIGHT if it was publicly available so as not to have to ignore graphics on the web. Being a language based assistive technology designed to compensate for the lack of sight, our work paves the road for a stronger acceptance of natural language interfaces to graph interpretation that we believe will be of great benefit to the visually impaired community.

  20. Empirical Studies on the Network of Social Groups: The Case of Tencent QQ

    PubMed Central

    You, Zhi-Qiang; Han, Xiao-Pu; Lü, Linyuan; Yeung, Chi Ho

    2015-01-01

    Background Participation in social groups are important but the collective behaviors of human as a group are difficult to analyze due to the difficulties to quantify ordinary social relation, group membership, and to collect a comprehensive dataset. Such difficulties can be circumvented by analyzing online social networks. Methodology/Principal Findings In this paper, we analyze a comprehensive dataset released from Tencent QQ, an instant messenger with the highest market share in China. Specifically, we analyze three derivative networks involving groups and their members—the hypergraph of groups, the network of groups and the user network—to reveal social interactions at microscopic and mesoscopic level. Conclusions/Significance Our results uncover interesting behaviors on the growth of user groups, the interactions between groups, and their relationship with member age and gender. These findings lead to insights which are difficult to obtain in social networks based on personal contacts. PMID:26176850

  1. Linked exploratory visualizations for uncertain MR spectroscopy data

    NASA Astrophysics Data System (ADS)

    Feng, David; Kwock, Lester; Lee, Yueh; Taylor, Russell M., II

    2010-01-01

    We present a system for visualizing magnetic resonance spectroscopy (MRS) data sets. Using MRS, radiologists generate multiple 3D scalar fields of metabolite concentrations within the brain and compare them to anatomical magnetic resonance imaging. By understanding the relationship between metabolic makeup and anatomical structure, radiologists hope to better diagnose and treat tumors and lesions. Our system consists of three linked visualizations: a spatial glyph-based technique we call Scaled Data-Driven Spheres, a parallel coordinates visualization augmented to incorporate uncertainty in the data, and a slice plane for accurate data value extraction. The parallel coordinates visualization uses specialized brush interactions designed to help users identify nontrivial linear relationships between scalar fields. We describe two novel contributions to parallel coordinates visualizations: linear function brushing and new axis construction. Users have discovered significant relationships among metabolites and anatomy by linking interactions between the three visualizations.

  2. Linked Exploratory Visualizations for Uncertain MR Spectroscopy Data

    PubMed Central

    Feng, David; Kwock, Lester; Lee, Yueh; Taylor, Russell M.

    2010-01-01

    We present a system for visualizing magnetic resonance spectroscopy (MRS) data sets. Using MRS, radiologists generate multiple 3D scalar fields of metabolite concentrations within the brain and compare them to anatomical magnetic resonance imaging. By understanding the relationship between metabolic makeup and anatomical structure, radiologists hope to better diagnose and treat tumors and lesions. Our system consists of three linked visualizations: a spatial glyph-based technique we call Scaled Data-Driven Spheres, a parallel coordinates visualization augmented to incorporate uncertainty in the data, and a slice plane for accurate data value extraction. The parallel coordinates visualization uses specialized brush interactions designed to help users identify nontrivial linear relationships between scalar fields. We describe two novel contributions to parallel coordinates visualizations: linear function brushing and new axis construction. Users have discovered significant relationships among metabolites and anatomy by linking interactions between the three visualizations. PMID:21152337

  3. Technical development of PubMed interact: an improved interface for MEDLINE/PubMed searches.

    PubMed

    Muin, Michael; Fontelo, Paul

    2006-11-03

    The project aims to create an alternative search interface for MEDLINE/PubMed that may provide assistance to the novice user and added convenience to the advanced user. An earlier version of the project was the 'Slider Interface for MEDLINE/PubMed searches' (SLIM) which provided JavaScript slider bars to control search parameters. In this new version, recent developments in Web-based technologies were implemented. These changes may prove to be even more valuable in enhancing user interactivity through client-side manipulation and management of results. PubMed Interact is a Web-based MEDLINE/PubMed search application built with HTML, JavaScript and PHP. It is implemented on a Windows Server 2003 with Apache 2.0.52, PHP 4.4.1 and MySQL 4.1.18. PHP scripts provide the backend engine that connects with E-Utilities and parses XML files. JavaScript manages client-side functionalities and converts Web pages into interactive platforms using dynamic HTML (DHTML), Document Object Model (DOM) tree manipulation and Ajax methods. With PubMed Interact, users can limit searches with JavaScript slider bars, preview result counts, delete citations from the list, display and add related articles and create relevance lists. Many interactive features occur at client-side, which allow instant feedback without reloading or refreshing the page resulting in a more efficient user experience. PubMed Interact is a highly interactive Web-based search application for MEDLINE/PubMed that explores recent trends in Web technologies like DOM tree manipulation and Ajax. It may become a valuable technical development for online medical search applications.

  4. Development of a Mobile User Interface for Image-based Dietary Assessment.

    PubMed

    Kim, Sungye; Schap, Tusarebecca; Bosch, Marc; Maciejewski, Ross; Delp, Edward J; Ebert, David S; Boushey, Carol J

    2010-12-31

    In this paper, we present a mobile user interface for image-based dietary assessment. The mobile user interface provides a front end to a client-server image recognition and portion estimation software. In the client-server configuration, the user interactively records a series of food images using a built-in camera on the mobile device. Images are sent from the mobile device to the server, and the calorie content of the meal is estimated. In this paper, we describe and discuss the design and development of our mobile user interface features. We discuss the design concepts, through initial ideas and implementations. For each concept, we discuss qualitative user feedback from participants using the mobile client application. We then discuss future designs, including work on design considerations for the mobile application to allow the user to interactively correct errors in the automatic processing while reducing the user burden associated with classical pen-and-paper dietary records.

  5. Beyond Control Panels: Direct Manipulation for Visual Analytics

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

    Endert, Alexander; Bradel, Lauren; North, Chris

    2013-07-19

    Information Visualization strives to provide visual representations through which users can think about and gain insight into information. By leveraging the visual and cognitive systems of humans, complex relationships and phenomena occurring within datasets can be uncovered by exploring information visually. Interaction metaphors for such visualizations are designed to enable users direct control over the filters, queries, and other parameters controlling how the data is visually represented. Through the evolution of information visualization, more complex mathematical and data analytic models are being used to visualize relationships and patterns in data – creating the field of Visual Analytics. However, the expectationsmore » for how users interact with these visualizations has remained largely unchanged – focused primarily on the direct manipulation of parameters of the underlying mathematical models. In this article we present an opportunity to evolve the methodology for user interaction from the direct manipulation of parameters through visual control panels, to interactions designed specifically for visual analytic systems. Instead of focusing on traditional direct manipulation of mathematical parameters, the evolution of the field can be realized through direct manipulation within the visual representation – where users can not only gain insight, but also interact. This article describes future directions and research challenges that fundamentally change the meaning of direct manipulation with regards to visual analytics, advancing the Science of Interaction.« less

  6. Prevalence and Factors of Addictive Internet Use among Adolescents in Wuhan, China: Interactions of Parental Relationship with Age and Hyperactivity-Impulsivity

    PubMed Central

    Wu, Xianhua; Chen, Xinguang; Han, Juan; Meng, Heng; Luo, Jianghong; Nydegger, Liesl; Wu, Hanrong

    2013-01-01

    Purposes This study examined the prevalence of addictive Internet use and analyzed the role of parental relationship in affecting this behavior among a random sample of adolescents in Wuhan, China. Methods Students (n = 1,101) were randomly selected from four schools, including 638 boys and 463 girls with a mean age of 13.8 (standard deviation = 1.2) years. Addictive Internet use, parental relationship, hyperactivity-impulsivity were measured by validated instruments. Prevalence rate, ANOVA and multiple linear regression method were used to analyze the level of Internet addiction and its association with parental relationship, hyperactivity-impulsivity, as well as the interaction of parental relationship with chronological age and hyperactivity-impulsivity. Results The prevalence rate of Internet addiction was 13.5% (16.5% for boys and 9.5% for girls, p<0.01). Compared to non-addictive users, addictive Internet users were scored significantly lower on parental relationships and significantly higher on hyperactivity-impulsivity. Interaction analysis indicated that better parental relationship was associated with more reductions in risk of addictive Internet use for younger students than for older students, and with more risk of Internet addiction among higher than among lower hyperactivity-impulsivity students. Conclusions Findings of this study indicate that adolescent addictive Internet use is a significant public health threat in China. Prevention interventions targeting parental relationship must consider adolescent’s age and hyperactivity-impulsivity tendency. PMID:23596525

  7. Binaural unmasking with multiple adjacent masking electrodes in bilateral cochlear implant users

    PubMed Central

    Lu, Thomas; Litovsky, Ruth; Zeng, Fan-Gang

    2011-01-01

    Bilateral cochlear implant (BiCI) users gain an advantage in noisy situations from a second implant, but their bilateral performance falls short of normal hearing listeners. Channel interactions due to overlapping electrical fields between electrodes can impair speech perception, but its role in limiting binaural hearing performance has not been well characterized. To address the issue, binaural masking level differences (BMLD) for a 125 Hz tone in narrowband noise were measured using a pair of pitch-matched electrodes while simultaneously presenting the same masking noise to adjacent electrodes, representing a more realistic stimulation condition compared to prior studies that used only a single electrode pair. For five subjects, BMLDs averaged 8.9 ± 1.0 dB (mean ± s.e.) in single electrode pairs but dropped to 2.1 ± 0.4 dB when presenting noise on adjacent masking electrodes, demonstrating a negative impact of the additional maskers. Removing the masking noise from only the pitch-matched electrode pair not only lowered thresholds but also resulted in smaller BMLDs. The degree of channel interaction estimated from auditory nerve evoked potentials in three subjects was significantly and negatively correlated with BMLD. The data suggest that if the amount of channel interactions can be reduced, BiCI users may experience some performance improvements related to binaural hearing. PMID:21682415

  8. Automatic ultrasound image enhancement for 2D semi-automatic breast-lesion segmentation

    NASA Astrophysics Data System (ADS)

    Lu, Kongkuo; Hall, Christopher S.

    2014-03-01

    Breast cancer is the fastest growing cancer, accounting for 29%, of new cases in 2012, and second leading cause of cancer death among women in the United States and worldwide. Ultrasound (US) has been used as an indispensable tool for breast cancer detection/diagnosis and treatment. In computer-aided assistance, lesion segmentation is a preliminary but vital step, but the task is quite challenging in US images, due to imaging artifacts that complicate detection and measurement of the suspect lesions. The lesions usually present with poor boundary features and vary significantly in size, shape, and intensity distribution between cases. Automatic methods are highly application dependent while manual tracing methods are extremely time consuming and have a great deal of intra- and inter- observer variability. Semi-automatic approaches are designed to counterbalance the advantage and drawbacks of the automatic and manual methods. However, considerable user interaction might be necessary to ensure reasonable segmentation for a wide range of lesions. This work proposes an automatic enhancement approach to improve the boundary searching ability of the live wire method to reduce necessary user interaction while keeping the segmentation performance. Based on the results of segmentation of 50 2D breast lesions in US images, less user interaction is required to achieve desired accuracy, i.e. < 80%, when auto-enhancement is applied for live-wire segmentation.

  9. User Centered System Design. Part 2. Collected Papers from the UCSD HMI Project.

    DTIC Science & Technology

    1984-03-01

    31 David Owen >CONSTRUCTIVE INTERACTION: A METHOD FOR STUDYING USER-COMPUTER-USER INTERACTION,~4 Claire O’MWaiey. Stephrn W. Drape, &mW4(fey S. Riley...improving intelligibility. __________ Display of a 1mg. musher Allows user to see a Slow to read, slow to of MCM Item: law percestage of the display, ua...Display of a saw musher Essy to red, quick to If number of alterna- of Ase im ms: display, only a small tiwes is large, multiple percentage of the sads

  10. A database system to support image algorithm evaluation

    NASA Technical Reports Server (NTRS)

    Lien, Y. E.

    1977-01-01

    The design is given of an interactive image database system IMDB, which allows the user to create, retrieve, store, display, and manipulate images through the facility of a high-level, interactive image query (IQ) language. The query language IQ permits the user to define false color functions, pixel value transformations, overlay functions, zoom functions, and windows. The user manipulates the images through generic functions. The user can direct images to display devices for visual and qualitative analysis. Image histograms and pixel value distributions can also be computed to obtain a quantitative analysis of images.

  11. Evaluation of Wearable Haptic Systems for the Fingers in Augmented Reality Applications.

    PubMed

    Maisto, Maurizio; Pacchierotti, Claudio; Chinello, Francesco; Salvietti, Gionata; De Luca, Alessandro; Prattichizzo, Domenico

    2017-01-01

    Although Augmented Reality (AR) has been around for almost five decades, only recently we have witnessed AR systems and applications entering in our everyday life. Representative examples of this technological revolution are the smartphone games "Pokémon GO" and "Ingress" or the Google Translate real-time sign interpretation app. Even if AR applications are already quite compelling and widespread, users are still not able to physically interact with the computer-generated reality. In this respect, wearable haptics can provide the compelling illusion of touching the superimposed virtual objects without constraining the motion or the workspace of the user. In this paper, we present the experimental evaluation of two wearable haptic interfaces for the fingers in three AR scenarios, enrolling 38 participants. In the first experiment, subjects were requested to write on a virtual board using a real chalk. The haptic devices provided the interaction forces between the chalk and the board. In the second experiment, subjects were asked to pick and place virtual and real objects. The haptic devices provided the interaction forces due to the weight of the virtual objects. In the third experiment, subjects were asked to balance a virtual sphere on a real cardboard. The haptic devices provided the interaction forces due to the weight of the virtual sphere rolling on the cardboard. Providing haptic feedback through the considered wearable device significantly improved the performance of all the considered tasks. Moreover, subjects significantly preferred conditions providing wearable haptic feedback.

  12. The Efficacy of Short-term Gated Audiovisual Speech Training for Improving Auditory Sentence Identification in Noise in Elderly Hearing Aid Users

    PubMed Central

    Moradi, Shahram; Wahlin, Anna; Hällgren, Mathias; Rönnberg, Jerker; Lidestam, Björn

    2017-01-01

    This study aimed to examine the efficacy and maintenance of short-term (one-session) gated audiovisual speech training for improving auditory sentence identification in noise in experienced elderly hearing-aid users. Twenty-five hearing aid users (16 men and 9 women), with an average age of 70.8 years, were randomly divided into an experimental (audiovisual training, n = 14) and a control (auditory training, n = 11) group. Participants underwent gated speech identification tasks comprising Swedish consonants and words presented at 65 dB sound pressure level with a 0 dB signal-to-noise ratio (steady-state broadband noise), in audiovisual or auditory-only training conditions. The Hearing-in-Noise Test was employed to measure participants’ auditory sentence identification in noise before the training (pre-test), promptly after training (post-test), and 1 month after training (one-month follow-up). The results showed that audiovisual training improved auditory sentence identification in noise promptly after the training (post-test vs. pre-test scores); furthermore, this improvement was maintained 1 month after the training (one-month follow-up vs. pre-test scores). Such improvement was not observed in the control group, neither promptly after the training nor at the one-month follow-up. However, no significant between-groups difference nor an interaction between groups and session was observed. Conclusion: Audiovisual training may be considered in aural rehabilitation of hearing aid users to improve listening capabilities in noisy conditions. However, the lack of a significant between-groups effect (audiovisual vs. auditory) or an interaction between group and session calls for further research. PMID:28348542

  13. Adolescents' perceptions of substance abuse prevention strategies.

    PubMed

    Lisnov, L; Harding, C G; Safer, L A; Kavanagh, J

    1998-01-01

    As part of a 3-year evaluation of substance abuse prevention strategies (Harding, Safer, Kavanagh, Bania, Carty, Lisnov, & Wysockey, 1996), this study examined the perceptions of 719 sixth- through ninth-grade Chicago public school students. School-based programs were rated as significantly more effective on six prevention objectives than were television ads, testimonials by famous people, billboards, and print ads displayed on public transportation. Students perceived the two school-based programs, Project DARE (a national program conducted through local police departments) and Captain Clean (an intense live theater program coordinated with student participation), as being equally effective overall, although the interactive theater program was rated as significantly better at encouraging students to talk about their feelings concerning substance abuse issues and at relating to the students' ethnic/racial backgrounds. When students were categorized according to frequency of alcohol use, nonusers, infrequent users, and frequent users differed significantly in their ratings of the school-based programs.

  14. Designing a Safer Interactive Healthcare System - The Impact of Authentic User Participation

    NASA Astrophysics Data System (ADS)

    Went, Kathryn L.; Gregor, Peter; Ricketts, Ian W.

    Information technology has been widely promoted in the healthcare sector to improve current practice and patient safety. However, end users are seldom involved extensively in the design and development of healthcare systems, with lip service often paid to the idea of true user involvement. In this case study the impact of sustained authentic user participation was explored using an interdisciplinary team, consisting of experts both in interaction and healthcare design and consultant anaesthetists, nurses, and pharmacists, to create an electronic prescribing and administration system. This paper details the interface that was created and provides examples of the way in which the design evolved in response to the sustained authentic user participation methods. The working prototype both reduced the opportunity for user error and was preferred by its users to the existing manual system.

  15. Hybrid 2-D and 3-D Immersive and Interactive User Interface for Scientific Data Visualization

    DTIC Science & Technology

    2017-08-01

    visualization, 3-D interactive visualization, scientific visualization, virtual reality, real -time ray tracing 16. SECURITY CLASSIFICATION OF: 17...scientists to employ in the real world. Other than user-friendly software and hardware setup, scientists also need to be able to perform their usual...and scientific visualization communities mostly have different research priorities. For the VR community, the ability to support real -time user

  16. Modeling and evaluating user behavior in exploratory visual analysis

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

    Reda, Khairi; Johnson, Andrew E.; Papka, Michael E.

    Empirical evaluation methods for visualizations have traditionally focused on assessing the outcome of the visual analytic process as opposed to characterizing how that process unfolds. There are only a handful of methods that can be used to systematically study how people use visualizations, making it difficult for researchers to capture and characterize the subtlety of cognitive and interaction behaviors users exhibit during visual analysis. To validate and improve visualization design, however, it is important for researchers to be able to assess and understand how users interact with visualization systems under realistic scenarios. This paper presents a methodology for modeling andmore » evaluating the behavior of users in exploratory visual analysis. We model visual exploration using a Markov chain process comprising transitions between mental, interaction, and computational states. These states and the transitions between them can be deduced from a variety of sources, including verbal transcripts, videos and audio recordings, and log files. This model enables the evaluator to characterize the cognitive and computational processes that are essential to insight acquisition in exploratory visual analysis, and reconstruct the dynamics of interaction between the user and the visualization system. We illustrate this model with two exemplar user studies, and demonstrate the qualitative and quantitative analytical tools it affords.« less

  17. PubMed Interact: an Interactive Search Application for MEDLINE/PubMed

    PubMed Central

    Muin, Michael; Fontelo, Paul; Ackerman, Michael

    2006-01-01

    Online search and retrieval systems are important resources for medical literature research. Progressive Web 2.0 technologies provide opportunities to improve search strategies and user experience. Using PHP, Document Object Model (DOM) manipulation and Asynchronous JavaScript and XML (Ajax), PubMed Interact allows greater functionality so users can refine search parameters with ease and interact with the search results to retrieve and display relevant information and related articles. PMID:17238658

  18. Optimizing the User Experience: Identifying Opportunities to Improve Use of an Inpatient Portal.

    PubMed

    Walker, Daniel M; Menser, Terri; Yen, Po-Yin; McAlearney, Ann Scheck

    2018-01-01

    Patient portals specifically designed for the inpatient setting have significant potential to improve patient care. However, little is known about how the users of this technology, the patients, may interact with the inpatient portals. As a result, hospitals have limited ability to design approaches that support patient use of the portal. This study aims to evaluate the user experience associated with an inpatient portal. We used a Think-Aloud protocol to study user interactions with a commercially available inpatient portal-MyChart Bedside (MCB). Study participants included 19 English-speaking adults over the age of 18 years. In one-on-one sessions, participants narrated their experience using the MCB application and completing eight specific tasks. Recordings were transcribed and coded into three dimensions of the user experience: physical, cognitive, and sociobehavioral. Our analysis of the physical experience highlighted the navigational errors and technical challenges associated with the use of MCB. We also found that issues associated with the cognitive experience included comprehension problems that spurred anxiety and uncertainty. Analysis of the sociobehavioral experience suggested that users have different learning styles and preferences for learning including self-guided, handouts, and in-person training. Inpatient portals may be an effective tool to improve the patient experience in the hospital. Moreover, making this technology available to inpatients may help to foster ongoing use of technology across the care continuum. However, deriving the benefits from the technology requires appropriate support. We identified multiple opportunities for hospital management to intervene. In particular, teaching patients to use the application by making a variety of instructional materials available could help to reduce several identified barriers to use. Additionally, hospitals should be prepared to manage patient anxiety and increased questioning arising from the availability of information in the inpatient portal application. Schattauer GmbH Stuttgart.

  19. The effect of ethinylestradiol-containing contraceptives on the serum concentration of olanzapine and N-desmethyl olanzapine.

    PubMed

    Haslemo, Tore; Refsum, Helge; Molden, Espen

    2011-04-01

    To investigate the potential interaction between olanzapine, a CYP1A2 substrate, and ethinylestradiol-containing contraceptives (ECC). The study was carried out at a routine therapeutic drug monitoring service. To identify patients who were co-administered ECC or other contraceptives, a questionnaire was sent to the physician who ordered serum monitoring of olanzapine for women aged 18-40 years during an 18 month period. The physicians were asked to provide information about contraceptive use and smoking habits. When questionnaires were returned by the physicians, the respective serum concentration data were included in the analysis. Patients were stratified into users of ECC, progestogen-based contraceptives (PBC) or no contraceptives. Dose-adjusted serum concentrations of olanzapine and the metabolite N-desmethyl olanzapine were compared between the subgroups. A total of 149 patients were included in the study (10 ECC users and 10 PBC users). In users of ECC, we found no differences in serum concentrations of olanzapine, but significantly lower concentrations of the CYP1A2-mediated metabolite N-desmethyl olanzapine compared with users of PBC (P = 0.019) and non-contraceptive users (P = 0.012). The present study confirms that ECC exhibit CYP1A2-inhibitory properties in terms of significantly lower exposure of N-desmethyl olanzapine. However, the inhibition does not provide clinically relevant changes in serum concentrations of olanzapine. © 2011 The Authors. British Journal of Clinical Pharmacology © 2011 The British Pharmacological Society.

  20. SABRINA - an interactive geometry modeler for MCNP

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

    West, J.T.; Murphy, J.

    One of the most difficult tasks when analyzing a complex three-dimensional system with Monte Carlo is geometry model development. SABRINA attempts to make the modeling process more user-friendly and less of an obstacle. It accepts both combinatorial solid bodies and MCNP surfaces and produces MCNP cells. The model development process in SABRINA is highly interactive and gives the user immediate feedback on errors. Users can view their geometry from arbitrary perspectives while the model is under development and interactively find and correct modeling errors. An example of a SABRINA display is shown. It represents a complex three-dimensional shape.

  1. Interactive energy atlas for Colorado and New Mexico: an online resource for decisionmakers

    USGS Publications Warehouse

    Carr, Natasha B.; Ignizio, Drew A.; Diffendorfer, James E.; Latysh, Natalie; Matherne, Ann Marie; Linard, Joshua I.; Leib, Kenneth J.; Hawkins, Sarah J.

    2013-01-01

    Throughout the western United States, increased demand for energy is driving the rapid development of nonrenewable and renewable energy resources. Resource managers must balance the benefits of energy development with the potential consequences for ecological resources and ecosystem services. To facilitate access to geospatial data related to energy resources, energy infrastructure, and natural resources that may be affected by energy development, the U.S. Geological Survey has developed an online Interactive Energy Atlas (Energy Atlas) for Colorado and New Mexico. The Energy Atlas is designed to meet the needs of varied users who seek information about energy in the western United States. The Energy Atlas has two primary capabilities: a geographic information system (GIS) data viewer and an interactive map gallery. The GIS data viewer allows users to preview and download GIS data related to energy potential and development in Colorado and New Mexico. The interactive map gallery contains a collection of maps that compile and summarize thematically related data layers in a user-friendly format. The maps are dynamic, allowing users to explore data at different resolutions and obtain information about the features being displayed. The Energy Atlas also includes an interactive decision-support tool, which allows users to explore the potential consequences of energy development for species that vary in their sensitivity to disturbance.

  2. Optimal design method to minimize users' thinking mapping load in human-machine interactions.

    PubMed

    Huang, Yanqun; Li, Xu; Zhang, Jie

    2015-01-01

    The discrepancy between human cognition and machine requirements/behaviors usually results in serious mental thinking mapping loads or even disasters in product operating. It is important to help people avoid human-machine interaction confusions and difficulties in today's mental work mastered society. Improving the usability of a product and minimizing user's thinking mapping and interpreting load in human-machine interactions. An optimal human-machine interface design method is introduced, which is based on the purpose of minimizing the mental load in thinking mapping process between users' intentions and affordance of product interface states. By analyzing the users' thinking mapping problem, an operating action model is constructed. According to human natural instincts and acquired knowledge, an expected ideal design with minimized thinking loads is uniquely determined at first. Then, creative alternatives, in terms of the way human obtains operational information, are provided as digital interface states datasets. In the last, using the cluster analysis method, an optimum solution is picked out from alternatives, by calculating the distances between two datasets. Considering multiple factors to minimize users' thinking mapping loads, a solution nearest to the ideal value is found in the human-car interaction design case. The clustering results show its effectiveness in finding an optimum solution to the mental load minimizing problems in human-machine interaction design.

  3. Re-conceiving building design quality: A review of building users in their social context.

    PubMed

    Watson, Kelly J; Evans, James; Karvonen, Andrew; Whitley, Tim

    2016-05-01

    Considerable overlap exists between post-occupancy research evaluating building design quality and the concept of 'social value', popularised by its recent application to issues of the public realm. To outline this potential research agenda, the paper reviews design quality research on buildings in relation to users and their social context where the term 'social context' refers to building user group dynamics, a combination of organisational cultures, management strategies, and social norms and practices. The review is conducted across five key building types, namely housing, workplaces, healthcare, education, and the retail/service sector. Research commonalities and gaps are identified in order to build a more comprehensive picture of the design quality literature and its handling of users in their social context. The key findings concerning each building type are presented visually. It is concluded that the design quality field comprises a patchwork of relatively isolated studies of various building types, with significant potential for theoretical and empirical development through interdisciplinary collaboration. Users tend to be conceived as anonymous and autonomous individuals with little analysis of user identity or interaction. Further, the contextual impact of user group dynamics on the relationship between building design and building user is rarely addressed in the literature. Producing a more nuanced understanding of users in situ is proposed as an important area for future design quality research.

  4. Re-conceiving building design quality: A review of building users in their social context

    PubMed Central

    Evans, James; Karvonen, Andrew; Whitley, Tim

    2014-01-01

    Considerable overlap exists between post-occupancy research evaluating building design quality and the concept of ‘social value’, popularised by its recent application to issues of the public realm. To outline this potential research agenda, the paper reviews design quality research on buildings in relation to users and their social context where the term ‘social context’ refers to building user group dynamics, a combination of organisational cultures, management strategies, and social norms and practices. The review is conducted across five key building types, namely housing, workplaces, healthcare, education, and the retail/service sector. Research commonalities and gaps are identified in order to build a more comprehensive picture of the design quality literature and its handling of users in their social context. The key findings concerning each building type are presented visually. It is concluded that the design quality field comprises a patchwork of relatively isolated studies of various building types, with significant potential for theoretical and empirical development through interdisciplinary collaboration. Users tend to be conceived as anonymous and autonomous individuals with little analysis of user identity or interaction. Further, the contextual impact of user group dynamics on the relationship between building design and building user is rarely addressed in the literature. Producing a more nuanced understanding of users in situ is proposed as an important area for future design quality research. PMID:27110217

  5. Semiautomated Segmentation of Polycystic Kidneys in T2-Weighted MR Images.

    PubMed

    Kline, Timothy L; Edwards, Marie E; Korfiatis, Panagiotis; Akkus, Zeynettin; Torres, Vicente E; Erickson, Bradley J

    2016-09-01

    The objective of the present study is to develop and validate a fast, accurate, and reproducible method that will increase and improve institutional measurement of total kidney volume and thereby avoid the higher costs, increased operator processing time, and inherent subjectivity associated with manual contour tracing. We developed a semiautomated segmentation approach, known as the minimal interaction rapid organ segmentation (MIROS) method, which results in human interaction during measurement of total kidney volume on MR images being reduced to a few minutes. This software tool automatically steps through slices and requires rough definition of kidney boundaries supplied by the user. The approach was verified on T2-weighted MR images of 40 patients with autosomal dominant polycystic kidney disease of varying degrees of severity. The MIROS approach required less than 5 minutes of user interaction in all cases. When compared with the ground-truth reference standard, MIROS showed no significant bias and had low variability (mean ± 2 SD, 0.19% ± 6.96%). The MIROS method will greatly facilitate future research studies in which accurate and reproducible measurements of cystic organ volumes are needed.

  6. Characterizing Social Interaction in Tobacco-Oriented Social Networks: An Empirical Analysis.

    PubMed

    Liang, Yunji; Zheng, Xiaolong; Zeng, Daniel Dajun; Zhou, Xingshe; Leischow, Scott James; Chung, Wingyan

    2015-06-19

    Social media is becoming a new battlefield for tobacco "wars". Evaluating the current situation is very crucial for the advocacy of tobacco control in the age of social media. To reveal the impact of tobacco-related user-generated content, this paper characterizes user interaction and social influence utilizing social network analysis and information theoretic approaches. Our empirical studies demonstrate that the exploding pro-tobacco content has long-lasting effects with more active users and broader influence, and reveal the shortage of social media resources in global tobacco control. It is found that the user interaction in the pro-tobacco group is more active, and user-generated content for tobacco promotion is more successful in obtaining user attention. Furthermore, we construct three tobacco-related social networks and investigate the topological patterns of these tobacco-related social networks. We find that the size of the pro-tobacco network overwhelms the others, which suggests a huge number of users are exposed to the pro-tobacco content. These results indicate that the gap between tobacco promotion and tobacco control is widening and tobacco control may be losing ground to tobacco promotion in social media.

  7. Characterizing Social Interaction in Tobacco-Oriented Social Networks: An Empirical Analysis

    PubMed Central

    Liang, Yunji; Zheng, Xiaolong; Zeng, Daniel Dajun; Zhou, Xingshe; Leischow, Scott James; Chung, Wingyan

    2015-01-01

    Social media is becoming a new battlefield for tobacco “wars”. Evaluating the current situation is very crucial for the advocacy of tobacco control in the age of social media. To reveal the impact of tobacco-related user-generated content, this paper characterizes user interaction and social influence utilizing social network analysis and information theoretic approaches. Our empirical studies demonstrate that the exploding pro-tobacco content has long-lasting effects with more active users and broader influence, and reveal the shortage of social media resources in global tobacco control. It is found that the user interaction in the pro-tobacco group is more active, and user-generated content for tobacco promotion is more successful in obtaining user attention. Furthermore, we construct three tobacco-related social networks and investigate the topological patterns of these tobacco-related social networks. We find that the size of the pro-tobacco network overwhelms the others, which suggests a huge number of users are exposed to the pro-tobacco content. These results indicate that the gap between tobacco promotion and tobacco control is widening and tobacco control may be losing ground to tobacco promotion in social media. PMID:26091553

  8. A Web Tool for Research in Nonlinear Optics

    NASA Astrophysics Data System (ADS)

    Prikhod'ko, Nikolay V.; Abramovsky, Viktor A.; Abramovskaya, Natalia V.; Demichev, Andrey P.; Kryukov, Alexandr P.; Polyakov, Stanislav P.

    2016-02-01

    This paper presents a project of developing the web platform called WebNLO for computer modeling of nonlinear optics phenomena. We discuss a general scheme of the platform and a model for interaction between the platform modules. The platform is built as a set of interacting RESTful web services (SaaS approach). Users can interact with the platform through a web browser or command line interface. Such a resource has no analogues in the field of nonlinear optics and will be created for the first time therefore allowing researchers to access high-performance computing resources that will significantly reduce the cost of the research and development process.

  9. Users Do the Darndest Things: True Stories from the CyLab Usable Privacy and Security Laboratory

    NASA Astrophysics Data System (ADS)

    Cranor, Lorrie Faith

    How can we make security and privacy software more usable? The first step is to study our users. Ideally, we would watch them interacting with security or privacy software in situations where they face actual risk. But everyday computer users don't sit around fiddling with security software, and subjecting users to actual security attacks raises ethical and legal concerns. Thus, it can be difficult to observe users interacting with security and privacy software in their natural habitat. At the CyLab Usable Privacy and Security Laboratory, we've conducted a wide variety of studies aimed at understanding how users think about security and privacy and how they interact with security and privacy software. In this talk I'll give a behind the scenes tour of some of the techniques we've used to study users both in the laboratory and in the wild. I'll discuss the trials and tribulations of designing and carrying out security and privacy user studies, and highlight some of our surprising observations. Find out what privacy-sensitive items you can actually get study participants to purchase, how you can observe users' responses to a man-in-the-middle attack without actually conducting such an attack, why it's hard to get people to use high tech cell phones even when you give them away, and what's actually in that box behind the couch in my office.

  10. Spider World: A Robot Language for Learning to Program. Assessing the Cognitive Consequences of Computer Environments for Learning (ACCCEL).

    ERIC Educational Resources Information Center

    Dalbey, John; Linn, Marcia

    Spider World is an interactive program designed to help individuals with no previous computer experience to learn the fundamentals of programming. The program emphasizes cognitive tasks which are central to programming and provides significant problem-solving opportunities. In Spider World, the user commands a hypothetical robot (called the…

  11. Internet-Assisted Real-Time Experiments Using the Internet--Hardware and Software Considerations

    ERIC Educational Resources Information Center

    Singh, R. Paul; Circelli, Diego

    2005-01-01

    The spectacular increase in Internet-based applications during the past decade has had a significant impact on the education delivery paradigms. The user interactivity aspect of the Internet has provided new opportunities to instructors to incorporate its use in developing new learning systems. The use of the Internet in carrying out live…

  12. Older users, multimodal reminders and assisted living technology.

    PubMed

    Warnock, David; McGee-Lennon, Marilyn; Brewster, Stephen

    2012-09-01

    The primary users of assisted living technology are older people who are likely to have one or more sensory impairments. Multimodal technology allows users to interact via non-impaired senses and provides alternative ways to interact if primary interaction methods fail. An empirical user study was carried out with older participants which evaluated the performance, disruptiveness and subjective workload of visual, audio, tactile and olfactory notifications then compared the results with earlier findings in younger participants. It was found that disruption and subjective workload were not affected by modality, although some modalities were more effective at delivering information accurately. It is concluded that although further studies need to be carried out in a real-world settings, the findings support the argument for multiple modalities in assisted living technology.

  13. SpicyNodes Radial Map Engine

    NASA Astrophysics Data System (ADS)

    Douma, M.; Ligierko, G.; Angelov, I.

    2008-10-01

    The need for information has increased exponentially over the past decades. The current systems for constructing, exploring, classifying, organizing, and searching information face the growing challenge of enabling their users to operate efficiently and intuitively in knowledge-heavy environments. This paper presents SpicyNodes, an advanced user interface for difficult interaction contexts. It is based on an underlying structure known as a radial map, which allows users to manipulate and interact in a natural manner with entities called nodes. This technology overcomes certain limitations of existing solutions and solves the problem of browsing complex sets of linked information. SpicyNodes is also an organic system that projects users into a living space, stimulating exploratory behavior and fostering creative thought. Our interactive radial layout is used for educational purposes and has the potential for numerous other applications.

  14. Enabling User to User Interactions in Web Lectures with History-Aware User Awareness

    ERIC Educational Resources Information Center

    Ketterl, Markus; Mertens, Robert; Wiesen, Christoph; Vornberger, Oliver

    2011-01-01

    Purpose: The purpose of this paper is to present a user interface for web lectures for engaging with other users while working with video based learning content. The application allows its users to ask questions about the content and to get answers from those users that currently online are more familiar with it. The filtering is based on the…

  15. User Manual for Beta Version of TURBO-GRD: A Software System for Interactive Two-Dimensional Boundary/ Field Grid Generation, Modification, and Refinement

    NASA Technical Reports Server (NTRS)

    Choo, Yung K.; Slater, John W.; Henderson, Todd L.; Bidwell, Colin S.; Braun, Donald C.; Chung, Joongkee

    1998-01-01

    TURBO-GRD is a software system for interactive two-dimensional boundary/field grid generation. modification, and refinement. Its features allow users to explicitly control grid quality locally and globally. The grid control can be achieved interactively by using control points that the user picks and moves on the workstation monitor or by direct stretching and refining. The techniques used in the code are the control point form of algebraic grid generation, a damped cubic spline for edge meshing and parametric mapping between physical and computational domains. It also performs elliptic grid smoothing and free-form boundary control for boundary geometry manipulation. Internal block boundaries are constructed and shaped by using Bezier curve. Because TURBO-GRD is a highly interactive code, users can read in an initial solution, display its solution contour in the background of the grid and control net, and exercise grid modification using the solution contour as a guide. This process can be called an interactive solution-adaptive grid generation.

  16. DEEP SPACE: High Resolution VR Platform for Multi-user Interactive Narratives

    NASA Astrophysics Data System (ADS)

    Kuka, Daniela; Elias, Oliver; Martins, Ronald; Lindinger, Christopher; Pramböck, Andreas; Jalsovec, Andreas; Maresch, Pascal; Hörtner, Horst; Brandl, Peter

    DEEP SPACE is a large-scale platform for interactive, stereoscopic and high resolution content. The spatial and the system design of DEEP SPACE are facing constraints of CAVETM-like systems in respect to multi-user interactive storytelling. To be used as research platform and as public exhibition space for many people, DEEP SPACE is capable to process interactive, stereoscopic applications on two projection walls with a size of 16 by 9 meters and a resolution of four times 1080p (4K) each. The processed applications are ranging from Virtual Reality (VR)-environments to 3D-movies to computationally intensive 2D-productions. In this paper, we are describing DEEP SPACE as an experimental VR platform for multi-user interactive storytelling. We are focusing on the system design relevant for the platform, including the integration of the Apple iPod Touch technology as VR control, and a special case study that is demonstrating the research efforts in the field of multi-user interactive storytelling. The described case study, entitled "Papyrate's Island", provides a prototypical scenario of how physical drawings may impact on digital narratives. In this special case, DEEP SPACE helps us to explore the hypothesis that drawing, a primordial human creative skill, gives us access to entirely new creative possibilities in the domain of interactive storytelling.

  17. Reconnect on Facebook: The Role of Information Seeking Behavior and Individual- and Relationship-Level Factors.

    PubMed

    Ramirez, Artemio; Sumner, Erin M; Hayes, Jameson

    2016-08-01

    Social network sites (SNSs) such as Facebook function as both venues for reconnecting with associates from a user's past and sources of social information about them. Yet, little is known about what factors influence the initial decision to reconnect with a past associate. This oversight is significant given that SNSs and other platforms provide an abundance of social information that may be utilized for reaching such decisions. The present study investigated the links among relational reconnection, information seeking (IS) behavior, and individual- and relationship-level factors in user decisions to reconnect on Facebook. A national survey of 244 Facebook users reported on their most recent experience of receiving a friend request from someone with whom they had been out of contact for an extended period. Results indicated that uncertainty about the potential reconnection partner and forecast about the reconnection's potential reward level significantly predicted IS behavior (passive on both target and mutual friends' SNS pages as well as active). However, the emergence of their two-way interaction revealed that the forecasts moderated the IS-uncertainty link on three of the strategies (extractive, both passive approaches). Moreover, social anxiety, sociability, uncertainty about the partner, the forecast about the reconnection's reward level, and extractive and passive (target SNS pages) strategies significantly predicted user decisions to reconnect. Future directions for research on relational reconnection on SNSs are offered.

  18. Participatory design of a music aural rehabilitation programme.

    PubMed

    van Besouw, Rachel M; Oliver, Benjamin R; Hodkinson, Sarah M; Polfreman, Richard; Grasmeder, Mary L

    2015-09-01

    Many cochlear implant (CI) users wish to enjoy music but are dissatisfied by its quality as perceived through their implant. Although there is evidence to suggest that training can improve CI users' perception and appraisal of music, availability of interactive music-based aural rehabilitation for adults is limited. In response to this need, an 'Interactive Music Awareness Programme' (IMAP) was developed with and for adult CI users. An iterative design and evaluation approach was used. The process began with identification of user needs through consultations, followed by use of mock-up applications in workshops. Feedback from these were used to develop the prototype IMAP; a programme of 24 interactive sessions, enabling users to create and manipulate music. The prototype IMAP was subsequently evaluated in a home trial with 16 adult CI users over a period of 12 weeks. Overall ratings for the prototype IMAP were positive and indicated that it met users' needs. Quantitative and qualitative feedback on the sessions and software in the prototype IMAP were used to identify aspects of the programme that worked well and aspects that required improvement. The IMAP was further developed in response to users' feedback and is freely available online. The participatory design approach used in developing the IMAP was fundamental in ensuring its relevance, and regular feedback from end users in each phase of development proved valuable for early identification of issues. Observations and feedback from end users supported a holistic approach to music aural rehabilitation.

  19. Computer use changes generalization of movement learning.

    PubMed

    Wei, Kunlin; Yan, Xiang; Kong, Gaiqing; Yin, Cong; Zhang, Fan; Wang, Qining; Kording, Konrad Paul

    2014-01-06

    Over the past few decades, one of the most salient lifestyle changes for us has been the use of computers. For many of us, manual interaction with a computer occupies a large portion of our working time. Through neural plasticity, this extensive movement training should change our representation of movements (e.g., [1-3]), just like search engines affect memory [4]. However, how computer use affects motor learning is largely understudied. Additionally, as virtually all participants in studies of perception and actions are computer users, a legitimate question is whether insights from these studies bear the signature of computer-use experience. We compared non-computer users with age- and education-matched computer users in standard motor learning experiments. We found that people learned equally fast but that non-computer users generalized significantly less across space, a difference negated by two weeks of intensive computer training. Our findings suggest that computer-use experience shaped our basic sensorimotor behaviors, and this influence should be considered whenever computer users are recruited as study participants. Copyright © 2014 Elsevier Ltd. All rights reserved.

  20. The shaping of information by visual metaphors.

    PubMed

    Ziemkiewicz, Caroline; Kosara, Robert

    2008-01-01

    The nature of an information visualization can be considered to lie in the visual metaphors it uses to structure information. The process of understanding a visualization therefore involves an interaction between these external visual metaphors and the user's internal knowledge representations. To investigate this claim, we conducted an experiment to test the effects of visual metaphor and verbal metaphor on the understanding of tree visualizations. Participants answered simple data comprehension questions while viewing either a treemap or a node-link diagram. Questions were worded to reflect a verbal metaphor that was either compatible or incompatible with the visualization a participant was using. The results (based on correctness and response time) suggest that the visual metaphor indeed affects how a user derives information from a visualization. Additionally, we found that the degree to which a user is affected by the metaphor is strongly correlated with the user's ability to answer task questions correctly. These findings are a first step towards illuminating how visual metaphors shape user understanding, and have significant implications for the evaluation, application, and theory of visualization.

  1. End-user satisfaction of a patient education tool manual versus computer-generated tool.

    PubMed

    Tronni, C; Welebob, E

    1996-01-01

    This article reports a nonexperimental comparative study of end-user satisfaction before and after implementation of a vendor supplied computerized system (Micromedex, Inc) for providing up-to-date patient instructions regarding diseases, injuries, procedures, and medications. The purpose of this research was to measure the satisfaction of nurses who directly interact with a specific patient educational software application and to compare user satisfaction with manual versus computer generated materials. A computing satisfaction questionnaire that uses a scale of 1 to 5 (1 being the lowest) was used to measure end-user computing satisfaction in five constructs: content, accuracy, format, ease of use, and timeliness. Summary statistics were used to calculate mean ratings for each of the questionnaire's 12 items and for each of the five constructs. Mean differences between the ratings before and after implementation of the five constructs were significant by paired t test. Total user satisfaction improved with the computerized system, and the computer generated materials were given a higher rating than were the manual materials. Implications of these findings are discussed.

  2. A Multi-Agent System for Intelligent Online Education.

    ERIC Educational Resources Information Center

    O'Riordan, Colm; Griffith, Josephine

    1999-01-01

    Describes the system architecture of an intelligent Web-based education system that includes user modeling agents, information filtering agents for automatic information gathering, and the multi-agent interaction. Discusses information management; user interaction; support for collaborative peer-peer learning; implementation; testing; and future…

  3. BUY CLEAN MANUAL INTERACTIVE CD-ROM

    EPA Science Inventory

    This interactive CD-ROM contains exercises and opportunities to help users develop a Buy Clean Program for janitorial cleaning products. CD users can learn about Material Safety Data Sheets (MSDS), complete an inventory list, and compare cleaning products to see which have the le...

  4. Quantitative analysis of bloggers' collective behavior powered by emotions

    NASA Astrophysics Data System (ADS)

    Mitrović, Marija; Paltoglou, Georgios; Tadić, Bosiljka

    2011-02-01

    Large-scale data resulting from users' online interactions provide the ultimate source of information to study emergent social phenomena on the Web. From individual actions of users to observable collective behaviors, different mechanisms involving emotions expressed in the posted text play a role. Here we combine approaches of statistical physics with machine-learning methods of text analysis to study the emergence of emotional behavior among Web users. Mapping the high-resolution data from digg.com onto bipartite networks of users and their comments onto posted stories, we identify user communities centered around certain popular posts and determine emotional contents of the related comments by the emotion classifier developed for this type of text. Applied over different time periods, this framework reveals strong correlations between the excess of negative emotions and the evolution of communities. We observe avalanches of emotional comments exhibiting significant self-organized critical behavior and temporal correlations. To explore the robustness of these critical states, we design a network-automaton model on realistic network connections and several control parameters, which can be inferred from the dataset. Dissemination of emotions by a small fraction of very active users appears to critically tune the collective states.

  5. A Neural Network Approach to Intention Modeling for User-Adapted Conversational Agents

    PubMed Central

    Griol, David

    2016-01-01

    Spoken dialogue systems have been proposed to enable a more natural and intuitive interaction with the environment and human-computer interfaces. In this contribution, we present a framework based on neural networks that allows modeling of the user's intention during the dialogue and uses this prediction to dynamically adapt the dialogue model of the system taking into consideration the user's needs and preferences. We have evaluated our proposal to develop a user-adapted spoken dialogue system that facilitates tourist information and services and provide a detailed discussion of the positive influence of our proposal in the success of the interaction, the information and services provided, and the quality perceived by the users. PMID:26819592

  6. Patient-oriented interactive E-health tools on U.S. hospital Web sites.

    PubMed

    Huang, Edgar; Chang, Chiu-Chi Angela

    2012-01-01

    The purpose of this study is to provide evidence for strategic planning regarding e-health development in U.S. hospitals. A content analysis of a representative sample of the U.S. hospital Web sites has revealed how U.S. hospitals have taken advantage of the 21 patient-oriented interactive tools identified in this study. Significant gaps between various types of hospitals have also been found. It is concluded that although the majority of the U.S. hospitals have adopted traditional functional tools, they need to make significant inroad in implementing the core e-business tools to serve their patients/users, making their Web sites more efficient marketing tools.

  7. Individual and Group-Based Engagement in an Online Physical Activity Monitoring Program in Georgia.

    PubMed

    Smith, Matthew Lee; Durrett, Nicholas K; Bowie, Maria; Berg, Alison; McCullick, Bryan A; LoPilato, Alexander C; Murray, Deborah

    2018-06-07

    Given the rising prevalence of obesity in the United States, innovative methods are needed to increase physical activity (PA) in community settings. Evidence suggests that individuals are more likely to engage in PA if they are given a choice of activities and have support from others (for encouragement, motivation, and accountability). The objective of this study was to describe the use of the online Walk Georgia PA tracking platform according to whether the user was an individual user or group user. Walk Georgia is a free, interactive online tracking platform that enables users to log PA by duration, activity, and perceived difficulty, and then converts these data into points based on metabolic equivalents. Users join individually or in groups and are encouraged to set weekly PA goals. Data were examined for 6,639 users (65.8% were group users) over 28 months. We used independent sample t tests and Mann-Whitney U tests to compare means between individual and group users. Two linear regression models were fitted to identify factors associated with activity logging. Users logged 218,766 activities (15,119,249 minutes of PA spanning 592,714 miles [41,858,446 points]). On average, group users had created accounts more recently than individual users (P < .001); however, group users logged more activities (P < .001). On average, group users logged more minutes of PA (P < .001) and earned more points (P < .001). Being in a group was associated with a larger proportion of weeks in which 150 minutes or more of weekly PA was logged (B = 20.47, P < .001). Use of Walk Georgia was significantly higher among group users than among individual users. To expand use and dissemination of online tracking of PA, programs should target naturally occurring groups (eg, workplaces, schools, faith-based groups).

  8. Development and evaluation of a web-based breast cancer cultural competency course for primary healthcare providers.

    PubMed

    Palmer, Richard C; Samson, Raquel; Triantis, Maria; Mullan, Irene D

    2011-08-15

    To develop and evaluate a continuing medical education (CME) course aimed at improving healthcare provider knowledge about breast cancer health disparities and the importance of cross-cultural communication in provider-patient interactions about breast cancer screening. An interactive web-based CME course was developed and contained information about breast cancer disparities, the role of culture in healthcare decision making, and demonstrated a model of cross-cultural communication. A single group pre-/post-test design was used to assess knowledge changes. Data on user satisfaction was also collected. In all, 132 participants registered for the CME with 103 completing both assessments. Differences between pre-/post-test show a significant increase in knowledge (70% vs. 94%; p < .001). Ninety-five percent of participants agreed that the web based training was an appropriate tool to train healthcare providers about cultural competency and health disparities. There was an overall high level of satisfaction among all users. Users felt that learning objectives were met and the web-based format was appropriate and easy to use and suggests that web-based CME formats are an appropriate tool to teach cultural competency skills. However, more information is needed to understand how the CME impacted practice behaviors.

  9. Bimanual Interaction with Interscopic Multi-Touch Surfaces

    NASA Astrophysics Data System (ADS)

    Schöning, Johannes; Steinicke, Frank; Krüger, Antonio; Hinrichs, Klaus; Valkov, Dimitar

    Multi-touch interaction has received considerable attention in the last few years, in particular for natural two-dimensional (2D) interaction. However, many application areas deal with three-dimensional (3D) data and require intuitive 3D interaction techniques therefore. Indeed, virtual reality (VR) systems provide sophisticated 3D user interface, but then lack efficient 2D interaction, and are therefore rarely adopted by ordinary users or even by experts. Since multi-touch interfaces represent a good trade-off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the foundation of the next generation user interface for 2D as well as 3D interaction. In particular, stereoscopic display of 3D data provides an additional depth cue, but until now the challenges and limitations for multi-touch interaction in this context have not been considered. In this paper we present new multi-touch paradigms and interactions that combine both traditional 2D interaction and novel 3D interaction on a touch surface to form a new class of multi-touch systems, which we refer to as interscopic multi-touch surfaces (iMUTS). We discuss iMUTS-based user interfaces that support interaction with 2D content displayed in monoscopic mode and 3D content usually displayed stereoscopically. In order to underline the potential of the proposed iMUTS setup, we have developed and evaluated two example interaction metaphors for different domains. First, we present intuitive navigation techniques for virtual 3D city models, and then we describe a natural metaphor for deforming volumetric datasets in a medical context.

  10. [Alcohol use in young adolescents. A survey in French secondary schools].

    PubMed

    Bailly, D; Rouchaud, A; Garcia, C; Roehrig, C; Ferley, J-P

    2015-05-01

    Among young adolescents, early use of alcohol has been shown to be related to later alcohol use disorders and alcohol-related problems in numerous epidemiologic studies. However, if drinking problems are now well documented in young people, few data are available on alcohol use in children and young adolescents. The purpose of this study was to examine the perceptions and attitudes with respect to alcohol use among young adolescents entering their first year of secondary school (mean age, 11.5 years). Data were collected from the ESPACE program, a preventive program conducted in the educational district of Limoges, France. Of the 2268 respondents with complete data, 73.4% (77.1% in males vs. 69.9% in females; P<0.001) reported having tasted alcohol drinks and 3.7% (4.9% in males vs. 2.6% in females; P=0.004) having experienced drunkenness at least once. Of these adolescents, 5.4% (8.5% in males vs. 2.4% in females, P<0.001) reported consuming alcohol at least once per month, which may be considered as a sort of regular drinking pattern. Taking age, sex, and level of alcohol consumption into account, experience of drunkenness (21.9% in regular users vs. 3.7% in occasional users), tobacco use (25.8% in regular users vs. 12.6% in occasional users and 1.5% in nonusers) and cannabis use (6.0% in regular users vs. 0.9% in occasional users and 0.2% in nonusers) were found to be significantly more frequent in regular alcohol users than in other students (P<0.001). Data analysis also showed that regular alcohol users felt significantly more frequently depressed, lacking self-assurance, dissatisfied with their physical appearance and their way of life, and they felt that they exhibited significantly more impairments in their interactions with parents, peers, and the school environment. Similarly, they were found to have significantly more frequently an inclination for risk behaviors and a significantly more positive view of drinking than other students. These results look almost like those reported in adolescents and young people, and show that the alcohol abuse pattern is drawn early in childhood. They also highlight the value of epidemiologic investigations for planning preventive interventions. Copyright © 2015 Elsevier Masson SAS. All rights reserved.

  11. Anti-infectives and risk of severe hypoglycemia in glipizide and glyburide users

    PubMed Central

    Schelleman, Hedi; Bilker, Warren B.; Brensinger, Colleen M.; Wan, Fei; Hennessy, Sean

    2010-01-01

    The objective of this study was to evaluate whether orally administered anti-infectives increase the risk of severe hypoglycemia in glipizide and glyburide users. We performed two case-control and case-crossover studies using US Medicaid data. All of the anti-infectives examined were associated with an elevated risk of severe hypoglycemia. Using cephalexin as the reference category, in glipizide users statistically significant associations were found with co-trimoxazole (OR=3.14; 95%CI: 1.83–5.37); clarithromycin (OR= 2.90; 95%CI: 1.69–4.98); fluconazole (OR=2.53; 95%CI: 1.23–5.23); and levofloxacin (OR=2.09; 95%CI: 1.35–3.25). In glyburide users, with cephalexin as the reference, statistically significant associations were found with clarithromycin (OR=5.02; 95%CI: 3.35–7.54); levofloxacin (OR=2.83; 95%CI: 1.73–4.62); co-trimoxazole (OR=2.68; 95%CI: 1.59–4.52); fluconazole (OR=2.20; 95%CI: 1.04–4.68); and ciprofloxacin (OR=2.08; 95%CI: 1.23–3.52). In conclusion, exposure to all studied anti-infective agents were associated with subsequent severe hypoglycemia. Using cephalexin as the reference, drug-drug interactions were evident with ciprofloxacin (in glyburide users only), clarithromycin, co-trimoxazole, fluconazole, and levofloxacin. PMID:20592722

  12. Prevalence of internet addiction and its association with stressful life events and psychological symptoms among adolescent internet users.

    PubMed

    Tang, Jie; Yu, Yizhen; Du, Yukai; Ma, Ying; Zhang, Dongying; Wang, Jiaji

    2014-03-01

    Internet addiction (IA) among adolescents is a serious public health problem around the world. However, there have been few studies that examine the association between IA and stressful life events and psychological symptoms among Chinese adolescent internet users. We examined the association between IA and stressful life events and psychological symptoms among a random sample of school students who were internet users (N=755) in Wuhan, China. Internet addiction, stressful life events, coping style and psychological symptoms were measured by self-rated scales. The prevalence rate of internet addiction was 6.0% among adolescent internet users. Logistic regression analyses indicated that stressors from interpersonal problem and school related problem and anxiety symptoms were significantly associated with IA after controlling for demographic characteristics. Analyses examining the coping style with the IA revealed that negative coping style may mediate the effects of stressful life events to increase the risk of IA. However, no significant interaction of stressful life events and psychological symptoms was found. These findings of the current study indicate a high prevalence of internet addiction among Chinese adolescent internet users and highlight the importance of stressors from interpersonal problem and school related problem as a risk factor for IA which mainly mediated through negative coping style. Copyright © 2013 Elsevier Ltd. All rights reserved.

  13. Eye/head tracking technology to improve HCI with iPad applications.

    PubMed

    Lopez-Basterretxea, Asier; Mendez-Zorrilla, Amaia; Garcia-Zapirain, Begoña

    2015-01-22

    In order to improve human computer interaction (HCI) for people with special needs, this paper presents an alternative form of interaction, which uses the iPad's front camera and eye/head tracking technology. With this functional nature/capability operating in the background, the user can control already developed or new applications for the iPad by moving their eyes and/or head. There are many techniques, which are currently used to detect facial features, such as eyes or even the face itself. Open source bookstores exist for such purpose, such as OpenCV, which enable very reliable and accurate detection algorithms to be applied, such as Haar Cascade using very high-level programming. All processing is undertaken in real time, and it is therefore important to pay close attention to the use of limited resources (processing capacity) of devices, such as the iPad. The system was validated in tests involving 22 users of different ages and characteristics (people with dark and light-colored eyes and with/without glasses). These tests are performed to assess user/device interaction and to ascertain whether it works properly. The system obtained an accuracy of between 60% and 100% in the three test exercises taken into consideration. The results showed that the Haar Cascade had a significant effect by detecting faces in 100% of cases, unlike eyes and the pupil where interference (light and shade) evidenced less effectiveness. In addition to ascertaining the effectiveness of the system via these exercises, the demo application has also helped to show that user constraints need not affect the enjoyment and use of a particular type of technology. In short, the results obtained are encouraging and these systems may continue to be developed if extended and updated in the future.

  14. Eye/Head Tracking Technology to Improve HCI with iPad Applications

    PubMed Central

    Lopez-Basterretxea, Asier; Mendez-Zorrilla, Amaia; Garcia-Zapirain, Begoña

    2015-01-01

    In order to improve human computer interaction (HCI) for people with special needs, this paper presents an alternative form of interaction, which uses the iPad's front camera and eye/head tracking technology. With this functional nature/capability operating in the background, the user can control already developed or new applications for the iPad by moving their eyes and/or head. There are many techniques, which are currently used to detect facial features, such as eyes or even the face itself. Open source bookstores exist for such purpose, such as OpenCV, which enable very reliable and accurate detection algorithms to be applied, such as Haar Cascade using very high-level programming. All processing is undertaken in real time, and it is therefore important to pay close attention to the use of limited resources (processing capacity) of devices, such as the iPad. The system was validated in tests involving 22 users of different ages and characteristics (people with dark and light-colored eyes and with/without glasses). These tests are performed to assess user/device interaction and to ascertain whether it works properly. The system obtained an accuracy of between 60% and 100% in the three test exercises taken into consideration. The results showed that the Haar Cascade had a significant effect by detecting faces in 100% of cases, unlike eyes and the pupil where interference (light and shade) evidenced less effectiveness. In addition to ascertaining the effectiveness of the system via these exercises, the demo application has also helped to show that user constraints need not affect the enjoyment and use of a particular type of technology. In short, the results obtained are encouraging and these systems may continue to be developed if extended and updated in the future. PMID:25621603

  15. Neural network based visualization of collaborations in a citizen science project

    NASA Astrophysics Data System (ADS)

    Morais, Alessandra M. M.; Santos, Rafael D. C.; Raddick, M. Jordan

    2014-05-01

    Citizen science projects are those in which volunteers are asked to collaborate in scientific projects, usually by volunteering idle computer time for distributed data processing efforts or by actively labeling or classifying information - shapes of galaxies, whale sounds, historical records are all examples of citizen science projects in which users access a data collecting system to label or classify images and sounds. In order to be successful, a citizen science project must captivate users and keep them interested on the project and on the science behind it, increasing therefore the time the users spend collaborating with the project. Understanding behavior of citizen scientists and their interaction with the data collection systems may help increase the involvement of the users, categorize them accordingly to different parameters, facilitate their collaboration with the systems, design better user interfaces, and allow better planning and deployment of similar projects and systems. Users behavior can be actively monitored or derived from their interaction with the data collection systems. Records of the interactions can be analyzed using visualization techniques to identify patterns and outliers. In this paper we present some results on the visualization of more than 80 million interactions of almost 150 thousand users with the Galaxy Zoo I citizen science project. Visualization of the attributes extracted from their behaviors was done with a clustering neural network (the Self-Organizing Map) and a selection of icon- and pixel-based techniques. These techniques allows the visual identification of groups of similar behavior in several different ways.

  16. Technical development of PubMed Interact: an improved interface for MEDLINE/PubMed searches

    PubMed Central

    Muin, Michael; Fontelo, Paul

    2006-01-01

    Background The project aims to create an alternative search interface for MEDLINE/PubMed that may provide assistance to the novice user and added convenience to the advanced user. An earlier version of the project was the 'Slider Interface for MEDLINE/PubMed searches' (SLIM) which provided JavaScript slider bars to control search parameters. In this new version, recent developments in Web-based technologies were implemented. These changes may prove to be even more valuable in enhancing user interactivity through client-side manipulation and management of results. Results PubMed Interact is a Web-based MEDLINE/PubMed search application built with HTML, JavaScript and PHP. It is implemented on a Windows Server 2003 with Apache 2.0.52, PHP 4.4.1 and MySQL 4.1.18. PHP scripts provide the backend engine that connects with E-Utilities and parses XML files. JavaScript manages client-side functionalities and converts Web pages into interactive platforms using dynamic HTML (DHTML), Document Object Model (DOM) tree manipulation and Ajax methods. With PubMed Interact, users can limit searches with JavaScript slider bars, preview result counts, delete citations from the list, display and add related articles and create relevance lists. Many interactive features occur at client-side, which allow instant feedback without reloading or refreshing the page resulting in a more efficient user experience. Conclusion PubMed Interact is a highly interactive Web-based search application for MEDLINE/PubMed that explores recent trends in Web technologies like DOM tree manipulation and Ajax. It may become a valuable technical development for online medical search applications. PMID:17083729

  17. Make E-Learning Effortless! Impact of a Redesigned User Interface on Usability through the Application of an Affordance Design Approach

    ERIC Educational Resources Information Center

    Park, Hyungjoo; Song, Hae-Deok

    2015-01-01

    Given that a user interface interacts with users, a critical factor to be considered in improving the usability of an e-learning user interface is user-friendliness. Affordances enable users to more easily approach and engage in learning tasks because they strengthen positive, activating emotions. However, most studies on affordances limit…

  18. Adaptive hybrid brain-computer interaction: ask a trainer for assistance!

    PubMed

    Müller-Putz, Gernot R; Steyrl, David; Faller, Josef

    2014-01-01

    In applying mental imagery brain-computer interfaces (BCIs) to end users, training is a key part for novice users to get control. In general learning situations, it is an established concept that a trainer assists a trainee to improve his/her aptitude in certain skills. In this work, we want to evaluate whether we can apply this concept in the context of event-related desynchronization (ERD) based, adaptive, hybrid BCIs. Hence, in a first session we merged the features of a high aptitude BCI user, a trainer, and a novice user, the trainee, in a closed-loop BCI feedback task and automatically adapted the classifier over time. In a second session the trainees operated the system unassisted. Twelve healthy participants ran through this protocol. Along with the trainer, the trainees achieved a very high overall peak accuracy of 95.3 %. In the second session, where users operated the BCI unassisted, they still achieved a high overall peak accuracy of 83.6%. Ten of twelve first time BCI users successfully achieved significantly better than chance accuracy. Concluding, we can say that this trainer-trainee approach is very promising. Future research should investigate, whether this approach is superior to conventional training approaches. This trainer-trainee concept could have potential for future application of BCIs to end users.

  19. Lightweight Adaptation of Classifiers to Users and Contexts: Trends of the Emerging Domain

    PubMed Central

    Vildjiounaite, Elena; Gimel'farb, Georgy; Kyllönen, Vesa; Peltola, Johannes

    2015-01-01

    Intelligent computer applications need to adapt their behaviour to contexts and users, but conventional classifier adaptation methods require long data collection and/or training times. Therefore classifier adaptation is often performed as follows: at design time application developers define typical usage contexts and provide reasoning models for each of these contexts, and then at runtime an appropriate model is selected from available ones. Typically, definition of usage contexts and reasoning models heavily relies on domain knowledge. However, in practice many applications are used in so diverse situations that no developer can predict them all and collect for each situation adequate training and test databases. Such applications have to adapt to a new user or unknown context at runtime just from interaction with the user, preferably in fairly lightweight ways, that is, requiring limited user effort to collect training data and limited time of performing the adaptation. This paper analyses adaptation trends in several emerging domains and outlines promising ideas, proposed for making multimodal classifiers user-specific and context-specific without significant user efforts, detailed domain knowledge, and/or complete retraining of the classifiers. Based on this analysis, this paper identifies important application characteristics and presents guidelines to consider these characteristics in adaptation design. PMID:26473165

  20. Human-Robot Cooperation with Commands Embedded in Actions

    NASA Astrophysics Data System (ADS)

    Kobayashi, Kazuki; Yamada, Seiji

    In this paper, we first propose a novel interaction model, CEA (Commands Embedded in Actions). It can explain the way how some existing systems reduce the work-load of their user. We next extend the CEA and build ECEA (Extended CEA) model. The ECEA enables robots to achieve more complicated tasks. On this extension, we employ ACS (Action Coding System) which can describe segmented human acts and clarifies the relationship between user's actions and robot's actions in a task. The ACS utilizes the CEA's strong point which enables a user to send a command to a robot by his/her natural action for the task. The instance of the ECEA led by using the ACS is a temporal extension which has the user keep a final state of a previous his/her action. We apply the temporal extension of the ECEA for a sweeping task. The high-level task, a cooperative task between the user and the robot can be realized. The robot with simple reactive behavior can sweep the region of under an object when the user picks up the object. In addition, we measure user's cognitive loads on the ECEA and a traditional method, DCM (Direct Commanding Method) in the sweeping task, and compare between them. The results show that the ECEA has a lower cognitive load than the DCM significantly.

  1. Multi-agents and learning: Implications for Webusage mining

    PubMed Central

    Lotfy, Hewayda M.S.; Khamis, Soheir M.S.; Aboghazalah, Maie M.

    2015-01-01

    Characterization of user activities is an important issue in the design and maintenance of websites. Server weblog files have abundant information about the user’s current interests. This information can be mined and analyzed therefore the administrators may be able to guide the users in their browsing activity so they may obtain relevant information in a shorter span of time to obtain user satisfaction. Web-based technology facilitates the creation of personally meaningful and socially useful knowledge through supportive interactions, communication and collaboration among educators, learners and information. This paper suggests a new methodology based on learning techniques for a Web-based Multiagent-based application to discover the hidden patterns in the user’s visited links. It presents a new approach that involves unsupervised, reinforcement learning, and cooperation between agents. It is utilized to discover patterns that represent the user’s profiles in a sample website into specific categories of materials using significance percentages. These profiles are used to make recommendations of interesting links and categories to the user. The experimental results of the approach showed successful user pattern recognition, and cooperative learning among agents to obtain user profiles. It indicates that combining different learning algorithms is capable of improving user satisfaction indicated by the percentage of precision, recall, the progressive category weight and F1-measure. PMID:26966569

  2. The User Experience

    ERIC Educational Resources Information Center

    Schmidt, Aaron

    2010-01-01

    User experience (UX) is about arranging the elements of a product or service to optimize how people will interact with it. In this article, the author talks about the importance of user experience and discusses the design of user experiences in libraries. He first looks at what UX is. Then he describes three kinds of user experience design: (1)…

  3. Airport Performance Model : Volume 2 - User's Manual and Program Documentation

    DOT National Transportation Integrated Search

    1978-10-01

    Volume II contains a User's manual and program documentation for the Airport Performance Model. This computer-based model is written in FORTRAN IV for the DEC-10. The user's manual describes the user inputs to the interactive program and gives sample...

  4. Research and Development for an Operational Information Ecology: The User-System Interface Agent Project

    NASA Technical Reports Server (NTRS)

    Srivastava, Sadanand; deLamadrid, James

    1998-01-01

    The User System Interface Agent (USIA) is a special type of software agent which acts as the "middle man" between a human user and an information processing environment. USIA consists of a group of cooperating agents which are responsible for assisting users in obtaining information processing services intuitively and efficiently. Some of the main features of USIA include: (1) multiple interaction modes and (2) user-specific and stereotype modeling and adaptation. This prototype system provides us with a development platform towards the realization of an operational information ecology. In the first phase of this project we focus on the design and implementation of prototype system of the User-System Interface Agent (USIA). The second face of USIA allows user interaction via a restricted query language as well as through a taxonomy of windows. In third phase the USIA system architecture was revised.

  5. Dynamic Interactions for Network Visualization and Simulation

    DTIC Science & Technology

    2009-03-01

    projects.htm, Site accessed January 5, 2009. 12. John S. Weir, Major, USAF, Mediated User-Simulator Interactive Command with Visualization ( MUSIC -V). Master’s...Computing Sciences in Colleges, December 2005). 14. Enrique Campos -Nanez, “nscript user manual,” Department of System Engineer- ing University of

  6. Performance-Driven Hybrid Full-Body Character Control for Navigation and Interaction in Virtual Environments

    NASA Astrophysics Data System (ADS)

    Mousas, Christos; Anagnostopoulos, Christos-Nikolaos

    2017-06-01

    This paper presents a hybrid character control interface that provides the ability to synthesize in real-time a variety of actions based on the user's performance capture. The proposed methodology enables three different performance interaction modules: the performance animation control that enables the direct mapping of the user's pose to the character, the motion controller that synthesizes the desired motion of the character based on an activity recognition methodology, and the hybrid control that lies within the performance animation and the motion controller. With the methodology presented, the user will have the freedom to interact within the virtual environment, as well as the ability to manipulate the character and to synthesize a variety of actions that cannot be performed directly by him/her, but which the system synthesizes. Therefore, the user is able to interact with the virtual environment in a more sophisticated fashion. This paper presents examples of different scenarios based on the three different full-body character control methodologies.

  7. Constraint programming based biomarker optimization.

    PubMed

    Zhou, Manli; Luo, Youxi; Sun, Guoquan; Mai, Guoqin; Zhou, Fengfeng

    2015-01-01

    Efficient and intuitive characterization of biological big data is becoming a major challenge for modern bio-OMIC based scientists. Interactive visualization and exploration of big data is proven to be one of the successful solutions. Most of the existing feature selection algorithms do not allow the interactive inputs from users in the optimizing process of feature selection. This study investigates this question as fixing a few user-input features in the finally selected feature subset and formulates these user-input features as constraints for a programming model. The proposed algorithm, fsCoP (feature selection based on constrained programming), performs well similar to or much better than the existing feature selection algorithms, even with the constraints from both literature and the existing algorithms. An fsCoP biomarker may be intriguing for further wet lab validation, since it satisfies both the classification optimization function and the biomedical knowledge. fsCoP may also be used for the interactive exploration of bio-OMIC big data by interactively adding user-defined constraints for modeling.

  8. Interactive knowledge networks for interdisciplinary course navigation within Moodle.

    PubMed

    Scherl, Andre; Dethleffsen, Kathrin; Meyer, Michael

    2012-12-01

    Web-based hypermedia learning environments are widely used in modern education and seem particularly well suited for interdisciplinary learning. Previous work has identified guidance through these complex environments as a crucial problem of their acceptance and efficiency. We reasoned that map-based navigation might provide straightforward and effortless orientation. To achieve this, we developed a clickable and user-oriented concept map-based navigation plugin. This tool is implemented as an extension of Moodle, a widely used learning management system. It visualizes inner and interdisciplinary relations between learning objects and is generated dynamically depending on user set parameters and interactions. This plugin leaves the choice of navigation type to the user and supports direct guidance. Previously developed and evaluated face-to-face interdisciplinary learning materials bridging physiology and physics courses of a medical curriculum were integrated as learning objects, the relations of which were defined by metadata. Learning objects included text pages, self-assessments, videos, animations, and simulations. In a field study, we analyzed the effects of this learning environment on physiology and physics knowledge as well as the transfer ability of third-term medical students. Data were generated from pre- and posttest questionnaires and from tracking student navigation. Use of the hypermedia environment resulted in a significant increase of knowledge and transfer capability. Furthermore, the efficiency of learning was enhanced. We conclude that hypermedia environments based on Moodle and enriched by concept map-based navigation tools can significantly support interdisciplinary learning. Implementation of adaptivity may further strengthen this approach.

  9. Analgesic effects of branding in treatment of headaches.

    PubMed Central

    Branthwaite, A; Cooper, P

    1981-01-01

    The effect of branding--that is, the labelling and marketing--of a well-known proprietary analgesic used to treat headaches was studied in a sample of women given a branded or unbranded form with either an inert or an active formulation. The sample was also divided according to whether the subjects were regular users of the brand or users of other brands. The findings showed that branded tablets were overall significantly more effective than unbranded tablets in relieving headaches. Differential effects were observed: the effects of branding were more noticeable one hour after the tablets were taken compared with 30 minutes; in the women given the placebo; and in the users of the brand compared with the users of other brands. It is hypothesised that these effects are due to increased confidence in obtaining relief with a well-known brand, and that branding has an analgesic effect that interacts with the analgesic effects of placebos and active ingredients. PMID:6786566

  10. Computer Security Issues in Online Banking: An Assessment from the Context of Usable Security

    NASA Astrophysics Data System (ADS)

    Mahmadi, FN; Zaaba, ZF; Osman, A.

    2016-11-01

    Today's online banking is a convenient mode of finance management. Despite the ease of doing online banking, there are people that still sceptical in utilizing it due to perception and its security. This paper highlights the subject of online banking security in Malaysia, especially from the perspective of the end-users. The study is done by assessing human computer interaction, usability and security. An online survey utilising 137 participants was previously conducted to gain preliminary insights on security issues of online banking in Malaysia. Following from those results, 37 participants were interviewed to gauge deeper understanding about end-users perception on online banking within the context of usable security. The results suggested that most of the end-users are continuingly experiencing significant difficulties especially in relation to the technical terminologies, security features and other technical issues. Although the security features are provided to provide a shield or protection, users are still incapable to cope with the technical aspects of such implementation.

  11. Play-Personas: Behaviours and Belief Systems in User-Centred Game Design

    NASA Astrophysics Data System (ADS)

    Canossa, Alessandro; Drachen, Anders

    Game designers attempt to ignite affective, emotional responses from players via engineering game designs to incite definite user experiences. Theories of emotion state that definite emotional responses are individual, and caused by the individual interaction sequence or history. Engendering desired emotions in the audience of traditional audiovisual media is a considerable challenge; however it is potentially even more difficult to achieve the same goal for the audience of interactive entertainment, because a substantial degree of control rests in the hand of the end user rather than the designer. This paper presents a possible solution to the challenge of integrating the user in the design of interactive entertainment such as computer games by employing the "persona" framework introduced by Alan Cooper. This approach is already in use in interaction design. The method can be improved by complementing the traditional narrative description of personas with quantitative, data-oriented models of predicted patterns of user behaviour for a specific computer game Additionally, persona constructs can be applied both as design-oriented metaphors during the development of games, and as analytical lenses to existing games, e.g. for evaluation of patterns of player behaviour.

  12. Interactive-cut: Real-time feedback segmentation for translational research.

    PubMed

    Egger, Jan; Lüddemann, Tobias; Schwarzenberg, Robert; Freisleben, Bernd; Nimsky, Christopher

    2014-06-01

    In this contribution, a scale-invariant image segmentation algorithm is introduced that "wraps" the algorithm's parameters for the user by its interactive behavior, avoiding the definition of "arbitrary" numbers that the user cannot really understand. Therefore, we designed a specific graph-based segmentation method that only requires a single seed-point inside the target-structure from the user and is thus particularly suitable for immediate processing and interactive, real-time adjustments by the user. In addition, color or gray value information that is needed for the approach can be automatically extracted around the user-defined seed point. Furthermore, the graph is constructed in such a way, so that a polynomial-time mincut computation can provide the segmentation result within a second on an up-to-date computer. The algorithm presented here has been evaluated with fixed seed points on 2D and 3D medical image data, such as brain tumors, cerebral aneurysms and vertebral bodies. Direct comparison of the obtained automatic segmentation results with costlier, manual slice-by-slice segmentations performed by trained physicians, suggest a strong medical relevance of this interactive approach. Copyright © 2014 Elsevier Ltd. All rights reserved.

  13. Adding Pluggable and Personalized Natural Control Capabilities to Existing Applications

    PubMed Central

    Lamberti, Fabrizio; Sanna, Andrea; Carlevaris, Gilles; Demartini, Claudio

    2015-01-01

    Advancements in input device and sensor technologies led to the evolution of the traditional human-machine interaction paradigm based on the mouse and keyboard. Touch-, gesture- and voice-based interfaces are integrated today in a variety of applications running on consumer devices (e.g., gaming consoles and smartphones). However, to allow existing applications running on desktop computers to utilize natural interaction, significant re-design and re-coding efforts may be required. In this paper, a framework designed to transparently add multi-modal interaction capabilities to applications to which users are accustomed is presented. Experimental observations confirmed the effectiveness of the proposed framework and led to a classification of those applications that could benefit more from the availability of natural interaction modalities. PMID:25635410

  14. Adding pluggable and personalized natural control capabilities to existing applications.

    PubMed

    Lamberti, Fabrizio; Sanna, Andrea; Carlevaris, Gilles; Demartini, Claudio

    2015-01-28

    Advancements in input device and sensor technologies led to the evolution of the traditional human-machine interaction paradigm based on the mouse and keyboard. Touch-, gesture- and voice-based interfaces are integrated today in a variety of applications running on consumer devices (e.g., gaming consoles and smartphones). However, to allow existing applications running on desktop computers to utilize natural interaction, significant re-design and re-coding efforts may be required. In this paper, a framework designed to transparently add multi-modal interaction capabilities to applications to which users are accustomed is presented. Experimental observations confirmed the effectiveness of the proposed framework and led to a classification of those applications that could benefit more from the availability of natural interaction modalities.

  15. Goal-recognition-based adaptive brain-computer interface for navigating immersive robotic systems

    NASA Astrophysics Data System (ADS)

    Abu-Alqumsan, Mohammad; Ebert, Felix; Peer, Angelika

    2017-06-01

    Objective. This work proposes principled strategies for self-adaptations in EEG-based Brain-computer interfaces (BCIs) as a way out of the bandwidth bottleneck resulting from the considerable mismatch between the low-bandwidth interface and the bandwidth-hungry application, and a way to enable fluent and intuitive interaction in embodiment systems. The main focus is laid upon inferring the hidden target goals of users while navigating in a remote environment as a basis for possible adaptations. Approach. To reason about possible user goals, a general user-agnostic Bayesian update rule is devised to be recursively applied upon the arrival of evidences, i.e. user input and user gaze. Experiments were conducted with healthy subjects within robotic embodiment settings to evaluate the proposed method. These experiments varied along three factors: the type of the robot/environment (simulated and physical), the type of the interface (keyboard or BCI), and the way goal recognition (GR) is used to guide a simple shared control (SC) driving scheme. Main results. Our results show that the proposed GR algorithm is able to track and infer the hidden user goals with relatively high precision and recall. Further, the realized SC driving scheme benefits from the output of the GR system and is able to reduce the user effort needed to accomplish the assigned tasks. Despite the fact that the BCI requires higher effort compared to the keyboard conditions, most subjects were able to complete the assigned tasks, and the proposed GR system is additionally shown able to handle the uncertainty in user input during SSVEP-based interaction. The SC application of the belief vector indicates that the benefits of the GR module are more pronounced for BCIs, compared to the keyboard interface. Significance. Being based on intuitive heuristics that model the behavior of the general population during the execution of navigation tasks, the proposed GR method can be used without prior tuning for the individual users. The proposed methods can be easily integrated in devising more advanced SC schemes and/or strategies for automatic BCI self-adaptations.

  16. Language development in Japanese children who receive cochlear implant and/or hearing aid.

    PubMed

    Iwasaki, Satoshi; Nishio, Shinya; Moteki, Hideaki; Takumi, Yutaka; Fukushima, Kunihiro; Kasai, Norio; Usami, Shin-Ichi

    2012-03-01

    This study aimed to investigate a wide variety of factors that influence auditory, speech, and language development following pediatric cochlear implantation (CI). Prospective collection of language tested data in profound hearing-impaired children. Pediatric CI can potentially be effective to development of practical communication skills and early implantation is more effective. We proposed a set of language tests (assessment package of the language development for Japanese hearing-impaired children; ALADJIN) consisting of communication skills testing (test for question-answer interaction development; TQAID), comprehensive (Peabody Picture Vocabulary Test-Revised; PVT-R and Standardized Comprehension Test for Abstract Words; SCTAW) and productive vocabulary (Word Fluency Test; WFT), and comprehensive and productive syntax (Syntactic processing Test for Aphasia; STA). Of 638 hearing-impaired children recruited for this study, 282 (44.2%) with >70 dB hearing impairment had undergone CI. After excluding children with low birth weight (<1800 g), those with >11 points on the Pervasive Developmental Disorder ASJ Rating Scale for the test of autistic tendency, and those <2 SD on Raven's Colored Progressive Matrices for the test of non-verbal intelligence, 190 children were subjected to this set of language tests. Sixty children (31.6%) were unilateral CI-only users, 128 (67.4%) were CI-hearing aid (HA) users, and 2 (1.1%) were bilateral CI users. Hearing loss level of CI users was significantly (p<0.01) worse than that of HA-only users. However, the threshold level, maximum speech discrimination score, and speech intelligibility rating in CI users were significantly (p<0.01) better than those in HA-only users. The scores for PVT-R (p<0.01), SCTAW, and WFT in CI users were better than those in HA-only users. STA and TQAID scores in CI-HA users were significantly (p<0.05) better than those in unilateral CI-only users. The high correlation (r=0.52) has been found between the age of CI and maximum speech discrimination score. The scores of speech and language tests in the implanted children before 24 months of age have been better than those in the implanted children after 24 months of age. We could indicate that CI was effective for language development in Japanese hearing-impaired children and early CI was more effective for productive vocabulary and syntax. Copyright © 2012 Elsevier Ireland Ltd. All rights reserved.

  17. Natural interaction for unmanned systems

    NASA Astrophysics Data System (ADS)

    Taylor, Glenn; Purman, Ben; Schermerhorn, Paul; Garcia-Sampedro, Guillermo; Lanting, Matt; Quist, Michael; Kawatsu, Chris

    2015-05-01

    Military unmanned systems today are typically controlled by two methods: tele-operation or menu-based, search-andclick interfaces. Both approaches require the operator's constant vigilance: tele-operation requires constant input to drive the vehicle inch by inch; a menu-based interface requires eyes on the screen in order to search through alternatives and select the right menu item. In both cases, operators spend most of their time and attention driving and minding the unmanned systems rather than on being a warfighter. With these approaches, the platform and interface become more of a burden than a benefit. The availability of inexpensive sensor systems in products such as Microsoft Kinect™ or Nintendo Wii™ has resulted in new ways of interacting with computing systems, but new sensors alone are not enough. Developing useful and usable human-system interfaces requires understanding users and interaction in context: not just what new sensors afford in terms of interaction, but how users want to interact with these systems, for what purpose, and how sensors might enable those interactions. Additionally, the system needs to reliably make sense of the user's inputs in context, translate that interpretation into commands for the unmanned system, and give feedback to the user. In this paper, we describe an example natural interface for unmanned systems, called the Smart Interaction Device (SID), which enables natural two-way interaction with unmanned systems including the use of speech, sketch, and gestures. We present a few example applications SID to different types of unmanned systems and different kinds of interactions.

  18. Leveraging Terminology Services for Extract-Transform-Load Processes: A User-Centered Approach

    PubMed Central

    Peterson, Kevin J.; Jiang, Guoqian; Brue, Scott M.; Liu, Hongfang

    2016-01-01

    Terminology services serve an important role supporting clinical and research applications, and underpin a diverse set of processes and use cases. Through standardization efforts, terminology service-to-system interactions can leverage well-defined interfaces and predictable integration patterns. Often, however, users interact more directly with terminologies, and no such blueprints are available for describing terminology service-to-user interactions. In this work, we explore the main architecture principles necessary to build a user-centered terminology system, using an Extract-Transform-Load process as our primary usage scenario. To analyze our architecture, we present a prototype implementation based on the Common Terminology Services 2 (CTS2) standard using the Patient-Centered Network of Learning Health Systems (LHSNet) project as a concrete use case. We perform a preliminary evaluation of our prototype architecture using three architectural quality attributes: interoperability, adaptability and usability. We find that a design-time focus on user needs, cognitive models, and existing patterns is essential to maximize system utility. PMID:28269898

  19. 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.

  20. Development of a Mobile User Interface for Image-based Dietary Assessment

    PubMed Central

    Kim, SungYe; Schap, TusaRebecca; Bosch, Marc; Maciejewski, Ross; Delp, Edward J.; Ebert, David S.; Boushey, Carol J.

    2011-01-01

    In this paper, we present a mobile user interface for image-based dietary assessment. The mobile user interface provides a front end to a client-server image recognition and portion estimation software. In the client-server configuration, the user interactively records a series of food images using a built-in camera on the mobile device. Images are sent from the mobile device to the server, and the calorie content of the meal is estimated. In this paper, we describe and discuss the design and development of our mobile user interface features. We discuss the design concepts, through initial ideas and implementations. For each concept, we discuss qualitative user feedback from participants using the mobile client application. We then discuss future designs, including work on design considerations for the mobile application to allow the user to interactively correct errors in the automatic processing while reducing the user burden associated with classical pen-and-paper dietary records. PMID:24455755

  1. Technology Acceptance for an Intelligent Comprehensive Interactive Care (ICIC) System for Care of the Elderly: A Survey-Questionnaire Study

    PubMed Central

    Ke, Pei-Chih; Huang, Chun-Kai; Tsai, Tsai-Hsuan; Chang, Hsien-Tsung; Shieh, Wann-Yun; Chan, Hsiao-Lung; Chen, Chih-Kuang; Pei, Yu-Cheng

    2012-01-01

    The key components of caring for the elderly are diet, living, transportation, education, and safety issues, and telemedical systems can offer great assistance. Through the integration of personal to community information technology platforms, we have developed a new Intelligent Comprehensive Interactive Care (ICIC) system to provide comprehensive services for elderly care. The ICIC system consists of six items, including medical care (physiological measuring system, Medication Reminder, and Dr. Ubiquitous), diet, living, transportation, education (Intelligent Watch), entertainment (Sharetouch), and safety (Fall Detection). In this study, we specifically evaluated the users' intention of using the Medication Reminder, Dr. Ubiquitous, Sharetouch, and Intelligent Watch using a modified technological acceptance model (TAM). A total of 121 elderly subjects (48 males and 73 females) were recruited. The modified TAM questionnaires were collected after they had used these products. For most of the ICIC units, the elderly subjects revealed great willingness and/or satisfaction in using this system. The elderly users of the Intelligent Watch showed the greatest willingness and satisfaction, while the elderly users of Dr. Ubiquitous revealed fair willingness in the dimension of perceived ease of use. The old-old age group revealed greater satisfaction in the dimension of result demonstrability for the users of the Medication Reminder as compared to the young-old and oldest-old age groups. The women revealed greater satisfaction in the dimension of perceived ease of use for the users of Dr. Ubiquitous as compared to the men. There were no statistically significant differences in terms of gender, age, and education level in the other dimensions. The modified TAM showed its effectiveness in evaluating the acceptance and characteristics of technologic products for the elderly user. The ICIC system offers a user-friendly solution in telemedical care and improves the quality of care for the elderly. PMID:22870200

  2. Technology acceptance for an Intelligent Comprehensive Interactive Care (ICIC) system for care of the elderly: a survey-questionnaire study.

    PubMed

    Wong, Alice M K; Chang, Wei-Han; Ke, Pei-Chih; Huang, Chun-Kai; Tsai, Tsai-Hsuan; Chang, Hsien-Tsung; Shieh, Wann-Yun; Chan, Hsiao-Lung; Chen, Chih-Kuang; Pei, Yu-Cheng

    2012-01-01

    The key components of caring for the elderly are diet, living, transportation, education, and safety issues, and telemedical systems can offer great assistance. Through the integration of personal to community information technology platforms, we have developed a new Intelligent Comprehensive Interactive Care (ICIC) system to provide comprehensive services for elderly care. The ICIC system consists of six items, including medical care (physiological measuring system, Medication Reminder, and Dr. Ubiquitous), diet, living, transportation, education (Intelligent Watch), entertainment (Sharetouch), and safety (Fall Detection). In this study, we specifically evaluated the users' intention of using the Medication Reminder, Dr. Ubiquitous, Sharetouch, and Intelligent Watch using a modified technological acceptance model (TAM). A total of 121 elderly subjects (48 males and 73 females) were recruited. The modified TAM questionnaires were collected after they had used these products. For most of the ICIC units, the elderly subjects revealed great willingness and/or satisfaction in using this system. The elderly users of the Intelligent Watch showed the greatest willingness and satisfaction, while the elderly users of Dr. Ubiquitous revealed fair willingness in the dimension of perceived ease of use. The old-old age group revealed greater satisfaction in the dimension of result demonstrability for the users of the Medication Reminder as compared to the young-old and oldest-old age groups. The women revealed greater satisfaction in the dimension of perceived ease of use for the users of Dr. Ubiquitous as compared to the men. There were no statistically significant differences in terms of gender, age, and education level in the other dimensions. The modified TAM showed its effectiveness in evaluating the acceptance and characteristics of technologic products for the elderly user. The ICIC system offers a user-friendly solution in telemedical care and improves the quality of care for the elderly.

  3. Performance of an Automated Versus a Manual Whole-Body Magnetic Resonance Imaging Workflow.

    PubMed

    Stocker, Daniel; Finkenstaedt, Tim; Kuehn, Bernd; Nanz, Daniel; Klarhoefer, Markus; Guggenberger, Roman; Andreisek, Gustav; Kiefer, Berthold; Reiner, Caecilia S

    2018-04-24

    The aim of this study was to evaluate the performance of an automated workflow for whole-body magnetic resonance imaging (WB-MRI), which reduces user interaction compared with the manual WB-MRI workflow. This prospective study was approved by the local ethics committee. Twenty patients underwent WB-MRI for myopathy evaluation on a 3 T MRI scanner. Ten patients (7 women; age, 52 ± 13 years; body weight, 69.9 ± 13.3 kg; height, 173 ± 9.3 cm; body mass index, 23.2 ± 3.0) were examined with a prototypical automated WB-MRI workflow, which automatically segments the whole body, and 10 patients (6 women; age, 35.9 ± 12.4 years; body weight, 72 ± 21 kg; height, 169.2 ± 10.4 cm; body mass index, 24.9 ± 5.6) with a manual scan. Overall image quality (IQ; 5-point scale: 5, excellent; 1, poor) and coverage of the study volume were assessed by 2 readers for each sequence (coronal T2-weighted turbo inversion recovery magnitude [TIRM] and axial contrast-enhanced T1-weighted [ce-T1w] gradient dual-echo sequence). Interreader agreement was evaluated with intraclass correlation coefficients. Examination time, number of user interactions, and MR technicians' acceptance rating (1, highest; 10, lowest) was compared between both groups. Total examination time was significantly shorter for automated WB-MRI workflow versus manual WB-MRI workflow (30.0 ± 4.2 vs 41.5 ± 3.4 minutes, P < 0.0001) with significantly shorter planning time (2.5 ± 0.8 vs 14.0 ± 7.0 minutes, P < 0.0001). Planning took 8% of the total examination time with automated versus 34% with manual WB-MRI workflow (P < 0.0001). The number of user interactions with automated WB-MRI workflow was significantly lower compared with manual WB-MRI workflow (10.2 ± 4.4 vs 48.2 ± 17.2, P < 0.0001). Planning efforts were rated significantly lower by the MR technicians for the automated WB-MRI workflow than for the manual WB-MRI workflow (2.20 ± 0.92 vs 4.80 ± 2.39, respectively; P = 0.005). Overall IQ was similar between automated and manual WB-MRI workflow (TIRM: 4.00 ± 0.94 vs 3.45 ± 1.19, P = 0.264; ce-T1w: 4.20 ± 0.88 vs 4.55 ± .55, P = 0.423). Interreader agreement for overall IQ was excellent for TIRM and ce-T1w with an intraclass correlation coefficient of 0.95 (95% confidence interval, 0.86-0.98) and 0.88 (95% confidence interval, 0.70-0.95). Incomplete coverage of the thoracic compartment in the ce-T1w sequence occurred more often in the automated WB-MRI workflow (P = 0.008) for reader 2. No other significant differences in the study volume coverage were found. In conclusion, the automated WB-MRI scanner workflow showed a significant reduction of the examination time and the user interaction compared with the manual WB-MRI workflow. Image quality and the coverage of the study volume were comparable in both groups.

  4. ANNIE - INTERACTIVE PROCESSING OF DATA BASES FOR HYDROLOGIC MODELS.

    USGS Publications Warehouse

    Lumb, Alan M.; Kittle, John L.

    1985-01-01

    ANNIE is a data storage and retrieval system that was developed to reduce the time and effort required to calibrate, verify, and apply watershed models that continuously simulate water quantity and quality. Watershed models have three categories of input: parameters to describe segments of a drainage area, linkage of the segments, and time-series data. Additional goals for ANNIE include the development of software that is easily implemented on minicomputers and some microcomputers and software that has no special requirements for interactive display terminals. Another goal is for the user interaction to be based on the experience of the user so that ANNIE is helpful to the inexperienced user and yet efficient and brief for the experienced user. Finally, the code should be designed so that additional hydrologic models can easily be added to ANNIE.

  5. Analyzing Feedback Control Systems

    NASA Technical Reports Server (NTRS)

    Bauer, Frank H.; Downing, John P.

    1987-01-01

    Interactive controls analysis (INCA) program developed to provide user-friendly environment for design and analysis of linear control systems, primarily feedback control. Designed for use with both small- and large-order systems. Using interactive-graphics capability, INCA user quickly plots root locus, frequency response, or time response of either continuous-time system or sampled-data system. Configuration and parameters easily changed, allowing user to design compensation networks and perform sensitivity analyses in very convenient manner. Written in Pascal and FORTRAN.

  6. 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.

  7. Evaluation for the design of experience in virtual environments: modeling breakdown of interaction and illusion.

    PubMed

    Marsh, T; Wright, P; Smith, S

    2001-04-01

    New and emerging media technologies have the potential to induce a variety of experiences in users. In this paper, it is argued that the inducement of experience presupposes that users are absorbed in the illusion created by these media. Looking to another successful visual medium, film, this paper borrows from the techniques used in "shaping experience" to hold spectators' attention in the illusion of film, and identifies what breaks the illusion/experience for spectators. This paper focuses on one medium, virtual reality (VR), and advocates a transparent or "invisible style" of interaction. We argue that transparency keeps users in the "flow" of their activities and consequently enhances experience in users. Breakdown in activities breaks the experience and subsequently provides opportunities to identify and analyze potential causes of usability problems. Adopting activity theory, we devise a model of interaction with VR--through consciousness and activity--and introduce the concept of breakdown in illusion. From this, a model of effective interaction with VR is devised and the occurrence of breakdown in interaction and illusion is identified along a continuum of engagement. Evaluation guidelines for the design of experience are proposed and applied to usability problems detected in an empirical study of a head-mounted display (HMD) VR system. This study shows that the guidelines are effective in the evaluation of VR. Finally, we look at the potential experiences that may be induced in users and propose a way to evaluate user experience in virtual environments (VEs) and other new and emerging media.

  8. An interactive in-game approach to user adjustment of stereoscopic 3D settings

    NASA Astrophysics Data System (ADS)

    Tawadrous, Mina; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    Given the popularity of 3D film, content developers have been creating customizable stereoscopic 3D experiences for the user to enjoy at home. Stereoscopic 3D game developers often offer a `white box' approach whereby far too many controls and settings are exposed to the average consumer who may have little knowledge or interest to correctly adjust these settings. Improper settings can lead to users being uncomfortable or unimpressed with their own user-defined stereoscopic 3D experience. We have begun investigating interactive approaches to in-game adjustment of the various stereoscopic 3D parameters to reduce the reliance on the user doing so and thefore creating a more pleasurable stereoscopic 3D experience. In this paper, we describe a preliminary technique for interactively calibrating the various stereoscopic 3D parameters and we compare this interface with the typical slider-based control interface game developers utilize in commercial S3D games. Inspired by standard testing methodologies experienced at an optometrist, we've created a split-screen game with the same stereoscopic 3D game running in both screens, but with different interaxial distances. We expect that the interactive nature of the calibration will impact the final game experience providing us with an indication of whether in-game, interactive, S3D parameter calibration is a mechanism that game developers should adopt.

  9. Proteome-wide Prediction of Self-interacting Proteins Based on Multiple Properties*

    PubMed Central

    Liu, Zhongyang; Guo, Feifei; Zhang, Jiyang; Wang, Jian; Lu, Liang; Li, Dong; He, Fuchu

    2013-01-01

    Self-interacting proteins, whose two or more copies can interact with each other, play important roles in cellular functions and the evolution of protein interaction networks (PINs). Knowing whether a protein can self-interact can contribute to and sometimes is crucial for the elucidation of its functions. Previous related research has mainly focused on the structures and functions of specific self-interacting proteins, whereas knowledge on their overall properties is limited. Meanwhile, the two current most common high throughput protein interaction assays have limited ability to detect self-interactions because of biological artifacts and design limitations, whereas the bioinformatic prediction method of self-interacting proteins is lacking. This study aims to systematically study and predict self-interacting proteins from an overall perspective. We find that compared with other proteins the self-interacting proteins in the structural aspect contain more domains; in the evolutionary aspect they tend to be conserved and ancient; in the functional aspect they are significantly enriched with enzyme genes, housekeeping genes, and drug targets, and in the topological aspect tend to occupy important positions in PINs. Furthermore, based on these features, after feature selection, we use logistic regression to integrate six representative features, including Gene Ontology term, domain, paralogous interactor, enzyme, model organism self-interacting protein, and betweenness centrality in the PIN, to develop a proteome-wide prediction model of self-interacting proteins. Using 5-fold cross-validation and an independent test, this model shows good performance. Finally, the prediction model is developed into a user-friendly web service SLIPPER (SeLf-Interacting Protein PrEdictoR). Users may submit a list of proteins, and then SLIPPER will return the probability_scores measuring their possibility to be self-interacting proteins and various related annotation information. This work helps us understand the role self-interacting proteins play in cellular functions from an overall perspective, and the constructed prediction model may contribute to the high throughput finding of self-interacting proteins and provide clues for elucidating their functions. PMID:23422585

  10. Knowledge Interaction Design for Creative Knowledge Work

    NASA Astrophysics Data System (ADS)

    Nakakoji, Kumiyo; Yamamoto, Yasuhiro

    This paper describes our approach for the development of application systems for creative knowledge work, particularly for early stages of information design tasks. Being a cognitive tool serving as a means of externalization, an application system affects how the user is engaged in the creative process through its visual interaction design. Knowledge interaction design described in this paper is a framework where a set of application systems for different information design domains are developed based on an interaction model, which is designed for a particular model of a thinking process. We have developed two sets of application systems using the knowledge interaction design framework: one includes systems for linear information design, such as writing, movie-editing, and video-analysis; the other includes systems for network information design, such as file-system navigation and hypertext authoring. Our experience shows that the resulting systems encourage users to follow a certain cognitive path through graceful user experience.

  11. The PANTHER User Experience

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

    Coram, Jamie L.; Morrow, James D.; Perkins, David Nikolaus

    2015-09-01

    This document describes the PANTHER R&D Application, a proof-of-concept user interface application developed under the PANTHER Grand Challenge LDRD. The purpose of the application is to explore interaction models for graph analytics, drive algorithmic improvements from an end-user point of view, and support demonstration of PANTHER technologies to potential customers. The R&D Application implements a graph-centric interaction model that exposes analysts to the algorithms contained within the GeoGraphy graph analytics library. Users define geospatial-temporal semantic graph queries by constructing search templates based on nodes, edges, and the constraints among them. Users then analyze the results of the queries using bothmore » geo-spatial and temporal visualizations. Development of this application has made user experience an explicit driver for project and algorithmic level decisions that will affect how analysts one day make use of PANTHER technologies.« less

  12. Location based chat application for iPhone

    NASA Astrophysics Data System (ADS)

    Rana, Pradeep

    With the increasing use of mobile devices everywhere in the world, there is a lack of social interaction between people. The objective of this thesis project is to create a location based chat application, which will help users to interact with other people around them. It will provide an opportunity to meet people when someone visits a new place. The app will use GPS coordinates of the user and will show him a list of other users based on his location. The user can then choose any of the other users from the list and start chatting with them. This app will consist of a frontend and backend. The frontend will be an iOS application and the backend will be a PHP/MYSQL server.

  13. Questionnaires for eliciting evaluation data from users of interactive question answering

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

    Kelly, Diane; Kantor, Paul B.; Morse, Emile

    Evaluating interactive question answering (QA) systems with real users can be challenging because traditional evaluation measures based on the relevance of items returned are difficult to employ since relevance judgments can be unstable in multi-user evaluations. The work reported in this paper evaluates, in distinguishing among a set of interactive QA systems, the effectiveness of three questionnaires: a Cognitive Workload Questionnaire (NASA TLX), and Task and System Questionnaires customized to a specific interactive QA application. These Questionnaires were evaluated with four systems, seven analysts, and eight scenarios during a 2-week workshop. Overall, results demonstrate that all three Questionnaires are effectivemore » at distinguishing among systems, with the Task Questionnaire being the most sensitive. Results also provide initial support for the validity and reliability of the Questionnaires.« less

  14. Development and usability testing of a web-based decision support for users and health professionals in psychiatric services.

    PubMed

    Grim, Katarina; Rosenberg, David; Svedberg, Petra; Schön, Ulla-Karin

    2017-09-01

    Shared decision making (SMD) related to treatment and rehabilitation is considered a central component in recovery-oriented practice. Although decision aids are regarded as an essential component for successfully implementing SDM, these aids are often lacking within psychiatric services. The aim of this study was to use a participatory design to facilitate the development of a user-generated, web-based decision aid for individuals receiving psychiatric services. The results of this effort as well as the lessons learned during the development and usability processes are reported. The participatory design included 4 iterative cycles of development. Various qualitative methods for data collection were used with potential end users participating as informants in focus group and individual interviews and as usability and pilot testers. Interviewing and testing identified usability problems that then led to refinements and making the subsequent prototypes increasingly user-friendly and relevant. In each phase of the process, feedback from potential end-users provided guidance in developing the formation of the web-based decision aid that strengthens the position of users by integrating access to information regarding alternative supports, interactivity between staff and users, and user preferences as a continual focus in the tool. This web-based decision aid has the potential to strengthen service users' experience of self-efficacy and control as well as provide staff access to user knowledge and preferences. Studies employing participatory models focusing on usability have potential to significantly contribute to the development and implementation of tools that reflect user perspectives. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  15. The Role of Social Media User Experience as a Mediator for Understanding Social Media User Behavior in Indonesia’s Museum Industry: Literature Review

    NASA Astrophysics Data System (ADS)

    Sundjaja, A. M.; LumanGaol, F.; Budiarti, T.; Abbas, B. S.; Abdinagoro, S. B.; Ongowarsito, H.

    2017-01-01

    Social media has changed the interaction between the customer and the business, social media has proven to provide new opportunities in facilitating access to information, efficiency and ease of interaction between customers and businesses that are distributed geographically dispersed. Ease of interaction to improve access to information about products, services, and prices have proven to have a positive impact for consumers. The purpose of this article is to develop a conceptual model to test the effect of user motivation, user expectations, and online community involvement to the intention of behavior that is mediated by the use of social media museum experience. This article is a literature study on exploration of social media user experiences museum in Indonesia. Authors searched and examined 85 articles from google scholar with the following keywords: motivation, expectations, online communities, user experience, social media, Technology Acceptance Model, Experiential Marketing, Uses and Gratification Theory. Proposed data collection techniques are literature study, survey and observation. The sample used in this research is 400 respondents of social media users that follow the social media managed by Indonesia’s museum. The sampling technique are systematic sampling. We use Structural Equation Model with AMOS for analyze the data.

  16. 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.

  17. Decision-Making Does not Moderate the Association between Cannabis Use and Body Mass Index among Adolescent Cannabis Users.

    PubMed

    Ross, J Megan; Graziano, Paulo; Pacheco-Colón, Ileana; Coxe, Stefany; Gonzalez, Raul

    2016-10-01

    Results from research conducted on the association between cannabis use and body mass index (BMI) reveal mixed findings. It is possible that individual differences in decision-making (DM) abilities may influence these associations. This study analyzed how amount of cannabis use, DM performance, and the interaction of these variables influenced BMI and clinical classifications of weight among adolescents (ages 14 to 18 years; 56% male; 77% Hispanic). The sample consisted primarily of cannabis users (n=238) without a history of significant developmental disorders, birth complications, neurological conditions, or history of mood, thought, or attention deficit/hyperactivity disorder at screening. Furthermore, few participants engaged frequently in other drug use (except for alcohol and nicotine). Analyses revealed that more lifetime cannabis use was associated with a higher BMI and greater likelihood of being overweight/obese. Interactions between DM and cannabis use on BMI were not significant, and DM was not directly associated with BMI. Our findings suggest that among adolescents, cannabis use is associated with a greater BMI regardless of DM abilities and this association is not accounted for by other potential factors, including depression, alcohol use, nicotine use, race, ethnicity, or IQ. (JINS, 2016, 22, 944-949).

  18. Does occasional cannabis use impact anxiety and depression treatment outcomes?: Results from a randomized effectiveness trial.

    PubMed

    Bricker, Jonathan B; Russo, Joan; Stein, Murray B; Sherbourne, Cathy; Craske, Michelle; Schraufnagel, Trevor J; Roy-Byrne, Peter

    2007-01-01

    This study investigated the extent to which occasional cannabis use moderated anxiety and depression outcomes in the Collaborative Care for Anxiety and Panic (CCAP) study, a combined cognitive-behavioral therapy (CBT) and pharmacotherapy randomized effectiveness trial. Participants were 232 adults from six university-based primary care outpatient clinics in three West Coast cities randomized to receive either the CCAP intervention or the usual care condition. Results showed significant (P<.01) evidence of an interaction between treatment group (CCAP vs. usual care) and cannabis use status (monthly vs. less than monthly) for depressive symptoms, but not for panic disorder or social phobia symptoms (all P>.05). Monthly cannabis users' depressive symptoms improved in the CCAP intervention just as much as those who used cannabis less than monthly, whereas monthly users receiving usual care had significantly more depressive symptoms than those using less than monthly. A combined CBT and medication treatment intervention may be a promising approach for the treatment of depression among occasional cannabis users. (c) 2006 Wiley-Liss, Inc.

  19. The Pendulum Swing of User Instruction and Interaction: The Resurrection of "How to Use" Technology to Learn in the 21st Century

    ERIC Educational Resources Information Center

    Ramsay, Judith; Terras, Melody M.

    2015-01-01

    The use of technology to support learning is well recognised. One generation ago a major strand of human--computer interaction research focussed on the development of forms of instruction in how to interact with computers. Today, however, the advanced usability of modern technologies has all but removed the presence of many user manuals. Learners,…

  20. Building the Joint Battlespace Infosphere. Volume 2: Interactive Information Technologies

    DTIC Science & Technology

    1999-12-17

    G. A . Vouros, “ A Knowledge- Based Methodology for Supporting Multilingual and User -Tailored Interfaces ,” Interacting With Computers, Vol. 9 (1998), p...project is to develop a two-handed user interface to the stereoscopic field analyzer, an interactive 3-D scientific visualization system. The...62 See http://www.hitl.washington.edu/research/vrd/. 63 R. Baumann and R. Clavel, “Haptic Interface for Virtual Reality Based

  1. Cultural ergonomics in interactional and experiential design: conceptual framework and case study of the Taiwanese twin cup.

    PubMed

    Lin, Chih-Long; Chen, Si-Jing; Hsiao, Wen-Hsin; Lin, Rungtai

    2016-01-01

    Cultural ergonomics is an approach that considers interaction- and experience-based variations among cultures. Designers need to develop a better understanding of cultural ergonomics not just to participate in cultural contexts but also to develop interactive experiences for users. Cultural ergonomics extends our understanding of cultural meaning and our ability to utilize such understanding for design and evaluate everyday products. This study aims to combine cultural ergonomics and interactive design to explore human-culture interaction in user experiences. The linnak is a typical Taiwanese aboriginal cultural object. This study examined the cultural meaning and operational interface of the linnak, as well as the scenarios in which it is used in interaction and user experiences. The results produced a cultural ergonomics interface for examining the manner in which designers communicate across cultures as well as the interweaving of design and culture in the design process. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  2. imDEV: a graphical user interface to R multivariate analysis tools in Microsoft Excel

    USDA-ARS?s Scientific Manuscript database

    Interactive modules for data exploration and visualization (imDEV) is a Microsoft Excel spreadsheet embedded application providing an integrated environment for the analysis of omics data sets with a user-friendly interface. Individual modules were designed to provide toolsets to enable interactive ...

  3. Haptic feedback improves surgeons' user experience and fracture reduction in facial trauma simulation.

    PubMed

    Girod, Sabine; Schvartzman, Sara C; Gaudilliere, Dyani; Salisbury, Kenneth; Silva, Rebeka

    2016-01-01

    Computer-assisted surgical (CAS) planning tools are available for craniofacial surgery, but are usually based on computer-aided design (CAD) tools that lack the ability to detect the collision of virtual objects (i.e., fractured bone segments). We developed a CAS system featuring a sense of touch (haptic) that enables surgeons to physically interact with individual, patient-specific anatomy and immerse in a three-dimensional virtual environment. In this study, we evaluated initial user experience with our novel system compared to an existing CAD system. Ten surgery resident trainees received a brief verbal introduction to both the haptic and CAD systems. Users simulated mandibular fracture reduction in three clinical cases within a 15 min time limit for each system and completed a questionnaire to assess their subjective experience. We compared standard landmarks and linear and angular measurements between the simulated results and the actual surgical outcome and found that haptic simulation results were not significantly different from actual postoperative outcomes. In contrast, CAD results significantly differed from both the haptic simulation and actual postoperative results. In addition to enabling a more accurate fracture repair, the haptic system provided a better user experience than the CAD system in terms of intuitiveness and self-reported quality of repair.

  4. The independent and interacting effects of socioeconomic status and dual-language use on brain structure and cognition.

    PubMed

    Brito, Natalie H; Noble, Kimberly G

    2018-06-07

    Family socioeconomic status (SES) is strongly associated with children's cognitive development, and past studies have reported socioeconomic disparities in both neurocognitive skills and brain structure across childhood. In other studies, bilingualism has been associated with cognitive advantages and differences in brain structure across the lifespan. The aim of the current study is to concurrently examine the joint and independent associations between family SES and dual-language use with brain structure and cognitive skills during childhood. A subset of data from the Pediatric Imaging, Neurocognition and Genetics (PING) study was analyzed; propensity score matching established an equal sample (N = 562) of monolinguals and dual-language users with similar socio-demographic characteristics (M age = 13.5, Range = 3-20 years). When collapsing across all ages, SES was linked to both brain structure and cognitive skills. When examining differences by age group, brain structure was significantly associated with both income and dual-language use during adolescence, but not earlier in childhood. Additionally, in adolescence, a significant interaction between dual-language use and SES was found, with no difference in cortical surface area (SA) between language groups of higher-SES backgrounds but significantly increased SA for dual-language users from lower-SES families compared to SES-matched monolinguals. These results suggest both independent and interacting associations between SES and dual-language use with brain development. To our knowledge, this is the first study to concurrently examine dual-language use and socioeconomic differences in brain structure during childhood and adolescence. © 2018 John Wiley & Sons Ltd.

  5. Visual Systems for Interactive Exploration and Mining of Large-Scale Neuroimaging Data Archives

    PubMed Central

    Bowman, Ian; Joshi, Shantanu H.; Van Horn, John D.

    2012-01-01

    While technological advancements in neuroimaging scanner engineering have improved the efficiency of data acquisition, electronic data capture methods will likewise significantly expedite the populating of large-scale neuroimaging databases. As they do and these archives grow in size, a particular challenge lies in examining and interacting with the information that these resources contain through the development of compelling, user-driven approaches for data exploration and mining. In this article, we introduce the informatics visualization for neuroimaging (INVIZIAN) framework for the graphical rendering of, and dynamic interaction with the contents of large-scale neuroimaging data sets. We describe the rationale behind INVIZIAN, detail its development, and demonstrate its usage in examining a collection of over 900 T1-anatomical magnetic resonance imaging (MRI) image volumes from across a diverse set of clinical neuroimaging studies drawn from a leading neuroimaging database. Using a collection of cortical surface metrics and means for examining brain similarity, INVIZIAN graphically displays brain surfaces as points in a coordinate space and enables classification of clusters of neuroanatomically similar MRI images and data mining. As an initial step toward addressing the need for such user-friendly tools, INVIZIAN provides a highly unique means to interact with large quantities of electronic brain imaging archives in ways suitable for hypothesis generation and data mining. PMID:22536181

  6. An interactive tool for visualization of spike train synchronization.

    PubMed

    Terry, Kevin

    2010-08-15

    A number of studies have examined the synchronization of central and peripheral spike trains by applying signal analysis techniques in the time and frequency domains. These analyses can reveal the presence of one or more common neural inputs that produce synchronization. However, synchronization measurements can fluctuate significantly due to the inherent variability of neural discharges and a finite data record length. Moreover, the effect of these natural variations is further compounded by the number of parameters available for calculating coherence in the frequency domain and the number of indices used to quantify short-term synchronization (STS) in the time domain. The computational tool presented here provides the user with an interactive environment that dynamically calculates and displays spike train properties along with STS and coherence indices to show how these factors interact. It is intended for a broad range of users, from those who are new to synchronization to experienced researchers who want to develop more meaningful and effective computational and experimental studies. To ensure this freely available tool meets the needs of all users, there are two versions. The first is a stand-alone version for educational use that can run on any computer. The second version can be modified and expanded by researchers who want to explore more in-depth questions about synchronization. Therefore, the distribution and use of this tool should both improve the understanding of fundamental spike train synchronization dynamics and produce more efficient and meaningful synchronization studies. (c) 2010 Elsevier B.V. All rights reserved.

  7. Combining user logging with eye tracking for interactive and dynamic applications.

    PubMed

    Ooms, Kristien; Coltekin, Arzu; De Maeyer, Philippe; Dupont, Lien; Fabrikant, Sara; Incoul, Annelies; Kuhn, Matthias; Slabbinck, Hendrik; Vansteenkiste, Pieter; Van der Haegen, Lise

    2015-12-01

    User evaluations of interactive and dynamic applications face various challenges related to the active nature of these displays. For example, users can often zoom and pan on digital products, and these interactions cause changes in the extent and/or level of detail of the stimulus. Therefore, in eye tracking studies, when a user's gaze is at a particular screen position (gaze position) over a period of time, the information contained in this particular position may have changed. Such digital activities are commonplace in modern life, yet it has been difficult to automatically compare the changing information at the viewed position, especially across many participants. Existing solutions typically involve tedious and time-consuming manual work. In this article, we propose a methodology that can overcome this problem. By combining eye tracking with user logging (mouse and keyboard actions) with cartographic products, we are able to accurately reference screen coordinates to geographic coordinates. This referencing approach allows researchers to know which geographic object (location or attribute) corresponds to the gaze coordinates at all times. We tested the proposed approach through two case studies, and discuss the advantages and disadvantages of the applied methodology. Furthermore, the applicability of the proposed approach is discussed with respect to other fields of research that use eye tracking-namely, marketing, sports and movement sciences, and experimental psychology. From these case studies and discussions, we conclude that combining eye tracking and user-logging data is an essential step forward in efficiently studying user behavior with interactive and static stimuli in multiple research fields.

  8. A hardware and software architecture to deal with multimodal and collaborative interactions in multiuser virtual reality environments

    NASA Astrophysics Data System (ADS)

    Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.

  9. Software Document Inventory Program

    NASA Technical Reports Server (NTRS)

    Merwarth, P. D.

    1984-01-01

    Program offers ways to file and locate sources of reference. DOCLIB system consists of two parts to serve needs of two type of users: general user and librarian. DOCLIB systems provides user with interactive, menudriven document inventory capability.

  10. The Effect of Personality on Collaborative Task Performance and Interaction

    NASA Astrophysics Data System (ADS)

    Givney, Sinéad Mc; Smeaton, Alan F.; Lee, Hyowon

    Collocated, multi-user technologies, which support group-work are becoming increasingly popular. Examples include MERL’s Diamondtouch and Microsoft’s Surface, both of which have evolved from research prototypes to commercial products. Many applications have been developed for such technologies which support the work and entertainment needs of small groups of people. None of these applications however, have been studied in terms of the interactions and performances of their users with regards to their personality. In this paper, we address this research gap by conducting a series of user studies involving dyads working on a number of multi-user applications on the DiamondTouch tabletop device.

  11. Do We Really Need to Catch Them All? A New User-Guided Social Media Crawling Method

    NASA Astrophysics Data System (ADS)

    Erlandsson, Fredrik; Bródka, Piotr; Boldt, Martin; Johnson, Henric

    2017-12-01

    With the growing use of popular social media services like Facebook and Twitter it is challenging to collect all content from the networks without access to the core infrastructure or paying for it. Thus, if all content cannot be collected one must consider which data are of most importance. In this work we present a novel User-guided Social Media Crawling method (USMC) that is able to collect data from social media, utilizing the wisdom of the crowd to decide the order in which user generated content should be collected to cover as many user interactions as possible. USMC is validated by crawling 160 public Facebook pages, containing content from 368 million users including 1.3 billion interactions, and it is compared with two other crawling methods. The results show that it is possible to cover approximately 75% of the interactions on a Facebook page by sampling just 20% of its posts, and at the same time reduce the crawling time by 53%. In addition, the social network constructed from the 20% sample contains more than 75% of the users and edges compared to the social network created from all posts, and it has similar degree distribution.

  12. 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…

  13. WordlePlus: Expanding Wordle's Use through Natural Interaction and Animation.

    PubMed

    Jo, Jaemin; Lee, Bongshin; Seo, Jinwook

    2015-01-01

    Wordle has been commonly used to summarize texts, with each word size-coded by its frequency of occurrences--the more often a word occurs in texts, the bigger it is. The interactive authoring tool WordlePlus leverages natural interaction and animation to give users more control over wordle development. WordlePlus supports direct manipulation of words with pen and touch interaction. It introduces two-word multitouch manipulation, such as concatenating and grouping two words, and provides pen interaction for adding and deleting words. In addition, WordlePlus employs animation to help users create more dynamic and engaging wordles.

  14. Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs

    NASA Astrophysics Data System (ADS)

    Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.

    In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.

  15. Towards a holistic assessment of the user experience with hybrid BCIs

    NASA Astrophysics Data System (ADS)

    Lorenz, Romy; Pascual, Javier; Blankertz, Benjamin; Vidaurre, Carmen

    2014-06-01

    Objective. In recent years, brain-computer interfaces (BCIs) have become mature enough to immensely benefit from the expertise and tools established in the field of human-computer interaction (HCI). One of the core objectives in HCI research is the design of systems that provide a pleasurable user experience (UX). While the majority of BCI studies exclusively evaluate common efficiency measures such as classification accuracy and speed, single research groups have begun to look at further usability aspects such as ease of use, workload and learnability. However, these evaluation metrics only cover pragmatic aspects of UX while still not considering the hedonic quality of UX. In order to gain a holistic perspective on UX, hedonic quality aspects such as motivation and frustration were also taken into account for our evaluation of three BCI-driven interfaces, which were proposed to be used as a two-stage neuroprosthetic control within the EU project MUNDUS. Approach. At the first stage, one of six possible actions was selected and either confirmed or cancelled at the second stage. For the experiment, a solely event-related-potential-based interface (ERP-ERP) and two hybrid solutions were tested that were controlled by ERP and motor imagery (MI)—resulting in the two possible combinations: ERP selection/MI confirmation (ERP-MI) or MI selection/ERP confirmation (MI-ERP). Behavioural, subjective and encephalographic (EEG) data of 12 healthy subjects were collected during an online experiment with the three graphical user interfaces (GUIs). Main results. Results showed a significantly greater pragmatic quality (in terms of accuracy, efficiency, workload, use quality and learnability) for the ERP-ERP and ERP-MI GUIs in contrast to the MI-ERP GUI. Consequently, the MI-ERP GUI is least suited for use as a neuroprosthetic control. With respect to the comparison of the ERP-ERP and ERP-MI GUIs, no significant differences in pragmatic and hedonic quality of UX were found. Since throughout better results were obtained for the conventional approach and it was most preferred by the subjects, the ERP-ERP GUI seems more suitable for its deployment in actual end-users. Nevertheless, for individuals with stable MI patterns, the hybrid interface can be provided as an additional option of choice within the MUNDUS framework. Significance. Although the paramount goal in BCI research still remains the improvement of classification accuracy and communication speed, it is of significance to note that it is equally important for end-users to keep up their motivation and prevent frustration. By including pragmatic as well as hedonic quality aspects, this study is the first effort to gain a holistic perspective of the UX while interacting with BCI-driven assistive technology aimed at actual end-users. The broad-scale methodology provided valuable insights into the underlying dynamics causing the users’ experience to differ across the GUIs. The results will be used to refine a BCI-driven neuroprosthesis and test it with end-users.

  16. User Values in the Selection of Information Services. Final Report.

    ERIC Educational Resources Information Center

    Hall, Homer J.

    The value systems by which the users of purchased information services select which one to use or buy are found to differ sharply among different user populations, but the variable found to control them is a function of use, not of the user as an individual. Selection variables are summarized in a matrix of user values and interaction effects. The…

  17. So what really is user experience? An experimental study of user needs and emotional responses as underlying constructs.

    PubMed

    Jung, Tirza; Kaß, Christina; Schramm, Thomas; Zapf, Dieter

    2017-12-01

    This driving simulator study extended knowledge on user experience using a strategy to mitigate distraction resulting from the use of in-vehicle information systems (IVISs). It examined the impact of system restrictions on users' needs, emotions and consequences of users' experience in terms of psychological reactance. In a repeated measures design, we asked 53 participants to perform secondary tasks with an IVIS while driving. Three versions of the system varied with respect to the number of operable functionalities. The more functionalities that were disabled while driving, the more negatively users rated the systems. Multilevel regression analyses of at least n = 155 data points revealed that drivers' need fulfilment predicted their emotions. Reactance depended on users' need fulfilment and emotions. Experienced autonomy mediated the relation between functional limitations and reactance. When developing interactive systems, one should focus on needs and be aware of potential unwanted consequences such as psychological reactance. Practitioner Summary: This driving simulator study highlights the importance of considering need fulfilment and users' emotions when developing an interactive system that provides high user experience. System restrictions could have negative consequences as users might show psychological reactance.

  18. Systems and methods for interactive virtual reality process control and simulation

    DOEpatents

    Daniel, Jr., William E.; Whitney, Michael A.

    2001-01-01

    A system for visualizing, controlling and managing information includes a data analysis unit for interpreting and classifying raw data using analytical techniques. A data flow coordination unit routes data from its source to other components within the system. A data preparation unit handles the graphical preparation of the data and a data rendering unit presents the data in a three-dimensional interactive environment where the user can observe, interact with, and interpret the data. A user can view the information on various levels, from a high overall process level view, to a view illustrating linkage between variables, to view the hard data itself, or to view results of an analysis of the data. The system allows a user to monitor a physical process in real-time and further allows the user to manage and control the information in a manner not previously possible.

  19. Analysis and Visualization of Internet QA Bulletin Boards Represented as Heterogeneous Networks

    NASA Astrophysics Data System (ADS)

    Murata, Tsuyoshi; Ikeya, Tomoyuki

    Visualizing and analyzing social interactions of CGM (Consumer Generated Media) are important for understanding overall activities on the internet. Social interactions are often represented as simple networks that are composed of homogeneous nodes and edges between them. However, related entities in real world are often not homogeneous. Such relations are naturally represented as heterogeneous networks composed of more than one kind of nodes and edges connecting them. In the case of CGM, for example, users and their contents constitute nodes of heterogeneous networks. There are related users (user communities) and related contents (contents communities) in the heterogeneous networks. Discovering both communities and finding correspondence among them will clarify the characteristics of the communites. This paper describes an attempt for visualizing and analyzing social interactions of Yahoo! Chiebukuro (Japanese Yahoo! Answers). New criteria for measuring correspondence between user communities and board communites are defined, and characteristics of both communities are analyzed using the criteria.

  20. User-composable Electronic Health Record Improves Efficiency of Clinician Data Viewing for Patient Case Appraisal: A Mixed-Methods Study.

    PubMed

    Senathirajah, Yalini; Kaufman, David; Bakken, Suzanne

    2016-01-01

    Challenges in the design of electronic health records (EHRs) include designing usable systems that must meet the complex, rapidly changing, and high-stakes information needs of clinicians. The ability to move and assemble elements together on the same page has significant human-computer interaction (HCI) and efficiency advantages, and can mitigate the problems of negotiating multiple fixed screens and the associated cognitive burdens. We compare MedWISE-a novel EHR that supports user-composable displays-with a conventional EHR in terms of the number of repeat views of data elements for patient case appraisal. The study used mixed-methods for examination of clinical data viewing in four patient cases. The study compared use of an experimental user-composable EHR with use of a conventional EHR, for case appraisal. Eleven clinicians used a user-composable EHR in a case appraisal task in the laboratory setting. This was compared with log file analysis of the same patient cases in the conventional EHR. We investigated the number of repeat views of the same clinical information during a session and across these two contexts, and compared them using Fisher's exact test. There was a significant difference (p<.0001) in proportion of cases with repeat data element viewing between the user-composable EHR (14.6 percent) and conventional EHR (72.6 percent). Users of conventional EHRs repeatedly viewed the same information elements in the same session, as revealed by log files. Our findings are consistent with the hypothesis that conventional systems require that the user view many screens and remember information between screens, causing the user to forget information and to have to access the information a second time. Other mechanisms (such as reduction in navigation over a population of users due to interface sharing, and information selection) may also contribute to increased efficiency in the experimental system. Systems that allow a composable approach that enables the user to gather together on the same screen any desired information elements may confer cognitive support benefits that can increase productive use of systems by reducing fragmented information. By reducing cognitive overload, it can also enhance the user experience.

  1. Comparison of subjective wellbeing in substance users and the parents or partners of substance users.

    PubMed

    Tait, Robert J

    2018-04-01

    There is growing interest in the impact of substance use on both the individual consumer's subjective wellbeing (SWB) and the reduced SWB of those closely connected to him or her. The study aimed to compare SWB among substance users ('consumers') and the parents or partners affected by another's substance use, and to evaluate the effect of counselling on changed SWB to 6 months. The study used longitudinal data from a not-for-profit treatment service based in Perth, Australia. Subjective wellbeing was assessed with the Personal Wellbeing Index (PWI) at baseline and 6 months. Data were compared to national norms (mean 75.97) with one sample t tests. Change in PWI scores was assessed with generalised linear mixed models, controlling for age, gender, group (consumers versus parents or partners), psychological distress (Kessler-10) and social connectedness (Lubben). Of 220 participants, 136 (62%) were consumers and 84 (38%) were parents or partners. At 6 months 123 (56%) were re-interviewed. At baseline, both consumers (mean 53.7) and parents or partners (mean 66.1) had significantly lower PWI scores than national norms. At 6 months, only the substance users' PWI scores remained significantly lower (mean 67.8). Subjective wellbeing significantly increased with time (β = 5.52; 95% confidence interval 3.15, 7.90), with no significant time by group interaction. Both groups showed significant decrements in SWB compared with the general population but with improvements over the study period. However, the lack of a control group prevents definitive assertions on causality for improved SWB. © 2017 Australasian Professional Society on Alcohol and other Drugs.

  2. CHISSL: A Human-Machine Collaboration Space for Unsupervised Learning

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

    Arendt, Dustin L.; Komurlu, Caner; Blaha, Leslie M.

    We developed CHISSL, a human-machine interface that utilizes supervised machine learning in an unsupervised context to help the user group unlabeled instances by her own mental model. The user primarily interacts via correction (moving a misplaced instance into its correct group) or confirmation (accepting that an instance is placed in its correct group). Concurrent with the user's interactions, CHISSL trains a classification model guided by the user's grouping of the data. It then predicts the group of unlabeled instances and arranges some of these alongside the instances manually organized by the user. We hypothesize that this mode of human andmore » machine collaboration is more effective than Active Learning, wherein the machine decides for itself which instances should be labeled by the user. We found supporting evidence for this hypothesis in a pilot study where we applied CHISSL to organize a collection of handwritten digits.« less

  3. Emotional persistence in online chatting communities

    NASA Astrophysics Data System (ADS)

    Garas, Antonios; Garcia, David; Skowron, Marcin; Schweitzer, Frank

    2012-05-01

    How do users behave in online chatrooms, where they instantaneously read and write posts? We analyzed about 2.5 million posts covering various topics in Internet relay channels, and found that user activity patterns follow known power-law and stretched exponential distributions, indicating that online chat activity is not different from other forms of communication. Analysing the emotional expressions (positive, negative, neutral) of users, we revealed a remarkable persistence both for individual users and channels. I.e. despite their anonymity, users tend to follow social norms in repeated interactions in online chats, which results in a specific emotional ``tone'' of the channels. We provide an agent-based model of emotional interaction, which recovers qualitatively both the activity patterns in chatrooms and the emotional persistence of users and channels. While our assumptions about agent's emotional expressions are rooted in psychology, the model allows to test different hypothesis regarding their emotional impact in online communication.

  4. Emotional persistence in online chatting communities

    PubMed Central

    Garas, Antonios; Garcia, David; Skowron, Marcin; Schweitzer, Frank

    2012-01-01

    How do users behave in online chatrooms, where they instantaneously read and write posts? We analyzed about 2.5 million posts covering various topics in Internet relay channels, and found that user activity patterns follow known power-law and stretched exponential distributions, indicating that online chat activity is not different from other forms of communication. Analysing the emotional expressions (positive, negative, neutral) of users, we revealed a remarkable persistence both for individual users and channels. I.e. despite their anonymity, users tend to follow social norms in repeated interactions in online chats, which results in a specific emotional “tone” of the channels. We provide an agent-based model of emotional interaction, which recovers qualitatively both the activity patterns in chatrooms and the emotional persistence of users and channels. While our assumptions about agent's emotional expressions are rooted in psychology, the model allows to test different hypothesis regarding their emotional impact in online communication. PMID:22577512

  5. Improved depth perception with three-dimensional auxiliary display and computer generated three-dimensional panoramic overviews in robot-assisted laparoscopy

    PubMed Central

    Wieringa, Fokko P.; Bouma, Henri; Eendebak, Pieter T.; van Basten, Jean-Paul A.; Beerlage, Harrie P.; Smits, Geert A. H. J.; Bos, Jelte E.

    2014-01-01

    Abstract. In comparison to open surgery, endoscopic surgery offers impaired depth perception and narrower field-of-view. To improve depth perception, the Da Vinci robot offers three-dimensional (3-D) video on the console for the surgeon but not for assistants, although both must collaborate. We improved the shared perception of the whole surgical team by connecting live 3-D monitors to all three available Da Vinci generations, probed user experience after two years by questionnaire, and compared time measurements of a predefined complex interaction task performed with a 3-D monitor versus two-dimensional. Additionally, we investigated whether the complex mental task of reconstructing a 3-D overview from an endoscopic video can be performed by a computer and shared among users. During the study, 925 robot-assisted laparoscopic procedures were performed in three hospitals, including prostatectomies, cystectomies, and nephrectomies. Thirty-one users participated in our questionnaire. Eighty-four percent preferred 3-D monitors and 100% reported spatial-perception improvement. All participating urologists indicated quicker performance of tasks requiring delicate collaboration (e.g., clip placement) when assistants used 3-D monitors. Eighteen users participated in a timing experiment during a delicate cooperation task in vitro. Teamwork was significantly (40%) faster with the 3-D monitor. Computer-generated 3-D reconstructions from recordings offered very wide interactive panoramas with educational value, although the present embodiment is vulnerable to movement artifacts. PMID:26158026

  6. Wide variation and patterns of physicians' responses to drug-drug interaction alerts.

    PubMed

    Cho, Insook; Lee, Yura; Lee, Jae-Ho; Bates, David W

    2018-05-08

    Providing physicians with alerts about potentially harmful drug-drug interactions (DDIs) is only moderately effective due to high alert override rates. To understand high override behavior on DDI alerts, we investigated how physicians respond to DDIs and their behavior patterns and variations. Retrospective system log data analysis and records review (sampling 2% of total overrides). A large tertiary academic hospital. About 560 physicians and their override responses to DDI alerts generated from 1 September to 31 December 2014. Not applicable. DDI alert frequency and override rate. We found significant variation in both the number of alerts and override rates at the levels of physicians, departments and drug-class pairs. Physician-level variations were wider for residents than for faculty staff (number of alerts: t = 254.17, P = 0.011; override rates: t = -4.77, P < 0.0001). Using the number of alerts and their override rate, we classified physicians into four groups: inexperienced incautious users, inexperienced cautious users, experienced cautious users and experienced incautious users. Medical department influenced both alert numbers and override rates. Nearly 90% of the overrides involved only five drug-class combinations, which had a wide range of appropriateness in the chart review. The variations at drug-class levels suggest issues with system design and the DDI rules. Department-level variation may be best addressed at the department level, and the rest of the variation appears related to individual physician responses, suggesting the need for interventions at an individual level.

  7. Evaluation of an avatar-based training program to promote suicide prevention awareness in a college setting.

    PubMed

    Rein, Benjamin A; McNeil, Daniel W; Hayes, Allison R; Hawkins, T Anne; Ng, H Mei; Yura, Catherine A

    2018-07-01

    Training programs exist that prepare college students, faculty, and staff to identify and support students potentially at risk for suicide. Kognito is an online program that trains users through simulated interactions with virtual humans. This study evaluated Kognito's effectiveness in preparing users to intervene with at-risk students. Training was completed by 2,727 university students, faculty, and staff from April, 2014 through September, 2015. Voluntary and mandatory participants at a land-grant university completed Kognito modules designed for higher education, along with pre- and post-assessments. All modules produced significant gains in reported Preparedness, Likelihood, and Self-Efficacy in intervening with troubled students. Despite initial disparities in reported abilities, after training participants reported being similarly capable of assisting at-risk students, including LGBTQ and veteran students. Kognito training appears to be effective, on a large scale, in educating users to act in a facilitative role for at-risk college students.

  8. Analysis of usability factors affecting purchase intention in online e-commerce sites

    NASA Astrophysics Data System (ADS)

    Perdana, R. A.; Suzianti, A.

    2017-03-01

    The growing number of internet users plays a significant role in the emergence of a variety of online e-commerce sites to meet the needs of Indonesians. However, there are still some problems faced by the users in using e-commerce sites. Therefore, a research related to user experience on their purchase intention to foster e-commerce sites is required. This study is conducted to find out the relationship between usability factors on e-commerce users’ purchase intention using a case study by using SEM to analyse the usability of the website. The result of this study shows that credibility, readability and telepresence are usability factors that directly affect purchase intention, while simplicity, consistency and interactivity are usability factors that indirectly affect purchase intention. Therefore, we can conclude that Indonesian consumers are on the Early Majority phase in adopting Company A.

  9. The Influence of Genetic and Environmental Factors among MDMA Users in Cognitive Performance

    PubMed Central

    Cuyàs, Elisabet; Verdejo-García, Antonio; Fagundo, Ana Beatriz; Khymenets, Olha; Rodríguez, Joan; Cuenca, Aida; de Sola Llopis, Susana; Langohr, Klaus; Peña-Casanova, Jordi; Torrens, Marta; Martín-Santos, Rocío; Farré, Magí; de la Torre, Rafael

    2011-01-01

    This study is aimed to clarify the association between MDMA cumulative use and cognitive dysfunction, and the potential role of candidate genetic polymorphisms in explaining individual differences in the cognitive effects of MDMA. Gene polymorphisms related to reduced serotonin function, poor competency of executive control and memory consolidation systems, and high enzymatic activity linked to bioactivation of MDMA to neurotoxic metabolites may contribute to explain variations in the cognitive impact of MDMA across regular users of this drug. Sixty ecstasy polydrug users, 110 cannabis users and 93 non-drug users were assessed using cognitive measures of Verbal Memory (California Verbal Learning Test, CVLT), Visual Memory (Rey-Osterrieth Complex Figure Test, ROCFT), Semantic Fluency, and Perceptual Attention (Symbol Digit Modalities Test, SDMT). Participants were also genotyped for polymorphisms within the 5HTT, 5HTR2A, COMT, CYP2D6, BDNF, and GRIN2B genes using polymerase chain reaction and TaqMan polymerase assays. Lifetime cumulative MDMA use was significantly associated with poorer performance on visuospatial memory and perceptual attention. Heavy MDMA users (>100 tablets lifetime use) interacted with candidate gene polymorphisms in explaining individual differences in cognitive performance between MDMA users and controls. MDMA users carrying COMT val/val and SERT s/s had poorer performance than paired controls on visuospatial attention and memory, and MDMA users with CYP2D6 ultra-rapid metabolizers performed worse than controls on semantic fluency. Both MDMA lifetime use and gene-related individual differences influence cognitive dysfunction in ecstasy users. PMID:22110616

  10. Information for the user in design of intelligent systems

    NASA Technical Reports Server (NTRS)

    Malin, Jane T.; Schreckenghost, Debra L.

    1993-01-01

    Recommendations are made for improving intelligent system reliability and usability based on the use of information requirements in system development. Information requirements define the task-relevant messages exchanged between the intelligent system and the user by means of the user interface medium. Thus, these requirements affect the design of both the intelligent system and its user interface. Many difficulties that users have in interacting with intelligent systems are caused by information problems. These information problems result from the following: (1) not providing the right information to support domain tasks; and (2) not recognizing that using an intelligent system introduces new user supervisory tasks that require new types of information. These problems are especially prevalent in intelligent systems used for real-time space operations, where data problems and unexpected situations are common. Information problems can be solved by deriving information requirements from a description of user tasks. Using information requirements embeds human-computer interaction design into intelligent system prototyping, resulting in intelligent systems that are more robust and easier to use.

  11. How Peer Communication and Engagement Motivations Influence Social Media Shopping Behavior: Evidence from China and the United States.

    PubMed

    Muralidharan, Sidharth; Men, Linjuan Rita

    2015-10-01

    Based on consumer socialization theory, this study proposes and tests a conceptual model of social media shopping behavior, which links the antecedents of user motivations of engagement and peer communication about products to shopping behavior through social media. A cross-cultural survey was conducted with social media users in two culturally distinct markets with the largest Internet population: China (n=304) and the United States (n=328). Findings showed that social interaction, information, and remuneration were positive antecedents of peer communication for users from both countries. Peer communication positively impacted social media shopping behavior, and cultural differences were observed, with social interaction being important to Chinese users' shopping behavior, while remuneration was more important to American users. Implications are discussed.

  12. Intelligent Motion and Interaction Within Virtual Environments

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)

    2007-01-01

    What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.

  13. Model-Driven Development of Interactive Multimedia Applications with MML

    NASA Astrophysics Data System (ADS)

    Pleuss, Andreas; Hussmann, Heinrich

    There is an increasing demand for high-quality interactive applications which combine complex application logic with a sophisticated user interface, making use of individual media objects like graphics, animations, 3D graphics, audio or video. Their development is still challenging as it requires the integration of software design, user interface design, and media design.

  14. 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

  15. The Effects of Website Information Utility on the Outcomes of User-Website Interactions

    ERIC Educational Resources Information Center

    Hasley, Joseph Paul

    2010-01-01

    This study investigates the relationships between website information content utility and various outcomes of user interactions with e-tail websites. Although previous research has consistently identified high quality information content as a critical factor of successful e-commerce websites, those studies have not reported how to identify the…

  16. 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…

  17. Understanding and Creating Accessible Touch Screen Interactions for Blind People

    ERIC Educational Resources Information Center

    Kane, Shaun K.

    2011-01-01

    Using touch screens presents a number of usability and accessibility challenges for blind people. Most touch screen-based user interfaces are optimized for visual interaction, and are therefore difficult or impossible to use without vision. This dissertation presents an approach to redesigning gesture-based user interfaces to enable blind people…

  18. Interactive Character as a Virtual Tour Guide to an Online Museum Exhibition.

    ERIC Educational Resources Information Center

    de Almeida, Pilar; Yokoi, Shigeki

    Online museums could benefit from digital "lifelike" characters in order to guide users to virtual tours and to customize the tour information to users' interests. Digital characters have been explored in online museum web sites with different degrees of interaction and modes of communication. Such research, however, does not explore…

  19. Interaction Management Strategies on IRC and Virtual Chat Rooms.

    ERIC Educational Resources Information Center

    Altun, Arif

    Internet Relay Chat (IRC) is an electronic medium that combines orthographic form with real time, synchronous transmission in an unregulated global multi-user environment. The orthographic letters mediate the interaction in that users can only access the IRC session through reading and writing; they have no access to any visual representations at…

  20. Active Voodoo Dolls: A Vision Based Input Device for Nonrigid Control.

    DTIC Science & Technology

    1998-08-01

    A vision based technique for nonrigid control is presented that can be used for animation and video game applications. The user grasps a soft...allowing the user to control it interactively. Our use of texture mapping hardware in tracking makes the system responsive enough for interactive animation and video game character control.

  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. Approximate Degrees of Similarity between a User's Knowledge and the Tutorial Systems' Knowledge Base

    ERIC Educational Resources Information Center

    Mogharreban, Namdar

    2004-01-01

    A typical tutorial system functions by means of interaction between four components: the expert knowledge base component, the inference engine component, the learner's knowledge component and the user interface component. In typical tutorial systems the interaction and the sequence of presentation as well as the mode of evaluation are…

  3. User Experience of Mobile Interactivity: How Do Mobile Websites Affect Attitudes and Relational Outcomes?

    ERIC Educational Resources Information Center

    Dou, Xue

    2013-01-01

    Mobile media offer new opportunities for fostering communications between individuals and companies. Corporate websites are being increasingly accessed via smart phones and companies are scrambling to offer a mobile-friendly user experience on their sites. However, very little is known about how interactivity in the mobile context affects user…

  4. Methamphetamine users show greater than normal age-related cortical gray matter loss.

    PubMed

    Nakama, Helenna; Chang, Linda; Fein, George; Shimotsu, Ryan; Jiang, Caroline S; Ernst, Thomas

    2011-08-01

    Methamphetamine (Meth) abuse continues to be a major illicit drug of abuse. Neuroimaging findings suggest that Meth is neurotoxic and may alter various brain structures, but the effect of Meth on the aging brain has not been studied. The aim was to determine regional volumes of cortical gray matter in the brains of adult Meth users versus healthy control subjects, and their interaction with age and Meth-usage variables. Cross-sectional study Magnetic resonance imaging (MRI) Research Center located in a university-affiliated hospital. Thirty-four Meth-dependent subjects (21 men and 13 women; ages 33.1 ± 8.9 years), diagnosed according to DSM-IV criteria, and 31 healthy non-Meth user comparison subjects (23 men and 8 women ages 35.7 ± 8.4 years). Regional gray matter volumes were segmented automatically in all subjects and evaluated in relation to age, using high-resolution MRIs at 3.0 Tesla. After adjustment for the effects of cranium size, the Meth users showed enhanced cortical gray matter volume loss with age in the frontal (analysis of covariance interaction P = 0.02), occipital (interaction P = 0.01), temporal (interaction P < 0.001) and the insular lobes (interaction P = 0.01) compared to controls, independently of Meth-usage patterns. Additionally, Meth users showed smaller gray matter volumes than control subjects in several subregions (dorsolateral prefrontal: P = 0.02; orbitofrontal: P = 0.03; prefrontal: P = 0.047; superior temporal: P = 0.04). Methamphetamine users appear to show increased cortical gray matter loss with age which raises the possibility of accelerated decline in mental functioning. © 2011 The Authors, Addiction © 2011 Society for the Study of Addiction.

  5. Can you pull it off? Appearance modifying behaviours adopted by wig users with alopecia in social interactions.

    PubMed

    Wiggins, Sally; Moore-Millar, Karena; Thomson, Avril

    2014-03-01

    In the academic and medical literature on alopecia, wigs (hair prostheses) are typically recommended as a coping strategy: a device to camouflage, conceal, or cover hair loss, and cope with the psychological impact of a dramatic change in body image. This paper used Goffman's (1959) theory of impression management to demonstrate (a) the social significance of self-presentation, and (b) how adults with alopecia managed their wig use in their daily lives. Data from 14 interviews, two focus groups and six video diaries with 22 Caucasian adults (19 females, 3 males; 29-74 years, SD=13.75) with alopecia in Scotland were analysed using discursive psychology. The analysis detailed how participants managed their wig use and behaviours in relation to social interaction with different categories of people. The paper raises concerns about health and medical discourse about wigs as a coping mechanism, and provides practical suggestions for wig users in social settings. Copyright © 2014 Elsevier Ltd. All rights reserved.

  6. DEIVA: a web application for interactive visual analysis of differential gene expression profiles.

    PubMed

    Harshbarger, Jayson; Kratz, Anton; Carninci, Piero

    2017-01-07

    Differential gene expression (DGE) analysis is a technique to identify statistically significant differences in RNA abundance for genes or arbitrary features between different biological states. The result of a DGE test is typically further analyzed using statistical software, spreadsheets or custom ad hoc algorithms. We identified a need for a web-based system to share DGE statistical test results, and locate and identify genes in DGE statistical test results with a very low barrier of entry. We have developed DEIVA, a free and open source, browser-based single page application (SPA) with a strong emphasis on being user friendly that enables locating and identifying single or multiple genes in an immediate, interactive, and intuitive manner. By design, DEIVA scales with very large numbers of users and datasets. Compared to existing software, DEIVA offers a unique combination of design decisions that enable inspection and analysis of DGE statistical test results with an emphasis on ease of use.

  7. Tangible User Interfaces and Contrasting Cases as a Preparation for Future Learning

    NASA Astrophysics Data System (ADS)

    Schneider, Bertrand; Blikstein, Paulo

    2018-04-01

    In this paper, we describe an experiment that compared the use of a Tangible User Interface (physical objects augmented with digital information) and a set of Contrasting Cases as a preparation for future learning. We carried out an experiment (N = 40) with a 2 × 2 design: the first factor compared traditional instruction ("Tell & Practice") with a constructivist activity designed using the Preparation for Future Learning framework (PFL). The second factor contrasted state-of-the-art PFL learning activity (i.e., students studying Contrasting Cases) with an interactive tabletop featuring digitally enhanced manipulatives. In agreement with prior work, we found that dyads of students who followed the PFL activity achieved significantly higher learning gains compared to their peers who followed a traditional "Tell & Practice" instruction (large effect size). A similar effect was found in favor of the interactive tabletop compared to the Contrasting Cases (small-to-moderate effect size). We discuss implications for designing socio-constructivist activities using new computer interfaces.

  8. Evaluating the Effect of Display Realism on Natural Resource Decision Making

    NASA Astrophysics Data System (ADS)

    Chong, Steven S.

    2018-05-01

    Geographic information systems (GIS) facilitate location-based decision making. Despite the improved availability of GIS software to non-professionals, training in cartographic design has not followed suit. Prior research indicates that when presented with map choices, users are influenced by naïve realism, a preference for realistic displays cotaining irrelevant, extraneous details, leading to decreased task efficiency. This study investigated the role of naïve realism in decision making for natural resource management, a field that often employs geospatial tools. Data was collected through a GIS user ability test, a questionnaire and direct observation. Forty volunteer expert and non-expert resource managers evaluated the suitability of different sites for a land management scenario. Each participant was tested on two map display treatments containing different levels of realism - a simpler 2D display and a more complex 3D display - to compare task performance. Performance was measured by task accuracy and task completion time. User perceptions and preferences about the displays were also recorded. Display realism had an impact on performance and there were indications naïve realism was present. Users completed tasks significantly faster on the 2D display and many individuals misjudged which display they were most accurate or fastest with. The results are informative for designing information systems containing interactive maps, particularly for resource management applications. The results also suggest that the order displays were presented had a significant effect and may have implications for teaching users map-based tasks.

  9. Association between Adverse Life Events and Addictive Behaviors among Male and Female Adolescents

    PubMed Central

    Lee, Grace P.; Storr, Carla L.; Ialongo, Nicholas S.; Martins, Silvia S.

    2012-01-01

    Background Adverse life events have been associated with gambling and substance use as they can serve as forms of escapism. Involvement in gambling and substance use can also place individuals in adversely stressful situations. Objectives To explore potential male-female differences in the association between addictive behavior and adverse life events among an urban cohort of adolescents. Methods The study sample comprised of 515 adolescent participants in a randomized prevention trial. With self-reported data, four addictive behavior groups were created: Non-Substance Users and Non-Gamblers, Substance Users Only, Gamblers Only, and Substance Users and Gamblers. Multinomial logistic regression analyses with interaction terms of sex and adverse life events were conducted. Results Adverse life events and engaging in at least one addictive behavior were common for both sexes. Substance Users and Gamblers had more than twice the likelihood of Non-Substance Users and Non-Gamblers to experience any event as well as events of various domains (i.e., relationship, violence, and instability). Neither relationship nor instability events’ associations with the co-occurrence of substance use and gambling significantly differed between sexes. Conversely, females exposed to violence events were significantly more likely than similarly exposed males to report the co-occurrence of substance use and gambling. Conclusion Findings from the current study prompt future studies to devote more attention to the development of effective programs that teach adaptive coping strategies to adolescents, particularly to females upon exposure to violence. PMID:23082829

  10. Association between adverse life events and addictive behaviors among male and female adolescents.

    PubMed

    Lee, Grace P; Storr, Carla L; Ialongo, Nicholas S; Martins, Silvia S

    2012-01-01

    Adverse life events have been associated with gambling and substance use as they can serve as forms of escapism. Involvement in gambling and substance use can also place individuals in adversely stressful situations. To explore potential male-female differences in the association between addictive behavior and adverse life events among an urban cohort of adolescents. The study sample comprised of 515 adolescent participants in a randomized prevention trial. With self-reported data, four addictive behavior groups were created: nonsubstance users and nongamblers, substance users only, gamblers only, and substance users and gamblers. Multinomial logistic regression analyses with interaction terms of sex and adverse life events were conducted. Adverse life events and engaging in at least one addictive behavior were common for both sexes. Substance users and gamblers had more than twice the likelihood of nonsubstance users and nongamblers to experience any event as well as events of various domains (ie, relationship, violence, and instability). Neither relationship nor instability events' associations with the co-occurrence of substance use and gambling significantly differed between sexes. Conversely, females exposed to violence events were significantly more likely than similarly exposed males to report the co-occurrence of substance use and gambling. Findings from the current study prompt future studies to devote more attention to the development of effective programs that teach adaptive coping strategies to adolescents, particularly to females upon exposure to violence. Copyright © American Academy of Addiction Psychiatry.

  11. Near Real-Time Collection, Processing, and Publication of Beach Morphology and Oceanographic LIDAR Data

    NASA Astrophysics Data System (ADS)

    Dyer, T.; Brodie, K. L.; Spore, N.

    2016-02-01

    Modern LIDAR systems, while capable of providing highly accurate and dense datasets, introduce significant challenges in data processing and end-user accessibility. At the United States Army Corps of Engineers Field Research Facility in Duck, North Carolina, we have developed a stationary LIDAR tower for the continuous monitoring of the ocean, beach, and foredune, as well as an automated workflow capable of providing scientific data products from the LIDAR scanner in near real-time through an online data portal. The LIDAR performs hourly scans, taking approximately 50 minutes to complete and producing datasets on the order of 1GB. Processing of the LIDAR data includes coordinate transformations, data rectification and coregistration, filtering to remove noise and unwanted objects, gridding, and time-series analysis to generate products for use by end-users. Examples of these products include water levels and significant wave heights, virtual wave gauge time-series and FFTs, wave runup, foreshore elevations and slopes, and bare earth DEMs. Immediately after processing, data products are combined with ISO compliant metadata and stored using the NetCDF-4 file format, making them easily discoverable through a web portal which provides an interactive map that allows users to explore datasets both spatially and temporally. End-users can download datasets in user-defined time intervals, which can be used, for example, as forcing or validation parameters in numerical models. Funded by the USACE Coastal Ocean Data Systems Program.

  12. CE-SAM: a conversational interface for ISR mission support

    NASA Astrophysics Data System (ADS)

    Pizzocaro, Diego; Parizas, Christos; Preece, Alun; Braines, Dave; Mott, David; Bakdash, Jonathan Z.

    2013-05-01

    There is considerable interest in natural language conversational interfaces. These allow for complex user interactions with systems, such as fulfilling information requirements in dynamic environments, without requiring extensive training or a technical background (e.g. in formal query languages or schemas). To leverage the advantages of conversational interactions we propose CE-SAM (Controlled English Sensor Assignment to Missions), a system that guides users through refining and satisfying their information needs in the context of Intelligence, Surveillance, and Reconnaissance (ISR) operations. The rapidly-increasing availability of sensing assets and other information sources poses substantial challenges to effective ISR resource management. In a coalition context, the problem is even more complex, because assets may be "owned" by different partners. We show how CE-SAM allows a user to refine and relate their ISR information needs to pre-existing concepts in an ISR knowledge base, via conversational interaction implemented on a tablet device. The knowledge base is represented using Controlled English (CE) - a form of controlled natural language that is both human-readable and machine processable (i.e. can be used to implement automated reasoning). Users interact with the CE-SAM conversational interface using natural language, which the system converts to CE for feeding-back to the user for confirmation (e.g. to reduce misunderstanding). We show that this process not only allows users to access the assets that can support their mission needs, but also assists them in extending the CE knowledge base with new concepts.

  13. Playbook Data Analysis Tool: Collecting Interaction Data from Extremely Remote Users

    NASA Technical Reports Server (NTRS)

    Kanefsky, Bob; Zheng, Jimin; Deliz, Ivonne; Marquez, Jessica J.; Hillenius, Steven

    2017-01-01

    Typically, user tests for software tools are conducted in person. At NASA, the users may be located at the bottom of the ocean in a pressurized habitat, above the atmosphere in the International Space Station, or in an isolated capsule on a simulated asteroid mission. The Playbook Data Analysis Tool (P-DAT) is a human-computer interaction (HCI) evaluation tool that the NASA Ames HCI Group has developed to record user interactions with Playbook, the group's existing planning-and-execution software application. Once the remotely collected user interaction data makes its way back to Earth, researchers can use P-DAT for in-depth analysis. Since a critical component of the Playbook project is to understand how to develop more intuitive software tools for astronauts to plan in space, P-DAT helps guide us in the development of additional easy-to-use features for Playbook, informing the design of future crew autonomy tools.P-DAT has demonstrated the capability of discreetly capturing usability data in amanner that is transparent to Playbook’s end-users. In our experience, P-DAT data hasalready shown its utility, revealing potential usability patterns, helping diagnose softwarebugs, and identifying metrics and events that are pertinent to Playbook usage aswell as spaceflight operations. As we continue to develop this analysis tool, P-DATmay yet provide a method for long-duration, unobtrusive human performance collectionand evaluation for mission controllers back on Earth and researchers investigatingthe effects and mitigations related to future human spaceflight performance.

  14. ModuleRole: a tool for modulization, role determination and visualization in protein-protein interaction networks.

    PubMed

    Li, Guipeng; Li, Ming; Zhang, Yiwei; Wang, Dong; Li, Rong; Guimerà, Roger; Gao, Juntao Tony; Zhang, Michael Q

    2014-01-01

    Rapidly increasing amounts of (physical and genetic) protein-protein interaction (PPI) data are produced by various high-throughput techniques, and interpretation of these data remains a major challenge. In order to gain insight into the organization and structure of the resultant large complex networks formed by interacting molecules, using simulated annealing, a method based on the node connectivity, we developed ModuleRole, a user-friendly web server tool which finds modules in PPI network and defines the roles for every node, and produces files for visualization in Cytoscape and Pajek. For given proteins, it analyzes the PPI network from BioGRID database, finds and visualizes the modules these proteins form, and then defines the role every node plays in this network, based on two topological parameters Participation Coefficient and Z-score. This is the first program which provides interactive and very friendly interface for biologists to find and visualize modules and roles of proteins in PPI network. It can be tested online at the website http://www.bioinfo.org/modulerole/index.php, which is free and open to all users and there is no login requirement, with demo data provided by "User Guide" in the menu Help. Non-server application of this program is considered for high-throughput data with more than 200 nodes or user's own interaction datasets. Users are able to bookmark the web link to the result page and access at a later time. As an interactive and highly customizable application, ModuleRole requires no expert knowledge in graph theory on the user side and can be used in both Linux and Windows system, thus a very useful tool for biologist to analyze and visualize PPI networks from databases such as BioGRID. ModuleRole is implemented in Java and C, and is freely available at http://www.bioinfo.org/modulerole/index.php. Supplementary information (user guide, demo data) is also available at this website. API for ModuleRole used for this program can be obtained upon request.

  15. Activating Humans with Humor——A Dialogue System That Users Want to Interact with

    NASA Astrophysics Data System (ADS)

    Dybala, Pawel; Ptaszynski, Michal; Rzepka, Rafal; Araki, Kenji

    The topic of Human Computer Interaction (HCI) has been gathering more and more scientific attention of late. A very important, but often undervalued area in this field is human engagement. That is, a person's commitment to take part in and continue the interaction. In this paper we describe work on a humor-equipped casual conversational system (chatterbot) and investigate the effect of humor on a user's engagement in the conversation. A group of users was made to converse with two systems: one with and one without humor. The chat logs were then analyzed using an emotive analysis system to check user reactions and attitudes towards each system. Results were projected on Russell's two-dimensional emotiveness space to evaluate the positivity/negativity and activation/deactivation of these emotions. This analysis indicated emotions elicited by the humor-equipped system were more positively active and less negatively active than by the system without humor. The implications of results and relation between them and user engagement in the conversation are discussed. We also propose a distinction between positive and negative engagement.

  16. Interactive Effects of Instagram Foodies' Hashtagged #Foodporn and Peer Users' Eating Disorder on Eating Intention, Envy, Parasocial Interaction, and Online Friendship.

    PubMed

    Jin, Seunga Venus

    2018-03-01

    Drawing from social comparison theory, parasocial interaction (PSI) theory, and the literature on envy, a randomized experiment addressed the dynamics of body image, fame, and envy in the context of foodies' foodporn posting on Instagram. Using a 2 (foodie's body type: fat vs. thin) × 2 (foodie's Instagram popularity: unpopular vs. popular) between-subjects design, this experiment (N = 141) examined the effects of an Instagram foodie's body shape and popularity level on peer Instagram users' eating intention, envy, and PSI with the Instagram foodie. The results showed main effects of an Instagram foodie's body shape on peer users' eating intention, and moderating effects of users' self-esteem, body mass index, perfectionism, anorexia, and bulimia nervosa. Additionally, envy mediated the effects of the Instagram foodie's body shape and popularity on peer users' PSI with the foodie and intention to build an Instagram-based friendship. Theoretical contributions to the literature on social comparison and eating disorder and practical implications for fitspiration and social media-based health interventions are discussed.

  17. Virtual pools for interactive analysis and software development through an integrated Cloud environment

    NASA Astrophysics Data System (ADS)

    Grandi, C.; Italiano, A.; Salomoni, D.; Calabrese Melcarne, A. K.

    2011-12-01

    WNoDeS, an acronym for Worker Nodes on Demand Service, is software developed at CNAF-Tier1, the National Computing Centre of the Italian Institute for Nuclear Physics (INFN) located in Bologna. WNoDeS provides on demand, integrated access to both Grid and Cloud resources through virtualization technologies. Besides the traditional use of computing resources in batch mode, users need to have interactive and local access to a number of systems. WNoDeS can dynamically select these computers instantiating Virtual Machines, according to the requirements (computing, storage and network resources) of users through either the Open Cloud Computing Interface API, or through a web console. An interactive use is usually limited to activities in user space, i.e. where the machine configuration is not modified. In some other instances the activity concerns development and testing of services and thus implies the modification of the system configuration (and, therefore, root-access to the resource). The former use case is a simple extension of the WNoDeS approach, where the resource is provided in interactive mode. The latter implies saving the virtual image at the end of each user session so that it can be presented to the user at subsequent requests. This work describes how the LHC experiments at INFN-Bologna are testing and making use of these dynamically created ad-hoc machines via WNoDeS to support flexible, interactive analysis and software development at the INFN Tier-1 Computing Centre.

  18. Changes in cocaine consumption are associated with fluctuations in self-reported impulsivity and gambling decision-making.

    PubMed

    Hulka, L M; Vonmoos, M; Preller, K H; Baumgartner, M R; Seifritz, E; Gamma, A; Quednow, B B

    2015-10-01

    In cross-sectional studies, cocaine users generally display elevated levels of self-reported and cognitive impulsivity. To what extent these impairments are stable v. variable markers of cocaine use disorder, and, thus, are pre-existing or drug-induced, has not yet been systematically investigated. We conducted a longitudinal study with cocaine users who changed or maintained their consumption intensity, measuring self-reported impulsivity with the Barratt Impulsiveness Scale (BIS-11), and cognitive impulsivity with the Rapid Visual Processing task (RVP), Iowa Gambling task (IGT), and Delay Discounting task (DD) at baseline and at 1-year follow-up. We assessed 48 psychostimulant-naive controls and 19 cocaine users with decreased, 19 users with increased, and 19 users with unchanged cocaine intake after 1 year as confirmed by hair analysis. Results of linear multilevel modelling showed significant group × time interactions for the BIS-11 total score and the IGT total card ratio. Increasers showed a trend for elevated scores, whereas decreasers exhibited reduced self-reported impulsivity scores within 1 year. Surprisingly, increasers' IGT performance was improved after 1 year, whereas decreasers' performance deteriorated. By contrast, neither RVP response bias B" nor DD total score showed substantial group × time interactions. Importantly, BIS-11 and DD revealed strong test-retest reliabilities. Self-reported impulsivity (BIS-11) and decision-making impulsivity (IGT) covary with changing cocaine use, whereas response bias and delay discounting remain largely unaffected. Thus, self-reported impulsivity and gambling decision-making were strongly state-dependent in a stimulant-using population and may be suitable to monitor treatment success, whereas delay of gratification was confirmed as a potential endophenotype of stimulant addiction.

  19. Implications of the Social Web Environment for User Story Education

    ERIC Educational Resources Information Center

    Fancott, Terrill; Kamthan, Pankaj; Shahmir, Nazlie

    2012-01-01

    In recent years, user stories have emerged in academia, as well as industry, as a notable approach for expressing user requirements of interactive software systems that are developed using agile methodologies. There are social aspects inherent to software development, in general, and user stories, in particular. This paper presents directions and…

  20. Accidental Discovery of Information on the User-Defined Social Web: A Mixed-Method Study

    ERIC Educational Resources Information Center

    Lu, Chi-Jung

    2012-01-01

    Frequently interacting with other people or working in an information-rich environment can foster the "accidental discovery of information" (ADI) (Erdelez, 2000; McCay-Peet & Toms, 2010). With the increasing adoption of social web technologies, online user-participation communities and user-generated content have provided users the…

  1. Media Selection for Information User Training. Technical Report.

    ERIC Educational Resources Information Center

    Elias, A. W.

    Undertaken to determine reasons for the lack of success experienced by suppliers of scientific and technical information (STI) services in the promotion of their services to users, this study has identified the attitudes, settings, functions, needs and perceptions of the user audiences. A user panel, selected to interact with the education and…

  2. Towards a holistic assessment of the user experience with hybrid BCIs.

    PubMed

    Lorenz, Romy; Pascual, Javier; Blankertz, Benjamin; Vidaurre, Carmen

    2014-06-01

    In recent years, brain-computer interfaces (BCIs) have become mature enough to immensely benefit from the expertise and tools established in the field of human-computer interaction (HCI). One of the core objectives in HCI research is the design of systems that provide a pleasurable user experience (UX). While the majority of BCI studies exclusively evaluate common efficiency measures such as classification accuracy and speed, single research groups have begun to look at further usability aspects such as ease of use, workload and learnability. However, these evaluation metrics only cover pragmatic aspects of UX while still not considering the hedonic quality of UX. In order to gain a holistic perspective on UX, hedonic quality aspects such as motivation and frustration were also taken into account for our evaluation of three BCI-driven interfaces, which were proposed to be used as a two-stage neuroprosthetic control within the EU project MUNDUS. At the first stage, one of six possible actions was selected and either confirmed or cancelled at the second stage. For the experiment, a solely event-related-potential-based interface (ERP-ERP) and two hybrid solutions were tested that were controlled by ERP and motor imagery (MI)--resulting in the two possible combinations: ERP selection/MI confirmation (ERP-MI) or MI selection/ERP confirmation (MI-ERP). Behavioural, subjective and encephalographic (EEG) data of 12 healthy subjects were collected during an online experiment with the three graphical user interfaces (GUIs). Results showed a significantly greater pragmatic quality (in terms of accuracy, efficiency, workload, use quality and learnability) for the ERP-ERP and ERP-MI GUIs in contrast to the MI-ERP GUI. Consequently, the MI-ERP GUI is least suited for use as a neuroprosthetic control. With respect to the comparison of the ERP-ERP and ERP-MI GUIs, no significant differences in pragmatic and hedonic quality of UX were found. Since throughout better results were obtained for the conventional approach and it was most preferred by the subjects, the ERP-ERP GUI seems more suitable for its deployment in actual end-users. Nevertheless, for individuals with stable MI patterns, the hybrid interface can be provided as an additional option of choice within the MUNDUS framework. Although the paramount goal in BCI research still remains the improvement of classification accuracy and communication speed, it is of significance to note that it is equally important for end-users to keep up their motivation and prevent frustration. By including pragmatic as well as hedonic quality aspects, this study is the first effort to gain a holistic perspective of the UX while interacting with BCI-driven assistive technology aimed at actual end-users. The broad-scale methodology provided valuable insights into the underlying dynamics causing the users' experience to differ across the GUIs. The results will be used to refine a BCI-driven neuroprosthesis and test it with end-users.

  3. 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.

  4. Intelligent agents as a basis for natural language interfaces

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

    Chin, D.N.

    1987-01-01

    Typical natural-language interfaces respond passively to the users's commands and queries. They cannot volunteer information, correction user misconceptions, or reject unethical requests. In order to do these things, a system must be an intelligent agent. UC (UNIX Consultant), a natural language system that helps the user solve problems in using the UNIX operating system, is such an intelligent agent. The agent component of UC in UCEgo. UCEgo provides UC with its own goals and plans. By adopting different goals in different situations, UCEgo creates and executes different plans, enabling it to interact appropriately with the user. UCEgo adopts goals frommore » its themes, adopts subgoals during planning, and adopts metagoals for dealing with goal interactions. It also adopts goals when it notices that the user either lacks necessary knowledge, or has incorrect beliefs. In these cases, UCEgo plans to volunteer information or correct the user's misconception as appropriate. The user's knowledge and beliefs are modeled by the KNOME (KNOwledge Model of Expertise) component of UC. KNOME is a double-stereotype system which categorizes users by expertise and categorizes UNIX facts by difficulty.« less

  5. ISS Mini AERCam Radio Frequency (RF) Coverage Analysis Using iCAT Development Tool

    NASA Technical Reports Server (NTRS)

    Bolen, Steve; Vazquez, Luis; Sham, Catherine; Fredrickson, Steven; Fink, Patrick; Cox, Jan; Phan, Chau; Panneton, Robert

    2003-01-01

    The long-term goals of the National Aeronautics and Space Administration's (NASA's) Human Exploration and Development of Space (HEDS) enterprise may require the development of autonomous free-flier (FF) robotic devices to operate within the vicinity of low-Earth orbiting spacecraft to supplement human extravehicular activities (EVAs) in space. Future missions could require external visual inspection of the spacecraft that would be difficult, or dangerous, for humans to perform. Under some circumstance, it may be necessary to employ an un-tethered communications link between the FF and the users. The interactive coverage analysis tool (ICAT) is a software tool that has been developed to perform critical analysis of the communications link performance for a FF operating in the vicinity of the International Space Station (ISS) external environment. The tool allows users to interactively change multiple parameters of the communications link parameters to efficiently perform systems engineering trades on network performance. These trades can be directly translated into design and requirements specifications. This tool significantly reduces the development time in determining a communications network topology by allowing multiple parameters to be changed, and the results of link coverage to be statistically characterized and plotted interactively.

  6. Competition between global and local online social networks

    NASA Astrophysics Data System (ADS)

    Kleineberg, Kaj-Kolja; Boguñá, Marián

    2016-04-01

    The overwhelming success of online social networks, the key actors in the Web 2.0 cosmos, has reshaped human interactions globally. To help understand the fundamental mechanisms which determine the fate of online social networks at the system level, we describe the digital world as a complex ecosystem of interacting networks. In this paper, we study the impact of heterogeneity in network fitnesses on the competition between an international network, such as Facebook, and local services. The higher fitness of international networks is induced by their ability to attract users from all over the world, which can then establish social interactions without the limitations of local networks. In other words, inter-country social ties lead to increased fitness of the international network. To study the competition between an international network and local ones, we construct a 1:1000 scale model of the digital world, consisting of the 80 countries with the most Internet users. Under certain conditions, this leads to the extinction of local networks; whereas under different conditions, local networks can persist and even dominate completely. In particular, our model suggests that, with the parameters that best reproduce the empirical overtake of Facebook, this overtake could have not taken place with a significant probability.

  7. Competition between global and local online social networks.

    PubMed

    Kleineberg, Kaj-Kolja; Boguñá, Marián

    2016-04-27

    The overwhelming success of online social networks, the key actors in the Web 2.0 cosmos, has reshaped human interactions globally. To help understand the fundamental mechanisms which determine the fate of online social networks at the system level, we describe the digital world as a complex ecosystem of interacting networks. In this paper, we study the impact of heterogeneity in network fitnesses on the competition between an international network, such as Facebook, and local services. The higher fitness of international networks is induced by their ability to attract users from all over the world, which can then establish social interactions without the limitations of local networks. In other words, inter-country social ties lead to increased fitness of the international network. To study the competition between an international network and local ones, we construct a 1:1000 scale model of the digital world, consisting of the 80 countries with the most Internet users. Under certain conditions, this leads to the extinction of local networks; whereas under different conditions, local networks can persist and even dominate completely. In particular, our model suggests that, with the parameters that best reproduce the empirical overtake of Facebook, this overtake could have not taken place with a significant probability.

  8. I Want You to Like Me: Extraversion, Need for Approval, and Time on Facebook as Predictors of Anxiety

    PubMed Central

    Steers, Mai-Ly; Quist, Michelle C.; Bryan, Jennifer L.; Foster, Dawn W.; Young, Chelsie M.; Neighbors, Clayton

    2016-01-01

    Although social networking sites such as Facebook have been touted as creating a global village, there may be a downside to such computer-mediated interactions on user's well-being. One such consequence is that stimuli via computer-mediated interactions may be anxiety-provoking for some users. As such, recent studies have tried to ascertain personality factors and individual differences that are associated with higher anxiety in connection with extensive Facebook use. The current study evaluated the relationships among extraversion, time on Facebook, need for approval, and anxiety among college students (N=280). Results revealed that need for approval significantly moderated the association between extraversion and anxiety. Specifically, individuals higher in extraversion tended to be less anxious, although this was less true for those extraverts who were higher in need for approval. Further, this moderating effect was stronger among extraverts who were high in need for approval and spent more time on Facebook relative to those who spent less time on Facebook. The present research contributes to the emerging literature by providing evidence regarding how personality factors interact with Facebook usage. PMID:28393084

  9. Limitation of degree information for analyzing the interaction evolution in online social networks

    NASA Astrophysics Data System (ADS)

    Shang, Ke-Ke; Yan, Wei-Sheng; Xu, Xiao-Ke

    2014-04-01

    Previously many studies on online social networks simply analyze the static topology in which the friend relationship once established, then the links and nodes will not disappear, but this kind of static topology may not accurately reflect temporal interactions on online social services. In this study, we define four types of users and interactions in the interaction (dynamic) network. We found that active, disappeared, new and super nodes (users) have obviously different strength distribution properties and this result also can be revealed by the degree characteristics of the unweighted interaction and friendship (static) networks. However, the active, disappeared, new and super links (interactions) only can be reflected by the strength distribution in the weighted interaction network. This result indicates the limitation of the static topology data on analyzing social network evolutions. In addition, our study uncovers the approximately stable statistics for the dynamic social network in which there are a large variation for users and interaction intensity. Our findings not only verify the correctness of our definitions, but also helped to study the customer churn and evaluate the commercial value of valuable customers in online social networks.

  10. Integrating sentiment and social structure to determine preference alignments: the Irish Marriage Referendum

    PubMed Central

    O’Sullivan, David J. P.; Garduño-Hernández, Guillermo; Gleeson, James P.

    2017-01-01

    We examine the relationship between social structure and sentiment through the analysis of a large collection of tweets about the Irish Marriage Referendum of 2015. We obtain the sentiment of every tweet with the hashtags #marref and #marriageref that was posted in the days leading to the referendum, and construct networks to aggregate sentiment and use it to study the interactions among users. Our analysis shows that the sentiment of outgoing mention tweets is correlated with the sentiment of incoming mentions, and there are significantly more connections between users with similar sentiment scores than among users with opposite scores in the mention and follower networks. We combine the community structure of the follower and mention networks with the activity level of the users and sentiment scores to find groups that support voting ‘yes’ or ‘no’ in the referendum. There were numerous conversations between users on opposing sides of the debate in the absence of follower connections, which suggests that there were efforts by some users to establish dialogue and debate across ideological divisions. Our analysis shows that social structure can be integrated successfully with sentiment to analyse and understand the disposition of social media users around controversial or polarizing issues. These results have potential applications in the integration of data and metadata to study opinion dynamics, public opinion modelling and polling. PMID:28791141

  11. Clinically relevant lessons from Family HealthLink: a cancer and coronary heart disease familial risk assessment tool.

    PubMed

    Sweet, Kevin; Sturm, Amy C; Rettig, Amy; McElroy, Joseph; Agnese, Doreen

    2015-06-01

    A descriptive retrospective study was performed using two separate user cohorts to determine the effectiveness of Family HealthLink as a clinical triage tool. Cohort 1 consisted of 2,502 users who accessed the public website. Cohort 2 consisted of 194 new patients in a Comprehensive Breast Center setting. For patient users, we assessed documentation of family history and genetics referral. For all users seen in a genetics clinic, the Family HealthLink assessment was compared with that performed by genetic counselors and genetic testing outcomes. For general public users, the percentage meeting high-risk criteria were: for cancer only, 22.2%; for coronary heart disease only, 24.3%; and for both diseases, 10.4%. These risk stratification percentages were similar for the patient users. For the patient users, there often was documentation of family history of certain cancer types by oncology professionals, but age of onset and coronary heart disease family history were less complete. Of 142 with high-risk assignments seen in a genetics clinic, 130 (91.5%) of these assignments were corroborated. Forty-two underwent genetic testing and 17 (40.5%) had new molecular diagnoses established. A significant percentage of individuals are at high familial risk and may require more intensive screening and referral. Interactive family history triage tools can aid this process.Genet Med 17 6, 493-500.

  12. Arrowland v1.0

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

    BIRKEL, GARRETT; GARCIA MARTIN, HECTOR; MORRELL, WILLIAM

    "Arrowland" is a web-based software application primarily for mapping, integrating and visualizing a variety of metabolism data of living organisms, including but not limited to metabolomics, proteomics, transcriptomics and fluxomics. This software application makes multi-omics data analysis intuitive and interactive. It improves data sharing and communication by enabling users to visualize their omics data using a web browser (on a PC or mobile device). It increases user's productivity by simplifying multi-omics data analysis using well developed maps as a guide. Users using this tool can gain insights into their data sets that would be difficult or even impossible to teasemore » out by looking at raw number, or using their currently existing toolchains to generate static single-use maps. Arrowland helps users save time by visualizing relative changes in different conditions or over time, and helps users to produce more significant insights faster. Preexisting maps decrease the learning curve for beginners in the omics field. Sets of multi-omics data are presented in the browser, as a two-dimensional flowchart resembling a map, with varying levels of detail information, based on the scaling of the map. Users can pan and zoom to explore different maps, compare maps, upload their own research data sets onto desired maps, alter map appearance in ways that facilitate interpretation, visualization and analysis of the given data, and export data, reports and actionable items to help the user initiative.« less

  13. SMARTScience Tools: Interacting With Blazar Data In The Web Browser

    NASA Astrophysics Data System (ADS)

    Hasan, Imran; Isler, Jedidah; Urry, C. Megan; MacPherson, Emily; Buxton, Michelle; Bailyn, Charles D.; Coppi, Paolo S.

    2014-08-01

    The Yale-SMARTS blazar group has accumulated 6 years of optical-IR photometry of more than 70 blazars, mostly bright enough in gamma-rays to be detected with Fermi. Observations were done with the ANDICAM instrument on the SMARTS 1.3 m telescope at the Cerro Tololo Inter-American Observatory. As a result of this long-term, multiwavelength monitoring, we have produced a calibrated, publicly available data set (see www.astro.yale.edu/smarts/glast/home.php), which we have used to find that (i) optical-IR and gamma-ray light curves are well correlated, supporting inverse-Compton models for gamma-ray production (Bonning et al. 2009, 2012), (ii) at their brightest, blazar jets can contribute significantly to the photoionization of the broad-emission-line region, indicating that gamma-rays are produced within 0.1 pc of the black hole in at least some cases (Isler et al. 2014), and (iii) optical-IR and gamma-ray flares are symmetric, implying the time scales are dominated by light-travel-time effects rather than acceleration or cooling (Chatterjee et al. 2012). The volume of data and diversity of projects for which it is used calls out for an efficient means of visualization. To this end, we have developed a suite of visualization tools called SMARTScience Tools, which allow users to interact dynamically with our dataset. The SMARTScience Tools is publicly available via our webpage and can be used to customize multiwavelength light curves and color magnitude diagrams quickly and intuitively. Users can choose specific bands to construct plots, and the plots include features such as band-by-band panning, dynamic zooming, and direct mouse interaction with individual data points. Human and machine readable tables of the plotted data can be directly printed for the user's convenience and for further independent study. The SMARTScience Tools significantly improves the public’s ability to interact with the Yale-SMARTS 6-year data base of blazar photometry, and should make multiwavelength studies of blazars even more accessible, efficient, and community driven.

  14. Development of coffee maker service robot using speech and face recognition systems using POMDP

    NASA Astrophysics Data System (ADS)

    Budiharto, Widodo; Meiliana; Santoso Gunawan, Alexander Agung

    2016-07-01

    There are many development of intelligent service robot in order to interact with user naturally. This purpose can be done by embedding speech and face recognition ability on specific tasks to the robot. In this research, we would like to propose Intelligent Coffee Maker Robot which the speech recognition is based on Indonesian language and powered by statistical dialogue systems. This kind of robot can be used in the office, supermarket or restaurant. In our scenario, robot will recognize user's face and then accept commands from the user to do an action, specifically in making a coffee. Based on our previous work, the accuracy for speech recognition is about 86% and face recognition is about 93% in laboratory experiments. The main problem in here is to know the intention of user about how sweetness of the coffee. The intelligent coffee maker robot should conclude the user intention through conversation under unreliable automatic speech in noisy environment. In this paper, this spoken dialog problem is treated as a partially observable Markov decision process (POMDP). We describe how this formulation establish a promising framework by empirical results. The dialog simulations are presented which demonstrate significant quantitative outcome.

  15. Developments in blade shape design for a Darrieus vertical axis wind turbine

    NASA Astrophysics Data System (ADS)

    Ashwill, T. D.; Leonard, T. M.

    1986-09-01

    A new computer program package has been developed that determines the troposkein shape for a Darrieus Vertical Axis Wind Turbine Blade with any geometrical configuration or rotation rate. This package allows users to interact and develop a buildable blade whose shape closely approximates the troposkein. Use of this package can significantly reduce flatwise mean bending stresses in the blade and increase fatigue life.

  16. Semiautomatic three-dimensional CT ventricular volumetry in patients with congenital heart disease: agreement between two methods with different user interaction.

    PubMed

    Goo, Hyun Woo; Park, Sang-Hyub

    2015-12-01

    To assess agreement between two semi-automatic, three-dimensional (3D) computed tomography (CT) ventricular volumetry methods with different user interactions in patients with congenital heart disease. In 30 patients with congenital heart disease (median age 8 years, range 5 days-33 years; 20 men), dual-source, multi-section, electrocardiography-synchronized cardiac CT was obtained at the end-systolic (n = 22) and/or end-diastolic (n = 28) phase. Nineteen left ventricle end-systolic (LV ESV), 28 left ventricle end-diastolic (LV EDV), 22 right ventricle end-systolic (RV ESV), and 28 right ventricle end-diastolic volumes (RV EDV) were successfully calculated using two semi-automatic, 3D segmentation methods with different user interactions (high in method 1, low in method 2). The calculated ventricular volumes of the two methods were compared and correlated. A P value <0.05 was considered statistically significant. LV ESV (35.95 ± 23.49 ml), LV EDV (88.76 ± 61.83 ml), and RV ESV (46.87 ± 47.39 ml) measured by method 2 were slightly but significantly smaller than those measured by method 1 (41.25 ± 26.94 ml, 92.20 ± 62.69 ml, 53.61 ± 50.08 ml for LV ESV, LV EDV, and RV ESV, respectively; P ≤ 0.02). In contrast, no statistically significant difference in RV EDV (122.57 ± 88.57 ml in method 1, 123.83 ± 89.89 ml in method 2; P = 0.36) was found between the two methods. All ventricular volumes showed very high correlation (R = 0.978, 0.993, 0.985, 0.997 for LV ESV, LV EDV, RV ESV, and RV EDV, respectively; P < 0.001) between the two methods. In patients with congenital heart disease, 3D CT ventricular volumetry shows good agreement and high correlation between the two methods, but method 2 tends to slightly underestimate LV ESV, LV EDV, and RV ESV.

  17. Oral contraceptives, breastfeeding and the risk of developing rheumatoid arthritis: results from the Swedish EIRA study.

    PubMed

    Orellana, Cecilia; Saevarsdottir, Saedis; Klareskog, Lars; Karlson, Elizabeth W; Alfredsson, Lars; Bengtsson, Camilla

    2017-11-01

    To study whether oral contraceptive (OC) use or breastfeeding (BF) influence the risk of rheumatoid arthritis (RA), stratifying the cases by presence/absence of anticitrullinated protein antibodies (ACPA), and whether these factors interact with known risk factors in the development of ACPA-positive RA. Women aged ≥18 years, participants in the population-based case-control Swedish Epidemiological Investigation of RA study (2641 cases/4251 controls), completed an extensive questionnaire regarding OC, BF and potential confounders. We calculated ORs, with 95% CIs, adjusted for age, residential area, smoking and alcohol consumption. Attributable proportion due to interaction (AP) was estimated to evaluate presence of interaction. Compared with never users, ever and past OC users had a decreased risk of ACPA-positive RA (OR=0.84 (95% CI 0.74 to 0.96); OR=0.83 (95% CI 0.73 to 0.95), respectively). No significant associations were found for ACPA-negative RA. Long duration of OC use (>7 years vs never use) decreased the risk of both ACPA-positive (p=0.0037) and ACPA-negative RA (p=0.0356).A history of long BF decreased the risk only of ACPA-positive RA in a dose-dependent manner (p=0.0086), but this trend did not remain after adjustments. A significant interaction was observed between the lack of OC use and smoking (AP=0.28 (95% CI 0.14-0.42)) on the risk of ACPA-positive RA. No interactions were found for BF. OC decreased the risk of RA, especially ACPA-positive RA, where an interaction with smoking was observed. A long duration of OC use decreased the risk of both disease subsets. We could not confirm an association between BF and a decreased risk of either ACPA-positive or ACPA-negative RA. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  18. Network Structure and Community Evolution on Twitter: Human Behavior Change in Response to the 2011 Japanese Earthquake and Tsunami

    PubMed Central

    Lu, Xin; Brelsford, Christa

    2014-01-01

    To investigate the dynamics of social networks and the formation and evolution of online communities in response to extreme events, we collected three datasets from Twitter shortly before and after the 2011 earthquake and tsunami in Japan. We find that while almost all users increased their online activity after the earthquake, Japanese speakers, who are assumed to be more directly affected by the event, expanded the network of people they interact with to a much higher degree than English speakers or the global average. By investigating the evolution of communities, we find that the behavior of joining or quitting a community is far from random: users tend to stay in their current status and are less likely to join new communities from solitary or shift to other communities from their current community. While non-Japanese speakers did not change their conversation topics significantly after the earthquake, nearly all Japanese users changed their conversations to earthquake-related content. This study builds a systematic framework for investigating human behaviors under extreme events with online social network data and our findings on the dynamics of networks and communities may provide useful insight for understanding how patterns of social interaction are influenced by extreme events. PMID:25346468

  19. Network Structure and Community Evolution on Twitter: Human Behavior Change in Response to the 2011 Japanese Earthquake and Tsunami

    NASA Astrophysics Data System (ADS)

    Lu, Xin; Brelsford, Christa

    2014-10-01

    To investigate the dynamics of social networks and the formation and evolution of online communities in response to extreme events, we collected three datasets from Twitter shortly before and after the 2011 earthquake and tsunami in Japan. We find that while almost all users increased their online activity after the earthquake, Japanese speakers, who are assumed to be more directly affected by the event, expanded the network of people they interact with to a much higher degree than English speakers or the global average. By investigating the evolution of communities, we find that the behavior of joining or quitting a community is far from random: users tend to stay in their current status and are less likely to join new communities from solitary or shift to other communities from their current community. While non-Japanese speakers did not change their conversation topics significantly after the earthquake, nearly all Japanese users changed their conversations to earthquake-related content. This study builds a systematic framework for investigating human behaviors under extreme events with online social network data and our findings on the dynamics of networks and communities may provide useful insight for understanding how patterns of social interaction are influenced by extreme events.

  20. Inroads into Equestrian Safety: Rider-Reported Factors Contributing to Horse-Related Accidents and Near Misses on Australian Roads.

    PubMed

    Thompson, Kirrilly; Matthews, Chelsea

    2015-07-22

    Horse riding and horse-related interactions are inherently dangerous. When they occur on public roads, the risk profile of equestrian activities is complicated by interactions with other road users. Research has identified speed, proximity, visibility, conspicuity and mutual misunderstanding as factors contributing to accidents and near misses. However, little is known about their significance or incidence in Australia. To explore road safety issues amongst Australian equestrians, we conducted an online survey. More than half of all riders (52%) reported having experienced at least one accident or near miss in the 12 months prior to the survey. Whilst our findings confirm the factors identified overseas, we also identified issues around rider misunderstanding of road rules and driver misunderstanding of rider hand signals. Of particular concern, we also found reports of potentially dangerous rider-directed road rage. We identify several areas for potential safety intervention including (1) identifying equestrians as vulnerable road users and horses as sentient decision-making vehicles (2) harmonising laws regarding passing horses, (3) mandating personal protective equipment, (4) improving road signage, (5) comprehensive data collection, (6) developing mutual understanding amongst road-users, (7) safer road design and alternative riding spaces; and (8) increasing investment in horse-related safety initiatives.

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